Showing posts with label Undefeatable Friday. Show all posts
Showing posts with label Undefeatable Friday. Show all posts

Friday, December 17, 2010

Undefeatable Friday - Don Quickly, Enraged by Agony, Masterwork Fencer & Toughened by Rage

Don Quickly (Combat)
            You are so comfortable with armor, you can do even the heaviest armor quickly and without help.
            Prerequisite: Heavy Armor Proficiency
            Benefit: You may do any Light or Medium armor as a standard action, and Heavy armor as a full round action, allowing you to quickly don even plate mail without assistance and incredibly quickly. You may remove any Light or Medium armor you are wearing as a free action, and any heavy armor you are wearing as a move equivalent action, a useful skill for someone say, drowning in heavy armor, to have.
           
Enraged by Agony (Combat)
As you suffer lethal blows, your pain only increases your legendary rage. When you froth with madness and the killing fever, nothing can stop you!
Prerequisite: barbarian level 5th
Benefit: Each time you suffer a confirmed critical hit during a 24 hour period, you gain one additional daily use of your Rage ability.

Masterwork Fencer (Combat)
You are especially skilled at fighting with masterwork quality weapons and won’t sully your hands with lower quality blades.
Prerequisite: marital weapons proficiency, CHA 13+
Benefit: When fighting with any masterwork quality weapon, your pride in the weapon allows you to use your CHA modifier in place of the weapon’s masterwork quality bonus to attack and damage rolls.

Toughened by Rage (Combat)
            When injured, your body responds by becoming tougher, harder to injure.
            Prerequisite: barbarian level 5th
            Benefit: Each time you suffer physical damage in an encounter, your Damage Reduction increases by +1/-. This increased Damage Reduction remains in place for the duration of the encounter, and resets to your normal Damage Reduction between encounters. 

Friday, December 10, 2010

Undefeatable Friday - Stable Magic & Unpredictable Magic

Stable Magic (Metamagic)
            You know that magic’s tactical strength lies in its predictable and logical laws, codes and effects. You know how to manipulate these variables with a jeweler’s precision and a general’s cunning.
            Prerequisites: Any lawful alignment, caster level 5th 
            Benefit: One you cast any spell with a measurable and variable numerical effect during an encounter, you ‘store’ those variables for future use. If you cast the same spell again during the same encounter, you may use either the newly rolled variable effects, or the ‘stored’ variables, whichever are greater.

Unpredictable Magic (Metamagic)
            You know that magic’s tactical strength is its versatility and you pride yourself on never casting the same spell twice during the same battle. Let less imaginative spellslingers cast Magic Missile after Magic Missile, you know that predictability is death.
            Prerequisites: Any chaotic alignment, ability to cast spells from at least 2 different schools, caster level 3rd  
            Benefit: At the beginning of each encounter, begin keeping track of the schools associated with the spells you cast. For every round you cast a spell from a separate school of magic, you recover 1 HP if wounded, and gain a cumulative +1 modifier on checks made to penetrate Spell Resistance. As long as you cast a spell from a different school each round of combat, you receive this bonus, which increases by +1 for each additional school you cast from during the battle.

            At the end of 8 rounds, you will have a +8 bonus on checks to penetrate Spell Resistance and have recovered 8 HP if you have cast 8 differently schooled spells. If the encounter lasts beyond 8 rounds, you retain the +8 bonus on spell penetration and recover one additional HP per round until the battle ends. If you cast a spell from a duplicated school before this period ends, the bonus vanishes and cannot be regained for the duration of the encounter.

Friday, December 3, 2010

Undefeatable Friday - Deceptive Body Language, Specialized Knowledge & Pidgin Language

Deceptive Body Language (General)
You can control your facial ticks and unconscious gestures, and easily imitate the mannerisms of others, making you a more effective spy and liar.
Prerequisite: DEX 13+
Benefit: You add your DEX modifier as well as your CHA modifier as a bonus on Bluff and Disguise checks.

Specialized Knowledge (General)
You are known for expertise in a particular and often strange field of knowledge.
Prerequisite: INT 13+
Benefit: For each Knowledge skill you possess, you choose a single specialized branch of knowledge relevant to that skill, which provides you with a +3 competence bonus on checks with that skill and specialization. Specializations can be any narrow field of expertise, defined by you and approved by the game master.

