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» [Game] The Word Association game.
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» [Game] Count by Even Numbers
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Feat Requests
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- Zane KendricKnight
- 1848
2457
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Please provide the following information.
Name:
General or Special:
Prerequisites:
Benefits:
Special:
Take again?:
Other:
Name:
General or Special:
Prerequisites:
Benefits:
Special:
Take again?:
Other:
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
- RoyokoKnight
- 1904
4259
D&D Character sheet
Name: Tragon
Hit Points:
(63/63)
Experience:
(21702/28000)
Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
Base Attack Bonus: +5
Flurry of Blows Bonus: +4/+4
Weapon: Normal- Fists +9(1d8+4) x2
Flurry of Blows- Fists +8(1d8+4) +7(1d8+4) x2
AC: 17(18), Flat-Footed 13, Touch 14
Saving Throws: Fort: +8, Will: +6, Reflex: +7
Weapon Focus(Fist): +1 attack roll with selected weapon.
Dodge: Selecting a target grants +1 AC vs that target.
- Zane KendricKnight
- 1848
2457
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Royoko wrote:Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
@Royoko, there just ain't now way to wield a two-handed weapon for a one-handed unless the size of the weapon is smaller. Strength would have nothing to do with it since you can carry the two-handed weapon in the first place, it's more about being finesse with the weapon. As I recall, I believe this feat is known as Monkey Grip.
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
SunnySide wrote:Royoko wrote:Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
@Royoko, there just ain't now way to wield a two-handed weapon for a one-handed unless the size of the weapon is smaller. Strength would have nothing to do with it since you can carry the two-handed weapon in the first place, it's more about being finesse with the weapon. As I recall, I believe this feat is known as Monkey Grip.
@SunnySide, yeah that's what I was thinking to... but he brought it up and wanted to custom make his own to allow that to be a possibility.
Here's the order: (UK = Undead Kobold)
- Zane KendricKnight
- 1848
2457
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Draxion wrote:SunnySide wrote:Royoko wrote:Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
@Royoko, there just ain't now way to wield a two-handed weapon for a one-handed unless the size of the weapon is smaller. Strength would have nothing to do with it since you can carry the two-handed weapon in the first place, it's more about being finesse with the weapon. As I recall, I believe this feat is known as Monkey Grip.
@SunnySide, yeah that's what I was thinking to... but he brought it up and wanted to custom make his own to allow that to be a possibility.
@Draxion, of course you're the Dungeon Master and in charge so it's solely up to you. Plus, it's your campaign. Maybe allow it just with some kind of penalty, the same with the Two-Weapon Fighting feat? Just like how when you dual-wield in combat, you take -6 penalty on the off-hand weapon but the feat drops it to -2, but doesn't completely remove the penalty.
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
SunnySide wrote:Draxion wrote:SunnySide wrote:Royoko wrote:Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
@Royoko, there just ain't now way to wield a two-handed weapon for a one-handed unless the size of the weapon is smaller. Strength would have nothing to do with it since you can carry the two-handed weapon in the first place, it's more about being finesse with the weapon. As I recall, I believe this feat is known as Monkey Grip.
@SunnySide, yeah that's what I was thinking to... but he brought it up and wanted to custom make his own to allow that to be a possibility.
@Draxion, of course you're the Dungeon Master and in charge so it's solely up to you. Plus, it's your campaign. Maybe allow it just with some kind of penalty, the same with the Two-Weapon Fighting feat? Just like how when you dual-wield in combat, you take -6 penalty on the off-hand weapon but the feat drops it to -2, but doesn't completely remove the penalty.
Hmm... maybe. I can reason with that just so wielding a two-handed weapon in one hand doesn't seem non-realistic. @Royoko, can you agree with that?
Here's the order: (UK = Undead Kobold)
- RoyokoKnight
- 1904
4259
D&D Character sheet
Name: Tragon
Hit Points:
(63/63)
Experience:
(21702/28000)
@Draxion, After reading and giving it some thought, cyea I can agree with that.Draxion wrote:SunnySide wrote:Draxion wrote:SunnySide wrote:
@Royoko, there just ain't now way to wield a two-handed weapon for a one-handed unless the size of the weapon is smaller. Strength would have nothing to do with it since you can carry the two-handed weapon in the first place, it's more about being finesse with the weapon. As I recall, I believe this feat is known as Monkey Grip.
@SunnySide, yeah that's what I was thinking to... but he brought it up and wanted to custom make his own to allow that to be a possibility.
@Draxion, of course you're the Dungeon Master and in charge so it's solely up to you. Plus, it's your campaign. Maybe allow it just with some kind of penalty, the same with the Two-Weapon Fighting feat? Just like how when you dual-wield in combat, you take -6 penalty on the off-hand weapon but the feat drops it to -2, but doesn't completely remove the penalty.
Hmm... maybe. I can reason with that just so wielding a two-handed weapon in one hand doesn't seem non-realistic. @Royoko, can you agree with that?
Base Attack Bonus: +5
Flurry of Blows Bonus: +4/+4
Weapon: Normal- Fists +9(1d8+4) x2
Flurry of Blows- Fists +8(1d8+4) +7(1d8+4) x2
AC: 17(18), Flat-Footed 13, Touch 14
Saving Throws: Fort: +8, Will: +6, Reflex: +7
Weapon Focus(Fist): +1 attack roll with selected weapon.
Dodge: Selecting a target grants +1 AC vs that target.
- Zane KendricKnight
- 1848
2457
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Royoko wrote:@Draxion, After reading and giving it some thought, cyea I can agree with that.Draxion wrote:SunnySide wrote:Draxion wrote:
@SunnySide, yeah that's what I was thinking to... but he brought it up and wanted to custom make his own to allow that to be a possibility.
@Draxion, of course you're the Dungeon Master and in charge so it's solely up to you. Plus, it's your campaign. Maybe allow it just with some kind of penalty, the same with the Two-Weapon Fighting feat? Just like how when you dual-wield in combat, you take -6 penalty on the off-hand weapon but the feat drops it to -2, but doesn't completely remove the penalty.
Hmm... maybe. I can reason with that just so wielding a two-handed weapon in one hand doesn't seem non-realistic. @Royoko, can you agree with that?
