Vhaidara
2015-03-26, 03:11 PM
So, this is for things I throw together that don't deserve their own thread. Starting with a set of Rage Powers.
Furious Dervish
Benefit: When raging, you gain the benefits of Prodigious Two Weapon Fighting (Path of War: Expanded) and Two Weapon Fighting. Additionally, when you rage, you may draw up to two weapons.
Improved Furious Dervish
Prerequisite: Barbarian Level 6, Furious Dervish
Benefit: When raging, you gain the benefits of Improved Two Weapon Fighting and Double Slice
Greater Furious Dervish
Prerequisites: Barbarian Level 11, Furious Dervish, Improved Furious Dervish
Benefit: When raging, you gain the benefits of Greater Two Weapon Fighting. Additionally, whenever you could make a single attack (such as an Attack of Opportunity or at the end of a charge), you may attack once with each weapon you are wielding. The normal penalties for Two Weapon Fighting apply to both attacks.
Enraged Talent
Prerequisite: Barbarian 4
Benefit: When you select this Rage Power, choose 2 feats that you qualify for. You may use the first feat to qualify for the second. When raging, you gain the benefits of these feats. If you ever take one of the feats you selected normally, then you may replace the feat with a new feat that you qualify for.
Human
Stormborn: These humans have a powerful latent connection to the Plane of Air. They are able to generate a small electric current, which can be used to attack or power small devices. When used offensively, the Stormborn may make a Melee Touch attack, dealing 1 point of electrical damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Stormborn. They also gain resistance 1 to electricity, stacking with any further resistance gained, and a +1 racial bonus to Fly checks. This trait replaces Skilled
Flameborn: These humans have a powerful latent connection to the Plane of Fire. They are able to generate small amounts of heat, which can be used to attack or heat small objects. When used offensively, the Flameborn may make a Melee Touch attack, dealing 1 point of fire damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Flameborn. They also gain resistance 1 to fire, stacking with any further resistance gained, and a +1 racial bonus to Acrobatics checks. This trait replaces Skilled
Waterborn: These humans have a powerful latent connection to the Plane of Water. They are able to generate small amounts of cold water, which can be used to attack or chill small objects. When used offensively, the Waterborn may make a Melee Touch attack, dealing 1 point of cold damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Waterborn. They also gain resistance 1 to cold, stacking with any further resistance gained, and a +1 racial bonus to Swim checks. This trait replaces Skilled
Earthborn: These humans have a powerful latent connection to the Plane of Earth. They are able to call upon the solidity of the earth itself to reinforce their muscles. The physical stature of Earthborn lets them function in many ways as if they were one size category larger. Whenever an Earthborn is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Earthborn is treated as one size larger if doing so is advantageous to him. An Earthborn is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. An Earthborn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. This trait replaces Skilled.
Combat Form [Combat]
Prerequisites: BAB +1 OR Knowledge (Martial) 1 rank, Str 13 OR Dex 13 OR Con 13 OR Int 13
Benefit: At the beginning of your turn as a free action, choose +1 to Attack Rolls and Combat Maneuver Checks, +1 to AC and CMD, +2 to Damage Rolls, or +2 Temporary HP. Until the beginning of your next turn, you gain the chosen bonus
Additionally, choose -1 to Attack Rolls and Combat Maneuver Checks, -1 to AC, or -2 to Damage Rolls. You receive the chosen penalty until the beginning of your next turn
At BAB +4, and every +4 thereafter, increase the bonuses to Attack Rolls, Combat Maneuver Checks, AC and CMD by +1, the bonus to Damage Rolls by +2, and the granted Temporary HP by 2. Also increase the penalties accordingly (-1 to Attack Rolls and Combat Maneuver Checks, -1 to AC and CMD, -2 to Damage Rolls)
You may not receive a bonus and take a penalty to the same score
Special: If you are using a weapon two handed and choose a bonus to Damage Rolls, increase it by 50%. If you choose a penalty to Damage Rolls, decrease it by 50%
If you are using a weapon in each hand and choose to gain a bonus to AC and CMD, increase it by 50%. If you choose a penalty to AC and CMD, decrease it by 50%
If you are using a shield and choose temporary HP, increase the amount gained by 50%
If you are not using your offhand for any purpose (Two handed fighting, Two Weapon Fighting, Shield, spellcasting, etc), and choose to receive a bonus to Attack Rolls and Combat Maneuver Checks, increase it by 50%. If you choose a penalty to Attack Rolls and Combat Maneuver checks, decrease it by 50%
Special: This feat counts as Power Attack, Martial Power, and Combat Expertise for the purpose of meeting prerequisites. Further, you may use whichever ability score you used to qualify for this feat in place of Int, Con, or Str for feats requiring Power Attack, Martial Power, or Combat Expertise
Stance Mastery [Combat]
Prerequisite: Initiator Level 10
Benefit: Choose one first level stace. When you adopt a higher level stance from the same discipline, you may choose to also gain the effects of your chosen stance, acting at 1/2 your Initiator Level.
