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    Feats

    This document contains a list of new and revised feats for the Iourn game. The text here

    supercedes anything printed in an official source of the game.

    Contents

    1. New and Revised Feats

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    New and Revised Feats

    Accurate Focus [Implement] Using your focus enables you to succeed with your attacks more often

    Prerequisites: Spellcaster, must have a focus

    Benefit: When you use your attuned focus, any spell cast through it that requires an

    attack roll makes that roll at a +1 bonus to hit. Such attacks also ignore any penalty from

    cover (but not total cover) and concealment (but not total concealment).

    Battle Blessing You cast spells more quickly than usual in the heat of battle.

    Prerequisites: Ability to cast divine spells as a paladin

    Benefit: You can cast some of your spells faster than normal. Choose a number of divine

    spells equal to your Chariama modifier (minimum 1). If the spell normally requires a

    standard action, you can cast it as a swift action. If it normally requires a full round to

    cast, you can cast it as a standard action. Spells with longer or shorter casting times

    cannot be modified by the Battle Blessing feat. Everytime you gain a level you may

    choose to change some or all of the spells affected by this feat. You may also select this

    feat more than once. Each time you take it, you can apply it to an additional number of

    spells equal to your Charisma modifier (minimum 1).

    Brew Potion [General] You have the skill to create magical potions and oils.

    Prerequisites: Spellcaster, 3rd level or higher

    Benefit: A potion is a magical liquid that produces its effect when imbibed, while a

    magical oil has similar properties but must be applied externally. A potion or an oil can

    duplicate the effect of a spell up to 3rd level that has a casting time of less than 1 minute,

    and targets one or more creatures.

    In order to brew a potion, the spellcaster must gather special materials and ingredients

    with a gold piece value equal to the level of the spell the creator's caster level 25 gp.

    These ingredients may be purchased from certain shops, foraged or stolen at the

    spellcaster's discretion. Residuum may be substituted for these ingredients. In order to

    keep the price down, spellcasters do not need to create potions at their full caster level,

    although some of the effects of the potion will be accordingly diminished.

    The caster level and effect of the potion is set by the creator at the time of the brewing.

    The imbiber of the potion becomes the effective caster of the effect, as well as the

    target, when he drinks the potion.

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    If the cost to create a potion is 125 gp or less, then the potion takes two hours to brew;

    otherwise it takes one day for each 500 gp in its creation cost. The creator of this process

    must be present throughout the brewing (or be able to visit the potion every now and

    then to give it a good stir). At the end of the creation time, the brewer must cast the

    required spell into the potion, at which point the potion is finished.

    A typical potion consists of one fluid ounce (30 ml) of liquid. This is decanted into a small

    glass or ceramic flask with a tight stopper. Potions typically sell on the open market for

    twice their creation cost, although shopkeepers of magical boutiques would expect to

    buy them for less than this amount.

    Broad Church [General] Your church supports a breadth of spellcasting options not normally enjoyed by a

    member of your faith

    Prerequisites: Divine Caster

    Benefit: When you select this feat, choose one of the domains in which you have minor

    access. You have major access in that domain instead. Alternatively, you may select any

    domain available to your religion that you do not have access to. You gain minor access

    to this domain. This feat may be taken multiple times. Each time it is taken you may

    choose to gain minor access to a new domain, or upgrade minor access in an existing

    domain to major access.

    Gaining major access in a new domain grants the class skill associated with that domain

    (if there is one), as well as increasing the utility of the Divine Insight ability. Selecting this

    feat does not grant you any additional spells or domain powers in itself. However, it does

    broaden your options when you come to choose new spells and domain powers in the

    future. If your class cannot have major access to domains (such as paladin) then you

    cannot use this feat to gain major access; you can use to it gain minor access to more of

    your available domains.

    Combat Casting [General] Once you start casting a spell, it is very difficult to disrupt or distract you.

