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View Full Version : Prc and feats, based on d20r



Sila Prirode
2009-11-11, 08:45 PM
I'll assume that everyone here has heard about d20 Rebirth project, but if you haven't check out the signature of Fax Celestis :smallsmile:

My group has started a new campaign, and we are using some things from d20r, so here is a collection of things I homebrewed for their characters.

So, on with the feats:

Burning Soul [Investing]
Prerequisites: Fire or Acid seed
Benefits: Whenever you cast a spell using Fire or Acid Seed you gain 2 SP, +1 per 4 point of prowess.

Dual Seedpath
Some Bladeweavers find their specialized training is lacking in some fields, so they expand their training to supplement their needs.
Prerequisites: Seedpath, at least two spell seeds
Benefits: Chose one Seedpath. You gain access to spell seeds from that Seedpath.
Normal: You can only choose seeds from one Seedpath.
Special: If you have levels in another Spellweaving class you may count seeds known from that class as a requirement for this feat, in that case Seedpath chosen must contain at least one of that seeds. For example if you have 2 levels of Bladeweaver and one level or Sorceror you may take this feat, but then the chosen Seedpath must contain the seed gained from Sorceror levels.

Improved Devotion
Prerequisites: Domain, at least one Devotion
Benefits: You gain Intrinsic Power in chosen Devotion.
Normal: You only gain Intrinsic Power for Domain.
Special: You may take this feat multiple times, each time choosing a new Devotion.

Greater Devotion
Prerequisites:Improved Devotion, Domain, at least one Devotion
Benefits: You gain Domain Powers in chosen Devotion. You gain those powers with a two levels delay (you gain you 4th level power on level 6, your 7th level power on level 9, and so on).
Normal: You only gain Domain Power for Domain.
Special: You may take this feat multiple times, each time choosing a new Devotion.

Obtain Spellseed Familiar
Prerequisites: At least 3 level in Spellweaving class.
Benefits: You gain a Living Spellseed Familiar as a Sorceror. Your levels in Spellweaving classes stack for purpose of it's abilities. It must be based on one of your seeds.


That's for the feats, now for the special prestige class designed for Spellweaving casters.


Caustic Embermage

Alignment: Any
Skill points: 2+Int per level
HD: d4
Class Skills: Caustic Embermage uses Mage and one more skill set
Prerequisites: Fire and Acid seeds, one Seed Secret from Fire or Acid seeds
Feats: Burning Soul

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+1|Intensify Potency|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+2|Corrode|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+2|Multi-targeting|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+3|Stupefy|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+3|Empowering Soul|+1 level of existing spellcasting class[/table]

Intensify Potency: At 1st level, you gain the ability to enhance damage dealt by Fire or Acid Seed. Whenever you cast a spell you may spend 1 Spell Point. If you do all your Fire and Acid dice deal additional +1 damage.
For example if you cast a spell that deals 3d6 Fire and 2d6 Acid damage, and spend 1 SP on Intensify Potency that spell would deal 3d6+3 Fire and 2d6+2 Acid damage.

Corrode: At 2nd level you gain the ability to distract your opponent. Whenever you cast a spell you may spend additional 2 SP. If you do your opponent gets a penalty on Armor Class equal to the amount of Acid dice, which last for 1 round, or for a number of rounds equal to Fire dice, whichever is greater.
For example, if you cast a spell that deals 3d6 Acid and 2d6 Fire damage, your opponent gets -3 on AC for 2 rounds.

Multi-targeting: At 3rd level, whenever you cast a spell you may spend 3 additional spell points. If you do you target additional target in range, who can be no more then 30 ft. apart from first one. You make separate rolls for every target. You may use this ability multiple times on same spell.

Stupefy: At level 4 you can daze your opponents. Whenever you cast a spell with Fire seed you may spend 2 additional SP. If you do your opponent becomes daze for 1 round, or number of rounds equal to Acid dice. Fortitude save DC to resist daze is 10 + Fire dice + Cha mod.
For example, if you cast a spell that deals 3d6 Fire and 2d6 Acid damage your opponent is dazed for 2 rounds on a failed Fort of 13+Cha.

Empowering Soul: At 5th level you gain the ability to Empower a spell you cast. If you spend additional 5 SP while casting spell all Fire and Acid damage variable damage is empowered (+50%). You can use this ability 3 times per day.

So, PEACH? :smallbiggrin: