rferries
2017-08-20, 12:38 AM
A couple feats for paladins, plus the feat that allowed those crazy wizards to create owlbears and oozes. Finally, revised weapon feats and armor feats inspired by Avianmosquito's feats (http://www.giantitp.com/forums/showthread.php?533408-A-score-of-feats).
Improved Divine Grace
Your divine grace now imbues you with the protection of Justice itself.
Prerequisites
Paladin level 2nd, Cha 12.
Benefits
You gain constant protection from evil and protection from chaos effects on your person. The resistance and deflection bonuses granted by these effects increases to equal your Charisma bonus. These effects cannot be dispelled and you cannot suppress them.
Improved Aura of Leadership
Your aura of leadership now also protects your allies from the forces of evil and chaos.
Prerequisites
Paladin level 3rd, Cha 14.
Benefits
The range of your aura of leadership increases to 5 feet per paladin level. Furthermore, it also acts as a magic circle against evil and a magic circle against chaos out to that range. Finally, the morale, resistance, and deflection bonuses granted by the aura each increase to equal your Charisma modifier. These effects cannot be dispelled and you cannot suppress them.
Craft Creature [Item Creation]
Your studies in crafting constructs have progressed to the point where you can now create both living and unliving creatures.
Prerequisites
Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, caster level 7th, Craft (alchemy) 10 ranks, Heal 5 ranks, Spellcraft 10 ranks.
Benefit
Through magical experimentation you can create almost any kind of creature. Creating a creature requires 1d4 days per CR of the creature (minimum 1d4 days), access to a well-stocked alchemist's laboratory (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#alchemistsLab), and an appropriate Knowledge check (DC = creature's CR + 25) as shown on Table: Knowledge and Creature Types. You cannot create a creature with a CR greater than one-half your own.
Table: Knowledge and Creature Types
Knowledge
Creature Type
Arcana
Constructs, Dragons, Magical Beasts
Dungeoneering
Aberrations, Oozes
Local
Humanoids
Nature
Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin
Religion
Undead
The Planes
Elementals, Outsiders
Creatures you create breed true (via whatever their standard means of reproduction is) and are in every way a typical member of their race. If you wish to create an entirely new kind of creature, increase the Knowledge check DC by 10.
You have no special control over creatures you create through this feat (except as appropriate for constructs with listed crafting prerequisites as normal). They are quite capable of having starting attitudes of indifferent (or worse) towards you.
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, base attack bonus +1.
Benefit
You gain a bonus on all attack rolls you make using the selected weapon equal to one-fifth your base attack bonus (minimum +1).
You may treat the weapon as whatever type or category of weapon would be most advantageous to you (i.e. as a light weapon for the purpose of the Weapon Finesse feat, as a special monk weapon for the purpose of the flurry of blows class feature,etc.).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit
Increase the damage (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) of the selected weapon by a number of steps equal to one-fifth your base attack bonus (minimum one step).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
Armor Focus [General]
Choose one type of armour or shield (including the shield from the shield spell and similar effects). You can also choose natural armour, "force armour" (e.g. that created by the mage armour spell or bracers of armour), or any other type of armour bonus (e.g. deflection, dodge, etc.) as your armour for the purposes of this feat.
Prerequisites
Proficiency with selected armour, base attack bonus +1.
Benefit
The bonus to your Armour Class granted by your selected armour increases by an amount equal to one-fifth your base attack bonus (minimum +1).
You ignore the armor check penalty and arcane spell failure chance of the selected armour.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armour.
A fighter may select Armour Focus as one of his fighter bonus feats. He must have Armour Focus with a type of armour to gain the Armour Specialization feat for that armour.
Armour Specialization [General]
Choose one type of armour for which you have already selected the Armour Focus feat. You are incredibly resistant to damage while benefiting from this armour.
Prerequisites
Proficiency with selected armour, Armour Focus with selected armour, fighter level 4th.
Benefit
While you have a bonus to your Armour Class from the selected armour, you gain hardness (http://www.d20srd.org/srd/exploration.htm#hardness) equal to one-fifth your base attack bonus. This hardness stacks with any hardness, damage reduction, and energy resistance you possess from other sources.
