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Ziegander
2013-10-14, 07:02 AM
Active & Passive Deeds
When a character uses an Active Deed, he or she expends action points as normal; however a Passive Deed works somewhat differently. Passive Deeds seldom require an action to use (though some do). When a character chooses to use a Passive Deed, he or she continues to benefit from that Deed's effects until it is dismissed. He or she expends the required action points to begin a Passive Deed's effects and until the Deed is dismissed his or her maximum AP value is reduced by the Deed's cost, prohibiting the recovery of AP beyond the new, reduced total. A character can reduce his or her maximum AP to 0 in this manner if he or she wishes, but not lower.

Deeds & Saving Throw DCs
The saving throw of a Deed is determined as 10 + 1/2 class level + relevant ability score modifier. The relevant ability score modifier can vary based on the exact Deed used as follows:


Strength modifier for any Deed involving a melee attack or opposed Strength check.
Constitution modifier for any Deed involving a Strength, Constitution, or Dexterity based skill check, or when specifically noted.
Dexterity modifier for any Deed involving a ranged attack or opposed Dexterity check. You may also use your Dexterity modifier when using a Deed involving a melee attack if you possess the Weapon Finesse feat, or a similar ability.
Intelligence modifier for any Deed involving an Intelligence based skill check, or for any Deed that doesn't involve any of the above if Intelligence is your highest ability score among Intelligence, Wisdom, and Charisma.
Wisdom modifier for any Deed involving a Wisdom based skill check, or for any Deed that doesn't involve any of the above if Wisdom is your highest ability score among Intelligence, Wisdom, and Charisma.
Charisma modifier for any Deed involving a Charisma based skill check, or for any Deed that doesn't involve any of the above if Charisma is your highest ability score among Intelligence, Wisdom, and Charisma.
If a Deed involves more than one of the above, you may choose which of the appropriate ability score modifiers to use to determine the Deed's save DC.
Finally, a Deed may specify in its description an ability score for its save DC to be based on.


Fighter Deeds

GREAT DEEDS
Acrobatic ChargeCmb: Charge through difficult terrain.
Action Before ThoughtCmb: Use Concentration instead of Ref.
Adjust the EyesExp: Gain low-light vision.
Analyze EquipmentSoc: Identify equipment.
Battle LoreCmb: Learn foe's resistances and weaknesses.
Bloodletting StrikeCmb: Deal minor Con damage.
Bounding AssaultCmb: Move and attack.
Clever PositioningCmb: Swap places with enemy.
CounterattackCmb: Attack a foe who attacks you.
Counter ChargeCmb: Ruin enemy's charge attack.
Danger SenseExp: Bonus initiative, detect foes.
Daunting StrikeCmb: Cause struck foe to be Shaken.
Defensive RebukeCmb: Punish foe for attacking an ally.
Dirt NapCmb: Knock foe unconscious.
Disarming StrikeCmb: Attack and disarm at once.
Douse the FlamesCmb: Struck foe cannot act out of turn.
Dust UpCmb: Create a cloud of dust.
Feigned OpeningCmb: Let your guard down. Or do you?
Fencer's GambleCmb: Take a risk for extra damage.
Glittering FlourishCmb: Dazzle nearby foes.
GoadCmb: Make foe angry.
Great EnlistmentSoc: Recruit NPC to aid you.
Great LeapExp: Make Jump check with bonus.
HamstringCmb: Deal Dex damage, slow foe.
HunchExp: Learn whether proposed action will have a good or bad outcome.
Iron Guard's GlareCmb: Discourage enemies from attacking your allies.
Iron SilenceExp: Move Silently without armor check penalty.
Karmic StrikeCmb: Bonus to hit for you and for foes.
Kip UpExp: Stand from prone as immediate action.
Leading the ChargeCmb: Bonus to damage for you and allies while charging.
Lightning RecoveryCmb: Reroll attack with bonus.
Martial SpiritCmb: Regain hit points on successful attacks.
Mighty ThrowCmb: Toss your opponent.
Mind Over BodyCmb: Use Concentration instead of Fort.
Minotaur ChargeCmb: Your attack pushes foe back.
Punishing StanceCmb: Sacrifice defense for killing power.
Reaction TimeCmb: Bonus to Initiative, AC, Reflex.
Quick DistractionCmb: Foe thinks it is flanked.
Shield BlockCmb: Use shield to protect ally.
Speed ClimbExp: Climb faster.
Stand ToughCmb: Shrug off damage.
Steady StanceExp: Gain bonuses vs forced movement.
Steel WindCmb: Attack two enemies at range.
Step of the WindExp: Move faster, tread softly.
Still MindCmb: Use Concentration instead of Will.
Stone ViseCmb: Attack and grab opponent.
Sudden LeapExp: Jump as a swift action.
Sweeping StrikeCmb: Attack two enemies in melee.
Threatening DemandSoc: Foe does what you say or else.
Trap ScoutExp: Find traps like a Rogue.
Tactical StrikeCmb: Grant free 5ft steps with successful attack.
Tiring StrikeCmb: Fatigue a struck foe.
Vanguard StrikeCmb: Allies gain attack bonus against struck foe.
Victorious BlowCmb: Heal with successful attack.
Wall of BladesCmb: Use attack roll in place of AC.
Weakening StrikeCmb: Successful attack inflicts Str penalty.
Weapon ExpertiseCmb: Gain proficiency, bonuses, with touched weapon.
Wolf Fang StrikeCmb: Attack with two weapons.

