JeminiZero
2014-06-10, 07:51 AM
So I have a couple of homebrew feats which I would like feedback on:
Copy Maneuver Feats for Martial Adepts
Lesser Copy Maneuver
Requires: 3rd level Maneuvers
Benefit: By watching another martial adept closely, you copy the attack which was just performed. Normally, when another martial adept (whether friend or foe) initiates a maneuver, you may attempt a Martial Lore skill check to identify that maneuver. Should this check succeed, in addition to learning about the maneuver, you may also physically copy the maneuver yourself.
Select a maneuver you currently have readied, of the same level or higher than the maneuver to be copied. You lose your original maneuver, and the copied maneuver is temporarily readied in its place, even if you do not meet its prerequisites. You can initiate this copied maneuver once, after which it is forgotten. You regain your original maneuver but it is now expended - its sublime energy used to power the copied maneuver. This expended original maneuver can be recovered normally.
You may also choose to forget a copied maneuver as a free action without expending it, in which case you also regain your original maneuver, but it returns readied and not expended. If not used within the next 1 hour, this copied maneuver is also forgotten. Even after you forget it, if you observe it being performed again, you can make another Martial Lore check to copy the same maneuver again. You cannot use this feat to copy stances. You cannot copy a maneuver which is already on your list of maneuvers known, whether from classes, feats or items. You can only have 1 copied maneuver at a time. Your copied maneuver must be no higher than 2nd level.
Improved Copy Maneuver
Requires: 5th level Maneuvers, Lesser Copy Maneuver
Benefit: This works as Lesser Copy Maneuver except as noted here. Your copied maneuver must be no higher than 4th level. Additionally, you may now hold 2 copied maneuvers at once. However, you cannot have more than one copy of the same maneuver at a time.
Greater Copy Maneuver
Requires: 7th level Maneuvers, Improved Copy Maneuver
Benefit: This works as Improved Copy Maneuver except as noted here. Your copied maneuver must be no higher than 6th level. Additionally, you may now hold 3 copied maneuvers at once.
Perfect Copy Maneuver
Requires: 9th level Maneuvers, Greater Copy Maneuver
Benefit: This works as Greater Copy Maneuver except as noted here. Your copied maneuver must be no higher than 8th level. Additionally, you may now hold 4 copied maneuvers at once.
Feats for the Spellthief
Steal Supernatural Ability:
Requires: Steal Spell-Like Ability class feature
Benefit: You may use your Steal Spell-Like Ability class feature to steal Supernatural Abilities as well. You can only steal Supernatural Abilities that explicitly mimic spells (and powers if your Spellthief can also steal psionic powers). So for example, you could steal Magic Circle Against Evil from a Unicorn (http://www.d20srd.org/srd/monsters/unicorn.htm), but not the Breath Weapon of a Dragon (because it does not mimic any spell). The highest effective spell level for Supernatural Abilities which you can steal, equal to that for your Steal Spell-Like Ability. This temporary loss of a Supernatural Ability, does not disqualify the creature from anything, such as feats or prestige classes which have that Supernatural Ability as a prerequisite.
Since this uses your Steal Spell-Like Ability class feature, you can choose which Spell-Like or Supernatural Ability to steal with each use; otherwise, the DM determines the stolen ability randomly from among the target's eligible Spell-Like and Supernatural Abilities. If you try to steal a Spell-Like or Supernatural Ability which the target does not have, or which you do not qualify for (e.g. because the spell level is too high), the DM determines the stolen ability randomly from among the target's eligible Spell-Like and Supernatural Abilities. While in possession of a stolen Spell-Like or Supernatural Ability, you cannot use Steal Spell-Like Ability (and hence cannot use this feat) again, until you lose access to your current stolen ability (by discharging it or after 1 minute, whichever comes first). You must use the stolen Supernatural Ability within 1 minute of acquiring it, or it is lost harmlessly. If the Supernatural Ability is continuously active (like the Unicorn's Magic Circle Against Evil), you may benefit from its effects for up to 1 minute, although you may also harmlessly discharge a continuously active effect as a free action, in which case it returns to the original target.