Yeah, I agree that what too.
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
Royoko wrote:Name: Combat Strongarm
General or Special: General
Prerequisites: 15 Str
Benefits: None
Special: Allow PC to use 2h weapons with only 1h. The 2h weapon is now treated as a 1h weapon.
Take Again?: No
Other: None.
@Royoko -- Request Approved! --> I will be adding it onto the list soon.
Here's the order: (UK = Undead Kobold)
- Annaloyra MinyaKnight Errant
- 8109
5305
D&D Character sheet
Name: Countess Anna'Loyra' Minya
Hit Points:
(54/54)
Experience:
(37700/45000)
Confused
+2 Flaming Shortbow: +8 (1d6+2(+1d6 fire) x3)
+1 Longsword: +7 (D8+2 19-20/×2)
Rapier: +56 (1d6+1 18-20/x2)
Dagger: +6 (1d4+1 19-20/x2)
BAB +6 Range +6
AC 11 For +8 Ref +4 Wil +11
NPCs
- Annaloyra MinyaKnight Errant
- 8109
5305
D&D Character sheet
Name: Countess Anna'Loyra' Minya
Hit Points:
(54/54)
Experience:
(37700/45000)
+2 Flaming Shortbow: +8 (1d6+2(+1d6 fire) x3)
+1 Longsword: +7 (D8+2 19-20/×2)
Rapier: +56 (1d6+1 18-20/x2)
Dagger: +6 (1d4+1 19-20/x2)
BAB +6 Range +6
AC 11 For +8 Ref +4 Wil +11
NPCs
- LorenaKnight Bachelor
- 4886
4312
D&D Character sheet
Name: Lorena
Hit Points:
(34/44)
Experience:
(13200/15000)
Name: Zen archery
General or Special: general
Prerequisites: ??? um no
Benefits: uses WIS mod instead of Dex MOD when using bow/cross bow
Special: None
Take again?: no
Other: link: http://www.dandwiki.com/wiki/Zen_Archery_%283.5e_Feat%29
General or Special: general
Prerequisites: ??? um no
Benefits: uses WIS mod instead of Dex MOD when using bow/cross bow
Special: None
Take again?: no
Other: link: http://www.dandwiki.com/wiki/Zen_Archery_%283.5e_Feat%29
XD Saving throws
Fortitude +5, Will +8, Reflex +1. AC 13
Base attack
Melee +6, Range +3
Weapons
Main hand: Morning Star. +6 attack, Damage 1d8, crit 2x
Off hand: Dagger. +6 attack, damage 1d4, crit 19-20
Two-handed: Faulchard. +6 attack, Damage 1d8, Crit 3x
Miss Heny wrote:Name: Zen archery
General or Special: general
Prerequisites: ??? um no
Benefits: uses WIS mod instead of Dex MOD when using bow/cross bow
Special: None
Take again?: no
Other: link: http://www.dandwiki.com/wiki/Zen_Archery_%283.5e_Feat%29
DM: @Miss Heny -->> Request Approved -- Your request was approved and the feat will be added accordingly.
Here's the order: (UK = Undead Kobold)
- VerniusNightshadeKnight Bachelor
- 3465
3294
D&D Character sheet
Name: Andreas Vox
Hit Points:
(20/49)
Experience:
(17832/21000)
because we are fighters, barbarians, and paladins and we need as much strength to keep ourselves alive! here are the requests and links! thanks to checking out Vernius' 13 feat requests because 13 is my lucky number!
Name: Penetrating Strike
General or Special: (Combat)
Prerequisites: Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.
Benefits: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/penetrating-strike-combat---final
Name: Greater Penetrating Strike
General or Special: (Combat)
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefits: Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/greater-penetrating-strike-combat---final
Name: Bloody Assault
General or Special: (Combat)
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefits: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat
Name: Spear Dancer
General or Special: (Combat)
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform (dance) 4 ranks
Benefits: Each time you hit a creature with a two-handed reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/spear-dancer
Name: Vital Strike
General or Special: (Combat)
Prerequisites: Base attack bonus +6
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/vital-strike-combat---final
Name: Improved Vital Strike
General or Special: (Combat)
Prerequisites: Vital Strike, base attack bonus +11.
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/improved-vital-strike-combat---final
Name: Greater Vital Strike
General or Special: (Combat)
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/greater-vital-strike-combat---final
Name: Devastating Strike
General or Special: (Combat)
Prerequisites: Vital Strike, base attack bonus +9.
Benefits: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/devastating-strike-combat
Name: Improved Devastating Strike
General or Special: (Combat)
Prerequisites: Devastating Strike, Vital Strike, base attack bonus +13.
Benefits: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/improved-devastating-strike-combat
Name: Furious Finish**
General or Special: (Combat)
Prerequisites: Rage class feature, Vital Strike, base attack bonus +6.
Benefits: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/furious-finish
Name: Word of Healing
General or Special: (Combat)
Prerequisites: Lay on hands class feature.
Benefits: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/word-of-healing
Name: Wind Stance
General or Special: (Combat)
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefits: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/wind-stance-combat---final
Name: Lightning Stance
General or Special: (Combat)
Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
Benefits: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/lightning-stance-combat---final
Name: Penetrating Strike
General or Special: (Combat)
Prerequisites: Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.
Benefits: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/penetrating-strike-combat---final
Name: Greater Penetrating Strike
General or Special: (Combat)
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefits: Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/greater-penetrating-strike-combat---final
Name: Bloody Assault
General or Special: (Combat)
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefits: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat
Name: Spear Dancer
General or Special: (Combat)
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform (dance) 4 ranks
Benefits: Each time you hit a creature with a two-handed reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/spear-dancer
Name: Vital Strike
General or Special: (Combat)
Prerequisites: Base attack bonus +6
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/vital-strike-combat---final
Name: Improved Vital Strike
General or Special: (Combat)
Prerequisites: Vital Strike, base attack bonus +11.
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/improved-vital-strike-combat---final
Name: Greater Vital Strike
General or Special: (Combat)
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefits: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/greater-vital-strike-combat---final
Name: Devastating Strike
General or Special: (Combat)
Prerequisites: Vital Strike, base attack bonus +9.
