Difference between revisions of "Custom Feats"

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(Command Henchman)
(Channel Energy)
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Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The cleric may choose whether the energy will heal or harm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.  
 
Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The cleric may choose whether the energy will heal or harm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.  
  
Turn Undead still exists but must be taken like other Divine feats (Divine Might, Divine Shield, etc.). Feats like Empower/Improve Turning still exist and require Turn Undead in order to choose them.
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Turn Undead still exists but must be taken like other Divine feats (Divine Might, Divine Shield, etc.). Feats like Empower/Improve Turning still exist and require Turn Undead in order to choose them. The exception to this is Doomguide, which will receive Turn Undead automatically at level 1.
  
 
==Combat Healing==
 
==Combat Healing==

Revision as of 16:54, 30 September 2018

This page is still under construction and will not show all possible custom feats. If you have encountered a custom or otherwise changed feat not seen below, please forward the information to our writing team for easier tracking.

Channel Energy

Prerequisite: None (Granted in place of Turn Undead)

Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The cleric may choose whether the energy will heal or harm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

Turn Undead still exists but must be taken like other Divine feats (Divine Might, Divine Shield, etc.). Feats like Empower/Improve Turning still exist and require Turn Undead in order to choose them. The exception to this is Doomguide, which will receive Turn Undead automatically at level 1.

Combat Healing

Requirements: Concentration 10, Heal 10

This feat allows the character to heal himself or allies using standard bandages while still in combat.
Lifesworn gain this feat automatically at 2nd level.

Command Henchman

This feat is automatically granted to all characters and allows you to give commands to creatures under your control. It operates in three modes:

1) No selection 2) Select all mode: Command all henchmen except the familiar 3) Select single mode: Command a single henchman.

To enter mode 2, target the feat at your character. To enter mode 3, target the feat at the henchman you wish to command.

Once you enter either mode 2 or 3, you may use this feat again on:

1) a location, which commands a creature/creatures to move there 2) an enemy, a placeable (like a chest) or a door, which commands a creature/creatures to attack it

You may also switch seamlessly between the modes and, within the single-selection mode, between the henchmen. To return to the "no selection" state, target yourself in the "Select all" mode.

Distant Song

Type of Feat: General

Prerequisites: Inspire Courage, Perform 10

Annoyed with the meager range of his inspirations Bothan Dallanson developed this technique to extend the range of his songs. This feat adds 20 extra feet to the range of any Bardic Inspiration, it does not however have an effect on Bard Songs.

Use: Automatic


Divine Shield

Requirements: Turn Undead, Combat Expertise, Cha 13+, Str 13+

Required for: None

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of minutes equal to the Charisma bonus.

Use: Selected


Epic Spellcasting

***This feat is not yet active in game, and the information here is subject to final changes***

Requirements:

Character Level: 21st.
Spellcasting: 9th level divine or arcane.
Skills: Spellcraft 24 ranks, and Knowledge (arcana) 24 ranks [wizard/sorcerer] OR Knowledge (nature) 24 ranks [druid/spirit shaman] OR Knowledge (religion) 24 ranks [cleric]
Ability Scores: 20 INT (wizard) OR 20 CHA (sorcerer) OR 20 WIS (cleric/spirit shaman/druid)
Feats: Spell Focus in at least one school.

Details:
The character gains the ability to cast epic spells, with a number of epic spell slots equal to their appropriate base Knowledge skill divided by ten (round down). In order to cast an epic spell, the character must possess an ability score of 20 in the relevant ability, the Spell Focus feat for the epic spell's school, and succeed at a Spellcraft check against the DC listed in the spell's description.

The character need not prepare these spells in advance, regardless of their base spellcasting class.

Gaining Epic Spells after receiving the epic spellcasting feat does not require the expense of further feats, unless a different spell focus is necessary for the spell in question.

Characters with the Epic Spellcasting feat may also research new epic spells, but they require the Greater Spell Focus feat for the school of the spell they are researching. The costs and capabilities of the spell they are researching will be determined by the development team at the time of successful research. The original researcher of a spell may also teach it to another epic spellcaster with the appropriate Spell Focus feat, but this is also subject to DM approval.


Improved Summons

Requirements: Knowledge Arcana: 16, Knowledge Planes: 10, Augment Summons

You are well practiced in the creation of Arcane Manifestations and, when not using a template defined by Assay Creature, you can create manifestations of greater power than those normally created without a template.

Use: Automatic

Paladin/Blackguard Mount

Requirements: Paladin Level 8, Ride 8, OR Blackguard 5
Use: 1 use/day
A paladin or blackguard can make a supplication to their appropriate Overseer once per day as a request to be aided in their sacred duty. This request is granted in the form of a Realm-Borne Steed that stands side-by-side with the character in their hallowed steps.


Raging Rush

Type of Feat: General

Prerequisites: Barbarian Rage Class Feature, 20 STR

Despite her martial prowess and status as one of the greatest Hran'fel of the era Arna Ghmorha found that any idiot with a wand of Entanglement could tie her down. This fact infuriated her and she turned that rage upon finding an answer to this problem. With time, and effort, she found that if she got moving fast enough that she could push through almost an impediment and barrel down on her target like a veritable juggernaut. You are unable to be stopped by most things which would entangle or slow you, and can usually dodge out of the way of other impediments, such as Grasping Hands.

Use: Automatic (when raging).


Underwater Shape (Su)

Type of Feat: General

Prerequisites: Wild Shape, Knowledge Nature 10

Developed by the Druid Shatargat during a time of great turmoil when a Kraken was terrorizing the coast. Looking for a way to move freely underwater he turned to shapeshifting and developed these five new forms. When using this ability you can choose to become one of the five following creatures. A Crab, Rock Crab, Carnivorous Fish, Mako Shark, or Water Snake. Upon reaching 12th level druids become capable of more powerful transformations, this ability extends to Underwater Shape as well, and the original forms advance to Dire Crab, King Crab, Hammerhead Shark, Dire Mako Shark, and Sea Serpent.

Use: Selected

OOC Note: Currently we are not mechanically enforcing that you need to be underwater to use this, there are several reasons why, some of which include the fact that there are places in maps where you can be in water without being in an underwater area. However, if we find this being abused there will be consequences.

Pickaxes

Pickaxes are an equippable weapon:
Weapon Size: Medium
Damage Die: 1d6
Damage Type: Piercing
Critical Threat: 20/x4
Feats Required: Martial Weapon Proficiency
All weapon focus and similar feats should be selectable with this new weapon.

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