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  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

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    Default 3.X Ancillary Contest III - It's All in the Blood (or not)

    It's All in the Blood (or not)

    Welcome one and all to the third Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

    This contests theme is Heritage, whether bloodlines which grant power or noble birth, or the cultural and social institutions which forge a character; what we care about is the decent from the past. Feats to represent the proud martial heritage of the dwarves, spells for genie blooded sorcerers, a set of soulmelds that represent a player's ancestors' protective spirits, a new set of heritage feats, a godking Bloodline... the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.

    Rules


    1. You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
    2. Your entry must be complete. Incomplete entries will be disqualified.
    3. You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
    4. Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
    5. Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
    6. Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.


    This contest will run through Mary 12th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

    Chat thread.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Titan in the Playground
     
    Zaydos's Avatar

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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    Templates

    Feats:

    Name
    Description of feat.
    Prerequisites:
    Benefit: What the feat actually does mechanically.
    Special: Any additional information about the feat, for example whether it can be taken more than once.

    Spoiler
    Show
    [b]Name[/b]
    Description of feat.
    [b]Prerequisites:[/b]
    [b]Benefit:[/b] What the feat actually does mechanically.
    [b]Special:[/b] Any additional information about the feat, for example whether it can be taken more than once.


    Spells:
    Name
    School (subschool) [Descriptors]
    Level: Where it goes on spell lists.
    Components:
    Casting Time:
    Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal spells.
    Spell Resistance: Excluded from personal spells.
    Descriptive text
    Game mechanic effect.

    Spoiler
    Show
    [b][u]Spells:[/u][/b]
    [b]Name[/b]
    School (subschool) [Descriptors]
    [b]Level:[/b] Where it goes on spell lists.
    [b]Components:[/b]
    [b]Casting Time:[/b]
    [b]Range:[/b] Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal spells.
    [b]Spell Resistance:[/b] Excluded from personal spells.
    [i]Descriptive text[/i]
    Game mechanic effect.


    Invocations:
    While I prefer a variation of the spell format with Grade thrown in the official format is

    Name
    Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
    Game mechanic effect (donít forget range and duration).

    Spoiler
    Show
    [b]Name[/b]
    Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
    Game mechanic effect (donít forget range and duration).


    Vestige:
    Name
    Vestige Level:
    Binding DC:
    Special Requirement: Y/N
    Who/what your vestige is.
    Legend: Legend behind the vestige.
    Special Requirement: If it has a special requirement list it here.
    Manifestation: What the vestige looks like when it manifests.
    Sign: The physical manifestation of the pact on your body.
    Influence: The mental influence the vestige applies to you, and what actions it objects to.
    Granted Abilities: A brief description of the general abilities.
    Ability name: Ability effect. Repeat a few times.
    Ability name: Ability effect. Repeat a few times.
    Ability name: Ability effect. Repeat a few times.

    Spoiler
    Show
    [B][SIZE=3]Name[/SIZE][/B]
    Vestige Level:
    Binding DC:
    Special Requirement: Y/N
    Who/what your vestige is.
    [b]Legend:[/b] Legend behind the vestige.
    [b]Special Requirement:[/b] If it has a special requirement list it here.
    [b]Manifestation:[/b] What the vestige looks like when it manifests.
    [b]Sign:[/b] The physical manifestation of the pact on your body.
    [b]Influence:[/b] The mental influence the vestige applies to you, and what actions it objects to.
    [b]Granted Abilities:[/b] A brief description of the general abilities.
    [i]Ability name:[/i] Ability effect. Repeat a few times.
    [i]Ability name:[/i] Ability effect. Repeat a few times.
    [i]Ability name:[/i] Ability effect. Repeat a few times.


    Mysteries:

    Name
    Path Category, Path Name
    Level/School:
    Range:
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal spells.
    Spell Resistance: Excluded from personal spells.
    Fluff description
    Game mechanics

    Spoiler
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    [B][SIZE=3]Name[/SIZE][/B]
    [b]Path Category, Path Name[/b]
    [b]Level/School:[/b]
    [b]Range:[/b]
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal spells.
    [b]Spell Resistance:[/b] Excluded from personal spells.
    [i]Fluff description[/i]
    [b]Game mechanics[/b]


    Utterances:

    Name
    Lexicon: Whether itís Evolved Mind/Crafted Tool/Perfected Map
    Level:
    Range:
    Target: Crafted Tool only.
    Duration:

    If Evolved Mind:
    Normal: Fluff description
    Mechanic description.
    Reversed: Fluff description
    Mechanic description.