Benefits: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/devastating-strike-combat
Name: Improved Devastating Strike
General or Special: (Combat)
Prerequisites: Devastating Strike, Vital Strike, base attack bonus +13.
Benefits: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/improved-devastating-strike-combat
Name: Furious Finish**
General or Special: (Combat)
Prerequisites: Rage class feature, Vital Strike, base attack bonus +6.
Benefits: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/furious-finish
Name: Word of Healing
General or Special: (Combat)
Prerequisites: Lay on hands class feature.
Benefits: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/general-feats/word-of-healing
Name: Wind Stance
General or Special: (Combat)
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefits: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/wind-stance-combat---final
Name: Lightning Stance
General or Special: (Combat)
Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
Benefits: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Special: none
Take again?: no
Other: link: http://www.d20pfsrd.com/feats/combat-feats/lightning-stance-combat---final
Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large) +8/+3 melee (2d6)+4 x4 crit
Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
DM: @VerniusNightshade, your request is approved.
Here's the order: (UK = Undead Kobold)
- VerniusNightshadeKnight Bachelor
- 3465
3294
D&D Character sheet
Name: Andreas Vox
Hit Points:
(20/49)
Experience:
(17832/21000)
ok was looking into things for caster sense well we have so few for them here they are. May find more but here are two.
Name: Chain Spell
General or Special: Metamagic
Prerequisites: Any metamagic feat.
Benefits:Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.
A chained spell uses up a spell slot three levels higher than the spell's actual level.
Special: +3 level to existing spell
Take again?: no
Other: link: http://www.realmshelps.net/charbuild/feat/Chain_Spell
Name: Transdimensional Spell
General or Special: metamagic
Prerequisites: none
Benefits: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area of effect. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell's actual level.
Special:Allows a spell to affect an incorporeal creature, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space within the spell's area.
Take Again?: No
Other: link: http://alcyius.com/dndtools/feats/unapproachable-east--33/transdimensional-spell--2959/index.html
Name: Chain Spell
General or Special: Metamagic
Prerequisites: Any metamagic feat.
Benefits:Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.
A chained spell uses up a spell slot three levels higher than the spell's actual level.
Special: +3 level to existing spell
Take again?: no
Other: link: http://www.realmshelps.net/charbuild/feat/Chain_Spell
Name: Transdimensional Spell
General or Special: metamagic
Prerequisites: none
Benefits: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area of effect. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell's actual level.
Special:Allows a spell to affect an incorporeal creature, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space within the spell's area.
Take Again?: No
Other: link: http://alcyius.com/dndtools/feats/unapproachable-east--33/transdimensional-spell--2959/index.html
Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large) +8/+3 melee (2d6)+4 x4 crit
Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
DM: @VerniusNightshade, your request is approved.
Here's the order: (UK = Undead Kobold)
- VerniusNightshadeKnight Bachelor
- 3465
3294
D&D Character sheet
Name: Andreas Vox
Hit Points:
(20/49)
Experience:
(17832/21000)
one final feat this is for the sake of charles wanting to wield a giant sword so let me shoot.
Name: Monkey Grip
General or Special: General Bonus.
Prerequisites: none
Benefits:
+0: You can wield weapons up to one size larger than normal with a -2 penalty to attack rolls.
+1: You no longer sustain penalties to attack rolls for wielding a weapon because of its size (you are still limited to the size of weapon you can wield). In addition, you may now add one and a half times your Strength modifier to the damage of any one-handed oversized weapon you wield and twice your Strength modifier to damage for a two-handed oversized weapon. Lastly, you may always choose to deal bludgeoning damage when wielding an oversized weapon regardless of the weapon's standard damage type.
+6: You may now wield weapons two sizes larger than normal, and you gain reach equal to that of a creature with the same size category as your weapon.
+11: You may now wield weapons three sizes larger than normal. Whenever you make a melee attack, you may also choose to attempt to hit a square adjacent to the target struck, with the creature‘s AC measured against the same attack roll. A creature cannot be hit more than once with a single attack roll by this ability.
+16: You may now wield weapons four sizes larger than normal. As an immediate action, you may also use your weapon to shield yourself, gaining total cover from a single attack or effect of your choice.
Special: This is a combat feat that scales with your Base Attack
Take again?: no
Other: https://dnd-wiki.org/wiki/Monkey_Grip_(3.5e_Feat)
Name: Monkey Grip
General or Special: General Bonus.
Prerequisites: none
Benefits:
+0: You can wield weapons up to one size larger than normal with a -2 penalty to attack rolls.
+1: You no longer sustain penalties to attack rolls for wielding a weapon because of its size (you are still limited to the size of weapon you can wield). In addition, you may now add one and a half times your Strength modifier to the damage of any one-handed oversized weapon you wield and twice your Strength modifier to damage for a two-handed oversized weapon. Lastly, you may always choose to deal bludgeoning damage when wielding an oversized weapon regardless of the weapon's standard damage type.
+6: You may now wield weapons two sizes larger than normal, and you gain reach equal to that of a creature with the same size category as your weapon.
+11: You may now wield weapons three sizes larger than normal. Whenever you make a melee attack, you may also choose to attempt to hit a square adjacent to the target struck, with the creature‘s AC measured against the same attack roll. A creature cannot be hit more than once with a single attack roll by this ability.
+16: You may now wield weapons four sizes larger than normal. As an immediate action, you may also use your weapon to shield yourself, gaining total cover from a single attack or effect of your choice.
Special: This is a combat feat that scales with your Base Attack
Take again?: no
Other: https://dnd-wiki.org/wiki/Monkey_Grip_(3.5e_Feat)
Last edited by VerniusNightshade on January 29th 2017, 10:45 am; edited 2 times in total (Reason for editing : link needed fixed for the basis for the remake on the feat (original monkey grip was soo bad...))
Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large) +8/+3 melee (2d6)+4 x4 crit
Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
- dreamingroseKnight Bachelor
- 4039
3362
D&D Character sheet
Name: Sylvari
Hit Points:
(0/35)
Experience:
(18044/21000)
Name: Linguistic Savant 3.5 feat
General or Special: General?
Prerequisites:
Benefits: You may speak two new languages that are available for you to learn. If you are not illiterate, you can also read and write in these languages. In addition, Speak Language is always considered a class skill for you.
