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View Full Version : [d20r, Style Feat] Anima Beacon



Fax Celestis
2010-12-29, 09:35 PM
Anima Beacon [Style]
http://img.photobucket.com/albums/v216/FaxCelestis/AnimaBeaconTree.png

Prerequisites: Cha 13+, Mind Over Body

Benefit: The Anima Beacon style feat provides the following benefits, with appropriate prowess expenditure:

Anima Beacon (0 Prowess): You gain the ability to project an embodiment of your courage in a square adjacent to you as a swift action--an 'anima'. This anima isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move your anima a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the anima hovers. Alternatively, instead of moving on your turn, you may direct your anima to remain in contact with a creature: your anima must share a square with the creature to be followed in order to move in this fashion.

Your anima is immune to damage and effects, cannot interact with objects or be attacked, and while it occupies a 5' square, it does not block movement or line of sight and may share a square with a creature of any size.

It can be dispelled or suppressed as a spell; its spell level for this purpose is equal to your Hero Value and the caster level is equal to the number of abilities granted to you by this feat. It can be summoned normally again after being dispelled. If your anima is more than 120' from you at the start of your turn or you ever lose line of effect to it, it immediately dissipates and must be reformed. You may only have one anima summoned at a time: summoning a second immediately causes the first to dissipate.

Your anima shares your Awareness bonus and possesses any senses (darkvision, low-light vision, blindsense, blindsight, tremorsense, or similar) that you possess, including temporary spell or psionic effects (such as see invisibility or synesthete). However, it is not trained in any skills (including ones you are trained in) and as such cannot use advanced functions of skills that require specific levels of training.

Any opponent adjacent or sharing a square with your anima suffers a -1 penalty to AC.

Healing Spirit (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Fast Healing 1. This fast healing can only heal a creature up to half of its full normal Hit Points.

Primal Shield (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Resist Acid 1, Resist Cold 1, Resist Electricity 1, Resist Fire 1, or Resist Sonic 1, chosen by the ally when your anima becomes adjacent to them. This choice may be altered with a swift action by your ally or by moving away from and returning adjacent to the anima.

Focused Healing (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains Fast Healing equal to their Charisma modifier.

Sentry (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima rolls any Initiative checks they make twice, selecting the better result.

Prescient Warning (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 dodge bonus to AC.

All-Seeing Eyes (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a bonus on Awareness checks equal to your Charisma modifier.

Shielding Vigor (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains DR/- equal to your Constitution modifier or to your character level, whichever is lower.

Vital Barrier (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains 10% resistance to critical hits.

Protean Strike (2 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima loses the Incorporeal subtype (should they have it) as long as they remain within that area.

Ethereal Vapor (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima suffers a 20% miss chance on attacks made against you or your allies.

Prescient Dodge (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima rolls all attack rolls twice and selects the inferior result.

Manifest Fervor (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima takes entropic damage equal to your Charisma modifier at the start of your turn.

Threatening Anima (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining when you can make an attack of opportunity, even if you could not normally reach that space.

Infiltrate Reality (3 prowess): If you have purchased this ability, your anima may pick up and manipulate objects. It uses your Strength score to determine its carrying capacity and its ability to lift, break, or drag objects, but it is not able to wield weapons, cast spells, or activate magic items.

Etheric Interference (3 prowess): If you have purchased this ability, any opponent that is healed while adjacent to or sharing a square with your anima only heals half the amount they would have normally.

Protean Denial (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima is affected as if by a blur spell.

Mystic Interdiction (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima when casting a spell suffers a -2 penalty to their caster level.

Resolute Spirit (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 bonus on all saving throws. Further, if you share a square with your anima and are a paladin, you may willing\>:[/i]ly take Constitution damage to immediately regain spent Resolve. For each point of Constitution damage you take, you may regain one point of Resolve. You cannot surpass your normal daily amount of Resolve in this fashion, and you cannot heal Constitution damage inflicted in this fashion using your own magic, items created by your feats or using your magic, or through your Lay on Hands class feature.

Soul of Steel (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +3 deflection bonus to AC.

Astral Protection (3 prowess): If you have purchased this ability, you may teleport and exchange places with your anima as a move action as long as your anima is not currently sharing a square with another creature. Your anima must not have moved in this turn to make use of this ability.

