PDA

View Full Version : Wrathful Druids [Feat]



Lady Tialait
2007-12-06, 06:22 AM
Rites of Summer [Ritual]

Prerequisites: Knowledge (nature) 4, Wild Empathy

Knowledge (nature) 4: Heat of Day
By Anointing a masterworked Druidic weapon with a special ointment that weapon deals 1 additional fire damage. this riitual takes a move action and lasts for 10 rounds
Requirements: A masterwork Dagger, Club, Dart, Quarterstaff, scimitar, sickle, short spear, sling, or spear (all druidic weapons). and 25gp worth of special ointments.

Knowledge (Nature) 8: High Noon's Warmth
this Ritual may only be preformed on a weapon that has had the Heat of Day Ritual preformed on it. the blade can deal fire damage instead of any other damage it may have been able to deal. if it deals fire damage it can catch the struck thing on fire. this ritual takes 3 move actions to preform and stays in effect for 7 rounds
Requirements: A masterwork Dagger, Club, Dart, Quarterstaff, scimitar, sickle, short spear, sling, or spear (all druidic weapons). and 100gp worth of special ointments.



Knowledge (Nature) 12 ranks: Sol's Wrath
This ritual can only be preformed on a weapon that has the High Noon's Warmth Ritual preformed on it already, makes the weapon have the flaming burst quality added to it. The Ritual takes 3 move actions and lasts 4 rounds
Requirements: A masterwork Dagger, Club, Dart, Quarterstaff, scimitar, sickle, short spear, sling, or spear (all druidic weapons). and 500gp worth of special ointments.

useing this feat does not provoke AoO
This Feat's Effects can be made into effective 'heat of battle' effects by spending a week of meditation and twice as much matirials.

Heat of Battle Effect: Apon the First round of any encounter the effect begins each round it goes on. I.E. first round of Combat the 'Heat of Day' starts to preform itself. After the first round you start the effect. if you have a second effect added as a heat of battle effect it too will start to inisiate, without use of actions.

edit: changed Full-round actions to move actions...ooo
Edut2: added the Heat of Battle Effect

Nebo_
2007-12-06, 07:06 AM
I'd rather just cast flameblade and take a feat that didn't eat all my actions...

Altharis
2007-12-06, 07:19 AM
...And I'd rather only have to buy the wepon I was going to use (i.e. for Prereqs "One Masterwork Druid Weapon" instead of "All Masterwork Druid Weapons", and have this feat in your other thread.

But still, another good feat from you, Tialait.

Lady Tialait
2007-12-06, 12:14 PM
Maybe i should have posted it in my other thread when i finish winter and autum i'll post it on this thread.

as for the useing all your actions i'm thinking of changing it to move action. whatchathink?

the word 'or' means only one..i guess i was misunderstood suggestions for another wording?

Lady Tialait
2007-12-06, 03:00 PM
sorry for DUbble post but I have another feat...woo

Rites of Winter [Ritual]

Prerequisites: Knowledge (nature) 4, Wild Empathy

Knowledge (nature) 4: Preparations
By chanting this ritual over any water supply or food supply upto 200 lbs of food and water will stay preserved for 1 year. the supplies cannot spoil, be frozen, be burned, or otherwise made unconsumable.
Requirements: A twig finely carved into a totem of an ant. the Twig rots or gets destroyed as the supplies would have been. such totems have a market price of 10gp

Knowledge (Nature) 8: Hibernation
Upto 4 willing participants in this ritual can sleep for up to 4 months. During this sleep they gain Hit points back as full bed rest, in addition they gain Cold resistance 10, no longer must eat or drink or make bodily functions. If one of the participants wish to wake all must awaken ending the ritual where it must be done once more. preforming this ritual takes 5 minuets in which the honey milk is drank and the fire dies.
Requirements: A bowl of fine honey and milk that must be heated over a large campfire the wood used must be the last of the livewood of a year. The fair market value of such a mix and the wood is 50 gp

Knowledge (Nature) 12 ranks: Sol's Rest
This Ritual gives the one who did it the power of winter. For a limited time
they gain the following spell-like abilities useable at will for 10 rounds: Darkness, Chill Touch, Endure Elements, and empowered ray of frost. In addition they may make a touch attacks for 2D6 cold damage for the duration of the effect. it takes 1 standard action to do the ritual.
Requirements: A Diamond worth atleast 500gp and a liqured drink or the rarest sort woth 500gp. both consumed during the ritual.

What ya think?

Nebo_
2007-12-06, 07:48 PM
as for the useing all your actions i'm thinking of changing it to move action. whatchathink?

Honestly, none of these are powerful enough to warrant them lasting for less than a minute. I'd give them all, say, a ten minute casting time and have them last all day.


During this sleep they gain Hit points back as full bed rest

Four months sleep gives you the same benefit as one night?

Lady Tialait
2007-12-07, 03:34 AM
Honestly, none of these are powerful enough to warrant them lasting for less than a minute. I'd give them all, say, a ten minute casting time and have them last all day.

ummm...no...the problem with that is it goes against my idea for the flavor. if this feat works like it should the weapon will get more and more fiery as the battle goes on. that is why i changed it to move actions. The low durations of it is so i can do more with it. Also a Ranger could take this feat and not even know some powerful attack spells. The feats do have druidic flavor but are really ment to go on Rangers.

I'm thinking of upping the ante or lowering the costs. but not the durations.