Special: None
Take again?: No
Other: http://www.dandwiki.com/wiki/Linguistic_Savant_(3.5e_Feat)
General or Special: General?
Prerequisites:
Benefits: You may speak two new languages that are available for you to learn. If you are not illiterate, you can also read and write in these languages. In addition, Speak Language is always considered a class skill for you.
Special: None
Take again?: No
Other: http://www.dandwiki.com/wiki/Linguistic_Savant_(3.5e_Feat)
Base Attack Bonus: +4 | Initiative: +1
Shortspear: +7 (1d6+4 x2)
Crossbow, light: +5 (1d8 19-20/x2)
+2 Shocking Burst Dwarven Waraxe: +10 (1d10+7 1d6 shock x3)
AC: 14
Saving Throws: Fort: +4, Ref: +5, Will: +7
- dreamingroseKnight Bachelor
- 4039
3362
D&D Character sheet
Name: Sylvari
Hit Points:
(0/35)
Experience:
(18044/21000)
Two more languages.
Base Attack Bonus: +4 | Initiative: +1
Shortspear: +7 (1d6+4 x2)
Crossbow, light: +5 (1d8 19-20/x2)
+2 Shocking Burst Dwarven Waraxe: +10 (1d10+7 1d6 shock x3)
AC: 14
Saving Throws: Fort: +4, Ref: +5, Will: +7
DM: @dreamingrose, your request was approved.
Here's the order: (UK = Undead Kobold)
- Emilia CasterwillSquire
- 996
3470
D&D Character sheet
Name: Emilia Casterwill
Hit Points:
(18/18)
Experience:
(6450/10000)
Name: Armored Caster
General or Special: General
Prerequisites: Dex 13, Armor Proficiency (in Armor Worn)
Benefits:You can reduce your chance of arcane spell failure by 10%.
Special: you may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%
Take again?: yes
Other: http://www.dandwiki.com/wiki/Armored_Caster_(3.5e_Feat)
Name: Elemental Affinity [Metamagic][edit]
General or Special: Sepcial
Prerequisite: Any other metamagic feat, Spellcraft 8 ranks
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Special:
Take Again?: No
Other: http://www.dandwiki.com/wiki/Elemental_Affinity_(3.5e_Feat)
General or Special: General
Prerequisites: Dex 13, Armor Proficiency (in Armor Worn)
Benefits:You can reduce your chance of arcane spell failure by 10%.
Special: you may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%
Take again?: yes
Other: http://www.dandwiki.com/wiki/Armored_Caster_(3.5e_Feat)
Name: Elemental Affinity [Metamagic][edit]
General or Special: Sepcial
Prerequisite: Any other metamagic feat, Spellcraft 8 ranks
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Special:
Take Again?: No
Other: http://www.dandwiki.com/wiki/Elemental_Affinity_(3.5e_Feat)
Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2
Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4
Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list
Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2
Familiar: Loc 9 HP /17 AC Claws +4 melee (1d2-5) Fort +2, Ref +4, Will +2
Emilia Casterwill wrote:Name: Armored Caster
General or Special: General
Prerequisites: Dex 13, Armor Proficiency (in Armor Worn)
Benefits:You can reduce your chance of arcane spell failure by 10%.
Special: you may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%
Take again?: yes
Other: http://www.dandwiki.com/wiki/Armored_Caster_(3.5e_Feat)
Name: Elemental Affinity [Metamagic][edit]
General or Special: Sepcial
Prerequisite: Any other metamagic feat, Spellcraft 8 ranks
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Special:
Take Again?: No
Other: http://www.dandwiki.com/wiki/Elemental_Affinity_(3.5e_Feat)
DM: @Emilia Casterwill, I approve the second feat but the first one I am a little concerned about cause even if you do take it multiple times to eventually make it 0%, I think that may be a little overpowered especially for magic users who wear heavy armor and have no penalty on spell casting. Maybe if we can agree with a higher minimum (i.e. 10%) that way there is some benefit but there is some realism when it comes to wearing heavy armor.
- Emilia CasterwillSquire
- 996
3470
D&D Character sheet
Name: Emilia Casterwill
Hit Points:
(18/18)
Experience:
(6450/10000)
Understandable, 10% minimum instead of 0% is good enough to take it you also need to take Armor proficiency in either Light, medium, or heavy first.Draxion wrote:Emilia Casterwill wrote:Name: Armored Caster
General or Special: General
Prerequisites: Dex 13, Armor Proficiency (in Armor Worn)
Benefits:You can reduce your chance of arcane spell failure by 10%.
Special: you may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%
Take again?: yes
Other: http://www.dandwiki.com/wiki/Armored_Caster_(3.5e_Feat)
Name: Elemental Affinity [Metamagic][edit]
General or Special: Sepcial
Prerequisite: Any other metamagic feat, Spellcraft 8 ranks
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Special:
Take Again?: No
Other: http://www.dandwiki.com/wiki/Elemental_Affinity_(3.5e_Feat)
DM: @Emilia Casterwill, I approve the second feat but the first one I am a little concerned about cause even if you do take it multiple times to eventually make it 0%, I think that may be a little overpowered especially for magic users who wear heavy armor and have no penalty on spell casting. Maybe if we can agree with a higher minimum (i.e. 10%) that way there is some benefit but there is some realism when it comes to wearing heavy armor.
Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2
Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4
Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list
Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2
Familiar: Loc 9 HP /17 AC Claws +4 melee (1d2-5) Fort +2, Ref +4, Will +2
Emilia Casterwill wrote:Understandable, 10% minimum instead of 0% is good enough to take it you also need to take Armor proficiency in either Light, medium, or heavy first.Draxion wrote:Emilia Casterwill wrote:Name: Armored Caster
General or Special: General
Prerequisites: Dex 13, Armor Proficiency (in Armor Worn)
Benefits:You can reduce your chance of arcane spell failure by 10%.
