Custom and New Feats

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DM Cradh
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Custom and New Feats

Unread post by DM Cradh » Fri Nov 27, 2015 1:19 pm

Custom and New Feats

Non-spellcasting Feats
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[tr][td]Agile Shield Fighter[/td][td]Shield Bash, Shield Specialization, DEX 13[/td][td]Your AB penalty is reduced by 2 when using Shield Bash[/td][/tr]
[tr][td]Athkatlan Triparite[/td][td]Dexterity 13[/td][td]You limit yourself to three attacks per round, your damage increases by one for every attack lost, and you gain one dodge AC. *Note that although you can take this before you reach a BAB of 16, the feat will have no effect until you have 4 attacks per round.*[/td][/tr]
[tr][td]Brutal Throw[/td][td]None[/td][td]Use your STR modifier instead of your DEX modifier to AB rolls for thrown weapons[/td][/tr]
[tr][td]Charge[/td][td]None[/td][td]This feat is given to all characters at level 1 for free. Activate at will. For 1 round, the character gains double movement, susceptibility to piercing attacks and a limit of 1 attack at +2 AB and -2 AC. Can only be activated while moving towards an enemy, that is neither too far nor too close.[/td][/tr]
[tr][td]Charge, Dire[/td][td]Improved Initiative, 21st level[/td][td]The character can use all their attacks, instead of 1 when using charge[/td][/tr]
[tr][td]Charger, Furious[/td][td]12+ STR, WIS 16 or less. Can only be chosen as a background feat.[/td][td]The character gains a +4 AB bonus instead of the normal +2 when using charge[/td][/tr]
[tr][td]Charge, Powerful[/td][td]None[/td][td]Each attack you when using charge gains a +2D6 damage bonus. Halflings and Gnomes gains a +D8 damage bonus instead. This damage applies to Shield Bash as well when charging.[/td][/tr]
[tr][td]Chiontar Seagull[/td][td]Dexterity 14[/td][td]As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knocked down and may not attack for one round.[/td][/tr]
[tr][td]Combat Awareness[/td][td]Blind Fight, BAB 12, Combat Focus[/td][td]While Combat Focus is activated, you can view the HP of all enemies within 30 feet[/td][/tr]
[tr][td]Combat Focus[/td][td]WIS 13[/td][td]Activate at will. For 10 rounds +1 round for each additional combat feat you possess (Awareness, Vigor, Strike), you gain +2 will saves (+4 if you've all the combat feats). Cooldown at 3,5 minutes.[/td][/tr]
[tr][td]Combat Strike[/td][td]Combat Focus, 2 other Combat Form feats, WIS 13, BAB 15[/td][td]You can choose to end your Combat focus as a swift action to gain AB and DMG bonuses equal to the total number of Combat form feats for the amount of rounds remaining on your Combat Focus duration.[/td][/tr]
[tr][td]Combat Vigor[/td][td]Combat Focus, BAB 9[/td][td]While maintaining your Combat Focus, you gain +2 regeneration. If you've 3 or more combat form feats, you gain +4 regeneration instead[/td][/tr]
[tr][td]Crossbow Sniper[/td][td]None[/td][td]When using a crossbow, add your DEX bonus to DMG. If you do not possess the weapon focus feat of the crossbow you're using, only add DEX/2 to DMG.[/td][/tr]
[tr][td]Crossbow Sniper, Master[/td][td]Crossbow Sniper, BAB 4[/td][td]When using a crossbow, add 1,5 of your DEX bonus to DMG. If you do not possess the weapon focus feat of the crossbow you're using, only add your DEX bonus to DMG.[/td][/tr]
[tr][td]Dead-Eye Shot[/td][td]Point Blank Shot, BAB 4[/td][td]If an ally in your party hits a target, the target lose their DEX bonus to AC against your next attack.[/td][/tr]
[tr][td]Deadly Defense[/td][td]None[/td][td]You deal an extra 1d4 points of damage with any weapon to which the Weapon Finesse feat applies when using combat expertise or parry mode. This bonus is only applied when you are unarmored or wearing light armor and not using a shield. *Note that Deadly Defense is an activated mode which must be toggled. If you do not have CE or Parry toggled the Deadly Defense mode will have no effect.*[/td][/tr]