    If not:
    Fluff description
    Mechanic description.

    Spoiler
    Show
    [B][SIZE=3]Name[/SIZE][/B]
    [b]Lexicon:[/b] Whether itís Evolved Mind/Crafted Tool/Perfected Map
    [b]Level:[/b]
    [b]Range:[/b]
    [b]Target:[/b] Crafted Tool only.
    [b]Duration:[/b]

    If Evolved Mind:
    [b]Normal:[/b][i] Fluff description[/i]
    Mechanic description.
    [b]Reversed:[/b][i] Fluff description[/i]
    Mechanic description.

    If not:
    [i]Fluff description[/i]
    Mechanic description.


    Maneuvers:
    Name
    Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
    Level:
    Prerequisites: If any
    Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
    Range: Commonly melee attack or personal.
    Target: Normally 1 creature or You.
    Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
    Saving Throw: If a save is allowed.
    Fluff description
    Mechanics.

    Spoiler
    Show
    [B][SIZE=3]Name[/SIZE][/B]
    Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
    [b]Level:[/b]
    [b]Prerequisites:[/b] If any
    [b]Initiation Action:[/b] Typically standard (strike), swift (boost or stance), or immediate (counter).
    [b]Range:[/b] Commonly melee attack or personal.
    [b]Target:[/b] Normally 1 creature or You.
    [b]Duration:[/b] Exempted from strikes with instantaneous effects. Stances have Stance.
    [b]Saving Throw:[/b] If a save is allowed.
    [i]Fluff description[/i]
    Mechanics.


    Psionic Powers
    Name
    Discipline [Descriptors]
    Level: Where it goes on power lists.
    Display:
    Manifesting Time:
    Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
    Target: Only one
    Effect: of these
    Area: three
    Duration:
    Saving Throw: Excluded from personal spells.
    Power Resistance: Excluded from personal spells.
    Power Points: PP cost and if it costs XP.
    Descriptive text
    Game mechanic effect.
    Augmentation: Augmentation effects.

    Spoiler
    Show
    [b]Name[/b]
    Discipline [Descriptors]
    [b]Level:[/b] Where it goes on power lists.
    [b]Display:[/b]
    [b]Manifesting Time:[/b]
    [b]Range:[/b] Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
    [b]Target:[/b] Only one
    [b]Effect:[/b] of these
    [b]Area:[/b] three
    [b]Duration:[/b]
    [b]Saving Throw:[/b] Excluded from personal spells.
    [b]Power Resistance:[/b] Excluded from personal spells.
    [b]Power Points:[/b] PP cost and if it costs XP.
    [i]Descriptive text[/i]
    Game mechanic effect.
    [b]Augmentation:[/b] Augmentation effects.


    Soulmelds
    Name
    Descriptors: None is an option.
    Classes: What classes get this meld.
    Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
    Saving Throw: None is an option.
    Fluff description
    Mechanics.
    Essentia: Bonus from investment.

    Chakra Bind (Chakra)
    Fluff description
    Mechanics.

    Spoiler
    Show
    [B][SIZE=3]Name[/SIZE][/B]
    [b]Descriptors:[/b] None is an option.
    [b]Classes:[/b] What classes get this meld.
    [b]Chakra:[/b] What chakras it can occupy. (Totem) is included for Totemist melds.
    [b]Saving Throw:[/b] None is an option.
    [i]Fluff description[/i]
    Mechanics.
    [b]Essentia:[/b] Bonus from investment.