Special: you may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%
Take again?: yes
Other: http://www.dandwiki.com/wiki/Armored_Caster_(3.5e_Feat)
Name: Elemental Affinity [Metamagic][edit]
General or Special: Sepcial
Prerequisite: Any other metamagic feat, Spellcraft 8 ranks
Benefit: When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
Special:
Take Again?: No
Other: http://www.dandwiki.com/wiki/Elemental_Affinity_(3.5e_Feat)
DM: @Emilia Casterwill, I approve the second feat but the first one I am a little concerned about cause even if you do take it multiple times to eventually make it 0%, I think that may be a little overpowered especially for magic users who wear heavy armor and have no penalty on spell casting. Maybe if we can agree with a higher minimum (i.e. 10%) that way there is some benefit but there is some realism when it comes to wearing heavy armor.
DM: Great, maybe we can agree for a minimum at each level? Heavy: 20%, Medium: 10%, Light: 0% .
- Emilia CasterwillSquire
- 996
3470
D&D Character sheet
Name: Emilia Casterwill
Hit Points:
(18/18)
Experience:
(6450/10000)
That sounds good to me there. I agree to it.Draxion wrote:Emilia Casterwill wrote:
Understandable, 10% minimum instead of 0% is good enough to take it you also need to take Armor proficiency in either Light, medium, or heavy first.
DM: Great, maybe we can agree for a minimum at each level? Heavy: 20%, Medium: 10%, Light: 0% .
Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2
Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4
Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list
Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2
Familiar: Loc 9 HP /17 AC Claws +4 melee (1d2-5) Fort +2, Ref +4, Will +2
Emilia Casterwill wrote:That sounds good to me there. I agree to it.Draxion wrote:Emilia Casterwill wrote:
Understandable, 10% minimum instead of 0% is good enough to take it you also need to take Armor proficiency in either Light, medium, or heavy first.
DM: Great, maybe we can agree for a minimum at each level? Heavy: 20%, Medium: 10%, Light: 0% .
DM: Perfect, your requests are approved.
- Emilia CasterwillSquire
- 996
3470
D&D Character sheet
Name: Emilia Casterwill
Hit Points:
(18/18)
Experience:
(6450/10000)
Name: Practiced Spellcaster
General or Special: Special
Prerequisite: Spellcraft 4 ranks
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since Cleric+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since Cleric+Fighter now has 9 HD).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.
For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Special: The Practiced Spellcaster feat does count toward minimum caster level requirements for magical crafting. For example, a wizard 5 / fighter 1 / eldritch knight 1 with the feats Practiced Spellcaster and Craft Magical Arms and Armor may successfully use a magic workbench to enhance crafted armor with a +2 enhancement bonus. Adding the +2 enhancement bonus requires Caster Level 6, which the player would not have had without the Practiced Spellcaster feat.
Take Again?: Yes, but must be another spellcasting class.
Other: http://nwn2.wikia.com/wiki/Practiced_Spellcaster
General or Special: Special
Prerequisite: Spellcraft 4 ranks
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since Cleric+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since Cleric+Fighter now has 9 HD).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.
For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Special: The Practiced Spellcaster feat does count toward minimum caster level requirements for magical crafting. For example, a wizard 5 / fighter 1 / eldritch knight 1 with the feats Practiced Spellcaster and Craft Magical Arms and Armor may successfully use a magic workbench to enhance crafted armor with a +2 enhancement bonus. Adding the +2 enhancement bonus requires Caster Level 6, which the player would not have had without the Practiced Spellcaster feat.
Take Again?: Yes, but must be another spellcasting class.
Other: http://nwn2.wikia.com/wiki/Practiced_Spellcaster
Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2
Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4
Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list
Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2
Familiar: Loc 9 HP /17 AC Claws +4 melee (1d2-5) Fort +2, Ref +4, Will +2
Emilia Casterwill wrote:Name: Practiced Spellcaster
General or Special: Special
Prerequisite: Spellcraft 4 ranks
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since Cleric+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since Cleric+Fighter now has 9 HD).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.
For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Special: The Practiced Spellcaster feat does count toward minimum caster level requirements for magical crafting. For example, a wizard 5 / fighter 1 / eldritch knight 1 with the feats Practiced Spellcaster and Craft Magical Arms and Armor may successfully use a magic workbench to enhance crafted armor with a +2 enhancement bonus. Adding the +2 enhancement bonus requires Caster Level 6, which the player would not have had without the Practiced Spellcaster feat.
Take Again?: Yes, but must be another spellcasting class.
Other: http://nwn2.wikia.com/wiki/Practiced_Spellcaster
DM: Sorry, Emilia, after thoroughly going through this feat and seeing the pros and cons, I see it more of being a little overpowering toward magic-using classes compared to non-magic using ones. I would have to decline.
Here's the order: (UK = Undead Kobold)
- Emilia CasterwillSquire
- 996
3470
D&D Character sheet
Name: Emilia Casterwill
Hit Points:
(18/18)
Experience:
(6450/10000)
Understandable, Thank you for looking over it though~Draxion wrote:Emilia Casterwill wrote:Name: Practiced Spellcaster
General or Special: Special
Prerequisite: Spellcraft 4 ranks
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since Cleric+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since Cleric+Fighter now has 9 HD).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.
For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Special: The Practiced Spellcaster feat does count toward minimum caster level requirements for magical crafting. For example, a wizard 5 / fighter 1 / eldritch knight 1 with the feats Practiced Spellcaster and Craft Magical Arms and Armor may successfully use a magic workbench to enhance crafted armor with a +2 enhancement bonus. Adding the +2 enhancement bonus requires Caster Level 6, which the player would not have had without the Practiced Spellcaster feat.
Take Again?: Yes, but must be another spellcasting class.
Other: http://nwn2.wikia.com/wiki/Practiced_Spellcaster
DM: Sorry, Emilia, after thoroughly going through this feat and seeing the pros and cons, I see it more of being a little overpowering toward magic-using classes compared to non-magic using ones. I would have to decline.