[tr][td]Epic Skill Focus[/td][td]21st level, 20 ranks in the skill[/td][td]Adds +10 to your chosen skill. This feat is only available for Heal, Diplomacy, Intimidate and Survival.[/td][/tr][tr][td]Extend Rage II-IV[/td][td]Rage, Frenzy or Feral stance. Extend Rage feat.[/td][td]Each of these feats adds 5 rounds to all of these abilities. *confirmed Extend Rage and Extra Rage does not work with Bear Warrior Feral Stance from an item (not sure if you actually take the feats)*[/td][/tr]
[tr][td]Fast Healing I[/td][td]21 CON, 21st level[/td][td]The character gains +2 regeneration[/td][/tr]
[tr][td]Fast Healing II[/td][td]22 CON, Fast Healing I[/td][td]The character gains +4 regeneration (this replaces Fast Healing I)[/td][/tr]
[tr][td]Fast Healing III[/td][td]23 CON, Fast Healing II[/td][td]The character gains +6 regeneration (This replaces Fast Healing II)[/td][/tr]
[tr][td]Fiery Fist[/td][td]Improved Unarmed Strike, Stunning Fist, DEX 13, WIS 13, BAB 8[/td][td]Expend 2 stunning fist uses to gain D6 fire damage with unarmed attacks, for a duration of 1+WIS modifier rounds[/td][/tr]
[tr][td]Fiery Ki Defence[/td][td]Improved Unarmed Strike, Stunning Fist, DEX 13, WIS 13, BAB 8[/td][td]Expend 1 use of stunning fist to surround yourself in flame. Each hit against you deals D6 fire damage to the attacker, for a duration of (Monk level + WIS mod)/2 rounds[/td][/tr]
[tr][td]Heavy Armor Optimization[/td][td]Heavy Armor Profiency, BAB 4[/td][td]You gain +1 dodge AC, +1 hide, +1 tumble and +1 move silently while using Heavy armor.[/td][/tr]
[tr][td]Heavy Armor Optimization, Greater[/td][td]Heavy Armor Optimization, BAB 8[/td][td]You gain +2 dodge AC, +2 hide, +2 tumble and +2 move silently while using Heavy armor (this replaces Heavy Armor Optimization)[/td][/tr]
[tr][td]Heavy Armor Specialization[/td][td]Heavy Armor Profiency, BAB 12[/td][td]You gain a damage reduction of 3/-. This won't stack with any other sources of damage reduction.[/td][/tr]
[tr][td]Ice Troll Berzerker[/td][td]Barbarian 1[/td][td]When using Rage, you gain +2 natural AC. This bonus is increased to +4 with Greater Rage, +6 with Mighty Rage and +8 with Epic Rage. This does not stack with other sources of Natural AC bonuses[/td][/tr]
[tr][td]Improved Elemental Storm[/td][td]Elemental Archer 5[/td][td]When using elemental storm, you deal 2D8 +(Character Level/2)D6 DMG. The maximum number of targets is now 10.[/td][/tr]
[tr][td]Intuitive Attack[/td][td]BAB 1[/td][td]With unarmed attacks, add your WIS bonus minus your STR bonus to your AB. If you've weapon finesse, add your WIS bonus minus your STR bonus to your AB (if your DEX is higher than STR). This feat won't work unless 2/3rds of your character's levels are in the monk class.[/td][/tr]
[tr][td]Ki Step[/td][td]Stunning Fist, Dex 13, Wis 13, BaB +6[/td][td]You expend three daily uses of your Stunning Fist feat as an instant action to immediately move to the targeted location (You must be able to normally reach the selected destination). To observers you are quicker than the wind and faster than the eye can see. Ki Step requires line of sight and a working path to target a location, and is limited to a certain line of sight distance. Gameplay Notes.[/td][/tr]
[tr][td]Lunge[/td][td]None[/td][td]You Lunge against your last attacked target, causing an attack of opportunity but doing +5 damage if you hit. This is a free attack made at your highest AB. Usable once per turn.[/td][/tr]
[tr][td]Medium Armor Specialization[/td][td]Medium Armor Profiency, BAB 12[/td][td]You gain a damage reduction of 3/-. This won't stack with any other sources of damage reduction.[/td][/tr]
[tr][td]Northern Hewing[/td][td]Strength 13[/td][td]Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow. You limit yourself to half your attacks each round but do maximum damage with the remaining attacks. You add your strength modifier as extra bludgeoning damage. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 2.[/td][/tr]
[tr][td]One Weapon[/td][td]Tumble 6, BAB 6[/td][td]If you are fighting with only one weapon, and carrying nothing in your off hand, the One Weapon feat enables a combat style in which you narrow your profile and situationally attempt to dodge, deflect, and dish out attacks. While the style is active you gain +1 dodge AC.

