mabriss lethe
2007-12-29, 04:39 PM
Improved deflect arrows:
Prerequisites:Dex 13+, Improved unarmed strike, Deflect Arrows
As the Deflect arrows feat, but the character may deflect an additional number of incoming projectiles equal to his Dex bonus. (thus one projectile for the original deflect arrows feat, and then a number of others as described above)
Deflect spell:
Prerequisite: Base Will save +4, Wis 15+,Dex 13+, Improved unarmed strike, Deflect Arrows, Knowledge (arcana) 8 ranks.
When using the Deflect Arrows feat, You may instead deflect ranged attack spells. The character's total hit dice must meet or exceed the caster level of the spell or else it strikes normally. This deflection counts against the number of projectiles you may deflect per round and is usable with the Improved Deflect Arrows feat. A character with the Snatch Arrow feat, may use it to immediatley redirect a ranged spell back to the caster, but may not store the spell in any way.
Elemental Strike: (an expansion of the feat, Fiery Fist presented in the PHBII)
Prerequisites: Dex13+, Wis 13+, Improved unarmed strike, Stunning fist, BAB +8
As per Fiery Fist and effectively replaces it, but the Character may elect to deal any one form of elemental damage. This feat replaces Fiery fists as a prerequisite and may be taken multiple times, each time selecting a different energy type. Only one type of elemental damage may be added to any given strike.
Elemental Ki Defense:
As per Fiery Ki Defense, except the barrier the character erects is of whatever energy type he choses for his Elemental Strike feat. Only one type of barrier may be erected at any given time.
Accursed Strike:
Prerequisites: Dex 13, Wis 13, Improved unarmed strike, stunning fist, BAB +8, nongood alignment.
When using the stunning fist ability, The character imposes a -2 penalty to Attack and damage rolls, skill checks, and saves instead of the normal stun ability. The save DC to resist remains unchanged but is based upon Will not fortitude. Those who succeed on the save still have a -1 penalty on attack rolls for one round. The duration of a successful Accursed Strike is one minute.
Empowered strike
Prerequisites: Dex 13 Wis 15 improved unarmed strike, stunning fist, BAB 10+, One feat that replaces Stunning fist usage with another ability.
You may empower a strike with multiple effects, using an additional Stunning fist attempt for each. You may even chose the same effect twice, if so, it deals double damage (in the case of elemental strike), or boosts the save DC by 10. The maximum number of effects a character can use on a single attempt is equal to the character's Wisdom modifier.
Prerequisites:Dex 13+, Improved unarmed strike, Deflect Arrows
As the Deflect arrows feat, but the character may deflect an additional number of incoming projectiles equal to his Dex bonus. (thus one projectile for the original deflect arrows feat, and then a number of others as described above)
Deflect spell:
Prerequisite: Base Will save +4, Wis 15+,Dex 13+, Improved unarmed strike, Deflect Arrows, Knowledge (arcana) 8 ranks.
When using the Deflect Arrows feat, You may instead deflect ranged attack spells. The character's total hit dice must meet or exceed the caster level of the spell or else it strikes normally. This deflection counts against the number of projectiles you may deflect per round and is usable with the Improved Deflect Arrows feat. A character with the Snatch Arrow feat, may use it to immediatley redirect a ranged spell back to the caster, but may not store the spell in any way.
Elemental Strike: (an expansion of the feat, Fiery Fist presented in the PHBII)
Prerequisites: Dex13+, Wis 13+, Improved unarmed strike, Stunning fist, BAB +8
As per Fiery Fist and effectively replaces it, but the Character may elect to deal any one form of elemental damage. This feat replaces Fiery fists as a prerequisite and may be taken multiple times, each time selecting a different energy type. Only one type of elemental damage may be added to any given strike.
Elemental Ki Defense:
As per Fiery Ki Defense, except the barrier the character erects is of whatever energy type he choses for his Elemental Strike feat. Only one type of barrier may be erected at any given time.
Accursed Strike:
Prerequisites: Dex 13, Wis 13, Improved unarmed strike, stunning fist, BAB +8, nongood alignment.
When using the stunning fist ability, The character imposes a -2 penalty to Attack and damage rolls, skill checks, and saves instead of the normal stun ability. The save DC to resist remains unchanged but is based upon Will not fortitude. Those who succeed on the save still have a -1 penalty on attack rolls for one round. The duration of a successful Accursed Strike is one minute.
Empowered strike
Prerequisites: Dex 13 Wis 15 improved unarmed strike, stunning fist, BAB 10+, One feat that replaces Stunning fist usage with another ability.
You may empower a strike with multiple effects, using an additional Stunning fist attempt for each. You may even chose the same effect twice, if so, it deals double damage (in the case of elemental strike), or boosts the save DC by 10. The maximum number of effects a character can use on a single attempt is equal to the character's Wisdom modifier.