Base Attack Bonus: +2
Dex: +2
Weapon: Quarter-Staff +2 melee 1d6/1d6 x2
Dagger +4 range 10ft 1d4 19-20 x2
AC: 12, 10 flat-footed, 12 touch
Saving Throws: Fort: 0, Ref: +2, Will: +4
Spells list: http://www.draxionsgameden.com/t653-casterwill-s-spell-list
Spells available: 6/6 - lvl 0, 5/7 - lvl 1, 4/4- lvl 2
Familiar: Loc 9 HP /17 AC Claws +4 melee (1d2-5) Fort +2, Ref +4, Will +2
- Azura SnapdragonFreeman
- 83
2688
D&D Character sheet
Name: Azura Snapdragon
Hit Points:
(9/9)
Experience:
(2461/1000)
Name: Dead Eye
General or Special: General
Prerequisites: Point Blank Shot, Weapon Focus (Any Ranged Weapon), Base attack bonus +1, DEX 17
Benefits: You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead Eye does not increase the damage dealt to creatures immune to critical hits.
Take again?: No
Other: http://dnd.arkalseif.info/feats/dragon-compendium--109/dead-eye--3345/
General or Special: General
Prerequisites: Point Blank Shot, Weapon Focus (Any Ranged Weapon), Base attack bonus +1, DEX 17
Benefits: You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead Eye does not increase the damage dealt to creatures immune to critical hits.
Take again?: No
Other: http://dnd.arkalseif.info/feats/dragon-compendium--109/dead-eye--3345/
- Havel of AstoraFreeman
- 27
2688
D&D Character sheet
Name: Havel
Hit Points:
(12/12)
Experience:
(0/1000)
Name: Shield Charge
General or Special: General. Source: Complete Warrior
Prerequisites: Improved Shield Bash, base attack bonus +3.
Benefits: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.
Special: A fighter may select Shield Charge as one of his fighter bonus feats.
Take again?: No.
Other: http://www.realmshelps.net/charbuild/feat/Shield_Charge
Name: Leap Attack
[b]General or Special: General. Source: Complete Adventurer
[/b]
[b][b]Prerequisites: Power Attack, Jump 8 ranks,
[/b][/b]
[b][b]Benefits: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. [/b][/b]This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
[b][b][b]Special: None.
[/b][/b][/b]
[b][b][b][b]Take again?: No. [/b][/b][/b][/b]
[b][b][b][b][b]Other: http://dnd.arkalseif.info/feats/complete-adventurer--54/leap-attack--1741/
[/b][/b][/b][/b][/b]
General or Special: General. Source: Complete Warrior
Prerequisites: Improved Shield Bash, base attack bonus +3.
Benefits: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.
Special: A fighter may select Shield Charge as one of his fighter bonus feats.
Take again?: No.
Other: http://www.realmshelps.net/charbuild/feat/Shield_Charge
Name: Leap Attack
[b]General or Special: General. Source: Complete Adventurer
[/b]
[b][b]Prerequisites: Power Attack, Jump 8 ranks,
[/b][/b]
[b][b]Benefits: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. [/b][/b]This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
[b][b][b]Special: None.
[/b][/b][/b]
[b][b][b][b]Take again?: No. [/b][/b][/b][/b]
[b][b][b][b][b]Other: http://dnd.arkalseif.info/feats/complete-adventurer--54/leap-attack--1741/
[/b][/b][/b][/b][/b]
Last edited by Havel of Astora on May 28th 2017, 4:09 pm; edited 1 time in total (Reason for editing : Needed early game feats)
Based Attack Bonus: +1
Dex: +3
Weapon: Longsword +3 (1d8 +2) 19-20/x2
Spiked Heavy Shield, Steel +3 (1d6 +2) x2
AC: 17(19), 17 Flat-Footed, 12 Touch
Saving Throws: +4 Fort, +2 Reflex, +1 Will
Improved Shield Bash: Retain shield AC bonus during a shield bash.
Power Attack: Take a penalty to attack; add that to damage.
Improved Bull Rush: When performing a bull rush you do not provoke an AoO. +4 on opposed Str check.
- Kaito TetsuyaSquire
- 700
2688
D&D Character sheet
Name: Kaito Tetsuya
Hit Points:
(8/17)
Experience:
(8410/10000)
Name: Persist Spell (Metamagic)
General or Special: Gemeral. Source SRD.
Prerequisites: None.
Benefits: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Special: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)
Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Take again?: No.
Other: http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic/
General or Special: Gemeral. Source SRD.
Prerequisites: None.
Benefits: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Special: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)
Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Take again?: No.
Other: http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic/
Base Attack Bonus: +3
Dex: +4
Shortbow, Small: +7 (1d4 x3) +5 (1d4 x3)
Bite: +3 (1d4 x2)
AC: 17, 13 Flat-Footed, 15 Touch
Saving Throws: Fort +2, Ref: +7, Will +4
Point Blank Shot: +1 to attack with all ranged weapons within 30 feet.
Rapid Shot: You get 1 extra attack (ranged weapon) per round. Each attack has -2 penalty.
Azura Snapdragon wrote:Name: Dead Eye
General or Special: General
Prerequisites: Point Blank Shot, Weapon Focus (Any Ranged Weapon), Base attack bonus +1, DEX 17
Benefits: You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead Eye does not increase the damage dealt to creatures immune to critical hits.
Take again?: No
Other: http://dnd.arkalseif.info/feats/dragon-compendium--109/dead-eye--3345/
Havel of Astora wrote:Name: Shield Charge
General or Special: General. Source: Complete Warrior
Prerequisites: Improved Shield Bash, base attack bonus +3.
Benefits: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.
Special: A fighter may select Shield Charge as one of his fighter bonus feats.
Take again?: No.
Other: http://www.realmshelps.net/charbuild/feat/Shield_Charge
Name: Leap Attack
[b]General or Special: General. Source: Complete Adventurer
[/b]
[b][b]Prerequisites: Power Attack, Jump 8 ranks,
[/b][/b]
[b][b]Benefits: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. [/b][/b]This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
[b][b][b]Special: None.
[/b][/b][/b]
[b][b][b][b]Take again?: No. [/b][/b][/b][/b]
[b][b][b][b][b]Other: http://dnd.arkalseif.info/feats/complete-adventurer--54/leap-attack--1741/
[/b][/b][/b][/b][/b]
Kaito Tetsuya wrote:Name: Persist Spell (Metamagic)
General or Special: Gemeral. Source SRD.
Prerequisites: None.
Benefits: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Special: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.)
Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Take again?: No.
Other: http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic/
Thank for you these requests, I will look through them thoroughly and then get back to you on it.
Here's the order: (UK = Undead Kobold)
@Azura Snapdragon ~ Your request is approved.
@Havel of Astora ~ Your first feat is approved, however on the Leap Attack, I will need more time since that one seems a little too much.
@Kaito Tetsuya ~ Your request is approved.
@Havel of Astora ~ Your first feat is approved, however on the Leap Attack, I will need more time since that one seems a little too much.
@Kaito Tetsuya ~ Your request is approved.
Here's the order: (UK = Undead Kobold)
- Azura SnapdragonFreeman
- 83
2688
D&D Character sheet
Name: Azura Snapdragon
Hit Points:
(9/9)
Experience:
(2461/1000)
Name: Craft Faerie Dust
General or Special: Special
Prerequisites: Fey Type, Character Level 4th
Benefits: You can create faerie dust. This is a magical concoction of herbs and minerals that replicates the effect of one of the spells listed below. Much like a potion, anyone who possess the dust can use it as a standard action. Using the dust on another creature generally requires that the dust be sprinkled on the target and can only be used on adjacent creatures. This is performed as a touch attack that provokes an attack of opportunity. Each use of the feat produces enough dust for one use. Unlike with a potion, you do not need to know or be capable of casting the spell to create the dust. The secrets are contained in the individual recipes.
Creating the dust takes one day. When you create the dust, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of the dust is its spell level × its caster level × 25 gp. To create the dust, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
The faerie, at his or her discretion, may add an action to be performed in order for the dust to take effect. This action must be specified during creation to the dust during creation in order to work. The classic example is flying dust that only works when the user thinks happy thoughts. Other ideas include the user must dance a jig as the dust is applied, or the user must be wearing a pink kerchief. If the requirement calls for continuous action, the user may make a concentration check as a free action each round to continue to think happy thoughts (or whatever). If the dust is used against an unwilling target, the user must maintain the required action.
Special:
Available Spells
-Blindness/Deafness; Must be chosen at creation
-Confusion
-Daze: Creature; No HD limit, Not limited to humanoids
-Enlarge; Target need not be humanoid
-Faerie Fire
-Fly
-Gaseous Form; Target may be unwilling or an inanimate object
-Pass without Trace
-Reduce; Target need not be humanoid
-Shrink Item
-Silence Target Only
-Sleep; No HD limit, Single target only
-Slow
-Stinking Cloud
-Touch of Fatigue
-Touch of Idiocy
Take again?: No
Other: http://www.dandwiki.com/wiki/Craft_Faerie_Dust_(3.5e_Feat)
General or Special: Special
Prerequisites: Fey Type, Character Level 4th
Benefits: You can create faerie dust. This is a magical concoction of herbs and minerals that replicates the effect of one of the spells listed below. Much like a potion, anyone who possess the dust can use it as a standard action. Using the dust on another creature generally requires that the dust be sprinkled on the target and can only be used on adjacent creatures. This is performed as a touch attack that provokes an attack of opportunity. Each use of the feat produces enough dust for one use. Unlike with a potion, you do not need to know or be capable of casting the spell to create the dust. The secrets are contained in the individual recipes.
Creating the dust takes one day. When you create the dust, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of the dust is its spell level × its caster level × 25 gp. To create the dust, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
The faerie, at his or her discretion, may add an action to be performed in order for the dust to take effect. This action must be specified during creation to the dust during creation in order to work. The classic example is flying dust that only works when the user thinks happy thoughts. Other ideas include the user must dance a jig as the dust is applied, or the user must be wearing a pink kerchief. If the requirement calls for continuous action, the user may make a concentration check as a free action each round to continue to think happy thoughts (or whatever). If the dust is used against an unwilling target, the user must maintain the required action.
Special:
Available Spells
-Blindness/Deafness; Must be chosen at creation
-Confusion
-Daze: Creature; No HD limit, Not limited to humanoids
-Enlarge; Target need not be humanoid
-Faerie Fire
-Fly
-Gaseous Form; Target may be unwilling or an inanimate object
-Pass without Trace
-Reduce; Target need not be humanoid
-Shrink Item
-Silence Target Only
-Sleep; No HD limit, Single target only
-Slow
-Stinking Cloud
-Touch of Fatigue
-Touch of Idiocy
Take again?: No
Other: http://www.dandwiki.com/wiki/Craft_Faerie_Dust_(3.5e_Feat)
Azura Snapdragon wrote:Name: Craft Faerie Dust
General or Special: Special
Prerequisites: Fey Type, Character Level 4th
Benefits: You can create faerie dust. This is a magical concoction of herbs and minerals that replicates the effect of one of the spells listed below. Much like a potion, anyone who possess the dust can use it as a standard action. Using the dust on another creature generally requires that the dust be sprinkled on the target and can only be used on adjacent creatures. This is performed as a touch attack that provokes an attack of opportunity. Each use of the feat produces enough dust for one use. Unlike with a potion, you do not need to know or be capable of casting the spell to create the dust. The secrets are contained in the individual recipes.
Creating the dust takes one day. When you create the dust, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of the dust is its spell level × its caster level × 25 gp. To create the dust, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
The faerie, at his or her discretion, may add an action to be performed in order for the dust to take effect. This action must be specified during creation to the dust during creation in order to work. The classic example is flying dust that only works when the user thinks happy thoughts. Other ideas include the user must dance a jig as the dust is applied, or the user must be wearing a pink kerchief. If the requirement calls for continuous action, the user may make a concentration check as a free action each round to continue to think happy thoughts (or whatever). If the dust is used against an unwilling target, the user must maintain the required action.
Special:
Available Spells
-Blindness/Deafness; Must be chosen at creation
-Confusion
-Daze: Creature; No HD limit, Not limited to humanoids
-Enlarge; Target need not be humanoid
-Faerie Fire
-Fly
-Gaseous Form; Target may be unwilling or an inanimate object
-Pass without Trace
-Reduce; Target need not be humanoid
-Shrink Item
-Silence Target Only
-Sleep; No HD limit, Single target only
-Slow
-Stinking Cloud
-Touch of Fatigue
-Touch of Idiocy
Take again?: No
Other: http://www.dandwiki.com/wiki/Craft_Faerie_Dust_(3.5e_Feat)
@Azura Snapdragon ~ Thanks for the request. I'll look through it and then get back to you when I have a decision.