If you roll a 6 or higher during combat (on a d10, unrelated to attacks, secretly rolled) you perform a tumble skill check for one of several one handed maneuvers.

You may perform an acrobatic dodge (+4 tumble, +1 dodge AC), a weaving assault (+d4 AB), insightful footwork (+2 dodge AC one round), a deflecting sweep (1 Deflection AC, +1 for every ten parry ranks), or an off-hand swap (+4 bluff).[/td][/tr]
[tr][td]Oversized Twoweapon-Fighting[/td][td]Twoweapon Fighting, STR 13[/td][td]When using a medium or larger weapon in your off-hand, you gain +2 AB[/td][/tr]
[tr][td]Pommel Strike[/td][td]None[/td][td]Once every two rounds, instead of attacking with your sword (or similar weapon) you may attack your last attacked target with the pommel. If you hit, it does 1d4 bludgeoning damage. If the target fails a reflex saving throw he is denied his DEX bonus to AC until next round.

A creature with Uncanny Dodge or Improved Uncanny dodge only loses half the AC. If the target then fails a fortitude saving throw the he is also dazed.

Dazed creatures always lose their full DEX bonus to AC. The DC of the reflex saving throw is 10 + half your total attack bonus. The DC of the fortitude saving throw is 10 + your strength modifier. The fortitude DC increases by one when your hit dice reaches 15, 20, 25 and 30. The pommel strike is made at your highest AB but reduces your attacks by 1.[/td][/tr]
[tr][td]Protective Ward[/td][td]Ranger 4[/td][td]You gain a +1 dodge AC bonus. This is increased to +2 if you've 24 Ranger levels[/td][/tr]
[tr][td]Reckless Offensive[/td][td]Power Attack, BAB 2[/td][td]Use at will. You gain +2 AB, -4 AC for 1 round. Only works with melee weapons[/td][/tr]
[tr][td]Sembian Fencing[/td][td]Dexterity 13[/td][td]You limit yourself to two attacks per round but your AB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit. *Note that while you can take this before gaining a third attack (BAB 11) the feat will not do anything until that point*[/td][/tr]
[tr][td]Shield Bash[/td][td]None[/td][td]Activate as a mode. When using a shield you gain -2 ab if it's a heavy or a tower shield. These penalties can be negated by 2 with twoweapon fighting, or 4 with improved twoweapon fighting (only works with towershields). The shield you use will work as an additional weapon (still giving a shield AC bonus), giving you +1 attack per round. The damage from this attack is D3 for light shields, D4 for heavy shields and D6 for tower shields.[/td][/tr]
[tr][td]Shield Charge[/td][td]Shield Bash, BAB 3[/td][td]When using Charge, you automatically try to knockdown your target as you make contact. The knockdown gains +4 on its roll if you've the Charge, Powerful feat, and another +4 if you've the improved knockdown feat.[/td][/tr]
[tr][td]Shield Slam[/td][td]Shield Charge, BAB 6[/td][td]Anyone hit by your shield attack must make a fortitude save of (character level/2)+10+STR bonus or be dazed for 1 round. Creatures immune to critical hits are not affected. This feat will work when using charge. This feat applies -2 AB for a Heavy Shield, -4 AB if using a Tower Shield.[/td][/tr]
