Godskook
2010-05-13, 11:32 PM
Alright, let's get the party started.
Using this homebrew:
True Potential [Ascendant]
Steel sharpens steel, and like so does one man sharpen another. Only by facing death, delivered by a worthy foe, can we truly transcend our weaknesses and become truly powerful.
Prerequisites:
-Must have dueled an opponent of a CR at least equal to your ECL in deadly combat and won.
-ECL 6
Benefits: A player with this feat adds 1/4 of his HD to all skill checks. He is also now eligible to take Ascendant feats. This counts as a Ascendant feat for the purpose of determining the number of Ascendant feats a character has.
Battle Stride [Ascendant]
True warriors move across the battlefield with the grace and ferocity of lions.
Prerequisites:
-One [Ascendant] feat
-ECL 8
Benefits: You may move* up to your speed before any attack you make(including AoOs). You may do so a number of times per round equal to the number of your [Ascendant] feats. If you do so, you sacrifice a move action for this round.
*Not 'take a move action', just simply 'move'.
Eye of Tiger [Ascendant]
With an enhanced awareness, you can take advantage of almost any opening
Prerequisites:
-Battle Stride
-ECL 12
Benefits: Your threatened area is determined by your reach + your speed.
Normal: Your threatened area is determined by your reach with a melee weapon.
Flash Step [Ascendant]
You move at speeds so fast that even magic has to struggle to keep up.
Prerequisites:
-Any two [Ascendant] feats
Benefits: Whenever you move, opponents must succeed on an opposed prowess check in order to react to your movement. Failure means that they can not react to your movement. Reactive magic(such as contingencies) uses its caster level as its prowess modifier. In this case, failure means that the magic will not trigger, unless you are still triggering the effect after making your movement. If you attack at the end of the movement, your first attack is treated as part of that movement for the purpose of determining if something can react to it.
To determine a Character's prowess modifier:
A character's prowess modifier is determined in two steps. First, you add up all the pre-cap modifiers and penalties, and then you add on any post-cap modifiers or penalties. The 'cap' is +20 or the character's HD, whichever is lower.
Pre-cap:
-A character with class levels adds his full HD.
-A character without class levels adds 3/4 HD.
-A character that has abilities with multiple levels, or an ability with an effective spell level, power level, or similar, takes a penalty equal to the highest 'level' he's capable of using.
-A character with more than 10 BAB adds (BAB-10).
-A spell, power, or item adds its caster level.
Post-cap:
-A character adds half his total number of Ascendant feats, rounded up
-A spell, power, or item adds its effective spell level.
Examples:
An antimagic field, cast by a L20 wizard has a prowess modifier of +26.
The wizard has a prowess modifier of +11.
His contingent dimension door(which was made at min prices) has a prowess of +11 as well.
A L20 fighter, who has 12 Ascendant feats, has a prowess modifier of +26.
A Solar has a prowess modifier of +19.
An Old Black Dragon has a prowess modifier of +18.
Improved Flash Step [Ascendant]
Your speed improves even farther.
Prerequisites:
-Flash Step
Benefits: Whenever an opponent fails a level check against your flash step, they are treated as flat footed against your next attack.
Superb Talent [Ascendant]
Your natural talent is apparent in everything you do. Nothing is too complicated or unfamiliar.
Prerequisites:
-True Potential
-100 skill points
Benefits: You may add a 1/2 HD bonus to any skill check you make, instead of using your rank in that skill. This stacks with the bonus gained from True Potential, gaining a total 3/4 HD bonus on skills where both apply.
Calculated Movement [Ascendant] [Tactical]
Your keen awareness allows you to react to your opponent's movement as it is happening.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Calculated Movement enables the use of two tactical options.
Side Step: Whenever an opponent provokes an AoO from you due to movement, you may choose to forgo the AoO and instead move up to half your speed. Doing so counts against your limit of AoOs and Battle Strides for the round.
Timing: Whenever an opponent provokes an AoO for movement, you may choose not to take the AoO. If you do, and the same movement would later cause him to leave a square you threaten, it provokes a new AoO.
Rupture Magic [Ascendant]
Your training has become so refined that you can bend the magic of others.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Whenever you make a battle stride, roll an opposed prowess check against any magical effect that would impose a penalty on your battle stride(either the attack or movement). If you succeed, you ignore that effect. This does not enable you to attack an opponent you otherwise would not be able to, such as an ethereal creature, but it might negate the miss chance associated with the blink spell. This also does not enable you to locate a creature you'd otherwise be unable to locate, such as a wizard inside a fog cloud(without proper senses), but if you start outside the fog cloud, it might negate the miss chance associated with attacking him. Additionally, any effect that is already affecting you can not be negated in this way, such as an antimagic field you're already inside of. Any effect negated this way immediately re-takes effect after your attack.[/QUOTE]
Using this homebrew:
True Potential [Ascendant]
Steel sharpens steel, and like so does one man sharpen another. Only by facing death, delivered by a worthy foe, can we truly transcend our weaknesses and become truly powerful.