    [B][SIZE=3]Chakra Bind (Chakra)[/SIZE][/B]
    [i] Fluff description[/i]
    Mechanics.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  3. - Top - End - #3
    Pixie in the Playground
     
    Zombie

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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    New Feat

    Your Father Smelt of Elderberries
    You have an ancester that was more plant than mortal, and supernatural senses often have a hard time telling if you are a plant or not.
    Prerequisites: Have a Plant Type ancestor
    Benefit: This feat has several effects. First and foremost, any spell or ability to detect what type of creature you are registers you as a Plant Type creature. All Plant type creatures regard you as a Plant type creature. All mindless Plant type creatures ignore you, unless attacked by you. You can critical hit Plant Creatures. Also, your skin/scales/feathers/etc turn a shade of green.
    Special: This feat can only be taken at first level.
    Last edited by fuzzysora; 2015-04-23 at 01:41 PM.

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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    Among the Sheep
    You mingle easier with your prey as if they were your kin.
    Prerequisites: Favored Enemy
    Benefit: You may apply your Favored Enemy bonus to any social checks with selected enemy..
    wip
    Last edited by spikeof2010; 2015-04-29 at 10:43 AM.

  5. - Top - End - #5
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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    Racial Fighting Styles


    A racial fighting style is a collection of feats suitable for a fighter who fits with others of his race. When you command a platoon of elven fighters, it inconvenient in the extreme if they have completely different fighting styles. The average elven army will therefore have its fighter squads train in very similar manners, while the average dwarven army will do the same, save that they will default to a manner of fighting in which a dwarf might be more proficient than an elf. Human fighters tend to have their own ways of doing things, but there are some who are more disciplined and capable of forming groups to act with purpose.

    A racial fighting style consists of eleven feats - working according to a regime is something that develops more and more up until epic levels, as the higher-level fighters are good enough to work better according to set protocols and the epic fighters are good enough that they can get away with doing something nonstandard.

    Unearthed Arcana's variant rogue which allows the taking of fighter bonus feats can be used as substitute for the fighter level normally required for these feats, which may be of benefit to some of the styles such as the halfling fighting style.

    You must take all of the feats in the style in order, but needn't take them all, or all at once, or starting at first level. In essence, they are simply feats whose prerequisites are as given, plus that you must be of the correct race, plus that you must have all the lower-level feats of the same racial fighting style. They are, of course, fighter bonus feats.

    There are also seven extra specialist feats - suitable for the normal feats gained at first and every third level. Specialist feats require lower-level nonspecialist feats, but no feats require any specialist feats. This allows you to spend all of your feats (except for racial bonus feats - humans do not have an eighth specialist feat because some types of humans do not get bonus feats) to perfect your martial capabilities. That said, only the most devoted of fighters will take all of their specialist feats.

    The racial requirements given are usually subtypes, not specific races. Illumians can fight in the human style as may drow in the elven style.

    Human

    "Man is the measure of all things"
    - Protagoras

    Humans can be said to have the strangest of fighting styles, by far. A human is a master of improvisation and a jack of all trades, meaning that they have the capability to change the terms of the battle at a moment's notice. Their troops thus have some of the most versatile abilities at their disposal.

    Skilled Warrior [Human] [Racial Fighting Style] [Fighter]
    You are adept at more skills than you would normally be.
    Prerequisites: Fighter level 1st
    Benefit: You retroactively and forevermore gain 2 additional skill points per fighter level.
    Special: If you are using the variant rogue, you instead gain proficiency in all martial weapons as though it were a class feature of the rogue.

    Improvise Anything [Human] [Racial Fighting Style] [Fighter] [Specialist]
    You are prepared to continue fighting even when all - including your supposed weapon and shield - is lost.
    Prerequisites: Fighter level 1st
    Benefit: You no longer get a penalty for fighting with an improvised weapon for any length of time, and you can fight with a weapon you're not proficient with for 1 minute before the unfamiliar style starts getting to you, meaning that you can ignore the penalties for that as well for that minute. However, after using said weapon in such a way, you cannot do this again for another hour due to the strain the weapon puts on you.

    Further, you can use random items of roughly the shape of a shield - such as a circular end-table smashed half-way down the single leg - as though they were shields. You take no penalty for doing so, but any attack only blocked due to your shield bonus to AC hits the shield (unless you have an effect like shield providing the same or larger shield bonus), dealing the normal damage.
    Special: If you are using the variant rogue, you gain proficiency in all shields as though it were a class feature of the rogue, but can't improvise a shield.