MASTERFUL DEEDS


HEROIC DEEDS


LEGENDARY DEEDS


IMPOSSIBLE DEEDS



Ranger Deeds

GREAT DEEDS


MASTERFUL DEEDS


HEROIC DEEDS


LEGENDARY DEEDS


IMPOSSIBLE DEEDS



Rogue Deeds

GREAT DEEDS


MASTERFUL DEEDS


HEROIC DEEDS


LEGENDARY DEEDS


IMPOSSIBLE DEEDS

Ziegander
2013-10-14, 07:03 AM
Deed Descriptions A-Z

Name
DEED ()
Cost:
Classes:
Action:
:
:
:

Acrobatic Charge
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Full-round
Target: One creature
Effect: Charge attack
Charge through difficult terrain, even if there are obstacles in your path. You may change direction any number of times during your charge to avoid obstructions or simply to maneuver to a better point of attack. Before you roll your attack you may make a DC 15 Jump or Tumble check. If your check is successful, your charge attack deals 1d6 extra damage per class level (max 5d6). If not, you suffer a -2 penalty to your attack roll.

Analyze Equipment
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter
Action: 10 minutes
Target: One weapon, armor, or shield item
This Deed works like the Identify spell except that it works much faster but only on weapons, armors, and shields. Unlike the spell, this Deed does not require any material component.

Animalistic Rage
GREAT DEED (Active)
Cost: 1 AP
Classes: Ranger only
Action: Swift
Target: Self
Duration: 3 + Con modifier rounds
Choose any two between Strength, Dexterity, and Constitution. You gain a +4 bonus to each ability score as well as the following additional benefits and for the duration:

Strength and Dexterity - You may make an additional attack each round during a full-attack action at your highest attack bonus. If you make an extra attack in this way, all of your attacks for the round suffer a -2 penalty to hit. At 5th level your penalty to attacks is -1. At 9th level you suffer no penalty to attack rolls.
Strength and Constitution - You gain a +2 bonus to Will saves and DR 1/--, but suffer a -2 penalty to AC. The DR you gain from this Deed improves by 1 every five class levels (max DR 5/--).
Dexterity and Constitution - You gain a +10ft bonus to all speeds, +5ft at 5th, 10th, 15th, and 20th levels (max +30ft), and you ignore difficult terrain. Foes treat any squares you move through, and all squares you threaten at the end of your turn, as difficult terrain for 1 round.

For the duration of this Deed, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats.

You may prematurely dismiss this Deed at any time. After the Deed is dismissed or has expired, you lose the rage modifiers and restrictions and become Fatigued for the number of rounds your rage had persisted.

You may only use this Deed once per encounter.

Backbreaker
MASTERFUL DEED (Active)
Cost: 3 AP
Classes: Fighter, Ranger
Action: Standard
Target: One humanoid creature
Effect: Melee attack
Duration: 1 round/level (see text)
Saving Throw: Fortitude negates
If your melee attack against the target is successful, you deal 1d6 extra damage per class level (max 10d6) and the target must succeed at a Fortitude save or become Paralyzed. This condition lasts for 1 round per level, or until the creature has regained hit points equal to the damage dealt by your attack, or until it has received the benefit of a successful DC 17 Heal check.

Baffling Defense
GREAT DEED (Active)
Cost: 1 AP
Classes: Rogue only
Action: Immediate
Target: Self
You cannot use this Deed if you are flat-footed. Against a single attack, in place of your AC, make a Sense Motive check. You must use the result of this check even if it would be worse than your normal AC.

Blindstrike
MASTERFUL DEED (Active)
Cost: 3 AP
Classes: Fighter
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: See text
Saving Throw: Reflex negates
If your weapon attack against the target is successful, that creature must succeed on a Reflex saving throw or be Blinded. This condition lasts for 24 hours, until the creature has regained hit points equal to the damage dealt by your attack, or until it has received the benefit of a successful DC 15 Heal check.

Bloodletting Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter
Action: Standard
Target: One creature
Effect: Weapon attack
Saving Throw: Fortitude negates
If your weapon attack against the target is successful the attack deals 2 Constitution damage as well as normal weapon damage (Fort negates) plus 1 Con damage at odd class levels after 1st (max 4 Con damage).

Bounding Assault
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard
Target: One creature
Effect: Weapon attack
Move up to your speed and make a weapon attack against the target. This movement does not provoke attacks of opportunity from your target, but it may from other creatures whose threatened areas you move through.

Clever Positioning
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard
Target: One creature
Effect: Melee attack
Saving Throw: Reflex partial
If your melee attack against the target is successful you, or an ally that is adjacent to the target, may swap spaces with the target. If the target fails a Reflex saving throw it fails prone in its new space.

Counterattack
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Immediate
Use this Deed to make an attack of opportunity against a creature that is attacking you. Resolve your attack simultaneously with your opponent's.

Counter Charge
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Immediate
Target: Self
You gain a +4 bonus to AC against a single charge attack. If the attack misses, your attacker bounds past you 10ft in the direction of your choice.