Some example specializations are given below and should be used as a guide to making up new specializations.
·         Knowledge (arcana): conjuration spells, demonology, spells with the fire descriptor
·         Knowledge (local): brands and tattoos of criminal organizations, finding a fence.
·         Knowledge (nature): mating habits, knowledge of bear species
·         Knowledge (religion): rites of  a specific church, knowledge of angels        


Pidgin Language (General)
You have a natural ear for language, and can learn a new tongue in just a few minutes of immersion. Prerequisites: Linguistics 1 rank
Benefit: You can speak and read any language you encounter, but only on a basic level. Your speech is broken, childlike and often grammatically incorrect- a ‘pidgin’ language that gets the point across but is unsuited for polite conversation. When conversing in any language you have pidgin level proficiency in, you suffer a -5 penalty on all skills requiring social interaction. This penalty does not apply if you have actually expended skill ranks to learn a language.

Friday, November 26, 2010

Undefeatable Friday - Fortuneteller & Cold Reading

Fortuneteller (General)
You can occasionally see the future through a divinatory focus, such as a deck of sacred cards, a bag of fortelling runes or a crystal ball.
Prerequisite: Knowledge (arcana) 4 ranks, INT 13+, WIS 13+
Benefit: With a short 3-5 minute ritual, you may attempt to see the future. Doing so requires you to have some form of divinatory focus, such as a set of Tarot cards, divinatory sticks, coins, runes, sacrificial offerings like tea or animal entrails or any more exotic method you can dream up.

You make a DC 20 Knowledge (arcana) check, and if this check is successful, you receive a short message from the gamemaster, no more than 10 words long predicting upcoming events. This message may be cryptic, incomplete or enciphered in whatever manner the gamemaster can devise, but you should have a fair chance to figure it out, with some effort.

If you succeed at a DC 25 Knowledge (arcana) check, you know the next non-unique monster and its challenge rating the game master plans for you or your allies to encounter. Note that based on your actions or in-action, this information may become useless.

Finally, if you succeed at a DC 30 Knowledge (arcana) check, the game master will tell you the Challenge Rating of the next non-unique encounter you or your allies will face. You can then populate the encounter with any combination of creatures to meet the required challenge rating, possibly allowing you to play to your character’s strengths and simulate the tactical advantages such foresight provides.

Cold Reading (General)
You are more adept at reading others fortunes, often by picking up subtle clues in their behavior that provide you with insight to their past, and thus, their probable future.
Prerequisites: Fortuneteller, Sense Motive 4 ranks 
Benefit: When reading a fortune to benefit another character, you may add ½ your ranks in Sense Motive as an insight bonus on the Knowledge (arcana) check.

Friday, November 19, 2010

Undefeatable Friday - Heraldic Summoning

Heraldic Summoning (Metamagic)
            Great men have always wished to associate the power of legendary beasts with their deeds. You turn these noble symbols into flesh and blood creatures: the dragon on a knight’s shield or the lion decorating the sign of a tavern suddenly come to life to do your bidding.
            Prerequisite: Augment Summoning
            Benefit: A number of times per day equal to 3 + your Primary Casting Modifier, you may spontaneously cast any summoning spell, up to the highest level summoning spell you can cast. You must be within 60 ft and clearly able to see some heraldic or artistic representation or an animal, such as a tapestry, painting, tattoo or knightly seal. You summon a version of the animal depicted in the artwork, possibly with necessary templates applied. If no exact match for the heraldic creature exists, summon the closest monster available from one of the summoning spell lists, and describe it as resembling the artistic creation.

            If you summon a heraldic creature from a design work by a specific character, the summoned creature receives a +2 morale bonus on attack and damage rolls against that specific creature. 