Lesser Steal Skill:
Requires: Absorb Spell class feature
Benefit: You can use a sneak attack to temporarily steal a creature's skills. This is a supernatural ability. When you hit an opponent with sneak attack, you can choose to forgo 1d6 points of sneak attack damage and instead gain one of the target's trained skills (i.e. skills where the target has at least 1 rank). You can choose which skill to steal; otherwise, the DM determines the stolen skill randomly from among the target's trained skills (excluding skills you have already stolen). If you try to steal a skill that the target does not have ranks in, the stolen skill is determined randomly from among the target's trained skills (excluding skills you have already stolen). If the target is willing, you can steal a skill with a touch as a standard action.
The stolen skill benefits you for a number of rounds equal to your highest mental score bonus (Int, Wis or Cha; minimum 1 round) and then returns to the target creature. While the skill is stolen, the creature takes a -2 penalty to that skill. You are treated as having half the target's skill ranks (round down minimum 1). These virtual skill ranks do not grant you synergy bonus. If your current ranks are already equal to or higher than this number, you instead gains a +2 untyped bonus to that skill. You may not use a stolen skill to qualify for anything, such as feats or prestige classes.
A targets only suffers this -2 penalty once for a particular skill, even if that skill has been stolen by multiple Spellthieves. Similiarly, you only gain the single highest benefit, even if you have stolen the same skill from multiple targets. You would only be treated as having half the skill ranks of the creature with the highest skill ranks; or if your own skill ranks are equal to or higher than that, you only gain the +2 bonus once. If you try to steal the exact same skill which you have already stolen from a particular target, it resets the duration.
E.g. Lets say that you steal the Spellcraft skill from a creature. The original creature had 4 ranks in Spellcraft. Half of 4 is 2. If you have fewer than 2 ranks in Spellcraft, you are now treated as having 2 ranks in Spellcraft. If you have 2 or more ranks in Spellcraft, you now gain a +2 untyped bonus to Spellcraft. If you try to steal Spellcraft again from the same creature, it resets the duration. The creature suffers a -2 penalty to Spellcraft (however, his ranks have not changed, and so he is still considered as having the same ranks in Spellcraft).
Improved Steal Skill:
Requires: Discover Spell class feature, Lesser Steal Skill
Benefit: This works like Lesser Steal Skill except as noted here. While the skill is stolen, the target takes a -5 penalty to that skill. You are treated as having the target's original skill ranks (instead of half). Or if your current ranks are already equal to or higher than this number, you instead gain a +5 bonus to that skill.
Steal Feat:
Requires: Absorb Spell class feature
Benefit: You can use a sneak attack to temporarily steal a creature's feat. This is a supernatural ability. When you hit an opponent with sneak attack, you can choose to forgo 1d6 points of sneak attack damage and instead steal one of the creature's feats. You can only steal feats which you qualify for, and you can steal a feat even if you already have it normally. You can choose which feat to steal; otherwise, the DM determines the stolen feat randomly (excluding feats you have already stolen). If you try to steal a feat that the target does not have, or a feat which you do not qualify for, the stolen feat is determined randomly (excluding feats you have already stolen). If the target is willing, you can steal a feat with a touch as a standard action.
The stolen feat benefits you for a number of rounds equal to your highest mental score bonus (Int, Wis or Cha; minimum 1 round) and then returns to the target. If you try to steal the exact same feat which you have already stolen from a particular target, it resets the duration. Feats that provide an additional limited resource, only raise the maximum cap of that resource, without actually providing the resource itself. For example, if you steal the Toughness feat, it would raise your maximum hit points by 3, but it would not actually provide you with 3 additional hit points. While the feat is stolen, the creature retains use of that feat, and anything which requires that feat (such as other feats or prestige classes). However, he takes a -2 penalty on all dice rolls which the stolen feat directly adds a numerical bonus to, or for which the feat reduces numerical penalties.