    Always Ready [Human] [Racial Fighting Style] [Fighter]
    You can predict changes in tactics or even the beginning of a fight before it happens.
    Prerequisites: Fighter level 2nd
    Benefit: If you're surprised, you get a +6 bonus on your initiative roll in that combat. You're not flat-footed before you've taken your first action.

    Mix it Up [Human] [Racial Fighting Style] [Fighter] [Specialist]
    You don't always commit to a plan, especially if doing so would be foolish.
    Prerequisites: Fighter level 3rd
    Benefit: Special attacks you make don't provoke attacks of opportunity. Further, you can initiate a normal or special attack and then, if at any point you fail, you can choose to a different type of normal or special attack, but you keep your own previous die rolls. For example, if you attack a heavily-armoured opponent and miss, you may choose to attempt a grapple instead, as that only requires a touch attack and might not be deflected by his armour. Upon failing a critical hit with a flaming burst arrow, you might decide it's better just to use a flaming arrow instead. You might fail a grapple and hope your foe rolls badly on their opposed attack roll to avoid their weapon being sundered.

    You can't change the actions unless the rolls you have made are fairly similar in concept. If you fail to trip a foe due to a failed trip check, you can change your touch attack roll for a different touch attack roll and your trip roll for a grapple roll, but you can't change to a feint if you fail to overrun.

    The special attacks that can be used in this way are bull rush, disarm (including grabbing items), feint, grapple, overrun and trip, as well as normal attacks.

    Master of Weapons [Human] [Racial Fighting Style] [Fighter]
    You learn how to use any weapons to maximum effect.
    Prerequisites: Fighter level 4th
    Benefit: Whenever you are wielding two weapons, you can wield them as though you had any feat with the words "Two-weapon fighting" in them as long as you meet the non-feat prerequisites. Whenever you are wielding a non-reach melee weapon in two hands (whether it is two-handed or not) you gain the benefits of the Power Attack feat. Whenever you're wielding a reach weapon, you gain the benefits of the combat reflexes feat. Whenever you're wielding a weapon in one hand and a shield in the other, you gain the benefits of combat expertise (even if you don't meet the prerequisite) and improved shield bash. If you're unarmed, you gain the benefits of improved unarmed strike. If you have a ranged weapon, you gain the benefits of point blank shot. If you're wielding a weapon in one hand and nothing in the other, you gain the benefit of weapon finesse.
    Special: You are treated as having the benefit of the above feats for purposes of prerequisites, but any feat contingent on one of these feats is lost temporarily when you don't meet the correct conditions. For example, if you selected stunning fist using master of weapons as the prerequisite, then you could not apply it to an attack with your left hand if you held a sword in your right.

    Turn the Tides [Human] [Racial Fighting Style] [Fighter]
    For each foe you defeat, victory seems a bit closer.
    Prerequisites: Fighter level 6th
    Benefit: Whenever you defeat a foe in combat, you regain 2 hit points per hit die you have. To qualify, a foe must have been attacking you in earnest, must have posed a serious threat, and must have been somehow incapacitated to remove this serious threat or stop them attacking you in earnest.

    Dynamic Entry [Human] [Racial Fighting Style] [Fighter] [Specialist]
    Humans have a knack for turning up at just the right place at just the right time in all the wrong ways.
    Prerequisites: Fighter level 6th
    Benefit: When you enter combat in an exceptionally egregious or extreme way, you gain benefits:

    Enter the combat by falling: You jump in and make a powerful attack as you land. You take 3d6 less damage (minimum 0d6, of course) and deal bonus damage equal to the falling damage you would normally take for falling this distance (including any damage you mitigated, for example the 3d6 ignored by this feat) when you attack a single time with a melee weapon, catching your opponent flat-footed.

    Enter the combat by swinging on a rope e.g. on a grappling hook: You may grapple a single creature during your swing. If you succeed, you carry them with you for the rest of your swing and can drop them. If you hit and fail the grapple check, they are knocked off balance by the low-flying fighter and take a -4 penalty on all rolls until the start of your next turn. If you miss, you simply sail on past them.