Daunting Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: 1 minute
Saving Throw: Will negates
If your weapon attack against the target is successful, that creature must succeed on a Will saving throw or be Shaken for the duration.

Death from Above
GREAT DEED (Active)
Cost: 1 AP
Classes: Ranger, Rogue
Action: Full-round
Target: One creature
Effect: Charge attack
To use this Deed you must make a charge attack against the target by jumping from a height at least 10ft above that creature. For every 10ft higher you jump from you gain an additional +1 bonus to your attack roll and suffer an additional -1 to your AC for 1 round. If your charge attack against the target is successful you deal 1d6 extra damage per 10ft fallen (max 10d6, no more than 2d6/level) and take only half the normal fall damage (which can be mitigated further by Jump and/or Tumble checks). If your attack fails you take all normal fall damage.

Defensive Rebuke
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: 1 round/level
Saving Throw: Will negates
If your weapon attack against the target is successful and the target attacked or cast a harmful spell on one of your allies last round, then the attack deals 1d6 extra damage, and the target must make a Will saving throw. If that save fails, then the target cannot attack that ally for 1 round per level.

Dirt Nap
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Swift
Target: One tripped creature
Duration: 5 rounds
Saving Throw: Fortitude negates
Use this Deed on any creature you threaten that was just tripped or knocked prone. That creature must succeed on a Fortitude save or fall unconscious as if effected by the Sleep spell. This Deed has no effect on creatures with more than 4 HD.

Disarming Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
If your weapon attack against the target is successful you may make a free Disarm attempt against that creature. You get a +4 bonus to your attempt, and if you fail the target may not try to disarm you in response. You may use a ranged attack with this Deed, but you forgo the +4 bonus and the target must be within your weapon's first range increment.

Douse the Flames
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
Saving Throw: Fortitude partial
Duration: 1 round
If your weapon attack against the target is successful, that creature must make a Fortitude saving throw. If this save fails, the target is effectively Dazed for 1 round but only during other creature's turns, unable to act or make attacks of opportunity. If the save is successful, then the target is still unable to make attacks of opportunity for the duration.

Feigned Opening
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter, Rogue
Action: Swift
Target: Self
Duration: Dismissal
For the duration of this Deed you are flat-footed. Each round, the first time a creature attacks you that creature provokes an attack of opportunity from you. Against your attack, if you take it, that creature is flat-footed, and if your attack hits, the creature's attack fails. However, if your attack fails and the enemy's attack succeeds, the Deed automatically ends.

Fencer's Gamble
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Rogue
Action: Standard
Target: One creature
Effect: Melee attack
Roll your melee attack against the target twice. If only one attack roll beats the target's AC you hit and deal damage normally. If both attack rolls beat the target's AC you deal 1d6 extra damage per odd level (max 3d6). But if neither attack rolls beat the target's AC you suffer a -2 penalty to AC until the start of your next turn.

Forge Lore
MASTERFUL DEED (Passive)
Cost: 3 AP
Classes: Fighter, Ranger, Rogue
Action: None
Duration: Dismissal
For the duration of this Deed you maintain the benefits of the Craft Magic Arms and Armor feat and can produce alchemical or magical items and equipment as a spellcaster with an Effective Caster Level equal to your ranks in any relevant Craft skill (examples given below). This allows you to create items without needing to cast any of the required spells, though you must still take item creation feats to craft items other than weapons or armor.

Examples:

Craft (Armorsmithing) - Covers armors and shields as well as bracers, gauntlets, greaves, helmets, and other similar items.

Craft (Haberdashery) - Covers all cloth and leather articles of clothing such as boots, cloaks, gloves, pants, and shirts, as well as other related or similar items.

Craft (Metalwork) - Covers metal jewelry such as amulets, bracelets, or rings, and other simple metal tools and goods like spades or manacles and bells or chimes.

Craft (Weaponsmithing) - Covers all weapons, including arrows and bolts, and other related or similar items.


Glittering Flourish
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Rogue
Action: Swift
Area: 30ft burst (see text)
Duration: 1 minute
Saving Throw: Reflex (see text)
You may use this Deed after making a melee attack (successful or not) or after executing a harmless flourish with a melee weapon (standard action). Creatures in the area, centered on you, must succeed on a Reflex save to avoid being Dazzled for 1 minute. If you made a melee attack, and if that attack was a confirmed critical hit, then the victim of your attack automatically fails its saving throw.

Great Enlistment
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Rogue
Action: Standard
Duration: 1d4 hours
This Deed allows you to call on any 1st-level NPC class to serve you faithfully for 1d4 hours. In order to use this Deed you must be within a settlement of at least 100 people. Once you use it roll 1d6 and choose an NPC class. The DM has the right to state that the settlement does not have any NPCs of that class, especially in smaller settlements and for more unusual NPC classes. After 1d6×5 minutes the NPC appears, ready to work, and equipped with gear appropriate to its level. It has whatever feats and skills you choose (that it could normally qualify for or are normally on its skill list) and the following ability scores distributed as you see fit: 17, 16, 14, 13, 10, 8.

The NPC will serve faithfully, but not to the death. It will leave your service before the duration is up if it is Frightened or Panicked, if it drops below 50% of its maximum hp, or if you are knocked unconscious or killed.