Friday, November 12, 2010

Undefeatable Friday - Flameborn & Flaming Fists

Flameborn (Birthright)
You were born with a profound connection to elemental flame. Perhaps one of your parents was a powerful flame-sorcerer, or you were conceived at a time when the elemental plane of fire closely approached reality, or were born during a firestorm or heatwave. Whatever the result, your skin is dark and ruddy, warm to the touch. Your hair is a brilliant gold, crimson or fiery orange, and your eyes flash like cinders in the darkness.
Prerequisites: Character level first
Benefit: You gain Fire Resistance 10. At 10th level, this increases to Fire Resistance 15, and improves again to Fire Resistance 20 at 20th level. You can speak Ignan as a native language.
Your connection to fire provides you with a +3 racial bonus on Craft (blacksmithing and glassblowing) checks.
Special: If you have or later gain sorcerer levels, you must select the Elemental (fire) bloodline.

Flaming Fists (General)
With a thought, you can sheathe your hands in the deadly flames that are your birthright.
Prerequisite: Flameborn
Benefit: A number of times per day equal to 3 + your CON modifier, you can sheathe your hands or any light one handed melee weapon in a fiery sheathe as a free action. While flaming, your weapon or unarmed attack inflicts an additional +1d4 points of fire damage per five character levels (maximum 5d4 at 20th level). Your hands or weapon continue to burn for one minute or until you choose to extinguish the flames.

Friday, November 5, 2010

Undefeatable Friday - Exterminator, Scientific Fighter, Exploit Stupidity, Tough Familiar & Ferocious Familiar

Exterminator (Combat)
You are specially trained in combating the world’s vermin and have little to fear from the swarms of creatures that are a lethal threat to less capable warriors.
Prerequisites: Favored Enemy (vermin)
Benefit: You do not suffer automatic damage from being in a swarm’s space, nor are you sickened by sharing space with a swarm.

Scientific Fighter (Combat)
You fight in a meticulously planned style that maximizes your effectiveness and emphasizes precision and speed over brute strength.
Benefit: With a light weapon, rapier, whip or spiked chain made for a creature your size, you may use your INT modifier instead of your STR modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Exploit Stupidity (Combat)
You know how to trick your dimwitted opponents into leaving themselves open for a devastating wound.
Prerequisites: Scientific Fighter, Combat Expertise 
Benefit: When facing any creature who suffers an INT penalty with any weapon for which your Scientific Fighter feat applies, you may add that creature’s INT penalty as a bonus on weapon damage rolls.

Tough Familiar (General)
Your familiar has little to fear amid even the worst fray, and leaps to defend you in battle.
Prerequisite: Familiar class ability
Benefit: Your familiar immediately gains an additional amount of Hit Points equal to your character level when you select this feat, and one HP per level thereafter. Your familiar’s natural weapons are treated as magic for the purpose of overcoming damage reduction.

Ferocious Familiar (General)
Your familiar is a dangerous and tenacious combatant whose threat is far out of proportion to its size.
Prerequisite: Tough Familiar
Benefit: When within 30 ft of you, your familiar receives a +1 morale bonus to attack and damage rolls with its natural weapons. This bonus increases by +1 for every five character levels you possess, to a maximum of +5 at 20th level. 

Friday, October 29, 2010

Undefeatable Friday - Foul Blood & Lionheart

Foul Blood (General)
By a quirk of birth or fate, your flesh and blood is dangerous and foul tasting. Not being palatable to most monsters is a fine trait for an adventurer to have.
Benefit: Anytime you are successfully hit by a creature’s natural bite or swallow hole attack the attacking creature must succeed at a FORT Save (DC 12 + your CON modifier) or be poisoned. Your natural poison lasts for upto 6 rounds and inflicts 1d4 DEX damage per round. Your blood and flesh cannot be harvested or preserved to make poison.

Lionheart (Combat)
You relish nothing better than an honorable struggle against a foe you are not sure you can best. You have been honored with the appellation “Lionheart” symbolizing your courage and willingness to take on hopeless battles in the name of honor and duty.
Prerequisites: Base Attack Bonus +5, Toughness, any good alignment
Benefit: When battling any non-good enemy or group of enemies whose Challenge Rating is more than 4 greater than your total character level, your senses are sharpened and your will is strengthened. You roll 2d20 when confirming critical hits, and take the better of the two rolls. Additionally, you receive a +2 morale bonus on WILL Saves.

You receive a +2 bonus on Intimidate checks made against sentient non-good characters who are aware of your name and your deeds. This bonus applies at all times, not just when confronting a superior threat. 

Friday, October 22, 2010

Undefeatable Friday - Anesthetic Spell, Tactical Defense & Vulture

Anesthetic Spell (Metamagic)
You have mastered a combat focused arcane style that twines a powerful variant of the familiar sleep spell into damage dealing spells, allowing you to either incinerate your enemies… or take them out of the fight even if they survive your spell barrage.
Benefit: You may modify any damage dealing spell into an anesthetic spell. An anesthetic spell takes up a spell slot two levels higher than normal. When struck by an anesthetic spell, all victims who take damage from the core spell must succeed at an additional WILL save or be affected as if by the sleep spell. The DC of the sleep spell’s associated WILL Save is determined by the level of the core spell, not its own. An anesthetic spell has no additional effect on creatures normally immune to sleep, such as Elves

Tactical Defense (General)
Prerequisites: Base Attack Bonus +10, Weapon Training II
Benefit: Whenever you are attacked by an enemy wielding a weapon for which your Weapon Training class feature would apply, you add your Weapon Training bonus as an insight bonus to your armor class. You must be aware of the attack and not denied your DEX bonus to armor class to gain the benefit of this feat.

Vulture (General)
You have a keen sense of impending death, and fight at your best when preying on those already suffering and wounded.
Prerequisites: favored enemy class feature, any non-good alignment
Benefit: When battling any favored enemy, you are aware of your target’s maximum and current HP total, and receive an additional +1 morale bonus on attack and damage rolls made against any favored enemy with half Hit Points or fewer. 

Friday, October 15, 2010

Undefeatable Friday - Pikeman & Shoeless

Pikeman (Combat)
You’ve done your time in a well-drilled militia and know how to set weapons against a charge the right way.
Prerequisites: Base Attack Bonus +1, Martial Weapon Proficiency
Benefit: When you ready a weapon with the brace feature against a charge, you inflict triple damage on a successful hit.
Normal: You deal double damage with a weapon braced against a charge.

Shoeless (Halfling)
You come from a proudly barefoot and traditional Halfling village. Shoes are something for the big folks to wear, and you look down any Halfling dense enough to have been taken in by ‘the cobbler’s con’.
Prerequisites: Halfling race, character level first
Benefit: You cannot benefit from magical footware, such as boots of speed. However, your hairy Halfling feet can be enchanted even easier than magical footware can be. A spellcaster with item creation feats can use them to imbue your feet with with magical effects, as if permanently enchanting a magic item. Doing so requires the spellcaster to sacrifice magical artifacts and reagents equal to 2/3 the normal creation cost of the item, but only requires an hour long ritual to enchant your feet, regardless of the ‘item’s’ base GP cost.

The enchantment upon your feet cannot be dispelled, but it can be suppressed by an anti-magic field, or disjoined like a magic item. You can convince another spell caster to re-enchant your feet with a new ability later; when doing so, the original enchantment is lost forever and the new enchantment is activated. 

Friday, October 8, 2010

Undefeatable Friday - Blowgun Hunter, Poison Proofing & Self Denial

Blowgun Hunter (Combat)
By inhaling almost deeply enough to crack your ribs, you can breathe out with incredible force, giving your exhaled blow darts unparalleled range and lethality.
Prerequisites: Base Attack Bonus +6, CON 15+, Weapon Focus (blowgun)
Benefit: As a full round action, you may fire a single dart from a blow gun with incredible force and accuracy. For this single attack, you may add your CON score as a competence bonus to the attack and damage rolls.

You are considered fatigued for 1 minute after using this tactic. If you are already fatigued, you become exhausted instead. You may not use this feat while fatigued or exhausted.

Poison Proofing (Combat)
Through painful and nauseating controlled exposure to a variety of deadly poisons, you have become completely immune to several deadly venoms.         
Prerequisites: either CON 15+ or Toughness
Benefit: Select a number of poisons equal to your CON modifier (minimum two poisons). You become immune to these poisons. Additionally, for every five character levels, you become immune to one additional poison of choice. You may select poisons from those listed in the Pathfinder Roleplaying Game, or from any other source of poisons used in your campaign.

Self Denial (General)
You are used to fasting and privation and can go for long periods without food or water.
Benefit: You require only half the water and ¼ the food of a normal creature of your size. You may subsist on minimal rations indefinitely, without harm.