Four months sleep gives you the same benefit as one night?

teehee...no I meant EACH day sleeping is full bed rest...wrote that half asleep...*slaps my own hand* bad druid..no cookies

Umarth
2007-12-07, 09:43 AM
If you want them used in combat I'd switch them to taking a swift action each round to charge it up rather than a move action.

These arn't better than iterative attacks.

Lady Tialait
2007-12-08, 01:39 AM
If you want them used in combat I'd switch them to taking a swift action each round to charge it up rather than a move action.

considered it need more input to decide one way or the other

Nebo_
2007-12-08, 08:16 AM
Move action are still actions. Charging these things up takes too long and doesn't give nearly enough benefit to even consider taking the feat.


The low durations of it is so i can do more with it.

That confuses me. A lot.

It needs a longer duration or to be a lot more powerful to be worth taking a feat for, not to mention all those actions...

Lady Tialait
2007-12-08, 02:46 PM
Move actions are pretty fair as far as i can see. sense you can still cast a few spells. if i went down to swifts it would be a little bit over powered to me. not that this feat is gunna go all the way to the third tier very often.

As for casting a feat. it's more powerful then Weapon Focus as far as i can see. and it scales. that is what i measure a feat against. Weapon Focus..atleast a battle feat.

Nebo_
2007-12-08, 05:56 PM
You just don't get enough out of this feat for the amount you put into it. One point of fire damage is weak. Dealing fire damage instead of normal damage is weak. Flaming burst is weak. There are spells that do this and better for less casting time and that last for longer.

Suzuro
2007-12-08, 06:08 PM
I really like the flavor of these feats, but I do have a few qualms.


For one, you won't be able to get the higher ones until a higher level obviously, and for ranger, rather than spending the three move actions to use this, it would seem like it would be better to just use those rounds for full attacks.

Now, this is just my opinion, but I think that the time it takes is good, Swift action is simply too good, but they should be increased slightly in power.

Best of luck with these.


-Suzuro

Lady Tialait
2007-12-09, 06:14 AM
i've never had problems with fire damage being to too weak. I see this Rites of Summer being used by charitors who want to use fire in some other way. and I had this feat added to a campaign i've been running and the effect was nice..they must get it to the second tier to do this but...they simply have the psion use 'control flame' to enjoy...also I think Swift will be just about right..but i'm afraid it will feel overpowered. I am having problems

Flaming Burst is not weak..ever...Flaming Burst is a +2 ability that makes your critical extra powerful (druids crit alot..scimitar anyone?) and it has an automatic 1d6 damage....As for all your damage being fire..that means it gets past all DR..in addition it deals Lethal damage to alot of Regenerators. in addion you can do double damage to mummies and Treants...there is alot of use...and you have a chance of dealing DoT...so no I don't see that as weak..yes 1 extra fire is weak and perposly so. it's do able from level 1

Fenix_of_Doom
2007-12-09, 02:09 PM
so no I don't see that as weak..yes 1 extra fire is weak and perposly so. it's do able from level 1

I don't know, last time I started a level 1 character I didn't have 25 gold left, leave alone I could regularly spend it so I could do a whole 1 extra damage, then again this feat isn't useful at all in most situations so it might not come up. Honestly this feat would only be worth it if the addition was permanent.

Lady Tialait
2007-12-09, 02:16 PM
I did some changes to it. I think this is fair. It still charges but for dubble payment and some preperation it becomes a permanate effect.

Fenix_of_Doom
2007-12-09, 05:00 PM
If I was optimising I still wouldn't take it and I guess you'd need to do some play testing to see if the price is fair, but I do think it is fair now, about on par with weapon specialisation.

Lady Tialait
2007-12-09, 05:20 PM
Alright, Here We go Numba 4 YAY!!!

Rites of Fall [Ritual]

Prerequisites: Knowledge (nature) 4, Wild Empathy

Knowledge (nature) 4: Last Burst
By Chanting this Rite over a Living creature for 1 full minuet. You can allow any Fatigue to them to end for 4 hours, at the end of that time the living creature will be exhausted.. this Ritual can Remove Exhaustion in the same faction but at the end of 4 hours the creature is knocked out.
This Ritual uses the smoke from the fallen leaves of a rare magical tree. Market price 10gp

Knowledge (Nature) 8: Reap What has been Sown
By chanting this Rite takeing a full round action you can fill any open spell slots you may have with spells that are prepared by a caster who prepares spells within 10 feets of you with their spells. the target must be willing and the spells fade from the spell slot after 10 hours if not cast. (Example: if this rite is preformed within 10 feat of a wizard who has prepared a Magic Missle and is willing to Donate it to you you may fill an empty 1st level spell slot with this spell, making that wizard loose that prepared spell for the day.)
This Ritual requres two rings made from Marble, each worth atleast 100gp, worn by each of the participant. They are not consumed by this ritual.


Knowledge (Nature) 12 ranks: Sol's Wane
This powerful Ritual makes the one who invoked it into an avatar of the ending of things. They turn brown and golden gaining a +5 to hide checks in fall forests. and gain the abilitiy to cast Deep Slumber and Reduce Plants 6 times during the next 15 minuets. Additionally, any creature they touch is effected with 'Touch of Fatigue' during this Time.
This Ritual Requires 500 gold worth of Jade that turns into a brown dust during the ritual.

Lady Tialait
2007-12-10, 08:30 AM
Nothing? hmm..there has to be something wrong with it..or someone has to love it or something!

Erm, in addition Anyone have any other ideas for Druidic Ritual Feats. I am freshout of Ideas...

Anyone?