PDA

View Full Version : [3.5/d20r] What Are Things You'd Want To Add Half Your Level To?



Fax Celestis
2010-09-04, 10:19 PM
If you could take feats that would add your 'hero value' (initially half your level, but most feats you take that work with it increase it by 1), what are some things you'd want to be able to add it to?

EDIT: For clarity's sake, stuff like "once a day, recover a used spell of HV level or less" works too.

RMS Oceanic
2010-09-04, 10:22 PM
Base Weapon Specialization on it.

Fax Celestis
2010-09-04, 10:27 PM
Base Weapon Specialization on it.

WS has its own graduating function now. I'm talking stuff more like:

Intrepid Dodge
Benefit: A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your hero value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn.

A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20.

Increase your hero value by 1.

Starbuck_II
2010-09-04, 10:37 PM
Not but ideas:
1/day, as immediate action increase your saves by your HV for that round. Dodge a spell that you might fail.

1/day, as immediate action gain temporary hp of your 2x HV for 1 minute.

1/day, Move increase your speed by your HV x5 for 1 minute.

First two are defensive type ideas and second is for tactical benefit.

Tael
2010-09-04, 10:59 PM
I would make all of those 3/day.

RMS Oceanic
2010-09-04, 11:03 PM
How about Spellcasting Modifier/Day, add it to caster level checks to either dispel magic or overcome spell resistance.

And 1/Day, add it to the save DC of a spell.

PId6
2010-09-05, 12:19 AM
Heroic Will: You gain a number of Resistance Points equal to 2 * HV. Whenever you are affected by a spell that is being cast which allows spell resistance and you have Resistance Points remaining, you may use an immediate action to attempt to resist that spell. If you have at least as many Resistance Points as the spell level, you resist the spell as if it had failed its Spell Resistance check against you. If you do not have that many Resistance Points, you still attempt to resist it, though there is a 25% chance that the attempt fails (and the spell still succeeds) for each Resistance Point you're missing. Either way, you lose an amount of Resistance Points equal to the spell level (or all of it, if you've less). Resistance Points are replenished after 8 hours of rest.

There's probably a much better way to word this...

Heroic Rush: You gain a number of Movement Points per day equal to HV. You may spend Movement Points to perform one of the following actions:

Spend 1 point to move at your normal movement speed as a swift action. This does not provoke attacks of opportunity for moving out of a threatened square.
Spend 2 points to stand up from prone as a swift action. This does not provoke attacks of opportunity.
Spend 3 points to make an attempt to escape a grapple as a swift action, either via a grapple check or an Escape Artist check. You may add HV as a destiny bonus to this check.
Spend 4 points to move up to 10 ft as an immediate action. This does not provoke attacks of opportunity for movement.

Momentary Power: Once per day per two points of Charisma bonus (minimum 1/day), you may spend a swift action to gain half HV as a destiny bonus to caster or manifester level until the end of your turn. If this is used to boost caster level, this bonus may exceed the normal caps on spell effects based on caster level (like the damage dice of a Fireball spell). If used to boost manifester level, this boost lets you augment powers beyond their normal limits, and this automatically supplies power points for that augmentation equal to the bonus to manifester level. You may not use Wild Surge or Overchannel on a power that already benefits from this feat.

Legendary Memory:
(Prereq: Cast spells from a spellbook or prayerbook)
Once per day per two points of HV (minimum 1/day), you may spend a swift action to swap any prepared spell with another spell of equal or lower level from your spellbook/prayerbook.

Unbound Luck: Whenever you roll a result on a d20 less than or equal to HV, you may spend an immediate action to reroll that d20 until the result turns up greater than HV or as a 20. This may be used a number of times per day equal to your highest ability modifier.

Hero's Fortitude: Whenever you would be killed by any means (such as being dealt lethal damage by a strike or failing a save vs a Finger of Death spell), you may roll a d20, adding your HV to the roll. If the result is equal to or greater than 15, you go to -9 hit points and become unconscious and stable rather than die. A 1 on this roll is an automatic failure regardless of total. This effect can only protect you up to once per encounter.