Hamstring
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: See text
Saving Throw: Reflex negates
If your weapon attack against the target is successful, that creature must succeed on a Reflex saving throw or suffer 1d3 Dexterity damage, +1 per class level (max 1d3+5), and have its speed reduced by 10ft. This speed reduction lasts for 24 hours, until the creature has recovered from the Dexterity damage, or until it has received the benefit of a successful DC 15 Heal check.

Hold the Line
MASTERFUL DEED (Active)
Cost: 3 AP
Classes: Fighter only
Action: Immediate
Use this Deed to make an attack of opportunity against a creature that enters one of your threatened squares. If that creature was charge attacking you, you gain a +2 bonus to your attack roll, and if the attack of opportunity is successful you deal double damage.

Iron Guard's Glare
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter only
Action: None
Target: Self
For the duration of this Deed any enemy able to see you or hear you suffer a -4 penalty to attack rolls against allies within your speed.

Karmic Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard
Target: One creature
Effect: Weapon attack
Make your weapon attack with a +4 bonus to hit against the target. Until the start of your next turn, all attacks made against you have a +4 bonus to hit.

Leading the Charge
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter only
Action: Swift
Area: 30ft burst
Range: Personal
Duration: Dismissal
For the duration of this Deed, you and each ally within 30ft deal +1 damage per character level (max +10) on charge attacks.

Lightning Recovery
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Immediate
Target: Self
Reroll a missed attack roll with a +4 bonus.

Martial Spirit
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter only
Action: None
Target: Self
Duration: Dismissal
For the duration of this Deed whenever you successfully hit an enemy creature with a weapon attack, if that enemy is one that you would gain XP from for defeating, you regain 2 hit points +2 per five class levels.

Mighty Throw
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Standard
Target: One creature
Make a melee touch attack against your target. If you hit, then you and the target make an opposed check, each choosing either Strength or Dexterity for the contest. If you succeed, you hurl the target up to 10ft away from you in any direction. You choose where the target lands. The target and any other creatures or objects in the space suffer 1d6 damage.

A creature you throw with this Deed does not provoke attacks of opportunity for passing through threatened squares, but you can throw the target through occupied squares (even those occupied by its enemies).

Minotaur Charge
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Full-round
Target: One creature
Effect: Charge attack
If your charge attack against the target is successful it deals 1d6 extra damage per class level (max 5d6) and you gain a free Bull Rush attempt against the target. You gain a +4 bonus to your roll. If successful you push the target 5ft back and you move into the space it previous occupied.

Plunderer's Piety
GREAT DEED (Active)
Cost: 1 AP
Classes: Rogue only
Action: Standard
Area or Target: 30ft burst or One creature (see text)
Range: Personal or Touch
Presenting the holy symbol of a deity no more than one alignment step away from your own, you channel positive energy either to Turn Undead (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead) as a good-aligned Cleric would (only in a smaller area) or to heal the wounds of an ally. When you use this Deed to heal, you restore 1d6 hit points per level (max 5d6) to a touched ally whose alignment is no more than one step away from the deity whose holy symbol you are presenting.

This Deed may only be used once per day per deity whose holy symbol you present. The more holy symbols you can collect of deities that are compatible with your alignment, the more times you can use this Deed each day.

Punishing Stance
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Swift
Target: Self
Duration: Dismissal
For the duration of this Deed you deal 1d6 extra damage but suffer a -2 penalty to AC.

Quick Distraction
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Swift
Target: One creature
Range: 30ft
Duration: 1 round
The target of this Deed temporarily believes itself to be in more danger than it really is, causing it to be considered flanked for 1 round even when only threatened by one creature.

Rapid Relocation
MASTERFUL DEED (Active)
Cost: 3 AP
Classes: Fighter, Ranger, Rogue
Action: Immediate
After an attack misses you or you succeed on a Reflex save to avoid damage you may use this Deed to move up to your speed as an immediate action.

Soaring Charge
MASTERFUL DEED (Active)
Cost: 3 AP
Classes: Fighter, Ranger
Action: Full-round
Target: One creature
Effect: Charge attack
For the purposes of movement during the charge attack you make when using this Deed you have a Fly speed with perfect maneuverability equal to double your land speed (though, unless you possess an ability that states otherwise, you must still charge in a straight line). If your charge attack against the target is successful you deal 1d6 extra damage for every 20ft you traveled before completing the charge (max 10d6).

If you end your turn in mid-air, then at the start of your next turn you start to fall (or you can grab onto the target of your charge if possible).

Stone Vise
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Standard
Target: One creature
Effect: Melee attack
If your melee attack against the target is successful you may automatically grab your opponent as if to start a grapple. This does not provoke an attack of opportunity from the target. If you choose to grab your target, make an opposed grapple check to hold the target with a +4 bonus. If this hold is successful you deal the target 1d6 lethal damage or your unarmed strike damage (whichever is higher) and you are now grappling the target.

Strike of Perfect Clarity
LEGENDARY DEED (Active)
Cost: 9 AP
Classes: Fighter only
Action: Standard (See text)
Target: One creature
Effect: Weapon attack
Saving Throw: Fortitude partial
For this Deed and attack you do not need line of effect; however, you must at minimum be aware of a creature occupying the space into which you attack. To use this Deed with a ranged attack your target must be within your weapon's first range increment.