[tr][td]Shield Specialization[/td][td]Shield Profiency[/td][td]Select a shield type for this feat (light, heavy or tower). You gain a +1 Shield AC bonus for that type of shields. This stacks with everything[/td][/tr]
[tr][td]Shield Weapon Focus and Specialization[/td][td]Shield Profiency[/td][td]You can now pick weapon focus, greater weapon focus, epic weapon focus, weapon spezialization, greater weapon specialization and epic weapon specialization for any kind of shield. This feats serve to increase AB and DMG when using Charge or Shield Bash.[/td][/tr]
[tr][td]Telthor Companion[/td][td]Spirit Shaman 4[/td][td]A Telthor Wolf Companion may be summoned like an animal companion. The effective level is spirit shaman levels -3, and can be increased with the Natural Bond or Epic Animal Companion feats.[/td][/tr]
[tr][td]Torchfighting[/td][td]None[/td][td]This feat is free to all who equip a torch. You gain a free attack when using a torch, that deals D6 fire damage. Anyone hit by this attack needs to take a reflex save at 10+your STR bonus+(character level/2) or suffer -1 AB for D4 rounds. You gain a second attack at BAB 11, and a third at BAB 21[/td][/tr]
[tr][td]True Believer[/td][td]Worship of a deity[/td][td]Nothing. It's a feat used to qualify for other classes[/td][/tr]
[tr][td]Turmish Flourish[/td][td]Improved Initiative, BAB 3[/td][td]Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however.[/td][/tr]
[tr][td]Twoweapon Defence, Greater[/td][td]Improved Twoweapon fighting, Improved Twoweapon Defence, BAB 11[/td][td]You gain +3 dodge AC (this replaces the improved twoweapon defence***BGtSCC does not have Greater TWD as a feat. striking through and will delete upon confirmation.*** feat)[/td][/tr]
[tr][td]Weapon Mastery[/td][td]Fighter 12[/td][td]Choose one damage type (piercing, bludgeoning, slashing). You gain +2 AB, +2 DMG with melee weapons of this type. Note that two Weapon Mastery feats won't stack with each other.[/td][/tr]
[tr][td]Weapon Mastery, Ranged[/td][td]BAB 8, Weapon specialization in any Bow, Crossbow or Sling[/td][td]You gain +2 AB, +2 DMG with ranged weapons.[/td][/tr]
[tr][td]Weapon Mastery, Throwing[/td][td]BAB 8, Weapon specialization in darts, throwing axes or shurikens[/td][td]You gain +2 AB, +2 DMG with any throwing weapon.[/td][/tr]
[tr][td]Weapon Mastery, Unarmed[/td][td]BAB 8, Weapon specialization in unarmed strike[/td][td]You gain +2 AB, +2 DMG with unarmed attacks[/td][/tr]
[tr][td]Whirlwind Frenzy[/td][td]Barbarian 1[/td][td]This is an optional feat given to barbarians at level 1 and if selected replaces the normal rage bonuses. When using Rage, the barbarian gains +4 STR, +2 Dodge AC, +2 Reflex saves and an additional attack at the highest AB (does not stack with haste). These bonuses increase to +6 STR, +3 Dodge AC, +3 Reflex at level 11, +8 STR, +4 Dodge AC, +4 Reflex at level 20 and +10 STR, +5 Dodge AC, +5 Reflex with Epic Rage. The barbarian does not get Indomitable Will at level 14. The amount of barbarian rage uses remain the same as the normal version. When a shield is equipped, a Barbarian raging with Whirlwind Frenzy receives a -2 to Dodge AC.[/td][/tr][/table]