    Enter the combat by kicking in a door - literally: You make a single attack with the door as an improvised 1d10 bludgeoning weapon with a range increment of 10 feet (for most doors).

    Special: The DM may determine other appropriate bonuses for similarly outlandish entrances.

    Indomitable [Human] [Racial Fighting Style] [Fighter]
    You can shrug off even the mightiest of attacks.
    Prerequisites: Fighter level 8th
    Benefit: You can prevent the checked, dazzled, fascinated, fatigued, knocked down, prone or sickened conditions being applied to you by paying 5% of your current hit points. You can prevent the blown away, confused, dazed, entangled, exhausted, frightened or turned conditions being applied to you by paying 10% of your current hit points. You can prevent the blinded, cowering, deafened, nauseated, paralysed, petrified or stunned conditions being applied to you by paying 20% of your current hit points. You may prevent an effect knocking you unconscious by paying 30% or simply dead by paying 50% of your hit points. Ability damage costs 5% per point, drain 10% per point, and negative levels 20% each.
    Special: You can't use the benefits of Indomitable if you have less than 20% of your total hit points left.

    Cavalry Charge [Human] [Racial Fighting Style] [Fighter] [Specialist]
    You can run down your foes with a glorious charge.
    Prerequisites: Fighter level 9th.
    Benefit: When you charge an opponent while mounted, if you have remaining movement distance you keep going and can run them down with your mount, just as though the mount were trying to overrun them, and had the improved overrun feat, though it doesn't provoke an attack of opportunity and can't be knocked prone even if it fails. Further, the mount gains a special circumstance bonus equal to your strength modifier if you hit with your charge attack.

    If your mount runs the foe down, you may then continue to move, and may continue to charge another target if there exists one who you can reach with your remaining move. You can, if you have enough movement, keep charging subsequent targets. You do not get to turn to charge a new target unless you had another way of turning during your charge.

    Never Give Up [Human] [Racial Fighting Style] [Fighter]
    You can fight against impossible odds
    Prerequisites: Fighter level 10th.
    Benefit: If you're fighting against an encounter whose challenge rating is (or was at the beginning of the combat) higher than appropriate for you and your allies, you get a +2 bonus to your attack rolls, damage rolls and armour class for each point of difference.

    For example, a 10th-level fighter with this feat traveling alone would find a CR 6 encounter to be an average challenge. Against a CR 8 or lower encounter, he wouldn't get any bonus. Against another 10th-level fighter, who is a dangerous opponent - being as he is CR 10 - the first fighter would get a +8 bonus to attack rolls, damage rolls, and armour class. If the fighter with Never Give Up was joined by a 10th-level lurk, 10th-level favoured soul and 10th-level truenamer, an appropriate encounter would be CR 10, so he'd get no bonus against the other fighter but would get a +8 bonus against a CR 14 party of 4 10th-level characters.
    Special: You can't get a bonus higher than your level in this way. For example, if an 11th-level fighter faces the Tarrasque, he only gets a +11 bonus, not a +26 bonus.

    Stand United [Human] [Racial Fighting Style] [Fighter]
    You can defend your allies from attacks.
    Prerequisites: Fighter level 12th
    Benefit: You protect all allies within 30 feet of you. You can prevent damage equal to half your level from any attack that deals hit point damage to one of these allies (including you).
    Special: Because this protection isn't damage reduction, you can prevent any damage that doesn't result directly from divine power. You can only prevent damage from attacks, not from environmental hazards or traps.

    Bodyguard [Human] [Racial Fighting Style] [Fighter] [Specialist]
    For you, it is not enough to defend your allies: you must protect them from any harm whatsoever.
    Prerequisites: Fighter level 12th
    Benefit: You can choose to guard any one ally within 15 feet as a swift action. While guarding a target, you can make movement up to a total of your maximum movement per round to stand in the way of missiles, spells, reach weapons and charging foes alike. In any of these cases, you must move between the aggressor and the target to intercept the attack, which is then resolved against you even if you're not somewhere that the attack could hit (most commonly a creature not moving far enough to charge, or standing inside a reach weapon's reach), including a roll to hit if necessary.

