New Feats and Skills

Post/Author/DateTimePost
#1

Pennarin

May 16, 2004 20:35:50
This post is crafted to be a long lasting reference for the DS community on the above subjects.

See other related threads:
New Spells, Powers and Epic stuff
New Items, Materials and Artefacts
#2

Pennarin

May 16, 2004 20:40:22
Taken from Gryphon’s Book of 3rd edition feats.

Bend Power [Metapsionic]
Cover counts few against your powers.
Benefit: To use this feat, you must expend your psionic focus. You can manifest your powers against targets protected by cover. Bended powers ignore any cover less than total from your target. Target creatures don’t gain any cover armor class bonus or cover Reflex save bonus against bended powers.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.


Created by AntiDjinn, from the Psi boards.

Dismissible Power [Metapsionic]
Your powers can be dismissed.
Benefit: To use this feat you must expend your psionic focus. The affected power gains the Dismissible descriptor if it didn't already have it. You may dismiss the affected power as a standard action that does not provoke attacks of opportunity. You must still be in range and doing so causes the same display as when you first manifested the power. If the affected power already bears the Dismissible descriptor then it becomes dismissible as a free action that may even be done when it is not your turn. Using this feat increases the power point cost of the power by 2. The power's total cost can not exceed your manifester level.
Special: This feat may only be applied to powers with durations other than permanent or instantaneous. If you loose control of the affected power (as through Co-opt Concentration) then you loose the option to dismiss the power.


3.5 version by Vecna, from the Psi boards. XPH wording by me.

Persistent Power [Metapsionic]
You can manifest powers that last all day.
Prerequisite: Extend Power
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a persistent power. A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; a character can’t use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that the character must concentrate on some powers to use their effects; concentration on such a power is a standard action that does not provoke an attack of opportunity.
Using this feat increases the power point cost of the power by 12. The power’s total cost cannot exceed your manifester level.


Made by me.

Dismissible Spell [Metamagic]
Your spells can be dismissed.
Benefit: The affected spell gains the Dismissible descriptor if it didn't already have it. You may dismiss the affected spell as a standard action that does not provoke attacks of opportunity. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. If the affected spell already bears the Dismissible descriptor then it becomes dismissible as a free action that may even be done when it is not your turn. A dismissible spell uses a spell slot one level higher than the spell’s actual level.
Special: This feat may only be applied to spells with durations other than permanent or instantaneous. If you loose control of the affected spell (as through special spells or class abilities that co-opt control) then you loose the option to dismiss the spell.

Sense the Unseen [General]
You have learned to perceive hidden displays.
Prerequisite: Wis 13
Benefit: When a psionic creature manifests a power or uses a psi-like ability in your presence, you perceive the display even if it was hidden by a successful Concentration check.
Normal: A manifester can hide the displays of the power he manifests, making you unable to identify the power by a Psicraft check.
#3

Pennarin

Oct 08, 2004 22:01:34
Poisonous Strike [General]
erdana">Your sneak attacks deliver poison deeper into your target's wounds.
Prerequisite: Poison use, sneak attack ability, base attack bonus +4
Benefit: The DC to resist any poison delivered via one of your sneak attacks increases by +2.

This feat is based off of a class ability for an assassin PrC found in Dragon magazine.
#4

zombiegleemax

Oct 19, 2004 16:00:36
/me shamelessly promote my very old dead-kank-kicking feat ideas, in hope of notice from the powers that be athas.org.

Sculpt Defiling
Requirement: Concentration: 6 rank
When you defile, you can change the form of the defiled area from the standard circle. The new area has to be the same size in square feets (best to measure in 5x5 feet squares, and the caster rearranges the squares on the grid), has to be one continous area (its border could be drawn with one continous line), but can contain spots (empty squares). The new territory has to include the square the defiler stands at the time of casting. If this feat is used the casting time is slowed by one step (similar way when PHB sorcerer using metamagic feat) due to the control needs to be extended by the defiler. This feat can be choosen as a wizard bonus feat at the appropriate levels.

Focused defiling
Requirement: Agonizing radius, Efficient Raze and Sculpt Defiling feats, Concentration: 12 rank
When you defile you can choose one living being as source and snuff out all the energy needed for the spell from that being. The source have to be in line of sight of the defiler, and no farther than 20 feet. The source gain as many negative levels as the level of the spell cast (1 negative level in the case of 0th level spells). The DC to regain these neagtive levels is 10+level of the spell cast. If the source doesn't have enough HD or level to survive the energy gathering (has the same or less HD or level than negative level gained this way) it is dead, turned to ash, and the defiler loose the spell due to broken concentration. If the source survives the energy gathering it can be reused for further spells as source, but due to the stacking of negative levels the probability of loosing the spell is higher. The spell casted this way is considered as cast on an infertile terrain (the terrain modifier is zero). The feat Efficient Raze can not be used in conjunction with this feat. If this feat is used the casting time is slowed by one step (similar way when PHB sorcerer using metamagic feat) due to the control needs to be extended by the defiler. This feat can be choosen as a wizard bonus feat at the appropriate levels.
#5

jon_oracle_of_athas

Nov 03, 2004 12:29:26
Distance Raze
You can gather energy for spells at a distance.
Benefit: You can move the center of your defiling circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of defiling.
Normal: Your defiling circle is centered on you.