Spell-casting Feats
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[tr][td]Ability Focus (Bard Songs)[/td][td]Bard 1[/td][td]Your bard songs gain +2 DC[/td][/tr]
[tr][td]Ability Focus (Invocations)[/td][td]Warlock 1[/td][td]Your Invocations gain +2 DC (does not apply to Eldritch Blasts)[/td][/tr]
[tr][td]Acidic Splatter[/td][td]2nd level spells[/td][td]As long as you've an acid spell of 2nd level or higher available for casting, you can throw an orb of acid as a ranged touch attack an infinite number of times per day. The range is 5 feet per spell level and the damage D6 acid per spell level, both of the highest memorized acid spell. Acid spells: Acid Fog, Greater Shadow Conjuration, Melf’s Acid Arrow, Storm of Vengeance, Mestils Acid Breath, Vitriolic Sphere, Lesser Energized Shield, Energized Shield, Orb of Acid[/td][/tr]
[tr][td]Beckon the Frozen[/td][td]Augment Summoning, Spell focus Conjuration[/td][td]All summons and Palemaster companions gain Cold immunity, 50% fire vulnerability and do an extra D6 cold damage.[/td][/tr]
[tr][td]Blood Magic[/td][td]Spirit Shaman 9[/td][td]Use at will. Your spell gains +4 DC, +4 CL (not subject to DC increase), and you take 3+ (D8 DMG per spell level).[/td][/tr]
[tr][td]Clap of Thunder[/td][td]3rd level spells[/td][td]As long as you've an sonic spell of 3rd level or higher available for casting, you can use a melee ranged touch attack an infinite number of times per day. The damage is D6 sonic per spell level, of the highest memorized sonic spell. Additionally, targets must take a fortitude save or be deafened for 1 round. Sonic spells: Cacophonic Burst, Shout, Greater Shout, Castigate, Energized Shield, Sonic Shield, Lion's Roar, Resonating Bolt, Sound Blast, and Orb of Sound[/td][/tr]
[tr][td]Counterspell[/td][td]None[/td][td]Spellcasting characters get this feat for free at level 1. Use at will. As long as you’re not casting spells or running, you’ll attempt to counter all spells cast by the target. To succeed, follow these steps:
  • 1.) Make a spellcraft check of 15+spell level (if failed, you lose step 2&3)
  • 2.) If you've the same spell available to cast, you lose that spell and automatically counter the target.
  • 3.) If you've a natural counter available to cast, you lose that spell and automatically counter the target (haste vs slow etc.).
  • 4.) If you've a dispel spell available to cast, make a dispel check. You lose a dispel spell in the attempt. You suffer -2 on this check vs metamagic spells, and -4 vs quickened spells. If succesful, you counter the target. Else, you fail to counter.
If you cannot do any of step 2-4, you fail to counter the spell.[/td][/tr]
[tr][td]Counterspell, Improved[/td][td]Counterspell[/td][td]When using Counterspell, you can automatically counter a spell as long as you’ve a spell 1+ levels higher and of the same spell school as the one being cast as if it was the same spell.[/td][/tr]
[tr][td]Counterspell, Epic[/td][td]Reactive Counterspell, 30 spellcraft[/td][td]When using Reactive Counterspelling, you can dispel any number of spells per round, instead of the usual limit of 1[/td][/tr]
[tr][td]Counterspell, Reactive[/td][td]Improved Counterspell, Improved Initiative[/td][td]Activate as a mode. You automatically attempt to counterspell 1 spell cast against you per round. You cannot use the regular counterspell at the same time. Normal limits apply (no spellcasting or running for it to take effect)[/td][/tr]
