DarkShard
2009-05-19, 05:49 PM
Hello everyone, I got an idea in my head a few days ago for a little feat called "Death Strike." It evolved into these few feats and a spell. Enjoy! I will update as more ideas come in.
Faint
Illusion
Level: Wiz5, Sor5
Components: V, S, M
Casting Time: Instant
Range: See Text
Target: All within range.
Duration: 1 Round
Saving Throw: Will Partial
Spell Resistance: No
You feel a tap on your shoulder, and as you turn around, you hear several screams and thuds to the ground. Unfortunately, you continue turning and drop dead as you see the frightening form in front of you.
This spell covers your body in black mist, and makes you terribly frightening. Unlike other spells, the save DC is not affected by your caster level, but by your Intimidate skill. You roll an intimidate check, and that becomes the DC. Anyone who is looking at you must make a Saving Throw or immediately fall unconcious. If they save successfully, they are shaken.
Material component: Anything visibly scary.
Art of Death [General]
You enter into the sacred art of using your trusted weapon to kill your opponents DEAD. And look pretty damn cool while doing it.
Prerequisites: Weapon Focus, Weapon Finesse.
Benefits: When you kill a monster, the finishing blow is treated as a Death Attack.
Death Strike [General]
Every weakness your enemy has now becomes fatal...
Prerequisites: Art of Death.
Benefits: Once per day, on a successful critical hit, you can choose to make your enemy must make a fortitude save or die. The DC is 5+The damage dealt.
Special: For every extra time you take this feat, the save DC is increased by 2.
Honorable Duel [General]
You challenge a single enemy to a deadly duel.
Prerequisites: Any Lawful, +1 base attack bonus, 15 Charisma.
Benefits: You may challenge a single Lawful enemy to a one on one duel. If this feat is used on a Neutral or Chaotic Target, it fails. The challenged enemy gets a DC (10+ Challengers Charisma Modifier) will save to resist the affect. If they fail this check, then they and the challenger may only attack each other until one combatant is unable to continue fighting, or both combatants declare the duel over.
The combatants must resist aid from people outside the duel (They are treated as Unwilling targets for beneficial spells), and must try to prevent anybody else from interfering until the duel is over. They may use any means at their disposal to defeat their foe short of asking for outside assistance. Familiars and Animal Companions do not count as "Outside Assistance". Neither do creatures summoned after the duel begins, though monsters summoned before the challenge was issued must be ordered not to intervene.
Special: If you take this feat multiple times, the times you can use it per day are increased by 1.
UPDATED: Balanced some of the things. Also added BCR's Honorable Duel.
Faint
Illusion
Level: Wiz5, Sor5
Components: V, S, M
Casting Time: Instant
Range: See Text
Target: All within range.
Duration: 1 Round
Saving Throw: Will Partial
Spell Resistance: No
You feel a tap on your shoulder, and as you turn around, you hear several screams and thuds to the ground. Unfortunately, you continue turning and drop dead as you see the frightening form in front of you.
This spell covers your body in black mist, and makes you terribly frightening. Unlike other spells, the save DC is not affected by your caster level, but by your Intimidate skill. You roll an intimidate check, and that becomes the DC. Anyone who is looking at you must make a Saving Throw or immediately fall unconcious. If they save successfully, they are shaken.
Material component: Anything visibly scary.
Art of Death [General]
You enter into the sacred art of using your trusted weapon to kill your opponents DEAD. And look pretty damn cool while doing it.
Prerequisites: Weapon Focus, Weapon Finesse.
Benefits: When you kill a monster, the finishing blow is treated as a Death Attack.
Death Strike [General]
Every weakness your enemy has now becomes fatal...
Prerequisites: Art of Death.
Benefits: Once per day, on a successful critical hit, you can choose to make your enemy must make a fortitude save or die. The DC is 5+The damage dealt.
Special: For every extra time you take this feat, the save DC is increased by 2.
Honorable Duel [General]
You challenge a single enemy to a deadly duel.
Prerequisites: Any Lawful, +1 base attack bonus, 15 Charisma.
Benefits: You may challenge a single Lawful enemy to a one on one duel. If this feat is used on a Neutral or Chaotic Target, it fails. The challenged enemy gets a DC (10+ Challengers Charisma Modifier) will save to resist the affect. If they fail this check, then they and the challenger may only attack each other until one combatant is unable to continue fighting, or both combatants declare the duel over.
The combatants must resist aid from people outside the duel (They are treated as Unwilling targets for beneficial spells), and must try to prevent anybody else from interfering until the duel is over. They may use any means at their disposal to defeat their foe short of asking for outside assistance. Familiars and Animal Companions do not count as "Outside Assistance". Neither do creatures summoned after the duel begins, though monsters summoned before the challenge was issued must be ordered not to intervene.
Special: If you take this feat multiple times, the times you can use it per day are increased by 1.
UPDATED: Balanced some of the things. Also added BCR's Honorable Duel.