    Whether you're guarding a creature or not, you can give them total cover if you're between them and an attack against them.

    Lead the Charge [Human] [Racial Fighting Style] [Fighter]
    You can inspire your allies to follow you into battle.
    Prerequisites: Fighter level 14th
    Benefit: When the initiative count 8 above yours comes up, you may choose to Lead the Charge even though you couldn't normally take actions. You, as well as all allies in the same combat as you who are yet to act, change their initiative to the current initiative count (8 above yours) and you then make a charge (or dive) action against an enemy you can see, or you can choose to make a Dynamic Entry. You can't Lead the Charge if you can't do one of these three things, and you can only lead the charge once per combat.

    Armoured Vanguard [Human] [Racial Fighting Style] [Fighter] [Specialist]
    You can move just as quickly and quietly in armour as out of it.
    Prerequisites: Fighter level 15th
    Benefit: You suffer no penalties for wearing armour or wielding shields you're proficient in.
    Special: If you're not proficient in some armour - for example, you're a variant rogue - then you only suffer the penalties for being nonproficient. You don't take an armour check penalty to skills or a movement speed penalty, and can run at full speed.

    If the armour or shield is cursed, or otherwise has some special penalty associated with it, this feat cannot avail you of the curse.

    Fight Through Fire and Ash Alike [Human] [Racial Fighting Style] [Fighter]
    You can keep on fighting when a fighter of any other race would falter - save perhaps a dwarf.
    Prerequisites: Fighter level 16th
    Benefit: You can roll any fortitude or will save twice and choose the better result.

    And You Will Never Touch Me [Human] [Racial Fighting Style] [Fighter]
    You evade almost all attacks.
    Prerequisites: Fighter level 18th
    Benefit: You can roll any reflex save twice and choose the better result. Those who attack you must roll any attack roll twice and choose the worse result.

    Combat Coup [Human] [Racial Fighting Style] [Fighter] [Specialist]
    Like the brutally efficient human you are, you can behead a foe or put a bolt between their eyes even if they're expecting it.
    Prerequisites: Fighter level 18th.
    Benefit: You can make coup de grace attacks without provoking attacks of opportunity (even with a ranged weapon). Further, you can coup de grace a target who isn't helpless, but you have to roll to hit normally and the hit isn't automatically a critical hit. It's still a full-round action.
    Special: Because the coup de grace doesn't have to be a critical hit, you can deliver it against targets who are immune to critical hits. If you get sneak attack dice, you don't get any special ability to use them just because you're making a coup de grace (though you might be able to use them for some other reason, such as because the target is flanked).

    In the Service of Mankind [Human] [Racial Fighting Style] [Fighter]
    You become an avatar of humanity.
    Prerequisites: Fighter level 20th
    Benefit: You inspire all around you to great deeds. Allies within 60 feet of you get a +5 bonus on any d20 roll they have to make, and a +10 bonus on all damage rolls.
    Special: The bonus is an untyped bonus, not a morale bonus - such is your perfection that it improves on even magical courage.

    Elf

    "We only remembered that elves sang. But we forgot what they sang about."
    - Terry Pratchett

    Elves are masters of blade and bow alike, such that even their wizards may revel in their competence. This competence improves a hundredfold in the hands of a fighter who knows what he's about, and the ability of elves to hide in their terrain of choice and leap out when the moment presents itself only accentuates this.

    Favoured Weapon Mastery [Elf] [Racial Fighting Style] [Fighter]
    You become more proficient in all four of your weapons than any human could hope to become with one.
    Prerequisites: Fighter level 1st
    Benefit: You gain the benefits of weapon focus, weapon specialisation, greater weapon focus and greater weapon specialisation with the rapier, longsword, shortbow and longbow the instant you meet the non-feat prerequisites.
    Special: You do not actually possess any of these feats, and therefore cannot lose them through effects such as embrace the dark chaos. However, you still have their benefits and so you can use them as prerequisites if they are called for as such.