Friendly Raze
You increase your defiling radius and may specify unaffected squares.
Benefit: Your defiling radius increases by 5 feet. You can specify up to one 5 ft. square per 5 ft. radius of your defiling circle that is unaffected by your energy gathering. Creatures in unaffected squares do not suffer the adverse effects of being caught in the defiling circle, nor is vegetation turned to ash.
Normal: All squares in your defiling circle are affected by your energy gathering.
#6

Pennarin

Nov 06, 2004 14:52:15
Casting Concealment [General]
You are good at concealing your spellcasting.
Prerequisite: Persuasive.
Benefit: You get a +5 bonus on all Bluff checks made to conceal verbal and somatic components in the casting of a spell.
#7

zombiegleemax

Nov 10, 2004 12:23:21
Is any of the above be considered official by Wizards or Athas.org?
#8

Sysane

Nov 10, 2004 12:58:31
Casting Concealment [General]
You are good at concealing your spellcasting.
Prerequisite: Persuasive.
Benefit: You get a +5 bonus on all Bluff checks made to conceal verbal and somatic components in the casting of a spell.

Am I crazy or didn't I read that Sleight of Hand could be used to conceal spell casting? I'm probably wrong. It wouldn't be the first time.
#9

jon_oracle_of_athas

Nov 10, 2004 14:34:35
Is any of the above be considered official by Wizards or Athas.org?

Those two feats I posted will appear in the next release of DS 3.5. The rest are unofficial.
#10

Pennarin

Nov 10, 2004 15:22:37
Am I crazy or didn't I read that Sleight of Hand could be used to conceal spell casting? I'm probably wrong. It wouldn't be the first time.

Bluff for athas.org's conversion, Sleight of Hand for Paizo's conversion.
#11

Sysane

Nov 10, 2004 15:46:47
Bluff for athas.org's conversion, Sleight of Hand for Paizo's conversion.

Ah, Okay. I knew I saw that somewhere. Thanks :D
#12

zombiegleemax

Nov 11, 2004 7:22:47
Those two feats I posted will appear in the next release of DS 3.5. The rest are unofficial.

Jon, oh my god... you guys from athas.org should have a schedule (at least one you could give to us... so we would try to translate your material according to your priority list...) each time we finish to translate one of your books you come with another one updated, upgraded, renewied, revised, changed and others "..ed's". And there we go re-translating it all again... that's not fair!!!

I'm going to have a headache....
#13

zombiegleemax

Nov 14, 2004 10:18:56
Distance Raze
You can gather energy for spells at a distance.
Benefit: You can move the center of your defiling circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of defiling.
Normal: Your defiling circle is centered on you.


Friendly Raze
You increase your defiling radius and may specify unaffected squares.
Benefit: Your defiling radius increases by 5 feet. You can specify up to one 5 ft. square per 5 ft. radius of your defiling circle that is unaffected by your energy gathering. Creatures in unaffected squares do not suffer the adverse effects of being caught in the defiling circle, nor is vegetation turned to ash.
Normal: All squares in your defiling circle are affected by your energy gathering.

I posted this in another thread but it was sorta off topic there.... I just now found this thread (still catching up on older stuff).. so I am re-posting it here a little more on topic..

since the Raze feats dont have any other prerequisites (other than Defiler Only, I am guessing)... maybe a Concentration check is called for when casting?.. like when casting defensively.... doesnt that sound reasonable?

have you thought about other names for "Friendly Raze" ?.... how can something so evil be friendly?... maybe something like Precise Raze, Accurate Raze, or Defined Raze would be better?
#14

Pennarin

Nov 14, 2004 10:25:30
Maybe going back to Sysane's original name and calling it Sculpt Raze.
#15

jon_oracle_of_athas

Nov 14, 2004 13:41:33
have you thought about other names for "Friendly Raze" ?.... how can something so evil be friendly?... maybe something like Precise Raze, Accurate Raze, or Defined Raze would be better?