    Prerequisites: Spellcaster

    Benefit: You may cast spells without provoking attacks of opportunity from enemies in

    mle range. You also gain a +4 bonus to concentration to defend against attacks that try

    to disrupt your spellcasting.

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    Combine Foci [Implement] You are able to unify your foci from different traditions into one object.

    Prerequisites: Multiclass spellcaster with access to different traditions, must use a focus

    Benefit: You can attune one object to be your focus for all spells from any of the magical

    traditions you have access. Normally, you would need one focus for each separate

    tradition.

    Critical Recollection [General] A particularly potent magical attack allows you to retain the pattern of a spell in your

    mind.

    Prerequisites: Acquired Spellcaster

    Benefit: Each time you select this feat you must choose a magical tradition. If you score a

    critical hit with any spell from that tradition, the pattern of the spell is not destroyed, and

    you may cast that spell once more before having to take a short rest. Spells that do not

    require you to make an attack roll cannot benefit from this feat.

    Disciple of the Sun [Divine] You deal radiant damage to your unliving foes every time you use Turn Undead.

    Prerequisites: Divine Caster, Turn Undead as a class ability

    Benefit: When you use your Divine Insight power to sacrifice a spell or spell-level, you

    may use the resulting bonus to augment your Turn Undead power instead of using it to

    improve a skill roll. When using Turn Undead, you inflict radiant damage equal to your

    Divine Insight bonus to all undead within the area of effect. Undead that succeed in their

    saving throw against the Turn Undead power only take half damage from this feat. Using

    Divine Insight in this way is not an action, but part of the action you use to Turn Undead.

    Divine Cleansing [Divine] You channel divine power to improve your allies' ability to resist attacks against their

    vitality and health.

    Prerequisites: Divine Caster

    Benefit: When you use your Divine Insight power to sacrifice a spell or spell-level, you

    may use the resulting bonus to improve the Fortitude saving throws of yourself and your

    allies instead of improve a skill roll. The bonus from Divine Insight must be divided

    between you and your allies within a 60 foot radius. The bonus is converted into a sacred

    bonus that is applied to the targets' Fortitude saving throw. The maximum sacred bonus

    you can apply to any one target is +3. Divine Cleansing lasts for a number of rounds equal

    to your Charisma modifier. Using Divine Insight in this way is not an action, but part of

    the standard action you use to active Divine Cleansing.

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    Divine Might [Divine] You channel divine power to increase the damage you deal in combat.

    Prerequisites: Str 13, Divine Caster

    Benefit: When you use your Divine Insight power to sacrifice a spell or spell-level, you

    may add the resulting bonus to your next successful attack roll with a mle weapon. You

    gain this bonus instead of usual bonus to skill checks provided by Divine Insight. Using

    Divine Insight in this way is not an action, but part of the action you use to deliver your

    mle attack. You cannot use Divine Might more than once per round.

    Divine Resistance [Divine] You channel divine power to temporaily reduce the damage that you and your allies take

    from certain sources.

    Prerequisites: Str 13, Divine Caster, Divine Cleansing

    Benefit: When you use your Divine Insight power to sacrifice a spell or spell-level, you

    may imbue yourself and all allies within a 60 foot radius of you with energy resistance

    equal to your Divine Insight bonus. This bonus is gained instead of the usual bonus to skill

    checks provided by Divine Insight.

    Using Divine Resistance is an Immediate Interrupt, and you must select the specific type

    of resistance that this ability guards against: either Acid, Cold, Electricity, Fire, Necrotic,

    Radiant or Sonic. The resistance lasts until the end of the current round. It does not stack

    with similar resistances, such as those granted by spells or special abilities.

    Divine Shield [Divine] You channel divine power to make your shield more effective.

    Prerequisites: Divine Caster, Shield Proficiency

    Benefit: When you use your Divine Insight power to sacrifice a spell or spell-level, you

    may add half the resulting bonus to your shield. This bonus is gained instead of the usual

    bonus to skill checks provided by Divine Insight.

    Using Divine