    Favoured Terrain Mastery [Elf] [Racial Fighting Style] [Fighter] [Specialist]
    You look deeper into your heritage, becoming able to navigate the homelands of your kin with ease and grace.
    Prerequisites: Fighter level 1st
    Benefit: When you're in your race's favoured terrain, you get no penalties for movement, aren't harmed by moving through dangerous terrain, and get a bonus to hide and move silently checks equal to your level.

    The races' favoured terrains are as follows:
    Aquatic Elves: Bodies of water
    Arctic Elves: Snowy and icy climes
    Desert Elves: Deserts
    Drow: Underground
    Elves: Hills and plains
    Fire Elves: Mountains and the Elemental Plane of Fire
    Half-elves: Human cities
    Jungle Elves: Jungles
    Wood Elves: Woodlands

    For other elves, choose a similar terrain as appropriate or assume hills and plains.

    Dextrous Aim [Elf] [Racial Fighting Style] [Fighter]
    You are deadly in your skill
    Prerequisites: Fighter level 2nd
    Benefit: You can add your dexterity modifier to attack and damage rolls, replacing your strength modifier whenever this would be used. You can choose which modifier is used if your strength modifier would normally be used.

    With Blade and Bow [Elf] [Racial Fighting Style] [Fighter] [Specialist]
    You can use a sword in one hand and a bow in the other, and wield both alternately.
    Prerequisites: Fighter level 3rd
    Benefit: You can wield a sword in one hand and still use that hand to fire a bow held in the other. You can wield a bow as a shield, which provides a +2 shield bonus to AC as well as the bow's enhancement bonus.
    Special: You may only use elf special weapons with this feat.

    Resplendent Advance [Elf] [Racial Fighting Style] [Fighter]
    Your arrival on the battlefield is both beautiful and terrifying to behold
    Prerequisites: Fighter level 4th
    Benefit: The moment combat begins, you can automatically attempt to demoralise each opponent in combat with you.
    Special: This requires no actions and happens just by virtue of your presence.

    Blend In [Elf] [Racial Fighting Style] [Fighter]
    You are hard to hit when you have even the slightest of cover.
    Prerequisites: Fighter level 6th
    Benefit: Bonuses you get from cover and concealment are doubled.

    Deadly Shot [Elf] [Racial Fighting Style] [Fighter] [Specialist]
    You can slay an enemy who doesn't know of your presence with ease and grace.
    Prerequisites: Fighter level 6th
    Benefit: You can attempt to coup de grace a conscious target from range if they don't yet know of your presence. This requires that you make a single ranged attack against them, and hit (you don't automatically hit and the hit isn't automatically critical). If you do, they must save normally.
    Special: If it's the surprise round, you can do this as a standard action.

    Poetic Dodge [Elf] [Racial Fighting Style] [Fighter]
    You are capable of dodging out of the way of almost anything.
    Prerequisites: Fighter level 8th
    Benefit: You get a +4 dodge bonus to armour class and to reflex saves.

    Graceful Charge [Elf] [Racial Fighting Style] [Fighter] [Specialist]
    You can go further when moving in combat
    Prerequisites: Fighter level 9th
    Benefit: You can move three times your movement speed when charging or withdrawing. You can take a single ranged attack against a foe from whom you avoided provoking an attack of opportunity by withdrawing as part of the withdraw action.

    Dead Drop [Elf] [Racial Fighting Style] [Fighter]
    Elven tactics frequently require that the users jump down from trees, structures, or something else to establish a surprise.
    Prerequisites: Fighter level 10th
    Benefit: Whenever you fall for any reason, you take one quarter of the normal damage. In addition, if you are falling, you may take actions during your fall if you have those actions to take.

    +++ONCE AGAIN THE SANDS OF TIME MOVE TOO SWIFT. LEARN FROM WHAT LITTLE I HAVE HAD TIME TO WRITE HERE+++
    Last edited by Jormengand; 2015-05-19 at 09:33 AM.