Your weapon attack against the target automatically hits regardless of cover or magical protection. Roll an attack roll anyway to see if it is a critical hit. The target is instantly destroyed/slain unless it succeeds on a Fortitude saving throw.

You may use Strike of Perfect Clarity in place of a normal attack whenever you make an attack of opportunity.

Shield Block
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Immediate
Target: One ally within reach
The target adds your shield bonus + 4 to its AC against a single attack, even if that ally already carries a shield.

Steel Wind
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Standard
Target: Up to two creatures
Effect: Ranged attack
Your ranged attack targets up to two creatures that are adjacent to each other. Roll separately for each creature.

Sweeping Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: Up to two creatures
Effect: Melee attack
Your melee attack targets up to two creatures that are adjacent to each other. Roll separately for each creature.

Tactical Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
If your weapon attack against the target is successful it deals 1d6 extra damage, and all allies able to see the target may take an immediate 5ft step.

Threatening Demand
GREAT DEED (Active) [Compulsion, Fear, Language-Dependent]
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Full-round action
Target: One or two creatures (see text)
Range: 30ft (see text)
Effect: Weapon attack (see text)
Saving Throw: Will partial (see text)
One way or another you communicate to your victim that either they do what you ask, "or else." The target must either be a creature you threaten or an ally of a creature you threaten that is within 30ft of you. The target is subject to a Command effect as the spell, and the threat is that you will hurt the target or the ally of that target if they do not comply. If the target's Will save is successful you may make a single melee attack against whichever creature you threaten if you wish.

The saving throw for this Deed is Charisma-based.

Tiring Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard
Target: One creature
Effect: Weapon attack
If your weapon attack against the target is successful, the target becomes Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued).

Unassailable
IMPOSSIBLE DEED (Active)
Cost: 12 AP
Classes: Fighter, Ranger
Action: Immediate
Target: Self
You suffer no ill effects from a single source. A source in this description includes, but is not limited to, an attack, spell, supernatural ability, or even a natural phenomenon. Ill effects in this description include but are not limited to, damage, debilitating conditions, or other ongoing impairments, etc.

Vanguard Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger, Rogue
Action: Standard or Full-round (see text)
Target: One creature
Effect: Weapon attack
Duration: 1 round
If your weapon attack against the target is successful, allies that can see the target gain a +4 bonus to their own attack rolls against the target for 1 round. If you choose, you may use this Deed as a full-round action and make a charge attack against the target with a melee weapon as long as there is at least a 10ft straight line between you and the target.

Victorious Blow
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: See text
If your weapon attack against the target is successful you, or an ally that can see you, gain 1d6 + 1/level temporary hit points (max 1d6+5) which last either until the end of the combat encounter or until the target is defeated or killed, whichever comes first.

If the target is defeated or killed and you (or the recipient ally) had any temporary hit points remaining, after you lose those temporary hit points you regain a number of actual hit points equal to the number of temporary hit points you lost.

In order to use this Deed, the target must be a creature that you would gain XP from for defeating.

Wall of Blades
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Immediate
Target: Self
You must wield a melee weapon with which you are proficient to use this Deed or else carry no weapon but possess the Improved Unarmed Strike feat. You cannot use this Deed if you are flat-footed. Make a melee attack roll. Against a single attack, if the result of your attack roll is higher than your AC, substitute your attack roll in place of your AC. Otherwise use your AC as normal.

Weakening Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter only
Action: Standard
Target: One creature
Effect: Weapon attack
Duration: 1 round/level
Saving Throw: Fortitude negates
If your weapon attack against the target is successful, the target suffers a penalty to its Strength score equal to 1d6 + 1/level (maximum 1d6+5) unless it succeeds on a Fortitude saving throw. This penalty cannot reduce the target's Strength below 1 and does not stack with other Strength penalties inflicted on the target.

Weapon Expertise
GREAT DEED (Passive)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Swift
Target: Weapon touched
Duration: Dismissal
For the duration of this Deed you gain proficiency with the touched weapon and a +1 competence bonus to attack and damage rolls made when attacking with it.

Wolf Fang Strike
GREAT DEED (Active)
Cost: 1 AP
Classes: Fighter, Ranger
Action: Standard
Target: Up to two creatures
Effect: Melee attack
You must fight with two weapons to use this Deed. You may make one or both of these attacks as an unarmed strike if you wish as long as you carry nothing in a hand used to make such an attack. Make an attack with both of your weapons, reducing the penalty for fighting with two weapons by 2 for each attack. Your attacks may be made either against two different creatures within your reach or against the same creature, as you choose.

Ziegander
2013-10-14, 07:04 AM
Deed Descriptions (Page 2)

Ziegander
2013-10-14, 07:06 AM
Deed Descriptions (Page 3)

Ziegander
2013-10-14, 07:07 AM
Deed Descriptions (Page 4)

Ziegander
2013-10-14, 07:08 AM
Reserved for Feats

Ziegander
2013-10-14, 07:10 AM
Reserved for whatever else (final reserved post)

Morph Bark
2013-10-14, 07:22 AM
What is the purpose of this thread? Why have you made this seperate from your other one? Is this to make Deeds accessible to literally everyone, by taking feats or some other way? Is this thread so that anyone can create Deeds to contribute to this project?