Here's the order: (UK = Undead Kobold)
- GuestGuest
Name: Double Slice
General or Special: General
Prerequisites: Dex 15, Two-Weapon Fighting
Benefits: Add your full Strength bonus to damage rolls made with your off-hand weapon.
Special: None
Take again?: no
General or Special: General
Prerequisites: Dex 15, Two-Weapon Fighting
Benefits: Add your full Strength bonus to damage rolls made with your off-hand weapon.
Special: None
Take again?: no
Here's the order: (UK = Undead Kobold)
- GuestGuest
Name:Subdue strike
General or special: both
Prequesistions: no
Benefits: http://www.realmshelps.net/charbuild/feat/Subduing_Strike
Special: can be used as a fighter bonus feat
Take again?: no
General or special: both
Prequesistions: no
Benefits: http://www.realmshelps.net/charbuild/feat/Subduing_Strike
Special: can be used as a fighter bonus feat
Take again?: no
Miss Heny2 wrote:Name:Subdue strike
General or special: both
Prequesistions: no
Benefits: http://www.realmshelps.net/charbuild/feat/Subduing_Strike
Special: can be used as a fighter bonus feat
Take again?: no
@Miss Heny2 ~ your feat request is approved.
Here's the order: (UK = Undead Kobold)
- VanillaBanditiaFreeman
- 75
1719
D&D Character sheet
Name: Vivian Rosenburg
Hit Points:
(10/10)
Experience:
(0/1000)
May i request these i would like to create a battle bard to inspire both valor and fear like the Draconic warrior.
Dragontouched
You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.
Prerequisite: CHA 11
Benefit: You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.
Dragonfire Inspiration
[Draconic]
You can channel the power of your draconic ancestry into the attacks of your allies.
Prerequisite: CHA 11, bardic music, dragonblood subtype,
Benefit: When you use your bardic music to inspire courage, you can choose to imbue your allies with dragonfire. This choice is made when first activating the ability, and the choice applies to all allies affected.
Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage with his weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. For example, an 8th-level bard using this ability would add 2d6 points of fire damage to his allies' attacks.
Snowflake Wardance
[General]
You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
Prerequisite: Perform (dance) 6 ranks, Bardic music ability,
Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome – when the snowflake wardance ends, you become fatigued for the next 10 minutes.
Dragontouched
You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind.
Prerequisite: CHA 11
Benefit: You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.
Dragonfire Inspiration
[Draconic]
You can channel the power of your draconic ancestry into the attacks of your allies.
Prerequisite: CHA 11, bardic music, dragonblood subtype,
Benefit: When you use your bardic music to inspire courage, you can choose to imbue your allies with dragonfire. This choice is made when first activating the ability, and the choice applies to all allies affected.
Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage with his weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. For example, an 8th-level bard using this ability would add 2d6 points of fire damage to his allies' attacks.
Snowflake Wardance
[General]
You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
Prerequisite: Perform (dance) 6 ranks, Bardic music ability,
Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you wield in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome – when the snowflake wardance ends, you become fatigued for the next 10 minutes.
@VanillaBanditia - Your requests are approved.
One of them I do feel a little uneasy about but if it becomes a little OP, we'll discuss it to make it balanced.
One of them I do feel a little uneasy about but if it becomes a little OP, we'll discuss it to make it balanced.
Here's the order: (UK = Undead Kobold)
- Annaloyra MinyaKnight Errant
- 8109
5305
D&D Character sheet
Name: Countess Anna'Loyra' Minya
Hit Points:
(54/54)
Experience:
(37700/45000)
Feat request: Diplomatic
Peace Keeper 1
This feat grants +1 bonus on all diplomacy, bluff, and sense motive checks
Clerics and Paladin may roll an immediate saving roll if negotiations fail on diplomacy checks, the higher di roll out of the two are kept.
This feat is able to reduce lawful and neutral evil counter rolls by -1
Prerequisites:
+2 cha bonus or higher
level 5 character
alignment Lawful or true, good or neutral.
4 or more existing skill points on Diplomacy
Peace Keeper 2
This feat grants +2 bonus on all diplomacy, bluff, and sense motive checks
Clerics and Paladin may 'compel truth' with a Diplomacy roll of 15 or higher plus a second d20 roll that exceedes a will check of the opponent. If the player fails to compell truth, he/she shall know by receiving temporary fear. This fear is not as strong as the spell, but enough to nullify this feat for the rest of the day. (It does not nulify Peace Keeper1)
This feat is able to reduce lawful and neutral evil counter rolls by -2
Prerequisites:
Peace Keeper 1
6 or more existing skill points on Diplomacy
Level 8 character
Peace Keeper 1
This feat grants +1 bonus on all diplomacy, bluff, and sense motive checks
Clerics and Paladin may roll an immediate saving roll if negotiations fail on diplomacy checks, the higher di roll out of the two are kept.
This feat is able to reduce lawful and neutral evil counter rolls by -1
Prerequisites:
+2 cha bonus or higher
level 5 character
alignment Lawful or true, good or neutral.
4 or more existing skill points on Diplomacy
Peace Keeper 2
This feat grants +2 bonus on all diplomacy, bluff, and sense motive checks
Clerics and Paladin may 'compel truth' with a Diplomacy roll of 15 or higher plus a second d20 roll that exceedes a will check of the opponent. If the player fails to compell truth, he/she shall know by receiving temporary fear. This fear is not as strong as the spell, but enough to nullify this feat for the rest of the day. (It does not nulify Peace Keeper1)
This feat is able to reduce lawful and neutral evil counter rolls by -2
Prerequisites:
Peace Keeper 1
6 or more existing skill points on Diplomacy
Level 8 character
+2 Flaming Shortbow: +8 (1d6+2(+1d6 fire) x3)
+1 Longsword: +7 (D8+2 19-20/×2)
Rapier: +56 (1d6+1 18-20/x2)
Dagger: +6 (1d4+1 19-20/x2)
BAB +6 Range +6
AC 11 For +8 Ref +4 Wil +11
NPCs
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