The armour bonus from your selected armour applies against touch attacks, if it didn't already.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armour.
A fighter may select Armour Specialization as one of his fighter bonus feats.
Improved Divine Grace
Your divine grace now imbues you with the protection of Justice itself.
Prerequisites
Paladin level 2nd, Cha 12.
Benefits
You gain constant protection from evil and protection from chaos effects on your person. The resistance and deflection bonuses granted by these effects increases to equal your Charisma bonus. These effects cannot be dispelled and you cannot suppress them.
Improved Aura of Leadership
Your aura of leadership now also protects your allies from the forces of evil and chaos.
Prerequisites
Paladin level 3rd, Cha 14.
Benefits
The range of your aura of leadership increases to 5 feet per paladin level. Furthermore, it also acts as a magic circle against evil and a magic circle against chaos out to that range. Finally, the morale, resistance, and deflection bonuses granted by the aura each increase to equal your Charisma modifier. These effects cannot be dispelled and you cannot suppress them.
Craft Creature [Item Creation]
Your studies in crafting constructs have progressed to the point where you can now create both living and unliving creatures.
Prerequisites
Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, caster level 7th, Craft (alchemy) 10 ranks, Heal 5 ranks, Spellcraft 10 ranks.
Benefit
Through magical experimentation you can create almost any kind of creature. Creating a creature requires 1d4 days per CR of the creature (minimum 1d4 days), access to a well-stocked alchemist's laboratory (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#alchemistsLab), and an appropriate Knowledge check (DC = creature's CR + 25) as shown on Table: Knowledge and Creature Types. You cannot create a creature with a CR greater than one-half your own.
Table: Knowledge and Creature Types
Knowledge
Creature Type
Arcana
Constructs, Dragons, Magical Beasts
Dungeoneering
Aberrations, Oozes
Local
Humanoids
Nature
Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin
Religion
Undead
The Planes
Elementals, Outsiders
Creatures you create breed true (via whatever their standard means of reproduction is) and are in every way a typical member of their race. If you wish to create an entirely new kind of creature, increase the Knowledge check DC by 10.
You have no special control over creatures you create through this feat (except as appropriate for constructs with listed crafting prerequisites as normal). They are quite capable of having starting attitudes of indifferent (or worse) towards you.
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, base attack bonus +1.
Benefit
You gain a bonus on all attack rolls you make using the selected weapon equal to one-fifth your base attack bonus (minimum +1).
You may treat the weapon as whatever type or category of weapon would be most advantageous to you (i.e. as a light weapon for the purpose of the Weapon Finesse feat, as a special monk weapon for the purpose of the flurry of blows class feature,etc.).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit
Increase the damage (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) of the selected weapon by a number of steps equal to one-fifth your base attack bonus (minimum one step).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
Armor Focus [General]
Choose one type of armour or shield (including the shield from the shield spell and similar effects). You can also choose natural armour, "force armour" (e.g. that created by the mage armour spell or bracers of armour), or any other type of armour bonus (e.g. deflection, dodge, etc.) as your armour for the purposes of this feat.
Prerequisites
Proficiency with selected armour, base attack bonus +1.
Benefit
The bonus to your Armour Class granted by your selected armour increases by an amount equal to one-fifth your base attack bonus (minimum +1).
You ignore the armor check penalty and arcane spell failure chance of the selected armour.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armour.
A fighter may select Armour Focus as one of his fighter bonus feats. He must have Armour Focus with a type of armour to gain the Armour Specialization feat for that armour.
Armour Specialization [General]
Choose one type of armour for which you have already selected the Armour Focus feat. You are incredibly resistant to damage while benefiting from this armour.
Prerequisites
Proficiency with selected armour, Armour Focus with selected armour, fighter level 4th.
Benefit
While you have a bonus to your Armour Class from the selected armour, you gain hardness (http://www.d20srd.org/srd/exploration.htm#hardness) equal to one-fifth your base attack bonus. This hardness stacks with any hardness, damage reduction, and energy resistance you possess from other sources.
The armour bonus from your selected armour applies against touch attacks, if it didn't already.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armour.
A fighter may select Armour Specialization as one of his fighter bonus feats.