Ziegander
2013-10-14, 07:58 AM
What is the purpose of this thread? Why have you made this seperate from your other one? Is this to make Deeds accessible to literally everyone, by taking feats or some other way? Is this thread so that anyone can create Deeds to contribute to this project?

This thread is made separate from the other one because I didn't save myself enough space for all of the Deeds that I will want/need to create, and to make the layout for the Deeds cleaner than I could in the limited space of the other thread.

Making Deeds available to everyone isn't a goal of the project at the moment, but is something I may think about once the core is done.

As far as anyone creating Deeds to contribute? I would absolutely love it.

3WhiteFox3
2013-10-14, 12:36 PM
Nobody's Puppet
GREAT DEED (Active)
Cost 1 AP
Classes: Fighter, Ranger, Rogue
Action: Special (See Text)
Target: Self

The true hero is a bastion of self-control and insurmountable willpower, and even when compelled to take actions that are not his own, he can muster up the ability to keep a regain of his free will.

While the fighter is under the effect of anything that either forces him to take a certain action or constrains his actions* he can wrest back temporary control. At the start of the third round and every third round there after while he is being effected by one of the above effects he may take back control and act as he wishes for that round. Once you start your next turn, you lose your free will again and must act as dictated by the effect. This costs no action to do and may be done whether or not such an choice could normally be made.

*(This includes effects such as the control Gate imparts, or magically bound contracts such as planar binding. It also includes mind-affecting effects and fear effects but only those that either prevent actions or compel actions to be taken. It does not include methods of stunning, slowing or impeding that come from sources not listed above.)

Edit for clarification: You may pay the AP cost at any time during the effect, but it only helps you every third round (measured from the beginning of the effect) regardless of when you pay. You can pay even after the third round has passed, you simply gain the effect at the next possible round.


I made this because a common element in heroic fiction is that heroes that are effected by mind-control and other such abilities often succumb at first, but manage to wrest back enough control to take one or more dramatic actions that resolves the issue.

Grod_The_Giant
2013-10-14, 12:40 PM
Feel free to borrow Deeds from my Legend and Myth classes.

Also, I suggest making a few example Deeds of each level, so that other contributors can have an idea of the power level you're talking about.

Just to Browse
2013-10-14, 12:52 PM
http://radiomobile.pe1mew.nl/templates/folderstylebookmark/images/bookmark.gif

I would make the fatigue on animalistic rage last a number of rounds equal to the number you raged, instead of having it last the encounter. It won't make it much less useful (since your rage is over when the fight is over, basically) and will feel less dissociative.

Ziegander
2013-10-14, 01:12 PM
http://radiomobile.pe1mew.nl/templates/folderstylebookmark/images/bookmark.gif

I would make the fatigue on animalistic rage last a number of rounds equal to the number you raged, instead of having it last the encounter. It won't make it much less useful (since your rage is over when the fight is over, basically) and will feel less dissociative.

Yes, I agree. That's just a copypasta error. Thank you!

Ziegander
2013-10-15, 05:10 PM
I don't know what happened to these posts, but I didn't see them until now. When I replied to Just to Browse they didn't show up for me...


Nobody's Puppet
GREAT DEED (Active)
Cost 1 AP
Classes: Fighter, Ranger, Rogue
Action: Special (See Text)
Target: Self

The true hero is a bastion of self-control and insurmountable willpower, and even when compelled to take actions that are not his own, he can muster up the ability to keep a regain of his free will.

While the fighter is under the effect of anything that either forces him to take a certain action or constrains his actions* he can wrest back temporary control. At the start of the third round and every third round there after while he is being effected by one of the above effects he may take back control and act as he wishes for that round. Once you start your next turn, you lose your free will again and must act as dictated by the effect. This costs no action to do and may be done whether or not such an choice could normally be made.

*(This includes effects such as the control Gate imparts, or magically bound contracts such as planar binding. It also includes mind-affecting effects and fear effects but only those that either prevent actions or compel actions to be taken. It does not include methods of stunning, slowing or impeding that come from sources not listed above.)

Edit for clarification: You may pay the AP cost at any time during the effect, but it only helps you every third round (measured from the beginning of the effect) regardless of when you pay. You can pay even after the third round has passed, you simply gain the effect at the next possible round.


I made this because a common element in heroic fiction is that heroes that are effected by mind-control and other such abilities often succumb at first, but manage to wrest back enough control to take one or more dramatic actions that resolves the issue.

I think this would be simpler, and more useful, as a Deed that simply lets the character roll a new saving throw against an effect as a, what, standard action? Swift action? Immediate action?


Feel free to borrow Deeds from my Legend and Myth classes.

Thanks! I will take a look.


Also, I suggest making a few example Deeds of each level, so that other contributors can have an idea of the power level you're talking about.

Definitely a great idea. I was trying to hammer out all of the GREAT deeds at the moment, but I should put up at least one deed of each type for each level.


Unbreakable body
Impossible deed
Cost: 12 AP
Classes: Fighter, Ranger
Action: Immediate
Target: Self
Durration: Instant
Description: When the fighter or ranger would be reduced to or below 0 HP for any reason, instead roll a fortitude save (DC 10+1/8 the damage dealt (this is not damage rolled, but damage being dealt to the fighter/ ranger, maximum damage = maximum fighter/ ranger's health)). If he succeeds, negate all damage and secondary effects of the damage source.