Manifestation (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining squares you may attack, even if you could not normally reach them.

Spirit's Freedom (3 prowess): If you have purchased this ability, you take on part of the quasi-reality of your anima in your own form, gaining 10% miss chance as long as your anima is summoned.

True Form of Spirit (4 prowess): If you have purchased this ability, you may occupy both your anima's position and your own until the end of your next turn by expending a swift action. Your anima in this form is not a magic copy or clone-–instead, it is a result from you physically being in two places at once. While in this form, your anima loses all of its original traits (as listed in the Anima Beacon ability of this feat) and all other features of this feat, and instead becomes what amounts to a perfect copy of you.

Your anima has all your class features, abilities, feats, skills and equipment, and uses its own set of actions. If your anima is damaged or affected by a spell or ability, so are you (and vice versa)-–anything that happens to one embodiment happens to the other. If an ability would affect both you and your anima at once, it is instead only treated as affecting one of you. You and your anima share class features, spell slots, and similar limited abilities and items: if you or your anima uses an expendable item, casts a spell, or uses a class feature that is limited in uses per day, both of you have used it but you only receive the effects once.

Your anima may take a single move action and a single standard action to either make a single melee attack or activate any class feature you possess (including spellcasting) taking up one standard action or less. Your anima is capable of casting spells and using abilities as if it were five levels lower than you: due to this, an anima may not be able to cast your most powerful spells or use your most powerful abilities. Your anima cannot take a full round action, but it can use a swift action if it does not take a standard action.

At the end of your next turn, your anima returns to normal. You may choose to remain in your own square or to exchange spaces with your anima. This is not movement or teleportation: rather, you are choosing one square to occupy rather than your split embodiment before. You cannot use this ability if your anima currently shares a square with a creature. This ability is usable once per day, and you are fatigued after its use.

Special: Unlike most feats, Anima Beacon's abilities are supernatural rather than extraordinary.

IcarusWings
2010-12-30, 07:41 AM
This is certainly the strangest style feat so far. It's interesting and very original, but there is an issue with it that immediately jumps out at me. It's not a balance issue, but I think it's still just as important.

Basically, the large majority of the abilities are just broing. They're almost all just some form of bonus to your allies or penalty to opponents. The only abilities that are interesting and add new options to whoever it is who takes this are a couple of the highest ones (specifically Astral Projection, Manifestation, and True Form of the Spirit jump out at me as cool, original, and interesting), but they require you to go through a whole slog of the less interesting ones. It almost seems as if you just added any random bonus you can think of.
Overall, I think it's a great concept but, in the end, most of it just comes down to "and here's another bonus to your friends" (Yes, it can debuff enemies too, but that's not the point I'm getting at).

Also, I minor balance problem that jumps out at me with True Form of the Spirit is the fact that the copy has access to all your feats and can do swift actions. This means that the copy could potentially make more copies by spending it's swift action, and then those copies make more etc. It's not too much of an issue as they have to pay a standard action for it, but they still have an instant free move action, which could be unbalanced if you've multiclassed into a spellcasting class that casts spells as move actions. And then you get potentially unlimited attacks the next round.

ShneekeyTheLost
2010-12-31, 12:08 AM
Shielding Vigor is pretty darn huge, particularly at low levels. For a very low investment of 2 Prowess (easily done by 1st level for most characters), you grant DR/- to your allies. Since if you're using this, you're probably going to be a 'tank', (and paladins get it automatically, so this makes it even more likely), you've probably put as much into Con as you can. So you're looking, at level 1, at something like DR 5/- (easily doable with a +2 Con starting race). Later on, it rather balances out, since you end up facing critters that do far more damage per blow, and those that do tend to 'flurry', it is an appropriate counter for.

Most CR appropriate encounters for a level 1 party are not going to be doing more than 5 damage per hit normally, because otherwise you'd be worrying about 'one hit kill' problems. Which means the party is effectively immune to critters for some time.

Proposed solution: tack on 'to a maximum of your character level' onto the DR, so that at level 1, it's DR 1/-, which is still pretty boss at that level.

Fax Celestis
2010-12-31, 05:37 PM
Proposed solution: tack on 'to a maximum of your character level' onto the DR, so that at level 1, it's DR 1/-, which is still pretty boss at that level.

Done and done.