Person_Man
2010-12-06, 06:07 PM
Inspired by Fax (http://www.giantitp.com/forums/showthread.php?p=9907946#post9907946).
Immovable Rod Affinity [General]
Prerequisites: Must be familiar with Immovable Rods (www.dandwiki.com/wiki/SRD:Immovable_Rod).
Benefit: Due to your intense interest and training, you may use any club, mace, rod, staff, pole, polearm, or spear as if it were an Immovable Rod. Any such weapon or object functions as an Immovable Rod from the moment you pick for you for as long as you hold it, plus one minute thereafter.
In addition, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to the Strength DC needed to move any Immovable Rod that you activate which is also a weapon you are specialized in. For every +1 of Save DC added, you also add 500 lbs to the amount of weight that the Immovable Rod can support while locked into place.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Rod Affinity as one of his fighter bonus feats.
Immovable Rod Specialist [General]
Prerequisites: Immovable Rod Affinity
Benefit: You may activate or deactivate any Immovable Rod as a free action during your turn, instead of the normal move action. You no longer need to be in contact with an Immovable Rod or speak a command word to activate or deactivate it. They simply respond to your mental command as a free action during your turn, and they can be commanded from anywhere as long as they are within your line of sight. You may also “lockout” any Immovable Rod that you create so that no one else may activate or deactivate it, unless they also possess this feat.
If you are holding one or more Immovable Rods, you may quickly turn them on and off to use them as a ladders, balance beams, or floating bars, allowing you to Jump and Climb in any direction without regard to gravity or the need for hand holds.
If you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to any Climb or Jump check, and to any check to resist a Bull Rush, Disarm, Overrun, or Trip check made against you. This benefit only function while holding an Immovable Rod which is also a weapon that you are specialized in.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Rod Specialist as one of his fighter bonus feats.
Immovable Rod Master [General]
Prerequisites: Immovable Rod Affinity, Immovable Rod Specialist.
Benefit: You may activate or deactivate any Immovable Rod as an Immediate Action. This allows you to stop any fall while holding an Immovable Rod, set traps to go off on others turns, and many other creative uses.
If used in response to a melee attack (including special attacks, such as Bull Rushes, Trips, Grapple, etc) your enemy must first make a Strength check vs. the Immovable Rod (DC 30 + any bonus from Weapon Specialization feats) in order to complete the attack. If they fail this check, the attack fails. You must declare this use before the success of such an attack is determined.
While holding an Immovable Rod, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) as a Shield Bonus to your Armor Class. This benefit only function while holding an Immovable Rod which is also a weapon that you are specialized in. Multiple Shield bonuses do not stack.
Special: A fighter may select Immovable Rod Master as one of his fighter bonus feats.
Immovable Grapple [General]
Prerequisites: Immovable Rod Affinity, Immovable Rod Specialist, Improved Grapple.
Benefit: Whenever you Pin an opponent as part of a Grapple, as a free action you may lock your Immovable Rod into place and let go. This ends the Grapple for you and your target. However, your target is held immobile in the square which you Grappled them in, and cannot move (although they may otherwise act normally). In order to free themselves, they must make a Strength or Escape Artist Check against the Immovable Rod (DC 30 + any bonus from Weapon Specialization feats) as a Standard Action. Alternatively, they (or anyone else) can attempt to Sunder the Immovable Rod itself. But any damage dealt to the Immovable Rod is also dealt to the immobilized target. While immobilized, your target loses their Dexterity bonus to their Armor class. You may only use this feat when adjacent a wall or other similarly solid object. If your opponent is Prone, you may also use this feat when your opponent is on the ground.
While holding an Immovable Rod, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to any Grapple check that you make, including Grapple checks made to Pin your opponent. This benefit only functions while holding an Immovable Rod which is also a weapon that you are specialized in.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Grapple as one of his fighter bonus feats.
Feel free to criticize or add suggestions. Also, it'd probably be helpful to list off the many potential uses for an Immovable Rod.