I figured it was better than Swiss Raze. :P

I'm open for suggestions. Something that denotes that there are spots within the circle that aren't affected.
#16

jon_oracle_of_athas

Nov 14, 2004 13:43:09
since the Raze feats dont have any other prerequisites (other than Defiler Only, I am guessing)... maybe a Concentration check is called for when casting?.. like when casting defensively.... doesnt that sound reasonable?

That would slow down the game somewhat, and I don't really think a Concentration roll should be necessary - though I do see where you're coming from.
#17

zombiegleemax

Nov 15, 2004 8:38:20
That would slow down the game somewhat, and I don't really think a Concentration roll should be necessary - though I do see where you're coming from.

I also see where you're coming from, saying that a roll would slow the game down... but it is only a single skill check roll.... and like I said before, casting defensively calls for the exact same check... it should have to be concentrated on..

or at least add some sort of pre-requisite... like Wisdom 13+... or something... right now the Raze feats are "free"...
#18

Pennarin

Nov 15, 2004 8:51:19
at least add some sort of pre-requisite... like Wisdom 13+... or something... right now the Raze feats are "free"...

That's what makes them powerul and tempting.
#19

elonarc

Nov 15, 2004 9:46:30
That's what makes them powerul and tempting.

Yup. That's very Dark-Sunish.

Player: Hey! These feats have no prerequisites!
DM: Yes. You just have to defile...come on, become a defiler, look at the power of these feats!
#20

zombiegleemax

Nov 16, 2004 6:14:58
I figured it was better than Swiss Raze. :P

I'm open for suggestions. Something that denotes that there are spots within the circle that aren't affected.

What about 'Controlled Raze'? Simple is beautiful.
#21

murkaf

Nov 16, 2004 7:41:07
What about 'Controlled Raze'? Simple is beautiful.

And what about Selective Raze?

I raze everithing but the Cure Serious Wounds Potion Fruit tree...
...and my master: the Hunting Cactus.
#22

zombiegleemax

Nov 16, 2004 8:30:14
And what about Selective Raze?

I raze everithing but the Cure Serious Wounds Potion Fruit tree...
...and my master: the Hunting Cactus.

Either 'Seletive Raze' or 'Controled Raze' sound good to me. 'Controled" sounds better. ;)
#23

zombiegleemax

Nov 16, 2004 9:17:34
I also vote for Controlled Raze.... my second choice would be for my suggestion of Precise Raze...

good to know that others also thought Friendly Raze was too un-Athasian..
#24

Pennarin

Nov 16, 2004 10:13:07
Controlled Raze sounds good.
#25

jon_oracle_of_athas

Nov 16, 2004 15:24:39
Controlled Raze it is. Precise Raze was a good runner up. Or... Precision Raze? What do you think?
#26

Pennarin

Nov 16, 2004 16:46:06
Precision Raze would be if one wanted to make his defiling circle a perfect cirle or something...

Controlled Raze makes you think the caster his in control of a process that is normally outside of his control.
#27

zombiegleemax

Nov 16, 2004 17:05:20
Precision Raze would be if one wanted to make his defiling circle a perfect cirle or something...

Controlled Raze makes you think the caster his in control of a process that is normally outside of his control.

Which is happening here exactly.
#28

jon_oracle_of_athas

Nov 16, 2004 17:11:41
Ok. Controlled Raze.
#29

Pennarin

Dec 12, 2004 17:24:45
I'm trying to create feats that work closely with the anti-psionic feats in the XPH. They're perfect for people who reject psionics, mad sects, and the defiler warlords and their armies during the Preserver Jihad. (Those guys were fighter/wizards, so would have gotten creamed by a manifester fighting with the preserver armies)

Rebuffing Mind [General]
Your mind is better at repulsing attempts at influencing it.
Prerequisite: Base Will save bonus +6, Closed Mind.
Benefit: You get a Will saving throw whenever a mind-affecting power normally does not allow a saving throw.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
#30

Sysane

Dec 14, 2004 9:39:02
This idea came to me thru another thread. Thought it would make a good epic feat. Thoughts and comments welcome.

Syphon Life Force (Epic)
You gain the ability to tap into your own life force in order to power your spells.
Prerequisite: Int 21, Con 17, Spellcraft 25 ranks, ability to cast 9th-level arcane spells.
Benefit: The character may syphon his own life force in order to power his spells instead of using the typical means to gather spell energy. When casting a spell in this way the caster takes 1d6 points of damage per level of the spell being cast. The damage caused by Syphon Life Force requires the character to make a Concentration skill check DC 10 + level of spell + damage inflicted. A failed check means that the spell fails and is expended.
#31

pneumatik

Dec 14, 2004 11:01:37
Syphon Life Force (Epic)
You gain the ability to tap into your own life force in order to power your spells.
Prerequisite: Int 21, Con 17, Spellcraft 25 ranks, ability to cast 9th-level arcane spells.
Benefit: The character may syphon his own life force in order to power his spells instead if using the typical means to gather spell energy. When casting a spell in this way the caster takes 1d6 points of damage per level of the spell being cast. The damage caused by Syphon Life Force requires the character to make a Concentration skill check DC 10 + level of spell + damage inflicted. A failed check means that the spell fails and is expended.