[tr][td]Dark Transient[/td][td]Warlock 5[/td][td]The duration of the flee the scene invocation is doubled and provides a +1 extra AB bonus (total +2) while the invocation is active.[/td][/tr]
[tr][td]Divine Spellpower[/td][td]Turn Undead, level 1 divine spells[/td][td]Expend 1 turn undead use and roll a turning check with a +3 bonus. You add +X to your CL for the next divine spell cast in the same round, where X is:
  • Roll of 0-: -4
  • Roll of 1+: -3
  • Roll of 4+: -2
  • Roll of 7+: -1
  • Roll of 10+: 0
  • Roll of 13+: +1
  • Roll of 16+: +2
  • Roll of 19+: +3
  • Roll of 22+: +4
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[tr][td]Epic Spell: Call Lightning Storm[/td][td]27 spellcraft, 9th level spells[/td][td]You deal 35D6 Eleectric damage to all enemies in a massive area of effect. The Reflex DC is 34 + ability modifier (Epic Spell base DC of 25 + 9 bonus = 34). 3 uses per day, cooldown 2 minutes. Spell Resistance does apply.[/td][/tr][tr][td]Epic Spell: Greater Ruin[/td][td]24 spellcraft, 9th level spells[/td][td]You deal 50D6 positive damage to a single enemy. The Fortitude DC is 25+ability modifier. 3 uses per day, cooldown 2 minutes. Spell Resistance does apply.[/td][/tr]
[tr][td]Epic Spell: Mass Heal[/td][td]25 spellcraft, 9th level spells[/td][td]You heal all allies in the area of effect of up to 300 HP. This will damage undead for the same amount with a Will DC of 25+ability modifier. Spell Resistance does apply.[/td][/tr]
[tr][td]Fiery Burst[/td][td]2nd level spells[/td][td]As long as you’ve a fire spell of 2nd level or higher available for casting, you can create a small fireball dealing D6 fire DMG per spell level of the highest memorized fire spell an infinite amount of times per day. Reflex for half DMG. Fire spells: Deadly Lahar, Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Orb of Fire, Heartfire.[/td][/tr]
[tr][td]Invisible Needle[/td][td]3rd level spells[/td][td]As long as you've a force spell of 3rd level or higher available for casting, you can throw an orb of force as a ranged touch attack an infinite number of times per day. The range short and it deals D4 magical DMG per spell level of the highest memorized force spell. Force spells: Mordenkainens Sword, Isaacs Lesser Missile Storm, Isaacs Greater Missile Storm, Bigbys Interposing Hand, Bigbys Forceful Hand, Bigbys Grasping Hand, Bigbys Clenched Fist, Bigbys Crushing Hand, Orb of Force.[/td][/tr]
[tr][td]Practiced Invoker[/td][td]Warlock 1, Spellcraft 4[/td][td]The Caster level of your invocations increase by 4. This can’t increase it beyond your character level. You gain +2D6 eldritch blast if you’re 4 caster levels below your character level, and +D6 if you’re 2-3 levels lower.[/td][/tr]
[tr][td]Practiced Spellcaster (Assassin)[/td][td]Spellcraft 4[/td][td]The Caster level of your spell-like abilities increase by 4.[/td][/tr]
[tr][td]Practiced Spellcaster (Blackguard[/td][td]Spellcraft 4[/td][td]The Caster level of your blackguard spell-like abilities increase by 4.[/td][/tr]
[tr][td]Rune of Flame[/td][td]3rd level spells[/td][td]As long as you have a fire spell of 3rd level or higher available to cast, you can throw a fire rune. The rune affects a 10-foot-radius burst and deals 2d6 points of damage per level of that fire spell. A successful Reflex save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).