Immovable Rod Affinity [General]
Prerequisites: Must be familiar with Immovable Rods (www.dandwiki.com/wiki/SRD:Immovable_Rod).
Benefit: Due to your intense interest and training, you may use any club, mace, rod, staff, pole, polearm, or spear as if it were an Immovable Rod. Any such weapon or object functions as an Immovable Rod from the moment you pick for you for as long as you hold it, plus one minute thereafter.
In addition, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to the Strength DC needed to move any Immovable Rod that you activate which is also a weapon you are specialized in. For every +1 of Save DC added, you also add 500 lbs to the amount of weight that the Immovable Rod can support while locked into place.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Rod Affinity as one of his fighter bonus feats.
Immovable Rod Specialist [General]
Prerequisites: Immovable Rod Affinity
Benefit: You may activate or deactivate any Immovable Rod as a free action during your turn, instead of the normal move action. You no longer need to be in contact with an Immovable Rod or speak a command word to activate or deactivate it. They simply respond to your mental command as a free action during your turn, and they can be commanded from anywhere as long as they are within your line of sight. You may also “lockout” any Immovable Rod that you create so that no one else may activate or deactivate it, unless they also possess this feat.
If you are holding one or more Immovable Rods, you may quickly turn them on and off to use them as a ladders, balance beams, or floating bars, allowing you to Jump and Climb in any direction without regard to gravity or the need for hand holds.
If you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to any Climb or Jump check, and to any check to resist a Bull Rush, Disarm, Overrun, or Trip check made against you. This benefit only function while holding an Immovable Rod which is also a weapon that you are specialized in.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Rod Specialist as one of his fighter bonus feats.
Immovable Rod Master [General]
Prerequisites: Immovable Rod Affinity, Immovable Rod Specialist.
Benefit: You may activate or deactivate any Immovable Rod as an Immediate Action. This allows you to stop any fall while holding an Immovable Rod, set traps to go off on others turns, and many other creative uses.
If used in response to a melee attack (including special attacks, such as Bull Rushes, Trips, Grapple, etc) your enemy must first make a Strength check vs. the Immovable Rod (DC 30 + any bonus from Weapon Specialization feats) in order to complete the attack. If they fail this check, the attack fails. You must declare this use before the success of such an attack is determined.
While holding an Immovable Rod, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) as a Shield Bonus to your Armor Class. This benefit only function while holding an Immovable Rod which is also a weapon that you are specialized in. Multiple Shield bonuses do not stack.
Special: A fighter may select Immovable Rod Master as one of his fighter bonus feats.
Immovable Grapple [General]
Prerequisites: Immovable Rod Affinity, Immovable Rod Specialist, Improved Grapple.
Benefit: Whenever you Pin an opponent as part of a Grapple, as a free action you may lock your Immovable Rod into place and let go. This ends the Grapple for you and your target. However, your target is held immobile in the square which you Grappled them in, and cannot move (although they may otherwise act normally). In order to free themselves, they must make a Strength or Escape Artist Check against the Immovable Rod (DC 30 + any bonus from Weapon Specialization feats) as a Standard Action. Alternatively, they (or anyone else) can attempt to Sunder the Immovable Rod itself. But any damage dealt to the Immovable Rod is also dealt to the immobilized target. While immobilized, your target loses their Dexterity bonus to their Armor class. You may only use this feat when adjacent a wall or other similarly solid object. If your opponent is Prone, you may also use this feat when your opponent is on the ground.
While holding an Immovable Rod, if you possess Weapon Specialization you may add the damage bonus provided by that feat plus any feat that requires Weapon Specialization as a prerequisite (such as Greater Weapon Specialization and Weapon Mastery) to any Grapple check that you make, including Grapple checks made to Pin your opponent. This benefit only functions while holding an Immovable Rod which is also a weapon that you are specialized in.
Using this feat is a supernatural ability.
Special: A fighter may select Immovable Grapple as one of his fighter bonus feats.
Feel free to criticize or add suggestions. Also, it'd probably be helpful to list off the many potential uses for an Immovable Rod.