E.g. if you steal the Power Attack feat from a target, when the creature uses power attack, he takes a -2 penalty on weapon damage rolls. This does not apply to weapon attack rolls, as Power Attack does not provide a bonus to attack rolls. E.g. if you steal the Two Weapon Fighting feat from a Rogue, the Rogue takes a -2 penalty to attack rolls when using Two Weapon Fighting, because this feat normally reduces the attack roll numerical penalties. However, the Rogue suffers no penalty to damage rolls. E.g. if you steal the Dodge feat from a creature. The creature does not suffer any penalty to AC, as AC is not determined by dice rolls.
E.g. if you steal the Empower Spell feat from a Wizard, when the Wizard casts an Empowered Scorching Ray, the spell takes a -2 penalty on damage rolls. But not on attack rolls, caster level checks to overcome spell resistance, or concentration checks to cast defensively, as the feat does not provide a bonus to any of these. If you had instead stolen the Maximize spell feat, it would have no effect on Maximized Scorching Ray, as Maximized Spells do not roll for damage. E.g. if you steal the Natural Spell feat from a Druid, it would have virtually no effect, as Natural Spell provides no numerical bonus, and reduces no numerical penalty to any dice rolls.
A targets only suffers this -2 penalty once per dice roll, even if he uses multiple stolen feats for that roll. E.g. lets say you steal the Diligent feat, and the Skill Focus Appraise feat from a creature. Both feats provide a bonus to Appraise checks, however when making Appraise checks, the creature only suffers a -2 penalty once.
Special: You can only hold one stolen feat at a time. You can lose a stolen feat as a free action, upon which it returns to the original creature, in order to steal a different feat. You can take this feat multiple times, each time gaining the ability to hold one more stolen feat. You may use stolen feats to qualify for other stolen feats, but not for anything else, such as normal feats or prestige classes.
Copy Maneuver Feats for Martial Adepts
Lesser Copy Maneuver
Requires: 3rd level Maneuvers
Benefit: By watching another martial adept closely, you copy the attack which was just performed. Normally, when another martial adept (whether friend or foe) initiates a maneuver, you may attempt a Martial Lore skill check to identify that maneuver. Should this check succeed, in addition to learning about the maneuver, you may also physically copy the maneuver yourself.
Select a maneuver you currently have readied, of the same level or higher than the maneuver to be copied. You lose your original maneuver, and the copied maneuver is temporarily readied in its place, even if you do not meet its prerequisites. You can initiate this copied maneuver once, after which it is forgotten. You regain your original maneuver but it is now expended - its sublime energy used to power the copied maneuver. This expended original maneuver can be recovered normally.
You may also choose to forget a copied maneuver as a free action without expending it, in which case you also regain your original maneuver, but it returns readied and not expended. If not used within the next 1 hour, this copied maneuver is also forgotten. Even after you forget it, if you observe it being performed again, you can make another Martial Lore check to copy the same maneuver again. You cannot use this feat to copy stances. You cannot copy a maneuver which is already on your list of maneuvers known, whether from classes, feats or items. You can only have 1 copied maneuver at a time. Your copied maneuver must be no higher than 2nd level.
Improved Copy Maneuver
Requires: 5th level Maneuvers, Lesser Copy Maneuver
Benefit: This works as Lesser Copy Maneuver except as noted here. Your copied maneuver must be no higher than 4th level. Additionally, you may now hold 2 copied maneuvers at once. However, you cannot have more than one copy of the same maneuver at a time.
Greater Copy Maneuver
Requires: 7th level Maneuvers, Improved Copy Maneuver
Benefit: This works as Improved Copy Maneuver except as noted here. Your copied maneuver must be no higher than 6th level. Additionally, you may now hold 3 copied maneuvers at once.