Trigger Spells: Deadly Lahar, Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Orb of Fire, Heartfire[/td][/tr]
[tr][td]Rune of Ice[/td][td]3rd level spells[/td][td]As long as you have a cold spell of 3rd level or higher available to cast, you can throw a cold rune. The rune affects a 10-foot-radius burst and deals 2d6 points of damage per level of that cold spell. A successful Reflex save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).

Trigger Spells: Cone of Cold, Elemental Shield, Frost Breath, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield, Orb of Cold[/td][/tr]
[tr][td]Rune of Storms[/td][td]3rd level spells[/td][td]As long as you have a lightning spell of 3rd level or higher available to cast, you can throw a lightning rune. The rune affects a 10-foot-radius burst and deals 2d6 points of damage per level of that lightning spell. A successful Reflex save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).

Trigger Spells: Arc of Lightning, Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Orb of Electricty, Lightning Blast[/td][/tr]
[tr][td]Rune of Thunder[/td][td]3rd level spells[/td][td]As long as you have a sonic spell of 3rd level or higher available to cast, you can throw a sonic rune. The rune affects a 10-foot-radius burst and deals 2d6 points of damage per level of that sonic spell. A successful Reflex save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).

Trigger Spells: Cacophonic Burst, Shout, Greater Shout, Castigate, Energized Shield, Sonic Shield, Lion's Roar, Resonating Bolt, Sound Blast, Orb of Sound, Song of Discord, War Cry and Dirge[/td][/tr]
[tr][td]Rune of Vitriol[/td][td]3rd level spells[/td][td]As long as you have an acid spell of 3rd level or higher available to cast, you can throw an acid rune. The rune affects a 10-foot-radius burst and deals 2d6 points of damage per level of that acid spell. A successful Reflex save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).

Trigger Spells: Acid Fog, Greater Shadow Conjuration, Melfs Acid Arrow, Storm of Vengeance, Mestils Acid Breath, Vitriolic Sphere, Lesser Energized Shield, Energized Shield, Orb of Acid[/td][/tr]
[tr][td]Sickening grasp[/td][td]3rd level spells[/td][td]As long as you have a necromancy spell of 3rd level or higher available to cast, you can make a melee touch attack against living creatures which becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available. The subject can reduce this duration to 1 round with a successful Fortitude save.

A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks.

Trigger Spells: Animate Dead, Circle of Death, Mass Inflict Light Wounds, Cloudkill, Contagion, Control Undead, Create Greater Undead, Create Undead, Death Ward, Energy Drain, Enervation, Fear, Finger of Death, Harm, Poison, Slay Living, Vampiric Touch, Wail of the Banshee, Destruction, Horrid Wilting, Inflict Serious Wounds, Inflicts Critical Wounds, Infestation of Maggots, Undeath to Death, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Mass Contagion, Mass Death Ward, Avasculate, Mass Curse of Blades and Blood of the Martyr[/td][/tr]
[tr][td]Spell specialization[/td][td]4 Caster levels, weapon focus in a touch attack[/td][td]When doing a touch attack of the same kind as your weapon focus (ranged or melee), you deal an extra +2 DMG if it's a damage spell. This damage is never multiplied by touch attacks with many rays, darts etc., instead it just adds +2 DMG to the first of these split up attacks.[/td][/tr]
[tr][td]Storm Bolt[/td][td]3rd level spells[/td][td]As long as you've an electricity spell of 3rd level or higher available for casting, you can fire a 20 foot long line bolt of electricity an infinite number of times per day. The bolt deals D6 electricity DMG per spell level of the highest memorized acid spell, reflex save for half damage. Electricity spells: Arc of Lightning, Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Orb of Electricty[/td][/tr]
[tr][td]Umbral Shroud[/td][td]3rd level spells[/td][td]As long as you have a darkness spell of 3rd level or higher available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning on your next action.

Darkness spells: Mass Blindness and Deafness, Shadow Conjuration and Shadow Shield[/td][/tr]
[tr][td]Winter's Blast[/td][td]2nd level spells[/td][td]As long as you've a cold spell of 2nd level or higher available for casting, you can throw a 15 foot cone of cold an infinite number of times per day. It deals D4 cold DMG per spell level of the highest memorized cold spell. Cold spells: Cone of Cold, Elemental Shield, Frost Breath, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield and Orb of Cold[/td][/tr][/table]

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