Let's not beat around the bush. 12 AP, immediate action, negate all damage/death effects and any other riders from any single attack, ability, or effect, even if that effect is natural in origin. This is IMPOSSIBLE stuff. On par with 9th level spells. It's gotta be big and flashy and breaking the laws of physics. :)


Sealing strike
Impossible deed
Cost: 12 AP
Classes: All
Action: Standard
Target: Attack target
Duration: Permanent
Description: As a standard action, the character may use this deed to penetrate all magical and supernatural abilities of the target for one attack. If this attack hits, the target must make a fortitude save (DC 10+1/2 character level+relevant attack stat) or have all supernatural and spell like abilities they possess sealed away. This includes any ability to actually cast spells. This condition will persist until the target receives healing in the form of Greater Restoration, Wish or Miracle. This condition persists even if the target is slain and revived or raised, though not if they are revived with True Resurrection.

This might actually even be more like a Legendary Deed. The power and scope of Impossible combat deeds needs to be pretty outrageous.


Silver tongued devil
Impossible deed
Cost: 12 AP
Class: Rogue
Action: Full round
Target: 30x30 area
Duration: Permanent
Description: Even in the midst of battle, the most skilled rogues may convince those who would cause them harm to turn their blade and a blind eye. Targeting all hostile creatures in a 30x30 area, the rogue may make a diplomacy check at a +20 bonus to improve their reaction to himself and his party. To use this deed, the rogue must speak a language of his targets, and his targets must have at least 3 intelligence. The results of this reaction shift last until the rogue or party acts in a way to either improve or harm an NPC's reaction, as per normal diplomacy rules. This deed can affect Outsiders with an opposing alignment (Good->Evil or Lawful->Chaotic) and undead, though only at a +5 bonus.

Might call this one Legendary as well, maybe with a bit of a smaller power scale. The effect is certainly one that is theoretically possible, right?


Body of the Gods (passive)
Impossible deed
Cost: 12 AP
Class: All
Action: Free
Duration: Dismissal
Description: The character, through their experiences and their abilities, has figured out how to improve themselves in every possible way, from the strength of their arm to their quickness of wit and force of personality, this individual personifies the perfect renaissance man, standing leaps and bounds above all of his comrades. All of his attributes gain a +4 inherent bonus until this deed is dismissed. This bonus will stack with any relevant item bonuses.

I would increase the inherent bonus to +5, but even then, this perhaps might be Legendary, or maybe even Heroic with scaling by level. It's certainly potent, but it isn't the most impressive ability in the world. Training one's body and mind is what Heroes do after all when they need to compete with the world's villains.

EDIT: Something I do need help with is ideas for Exploration and Social themed Deeds of all levels. The thought here is a sort of rock/paper/scissors between the Fighter, Ranger, and Rogue. They are all capable of deeds of all of the types, but they range in effectiveness/variety by class:

Fighter: Best at Combat deeds, solid Social deeds, least capable with Exploration deeds.

Ranger: Best at Exploration deeds, solid Combat deeds, least capable with Social deeds.

Rogue: Best at Social deeds, solid Exploration deeds, least capable with Combat deeds.

Amechra
2013-10-15, 10:03 PM
Yeah, I think a Permanent one looks more like:

Mass Murder Refrain
IMPOSSIBLE DEED (Passive)
Cost: 12 AP
Classes: Fighter
Action: Full-Round Action
Target: Special
Effect: MURDER

Once per round, when you kill or destroy a creature with a melee attack, you may immediately move up to your speed and activate any Active Deed with a Standard-action activation time.

In addition, each time you kill or destroy a creature, you gain six temporary AP that are lost at the end of this round.

Afool
2013-10-16, 03:03 PM
Hmmm, well for a social deed one could allow for the target to let slip something that the character was trying to get from them (a bit of infotmation, the secret code to a hide out, etc) without the target realizing (or delaying the realization) that they had given up the information.

And a stance for exploration could boost spot and listen checks, or provide enhanced visions (low-light, dark, heat, etc.).

Yakk
2013-10-16, 03:04 PM
Screw that rock paper scissors plan. That is just an excuse to gimp characters.

Instead, find a flavor detail.

Fighter's social deeds involve being a champion/veteran/hero type thing (or the evil equivalent). They can inspire people to follow them or pledge allegiance to them, especially after they do something to help them (ie, save a town from some foes, use a deed, and the town allies with you). Even on targets it doesn't work on immediately (royalty at low levels, for example), your deeds can gain allegiance from their followers (so the king might not swear fealty to you, but the soldiers and grunts can start liking you more than they like the king). At higher levels, the power level of those you can convince to become your allies and swear fealty to you increase.

Rangers, we can tie their social deeds to either nature (additional animal companions? Why not!) or to their favored enemy subsystem (the enemy of my enemy is my friend -- if you are an orc-hunter, you can convince those who also dislike orcs into befriending you) reputation wise. Distinguishing it from the Fighter one above is tricky.

We could also give Rangers some "mysterious background" deeds, where you discover/know you are the "rightful" heir to some throne or something (inspired by Aragon), and you use this to change people's reactions.

Rogues can have the social trickster deeds down pat.