Perfect Copy Maneuver
Requires: 9th level Maneuvers, Greater Copy Maneuver
Benefit: This works as Greater Copy Maneuver except as noted here. Your copied maneuver must be no higher than 8th level. Additionally, you may now hold 4 copied maneuvers at once.
Feats for the Spellthief
Steal Supernatural Ability:
Requires: Steal Spell-Like Ability class feature
Benefit: You may use your Steal Spell-Like Ability class feature to steal Supernatural Abilities as well. You can only steal Supernatural Abilities that explicitly mimic spells (and powers if your Spellthief can also steal psionic powers). So for example, you could steal Magic Circle Against Evil from a Unicorn (http://www.d20srd.org/srd/monsters/unicorn.htm), but not the Breath Weapon of a Dragon (because it does not mimic any spell). The highest effective spell level for Supernatural Abilities which you can steal, equal to that for your Steal Spell-Like Ability. This temporary loss of a Supernatural Ability, does not disqualify the creature from anything, such as feats or prestige classes which have that Supernatural Ability as a prerequisite.
Since this uses your Steal Spell-Like Ability class feature, you can choose which Spell-Like or Supernatural Ability to steal with each use; otherwise, the DM determines the stolen ability randomly from among the target's eligible Spell-Like and Supernatural Abilities. If you try to steal a Spell-Like or Supernatural Ability which the target does not have, or which you do not qualify for (e.g. because the spell level is too high), the DM determines the stolen ability randomly from among the target's eligible Spell-Like and Supernatural Abilities. While in possession of a stolen Spell-Like or Supernatural Ability, you cannot use Steal Spell-Like Ability (and hence cannot use this feat) again, until you lose access to your current stolen ability (by discharging it or after 1 minute, whichever comes first). You must use the stolen Supernatural Ability within 1 minute of acquiring it, or it is lost harmlessly. If the Supernatural Ability is continuously active (like the Unicorn's Magic Circle Against Evil), you may benefit from its effects for up to 1 minute, although you may also harmlessly discharge a continuously active effect as a free action, in which case it returns to the original target.
Lesser Steal Skill:
Requires: Absorb Spell class feature
Benefit: You can use a sneak attack to temporarily steal a creature's skills. This is a supernatural ability. When you hit an opponent with sneak attack, you can choose to forgo 1d6 points of sneak attack damage and instead gain one of the target's trained skills (i.e. skills where the target has at least 1 rank). You can choose which skill to steal; otherwise, the DM determines the stolen skill randomly from among the target's trained skills (excluding skills you have already stolen). If you try to steal a skill that the target does not have ranks in, the stolen skill is determined randomly from among the target's trained skills (excluding skills you have already stolen). If the target is willing, you can steal a skill with a touch as a standard action.
The stolen skill benefits you for a number of rounds equal to your highest mental score bonus (Int, Wis or Cha; minimum 1 round) and then returns to the target creature. While the skill is stolen, the creature takes a -2 penalty to that skill. You are treated as having half the target's skill ranks (round down minimum 1). These virtual skill ranks do not grant you synergy bonus. If your current ranks are already equal to or higher than this number, you instead gains a +2 untyped bonus to that skill. You may not use a stolen skill to qualify for anything, such as feats or prestige classes.
A targets only suffers this -2 penalty once for a particular skill, even if that skill has been stolen by multiple Spellthieves. Similiarly, you only gain the single highest benefit, even if you have stolen the same skill from multiple targets. You would only be treated as having half the skill ranks of the creature with the highest skill ranks; or if your own skill ranks are equal to or higher than that, you only gain the +2 bonus once. If you try to steal the exact same skill which you have already stolen from a particular target, it resets the duration.