Take Aim [Combat]
Prerequisite: BAB +6
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +1 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Example: Spectre is at a range of 200ft from his target. As he is using a standard longbow, he is taking a -2 penalty to hit for range. He spends three rounds taking aim. The first round negates his range penalty, and the second two result in a +4 to the face value of his die. Therefore, if he rolls a 16 or higher, he is treated as rolling a natural 20.
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Improved Take Aim [Combat]
Prerequisite: BAB +11, Take Aim
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +2 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Greater Take Aim [Combat]
Prerequisite: BAB +16, Improved Take Aim, Take Aim
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +3 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Unusual Expertise: Choose any skill. That skill is a class skill for you. This trait may be selected multiple times
Added Combat Form
Added Stance Mastery
Added Formatting
Added Changelog
Added Unusual Expertise
Added scaling to Stormborn, Flameborn, and Waterborn
Furious Dervish
Benefit: When raging, you gain the benefits of Prodigious Two Weapon Fighting (Path of War: Expanded) and Two Weapon Fighting. Additionally, when you rage, you may draw up to two weapons.
Improved Furious Dervish
Prerequisite: Barbarian Level 6, Furious Dervish
Benefit: When raging, you gain the benefits of Improved Two Weapon Fighting and Double Slice
Greater Furious Dervish
Prerequisites: Barbarian Level 11, Furious Dervish, Improved Furious Dervish
Benefit: When raging, you gain the benefits of Greater Two Weapon Fighting. Additionally, whenever you could make a single attack (such as an Attack of Opportunity or at the end of a charge), you may attack once with each weapon you are wielding. The normal penalties for Two Weapon Fighting apply to both attacks.
Enraged Talent
Prerequisite: Barbarian 4
Benefit: When you select this Rage Power, choose 2 feats that you qualify for. You may use the first feat to qualify for the second. When raging, you gain the benefits of these feats. If you ever take one of the feats you selected normally, then you may replace the feat with a new feat that you qualify for.
Human
Stormborn: These humans have a powerful latent connection to the Plane of Air. They are able to generate a small electric current, which can be used to attack or power small devices. When used offensively, the Stormborn may make a Melee Touch attack, dealing 1 point of electrical damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Stormborn. They also gain resistance 1 to electricity, stacking with any further resistance gained, and a +1 racial bonus to Fly checks. This trait replaces Skilled
Flameborn: These humans have a powerful latent connection to the Plane of Fire. They are able to generate small amounts of heat, which can be used to attack or heat small objects. When used offensively, the Flameborn may make a Melee Touch attack, dealing 1 point of fire damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Flameborn. They also gain resistance 1 to fire, stacking with any further resistance gained, and a +1 racial bonus to Acrobatics checks. This trait replaces Skilled
Waterborn: These humans have a powerful latent connection to the Plane of Water. They are able to generate small amounts of cold water, which can be used to attack or chill small objects. When used offensively, the Waterborn may make a Melee Touch attack, dealing 1 point of cold damage for every 4 character levels (minimum 1). This damage is also dealt through any unarmed, natural, or metallic weapon used by the Waterborn. They also gain resistance 1 to cold, stacking with any further resistance gained, and a +1 racial bonus to Swim checks. This trait replaces Skilled
Earthborn: These humans have a powerful latent connection to the Plane of Earth. They are able to call upon the solidity of the earth itself to reinforce their muscles. The physical stature of Earthborn lets them function in many ways as if they were one size category larger. Whenever an Earthborn is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Earthborn is treated as one size larger if doing so is advantageous to him. An Earthborn is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. An Earthborn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. This trait replaces Skilled.