  6. - Top - End - #6
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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    I'm going to extend the contest till the 21st, and fix my sig, to see if more people will enter.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    Fiendblood Blast
    Lesser; 5; Eldritch Essence
    You may infuse fiendís blood into your Eldritch Blast. Doing so reduces the damage dealt by one die (From 3d6 to 2d6, for instance), but causes the Blast to deal two points of Vile damage per die. If Kamlos the Tiefling Warlock uses Fiendblood Blast and rolls twelve damage, four points of that is Vile damage and eight points of that is Force damage. Unlike most Eldritch Essence invocations, you may apply another Eldritch Essence to your Eldritch Blast. If you have the feat Violate Spell-Like Ability, you may also apply that feat to your Eldritch Blast without expending a use of the feat.

    Hauserit, Corruption in Blood
    Vestige Level: 6th
    Binding DC: 26
    Special Requirement: Y
    The firstborn spawn of the Mother of Monsters, Hauserit fell in battle fighting the gods that banished her beyond the planes. As a vestige, Hauserit grants you some of his vitality.
    Legend: Hauserit was an abomination ascended to immortality, the first child of the Elder Evil Ragnorra, Mother of Monsters. Hauserit defended her, fighting them off until he could no longer stand, but never dying, as the corrupted positive energy within Hauserit kept resurrecting him. The gods, furious and displeased with the stubborn nemesis, crafted a weapon. It was forged from voidstones harvested from the Negative Energy Plane, forged by the hand of Moradin, who needed to be restored by Pelorís healing. The great black weapon was wielded by Falazure, the only deity to actually harm their opponent. The two clashed, but eventually, Hauserit fell, and Falazure removed his head with it. The clash of corrupted positive and concentrated negative caused a massive explosion, and when all the rubble was removed, Hauseritís soul and corpse could not be found. Some several thousand years later, a binder scholar discovered Hauseritís seal and lore. Now the fallen vestige seeks vengeance upon the gods.
    Special Requirement: Hauserit refuses to be called by undead or by characters capable of channeling negative energy, and his seal can only be drawn in the blood of a cleric, paladin, favored soul, or other divine spellcaster who draws their power from a deity.
    Manifestation: A vaguely humanoid creature steps into the seal, which then rumbles and ripples as sickly, gray-green, greasy flesh forms and wraps around the creature, and a thousand eyes open. A mouth then rips open on the chest of the creature, and it speaks.
    Sign: Your skin turns a grey-green color and becomes greasy.
    Influence: Hauserit demands that you oppose all religious orders.
    Granted Abilities: Hauserit allows you punish your attackers by forcing their natural growth into wild excess, makes you an implacable foe, and allows you to heal your allies.
    Bloody Metastasis: You may make a melee touch attack against a target. If you hit, you deal 1d6 points of positive energy damage per two Effective Binder Levels; Constructs take half as much damage, and Undead take twice as much damage from this ability. This ability can only be used to deal damage, not to heal. Once you have used this ability, you may not do so for another five rounds
    Restorative Blood: You gain Regeneration 5, that can only be overcome when you are dealt damage by negative energy, take ability damage or drain caused by the undead or negative energy, or suffer negative levels inflicted by the undead or negative energy. You consider the first five points of lethal damage you take from any attack to be nonlethal damage. If a limb is chopped off, you may reattach the part in a process that takes 3d6 rounds. Once you use this ability, you cannot use it for five rounds. In addition, you gain immunity to poison and disease.
    Corrupted Healing: You may cure wounds. By cutting yourself (dealing one point of lethal slashing damage to yourself) and dripping your blood on the person to be healed, you may use Cure Light Wounds as an at-will Spell-Like Ability. By dealing more damage, equal to the level of the spell, you may use a more powerful version, such as Cure Moderate Wounds or Mass Cure Light Wounds.
    Corruption of the Blood: You gain Aberration Blood (LoM 178) while bound to Hauserit, and may select one bonus offered by the feat per five Effective Binder Levels.
    Last edited by Jurai; 2015-05-14 at 08:42 PM.
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    Default Re: 3.X Ancillary Contest III - It's All in the Blood (or not)

    Despite being bad at ending these I am closing this thread now and will have the voting thread up soon. Voting Thread.
    Last edited by Zaydos; 2015-05-22 at 10:30 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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