You might want to add something to the effect that damage from Syphon Life Force is the same as damage you can choose to take to lower the DC of epic level spells. I don't the have book with me, but I believe the damage can only be healed certain ways, and that the spellcaster must take allt he damage, i.e. Shield other and other effects and protections don't have any effect on the damage the caster takes. A wizard with Shield Other on him and a Runic Guardian wouldn't take much damage from this feat.
#32

Sysane

Dec 14, 2004 11:30:20
You might want to add something to the effect that damage from Syphon Life Force is the same as damage you can choose to take to lower the DC of epic level spells. I don't the have book with me, but I believe the damage can only be healed certain ways, and that the spellcaster must take allt he damage, i.e. Shield other and other effects and protections don't have any effect on the damage the caster takes. A wizard with Shield Other on him and a Runic Guardian wouldn't take much damage from this feat.

I'm not to clear what your getting at here?
#33

methvezem

Dec 17, 2004 12:40:29
I'm trying to create feats that work closely with the anti-psionic feats in the XPH. They're perfect for people who reject psionics, mad sects, and the defiler warlords and their armies during the Preserver Jihad. (Those guys were fighter/wizards, so would have gotten creamed by a manifester fighting with the preserver armies)

So here are some new feats along the same line:

Entropic Mind [General]
The unruling tumult of your thoughts cause others to gain erroneous insight into your actions.
Prerequisite: Cha 17, Chaotic alignment, Chaotic Mind.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks instead gain an equivalent penalty against you.
The benefits of this feat applies only to insight bonuses gained from psionics powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Inimical Mind [General]
Your mind reacts frenziedly against those who use psionics against you.
Prerequisite: Cha 17, Hostile Mind.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving thrown against a DC of 10 + your character level + your Charisma bonus or take 4d6 points of damage. This effect overlaps (do not stack with) the one granted by Hostile Mind.
The benefit of this feat apply only to psionics powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
#34

pneumatik

Dec 17, 2004 15:00:44
Originally Posted by pneumatik
You might want to add something to the effect that damage from Syphon Life Force is the same as damage you can choose to take to lower the DC of epic level spells. I don't the have book with me, but I believe the damage can only be healed certain ways, and that the spellcaster must take allt he damage, i.e. Shield other and other effects and protections don't have any effect on the damage the caster takes. A wizard with Shield Other on him and a Runic Guardian wouldn't take much damage from this feat.

I'm not to clear what your getting at here?

The idea behind Syphon life is that to balance out the ability to self-power maigc, the caster takes damage. If the caster can reduce that damage by having a Runic Guardian (which takes 3/4 of the damage dealt to its master) and Shield Other up (giving the cleric half of the damage the wizard takes), it's no longer all that painful for the wizard to be taking 1d6/spell level to power a spell. I think that if the feat is going to be balanced, it needs to force the wizard to take all the damage right away when he casts the spell using the feat. Powering magic spells is a big deal in Athas, and powering them with yourself should really hurt.
#35

Sysane

Dec 17, 2004 15:07:04
The idea behind Syphon life is that to balance out the ability to self-power maigc, the caster takes damage. If the caster can reduce that damage by having a Runic Guardian (which takes 3/4 of the damage dealt to its master) and Shield Other up (giving the cleric half of the damage the wizard takes), it's no longer all that painful for the wizard to be taking 1d6/spell level to power a spell. I think that if the feat is going to be balanced, it needs to force the wizard to take all the damage right away when he casts the spell using the feat. Powering magic spells is a big deal in Athas, and powering them with yourself should really hurt.

Where are Runic Guardian & Shield Other feats out of?
#36

elonarc

Dec 17, 2004 15:10:34
Runic Guradian is a construct with the special ability to absorb the damage dealt to its master (though I can't remember where it's from) and Shield Other is a spell.

From the SRD:

Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
#37

Pennarin

Dec 17, 2004 15:17:31
It is difficult to remember the source of the Runic Guardian because it appeared in a 3.0 book and was never later on reprinted in 3.5: Monster Manual II.
#38

Sysane

Dec 17, 2004 15:19:40
Ah, I see.

If someone is going to go all through that in order not to take a lot of damage from this feat, they should reap that benefit for all their troubles.