Combat Form [Combat]
Prerequisites: BAB +1 OR Knowledge (Martial) 1 rank, Str 13 OR Dex 13 OR Con 13 OR Int 13
Benefit: At the beginning of your turn as a free action, choose +1 to Attack Rolls and Combat Maneuver Checks, +1 to AC and CMD, +2 to Damage Rolls, or +2 Temporary HP. Until the beginning of your next turn, you gain the chosen bonus
Additionally, choose -1 to Attack Rolls and Combat Maneuver Checks, -1 to AC, or -2 to Damage Rolls. You receive the chosen penalty until the beginning of your next turn
At BAB +4, and every +4 thereafter, increase the bonuses to Attack Rolls, Combat Maneuver Checks, AC and CMD by +1, the bonus to Damage Rolls by +2, and the granted Temporary HP by 2. Also increase the penalties accordingly (-1 to Attack Rolls and Combat Maneuver Checks, -1 to AC and CMD, -2 to Damage Rolls)
You may not receive a bonus and take a penalty to the same score
Special: If you are using a weapon two handed and choose a bonus to Damage Rolls, increase it by 50%. If you choose a penalty to Damage Rolls, decrease it by 50%
If you are using a weapon in each hand and choose to gain a bonus to AC and CMD, increase it by 50%. If you choose a penalty to AC and CMD, decrease it by 50%
If you are using a shield and choose temporary HP, increase the amount gained by 50%
If you are not using your offhand for any purpose (Two handed fighting, Two Weapon Fighting, Shield, spellcasting, etc), and choose to receive a bonus to Attack Rolls and Combat Maneuver Checks, increase it by 50%. If you choose a penalty to Attack Rolls and Combat Maneuver checks, decrease it by 50%
Special: This feat counts as Power Attack, Martial Power, and Combat Expertise for the purpose of meeting prerequisites. Further, you may use whichever ability score you used to qualify for this feat in place of Int, Con, or Str for feats requiring Power Attack, Martial Power, or Combat Expertise
Stance Mastery [Combat]
Prerequisite: Initiator Level 10
Benefit: Choose one first level stace. When you adopt a higher level stance from the same discipline, you may choose to also gain the effects of your chosen stance, acting at 1/2 your Initiator Level.
Take Aim [Combat]
Prerequisite: BAB +6
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +1 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Example: Spectre is at a range of 200ft from his target. As he is using a standard longbow, he is taking a -2 penalty to hit for range. He spends three rounds taking aim. The first round negates his range penalty, and the second two result in a +4 to the face value of his die. Therefore, if he rolls a 16 or higher, he is treated as rolling a natural 20.
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Improved Take Aim [Combat]
Prerequisite: BAB +11, Take Aim
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +2 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Greater Take Aim [Combat]
Prerequisite: BAB +16, Improved Take Aim, Take Aim
Benefit: You may spend a standard action to take aim at a target. If you do so, your next attack, if made against the chosen target, receives a +3 bonus to hit for the purposes of negating range penalties. If you are not suffering range penalties, then this bonus is instead added to the face value of your die, to a maximum of natural 20. If you instead spend a full round action, you gain double the bonus. You may take aim multiple turns in a row on the same target. The bonuses stack. The bonus goes away if you spend a turn neither taking aim or attacking the target
Special: If you have a pool of Grit, this feat gains the [Grit] tag and you may spend 1 point of Grit as a free action to simulate taking aim as a standard action.
Special: If you have a power point pool, this feat gains the [Psionic] tag and you may spend 5 power points as a free action to simulate taking aim as a standard action.
Unusual Expertise: Choose any skill. That skill is a class skill for you. This trait may be selected multiple times
Added Combat Form
Added Stance Mastery
Added Formatting
Added Changelog
Added Unusual Expertise
Added scaling to Stormborn, Flameborn, and Waterborn