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Fax Celestis
2009-08-07, 10:33 PM
Berserk Sandworm [Style]
Prerequisites: BAB +1, Power Attack

Benefit: The Berserk Sandworm feat allows the following options, with enough prowess expenditure:

http://img.photobucket.com/albums/v216/FaxCelestis/berserksandworm.png

Bloodwrath (3 Prowess): Bloodwrath taps into the well of fury in any soul and brings it to the surface. Activating bloodwrath is a swift action. Similar to a barbarian's rage, a character in a state of bloodwrath falls into an instinct-driven fervor and gains +2 Strength, +2 Constitution, and damage reduction 1/-. This damage reduction increases by 1 for each three abilities granted by this feat (so that a character who knows Bloodwrath, Fever Pitch, and Bone to Blade would have DR 2/-). They cannot perform any action or use any skill that requires concentration (such as spellcasting). A character in a state of bloodwrath is also more susceptible to mind-affecting effects during a bloodwrath as their higher conscious is subverted by base instinct. As such, a character in bloodwrath takes a -2 penalty to Will saves during its effects. Bloodwrath lasts for a number of rounds equal to the character's Constitution modifier and cannot be ended early.

Fever Pitch (4 Prowess): Fever Pitch increases and augments the power of a character's bloodwrath when they are near death. When a character has 1/3 of their total maximum hit points remaining or less and they are currently in a state of bloodwrath, they gain an additional +4 Strength and a +2 dodge bonus to AC. This ability is activated as part of activating bloodwrath.

Lunatic High (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability is activated as part of activating bloodwrath.

Limit Fury (5 Prowess): Limit Fury allows a characer who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early. This ability is activated as part of activating bloodwrath.

Berserk (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength. This ability is activated as part of activating bloodwrath.

Mindwipe (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects fro being in that status. This ability is activated as part of activating bloodwrath.

Sandworm's Soul (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability is activated as part of activating bloodwrath.

Bone to Blade (4 Prowess): This ability allows the character to change their physical bone structure. This is usually rather disturbing to watch as well as effective in combat. By shaping their hands into blades of bone, the character is always effectively armed. As a standard action, the character may shape one of their hands into a blade of bone. Treat this as a longsword of the appropriate size for the character. The blade is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you (so that if you have purchased four abilities, the blade is only masterwork; if you have purchased ten, it is a +2 weapon). This ability lasts for one minute before reverting back to normal.

Blood to Bile (4 Prowess): This ability changes the character's blood to the highly-acidic bile-blood of a sandworm. This makes the character's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. Any time the character is damaged by a melee slashing or piercing attack, the attacker takes 1d4 points of acid damage per five abilities this feat grants (minimum 1d4). Activating this ability is a move action that lasts for a number of rounds equal to your character level. The character is immune to their own blood.

Regeneration (5 Prowess): This ability causes the character to rapidly heal damage they've taken. When this ability is active, the character gains Fast Healing equal to one-fifth the number of abilities provided by this feat. This ability can be activated as a standard action and lasts a number of rounds equal to your Constitution modifier.

Skin to Stone (5 Prowess): This ability transforms the character's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The character's skin is now tough enough to repel arrows and dull blades. They gain a +4 enhancement bonus to their natural Armor Class for a number of rounds equal to their Constitution score. This ability is activated as a standard action.

Greater Regeneration (5 Prowess): This ability functions like Regeneration, but is activated as a swift action.

Shape to Sandstorm (6 Prowess): This ability transforms your body into a coruscating, swirling mass of sand. You threaten squares around you as if you were one size category larger and any opponent you threaten is considered flanked. You are not immune to damage, nor do you gain any special defenses from this ability. This ability lasts for a number of rounds equal to your Constitution modifier and is activated as a move action.

Blindside (4 Prowess): Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. As a swift action, you force a target within 15' to make a Will save (DC 10 + 1/2 the number of abilities this feat gives you). If they fail the save, they are flat-footed until their next turn.

Blindfight (4 Prowess): As a move action, you may render yourself blind. In exchange, you gain blindsight out to 30'. This ability lasts for a number of rounds equal to your Constitution modifier.

Blindstrike (5 Prowess): As a standard action, make a single melee attack against an opponent. If you hit and successfully deal damage, you revoke a sense from your target for a period of one minute. Roll on the following table to determine the effect:

{table=head]Roll | Effect
1 | Target is blinded
2 | Target is deafened
3 | Target is muted and cannot cast spells with verbal components
4 | Target receives a 50% miss chance in combat
5 | Target receives a -5 penalty to skill checks
6 | Roll twice more, ignoring rolls of six[/table]

The effects of this ability last for 1d3 rounds. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this ability can strip an opponent of all their senses.

Pitfall (5 Prowess): As a move action, you become invisible, as the spell. You remain invisible until the end of your next turn or until you attack an opponent, whichever comes first.

Ambush (5 Prowess): Ambush grants the character the burrowing power of the sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. You can activate this ability as a standard action to gain a 30' burrow speed. This ability lasts for a number of minutes equal to your Constitution modifier.

Mindcrush (6 Prowess): After successfully dealing damage with a melee attack, you may activate this ability as an immediate action. The opponent to whom you just dealt damage must make a Will save (DC 10 + 1/2 the number of abilities granted to you by this feat) or be rendered permanently blind and suffer a 1d4 Intelligence damage.

Bloodworm's Corruption (6 Prowess): This ability transforms you into a mighty sandworm, thirsty for blood. You may activate this ability as a full-round action. Your shape changes to that of a Stormseeker Sandworm. You gain all abilities of the new form, but lose all benefits of your equipment as it merges with your new form. You cannot cast spells while in this form, nor can you use abilities granted by style feats other than this feat.

You retain your base attack bonus, skills, hit dice, feats, and base saving throws, but use your new forms racial ability modifiers (+14 Strength, +24 Constitution, -6 Intelligence, +8 Wisdom, +6 Charisma), size, and reach. This ability lasts for a number of rounds equal to your Hit Dice, after which point you revert to your regular form.

When this ability ends, you are exhausted for fifteen minutes and fatigued for a further hour. Unlike other abilities granted by [Style] feats, this ability is only usable once per day.

blackspeeker
2009-08-08, 12:12 AM
Fax are the style feats subject to the same cap as other investing feats?

Gralamin
2009-08-08, 12:24 AM
Fax are the style feats subject to the same cap as other investing feats?

He noted this on the IRC: No they are not.

Lappy9000
2009-10-30, 12:45 PM
Dang, this looks awesome (how did I miss it first time around??). Extremely flavorful.

The Demented One
2009-10-30, 01:12 PM
Fax, I am going to find a way to get you into homebrewing for Exalted if it's the last thing I do. This is pretty awesome.