Prerequisites:
-Must have dueled an opponent of a CR at least equal to your ECL in deadly combat and won.
-ECL 6
Benefits: A player with this feat adds 1/4 of his HD to all skill checks. He is also now eligible to take Ascendant feats. This counts as a Ascendant feat for the purpose of determining the number of Ascendant feats a character has.
Battle Stride [Ascendant]
True warriors move across the battlefield with the grace and ferocity of lions.
Prerequisites:
-One [Ascendant] feat
-ECL 8
Benefits: You may move* up to your speed before any attack you make(including AoOs). You may do so a number of times per round equal to the number of your [Ascendant] feats. If you do so, you sacrifice a move action for this round.
*Not 'take a move action', just simply 'move'.
Eye of Tiger [Ascendant]
With an enhanced awareness, you can take advantage of almost any opening
Prerequisites:
-Battle Stride
-ECL 12
Benefits: Your threatened area is determined by your reach + your speed.
Normal: Your threatened area is determined by your reach with a melee weapon.
Flash Step [Ascendant]
You move at speeds so fast that even magic has to struggle to keep up.
Prerequisites:
-Any two [Ascendant] feats
Benefits: Whenever you move, opponents must succeed on an opposed prowess check in order to react to your movement. Failure means that they can not react to your movement. Reactive magic(such as contingencies) uses its caster level as its prowess modifier. In this case, failure means that the magic will not trigger, unless you are still triggering the effect after making your movement. If you attack at the end of the movement, your first attack is treated as part of that movement for the purpose of determining if something can react to it.
To determine a Character's prowess modifier:
A character's prowess modifier is determined in two steps. First, you add up all the pre-cap modifiers and penalties, and then you add on any post-cap modifiers or penalties. The 'cap' is +20 or the character's HD, whichever is lower.
Pre-cap:
-A character with class levels adds his full HD.
-A character without class levels adds 3/4 HD.
-A character that has abilities with multiple levels, or an ability with an effective spell level, power level, or similar, takes a penalty equal to the highest 'level' he's capable of using.
-A character with more than 10 BAB adds (BAB-10).
-A spell, power, or item adds its caster level.
Post-cap:
-A character adds half his total number of Ascendant feats, rounded up
-A spell, power, or item adds its effective spell level.
Examples:
An antimagic field, cast by a L20 wizard has a prowess modifier of +26.
The wizard has a prowess modifier of +11.
His contingent dimension door(which was made at min prices) has a prowess of +11 as well.
A L20 fighter, who has 12 Ascendant feats, has a prowess modifier of +26.
A Solar has a prowess modifier of +19.
An Old Black Dragon has a prowess modifier of +18.
Improved Flash Step [Ascendant]
Your speed improves even farther.
Prerequisites:
-Flash Step
Benefits: Whenever an opponent fails a level check against your flash step, they are treated as flat footed against your next attack.
Superb Talent [Ascendant]
Your natural talent is apparent in everything you do. Nothing is too complicated or unfamiliar.
Prerequisites:
-True Potential
-100 skill points
Benefits: You may add a 1/2 HD bonus to any skill check you make, instead of using your rank in that skill. This stacks with the bonus gained from True Potential, gaining a total 3/4 HD bonus on skills where both apply.
Calculated Movement [Ascendant] [Tactical]
Your keen awareness allows you to react to your opponent's movement as it is happening.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Calculated Movement enables the use of two tactical options.
Side Step: Whenever an opponent provokes an AoO from you due to movement, you may choose to forgo the AoO and instead move up to half your speed. Doing so counts against your limit of AoOs and Battle Strides for the round.
Timing: Whenever an opponent provokes an AoO for movement, you may choose not to take the AoO. If you do, and the same movement would later cause him to leave a square you threaten, it provokes a new AoO.
Rupture Magic [Ascendant]
Your training has become so refined that you can bend the magic of others.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Whenever you make a battle stride, roll an opposed prowess check against any magical effect that would impose a penalty on your battle stride(either the attack or movement). If you succeed, you ignore that effect. This does not enable you to attack an opponent you otherwise would not be able to, such as an ethereal creature, but it might negate the miss chance associated with the blink spell. This also does not enable you to locate a creature you'd otherwise be unable to locate, such as a wizard inside a fog cloud(without proper senses), but if you start outside the fog cloud, it might negate the miss chance associated with attacking him. Additionally, any effect that is already affecting you can not be negated in this way, such as an antimagic field you're already inside of. Any effect negated this way immediately re-takes effect after your attack.[/QUOTE]