E.g. Lets say that you steal the Spellcraft skill from a creature. The original creature had 4 ranks in Spellcraft. Half of 4 is 2. If you have fewer than 2 ranks in Spellcraft, you are now treated as having 2 ranks in Spellcraft. If you have 2 or more ranks in Spellcraft, you now gain a +2 untyped bonus to Spellcraft. If you try to steal Spellcraft again from the same creature, it resets the duration. The creature suffers a -2 penalty to Spellcraft (however, his ranks have not changed, and so he is still considered as having the same ranks in Spellcraft).
Improved Steal Skill:
Requires: Discover Spell class feature, Lesser Steal Skill
Benefit: This works like Lesser Steal Skill except as noted here. While the skill is stolen, the target takes a -5 penalty to that skill. You are treated as having the target's original skill ranks (instead of half). Or if your current ranks are already equal to or higher than this number, you instead gain a +5 bonus to that skill.
Steal Feat:
Requires: Absorb Spell class feature
Benefit: You can use a sneak attack to temporarily steal a creature's feat. This is a supernatural ability. When you hit an opponent with sneak attack, you can choose to forgo 1d6 points of sneak attack damage and instead steal one of the creature's feats. You can only steal feats which you qualify for, and you can steal a feat even if you already have it normally. You can choose which feat to steal; otherwise, the DM determines the stolen feat randomly (excluding feats you have already stolen). If you try to steal a feat that the target does not have, or a feat which you do not qualify for, the stolen feat is determined randomly (excluding feats you have already stolen). If the target is willing, you can steal a feat with a touch as a standard action.
The stolen feat benefits you for a number of rounds equal to your highest mental score bonus (Int, Wis or Cha; minimum 1 round) and then returns to the target. If you try to steal the exact same feat which you have already stolen from a particular target, it resets the duration. Feats that provide an additional limited resource, only raise the maximum cap of that resource, without actually providing the resource itself. For example, if you steal the Toughness feat, it would raise your maximum hit points by 3, but it would not actually provide you with 3 additional hit points. While the feat is stolen, the creature retains use of that feat, and anything which requires that feat (such as other feats or prestige classes). However, he takes a -2 penalty on all dice rolls which the stolen feat directly adds a numerical bonus to, or for which the feat reduces numerical penalties.
E.g. if you steal the Power Attack feat from a target, when the creature uses power attack, he takes a -2 penalty on weapon damage rolls. This does not apply to weapon attack rolls, as Power Attack does not provide a bonus to attack rolls. E.g. if you steal the Two Weapon Fighting feat from a Rogue, the Rogue takes a -2 penalty to attack rolls when using Two Weapon Fighting, because this feat normally reduces the attack roll numerical penalties. However, the Rogue suffers no penalty to damage rolls. E.g. if you steal the Dodge feat from a creature. The creature does not suffer any penalty to AC, as AC is not determined by dice rolls.
E.g. if you steal the Empower Spell feat from a Wizard, when the Wizard casts an Empowered Scorching Ray, the spell takes a -2 penalty on damage rolls. But not on attack rolls, caster level checks to overcome spell resistance, or concentration checks to cast defensively, as the feat does not provide a bonus to any of these. If you had instead stolen the Maximize spell feat, it would have no effect on Maximized Scorching Ray, as Maximized Spells do not roll for damage. E.g. if you steal the Natural Spell feat from a Druid, it would have virtually no effect, as Natural Spell provides no numerical bonus, and reduces no numerical penalty to any dice rolls.
A targets only suffers this -2 penalty once per dice roll, even if he uses multiple stolen feats for that roll. E.g. lets say you steal the Diligent feat, and the Skill Focus Appraise feat from a creature. Both feats provide a bonus to Appraise checks, however when making Appraise checks, the creature only suffers a -2 penalty once.
Special: You can only hold one stolen feat at a time. You can lose a stolen feat as a free action, upon which it returns to the original creature, in order to steal a different feat. You can take this feat multiple times, each time gaining the ability to hold one more stolen feat. You may use stolen feats to qualify for other stolen feats, but not for anything else, such as normal feats or prestige classes.