---

Exploration, feats of strength can produce a whole pile of deeds for the Fighter. Tactics and strategy can also produce some exploration deeds (being able to determine enemy distribution of foes without having to actually find them by working out where they must be based on what you have seen) that can be nearly unbounded in power.

The Ranger has that entire explorer/nature thing going for them. Knowing how to get places -- even knowing how to find natural gates between planes, being able to avoid interception.

The Rogue has their entire trap subsystem going for them.

All of them can have impressive jump/climb/run/ride type deeds.

---

In combat, we have the trickster Rogue, the light skirmisher Ranger, and the brutal Fighter. All three can be quite strong, and need not overlap that much.

---

Steal liberally from 4e for inspiration for deeds, especially in-combat ones. It will only help you for the first half dozen to dozen levels (when 3es power level surpasses even level 30 4e), but the three classes have abilities that are effective in combat yet are usually quite distinct in style. (There is some fuzzing of the difference, like the Tempest fighter vs melee Ranger). Naturally, pick the less boring ones ("hit hard" is boring, as is "hit more times")

Gnomes2169
2013-10-16, 03:56 PM
Let's not beat around the bush. 12 AP, immediate action, negate all damage/death effects and any other riders from any single attack, ability, or effect, even if that effect is natural in origin. This is IMPOSSIBLE stuff. On par with 9th level spells. It's gotta be big and flashy and breaking the laws of physics. :)
Hence the specific mentioning of Vengeful Gaze of God... which basically just states "Everyone dies!" :smalltongue: Surviving it, for most non-munchkins, is basically impossible.


This might actually even be more like a Legendary Deed. The power and scope of Impossible combat deeds needs to be pretty outrageous.
I was actually thinking the same thing, though the fact that it is permanent restriction from magic/ supernatural stuff and not based on rounds, minutes or hours would put it somewhere around a level 7-8 spell.



Might call this one Legendary as well, maybe with a bit of a smaller power scale. The effect is certainly one that is theoretically possible, right?
Actually, diplomacy with undead is absolutely NOT possible, and in combat you generally get somewhere around a -10 (DC wise or circumstance wise, depending on most DM interpretations) to diplomacy, generally making the skill useless. With the +20 and the fact that you are influencing every single target in the area at once, you have an assured bump up to at least "aggressive", and if you actually spent points on diplomacy by this level, you can easily make a hostile enemy neutral or friendly to the entire party... generally, diplomacy only changes their reaction to you. So with this deed, you would be convincing a troop of the BBEG's most loyal royal guardsmen to stop in the middle of the battle and then join your side against him... for free. And they would remain on your side until they were slain or until your party decides to attack them first. Generally, that's area of effect mind control level stuff right there... closer to level 9 than one might think. Now remember that you can also do this to undead, a race that diplomacy is allowed against under only the rarest of circumstances anyway, and you are getting a +5 to your check. In the middle of combat.

If you classify that as a legendary deed, then I shudder to think of what a rogue's Impossible deeds can do. Speech craft... is rather potent. Heck, a rogue might even be able to talk a field of soldiers back from the dead, if you really think we need to go to the impossible. O_o


I would increase the inherent bonus to +5, but even then, this perhaps might be Legendary, or maybe even Heroic with scaling by level. It's certainly potent, but it isn't the most impressive ability in the world. Training one's body and mind is what Heroes do after all when they need to compete with the world's villains.

True, though a +5/ +6 is Gokku-level power training. Remember that over the course of 20 levels a fighter/ ranger/ rogue can only gain 5 points to spend to ONE stat, this gives that 20 level progression (possibly 24) to ALL stats at the same time, and that bonus can still be enchanted by spells, items, natural progression, etc. So while it isn't big or flashy, the power scale itself would fit an impossible deed, especially because the boost is permanent (it's passive after all) and there is no way to actually remove it unless one was invented to disable all deeds. So either +5 or +6... since this is impossible level, I would go with +6. Just to really stick it to all those casting classes that need to spend 6 spells a day to reach the same effect. :smalltongue:

Milo v3
2013-10-17, 12:42 AM
Possible Deed ideas:
Rogues should be able to steal things like voices or "steal" the heart of someone to make the person love them.
Negating fall damage, possibly creating a crater
Getting blindsense or blindsight by closing your eyes, then get it even when ur eyes aren't closed
Place your hand on a wall to get tremorsense through it
Swinging a weapon or your fist so fast the friction causes it to deal fire damage.
I didn't see wall running... Don't know if I missed it or not....
Running so fast it superheats the ground
Something so you can do this:

Having tea with a monk, he [batman] reflexively swapped cups, assuming his was poisoned (it was). In the time it took the monk to blink.
and this

She [batgirl] can dodge bullets she can't hear or see being fired from, perhaps, miles away.
and this

Thrown a Batarang at a target and then changed her [batgirl] mind and outran her own Batarang to reach the target first.

Frans Rayner from The Adventures of Dr. McNinja was able to completely change his physiology, moving his pressure points to make himself a better ninja, just by training hard enough.

According to the comic, the greatest master of this was Bruce Lee, whose final act of body mastery was jumping to the moon.

Paramedics and Emergency Physicians are capable of saving people whose hearts aren't beating or who have taken bullets to the brain only through insane amounts of training and experience.