Fax Celestis
2010-10-19, 06:33 PM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.
Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).
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Defender's Gambit [Style (http://wiki.faxcelestis.net/index.php?title=D20r:Feats)]
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Benefit: The Defender's Gambit feat allows the following options, with enough prowess expenditure:
Stability (4 prowess): You become exceptionally stable on your feet. You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If you already have Stability, instead improve its bonus by 2.
Guardianship (4 prowess): When an ally of yours is targeted by a melee attack (including a touch spell that must make an attack roll), you may move up to 5' into your ally's square. If you do so, move your ally 5' in any direction, as if they had taken a 5' step. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Marked Target (4 prowess): As a swift action, you may designate an enemy within 60': as long as you stay within 60' of that enemy, they take a -3 penalty on attack rolls against targets other than you. In addition, you deal 1d6 extra damage when attacking that enemy in melee, plus an additional 1d6 per three abilities granted by this feat. You may only designate one enemy at a time: designating a new target immediately removes the old one.
Shield Ward (5 prowess): As long as you are wielding a shield, you add its shield bonus to your touch Armor Class. In addition, you may spend an immediate action to attempt to deflect an incoming ranged attack. If you do so, roll 1d20 and add your Dexterity and Constitution modifiers and your shield's armor class bonus: if you beat the attack roll of the incoming attack, you deflect the attack harmlessly.
Interposition (5 prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), you may move up to 5', such that your new position would rest on the attacker's line of sight or line of effect upon your ally. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Energy Warp (5 prowess): If the target of your Marked Target ability casts a spell that has a detrimental effect that does not include you, he takes a -2 penalty to his effective caster level.
Improved Shield Ward (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'. Use the original attack roll when determining if the attack hits or not.
Spell-Shield (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your spell resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.
Aura Suppression (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.
Improved Guardianship (6 prowess): When you use your Guardianship or Interposition abilities, you may teleport the distance instead of moving the distance.
Shattered Defenses (6 prowess): If the target of your Marked Target ability has Damage Reduction, halve the amount of damage it reduces. If the target of your Marked Target ability has Fast Healing or Regeneration, halve the amount of Hit Points it regains each round. If the target of your Marked Target ability has Spell Resistance, reduce the amount of Spell Resistance it has by 5.
This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.
Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).
http://img.photobucket.com/albums/v216/FaxCelestis/divider2.gif
Defender's Gambit [Style (http://wiki.faxcelestis.net/index.php?title=D20r:Feats)]
http://img.photobucket.com/albums/v216/FaxCelestis/DefendersGambitTree.png
Benefit: The Defender's Gambit feat allows the following options, with enough prowess expenditure:
Stability (4 prowess): You become exceptionally stable on your feet. You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If you already have Stability, instead improve its bonus by 2.
Guardianship (4 prowess): When an ally of yours is targeted by a melee attack (including a touch spell that must make an attack roll), you may move up to 5' into your ally's square. If you do so, move your ally 5' in any direction, as if they had taken a 5' step. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Marked Target (4 prowess): As a swift action, you may designate an enemy within 60': as long as you stay within 60' of that enemy, they take a -3 penalty on attack rolls against targets other than you. In addition, you deal 1d6 extra damage when attacking that enemy in melee, plus an additional 1d6 per three abilities granted by this feat. You may only designate one enemy at a time: designating a new target immediately removes the old one.
Shield Ward (5 prowess): As long as you are wielding a shield, you add its shield bonus to your touch Armor Class. In addition, you may spend an immediate action to attempt to deflect an incoming ranged attack. If you do so, roll 1d20 and add your Dexterity and Constitution modifiers and your shield's armor class bonus: if you beat the attack roll of the incoming attack, you deflect the attack harmlessly.
Interposition (5 prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), you may move up to 5', such that your new position would rest on the attacker's line of sight or line of effect upon your ally. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Energy Warp (5 prowess): If the target of your Marked Target ability casts a spell that has a detrimental effect that does not include you, he takes a -2 penalty to his effective caster level.
Improved Shield Ward (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'. Use the original attack roll when determining if the attack hits or not.
Spell-Shield (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your spell resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.
Aura Suppression (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.
Improved Guardianship (6 prowess): When you use your Guardianship or Interposition abilities, you may teleport the distance instead of moving the distance.
Shattered Defenses (6 prowess): If the target of your Marked Target ability has Damage Reduction, halve the amount of damage it reduces. If the target of your Marked Target ability has Fast Healing or Regeneration, halve the amount of Hit Points it regains each round. If the target of your Marked Target ability has Spell Resistance, reduce the amount of Spell Resistance it has by 5.