Tuesday, December 4, 2018

Feat: Anointed Cleric (General)

Feat: Anointed Cleric (General)
(Taken from Mega-Feats, by Skortched Urf’)
You are a member of an organized, respected faith, and have a reputation as a wise consoler and well intentioned servant of the divine.
Prerequisites: CHA 13, Knowledge (religion) 4 ranks
Benefit: You hold a rank in a religious hierarchy can perform important ceremonies like baptisms, marriages, and funerals, are called upon by your faithful to settle disputes and give spiritual guidance. When interacting with members of your faith, you receive a +4 holy bonus on Diplomacy, Gather Information and Sense Motive checks.
Special: From time to time, at the GM’s discretion, you may be called upon to perform counseling, lead important ceremonies, and serve other mundane religious functions. If these duties conflict with your adventuring activities, and if you successfully balance both responsibilities, you may be rewarded with a temporary action point, which must be spent before the end of the current adventure. If you act in a manner contrary to your faith, or gain an incompatible allegiance, you may be stripped of this feat.

Feat: Artillery Mage (Metamagic)

Feat: Artillery Mage (Metamagic)
(Taken from Mega-Feats, by Skortched Urf’)
Magic missile may be the premier damage dealing spell, and your familiarity with this deadly combat magic enables you to push the spell past its normal limits.
Prerequisite: Ability to cast magic missile
Benefit: Each time you fire magic missile, the number of missiles you project is doubled. You fire one missile per caster level, which may be concentrated on one target, or spread among up to 20 targets.
You may sacrifice any prepared spell of at least first level to cast magic missile. If you sacrifice a 5th level spell or higher, the magic missile you cast is especially deadly, and each missile inflicts 1d8+1 point per caster level.
Normal: You can fire 1 missile for every two caster levels, up to a maximum of 10 missiles at your 20th caster level.

Feat: Lawful Landholder (General)

Feat: Lawful Landholder (General)
(Taken from Mega-Feats, by Skortched Urf’, and slightly modified to fit my campaign)
Your good service to your patron and mercantile skill has resulted in your being presented with a gift of a large tract of profitable land.
Prerequisite: Nobility Feat
Benefit: You receive dominion over a small fiefdom. You may set the laws of your region and dispense justice, so long as your laws and court decisions do not conflict with the existing laws of the land, nor with the goals and ethics of your patrons. Assuming you hire a competent NPC overseer, your land’s rich natural resources will net you a monthly profit equal to 1000 gp x your INT modifier, without requiring much input from the landholder.
By spending a CHA check (DC = 30 - Lvl), the landholder can raise a small army of conscript vassals. You may summon 100 first level commoners and experts per point of INT modifier. Every 50 commoners called are led by a 1d4th level Cleric, Druid or Fighter. It takes 1d6+1 days to assemble your army, and this aspect of the feat may only be accessed once per year. The commoners making up your army have average statistics and the median alignment for the region, and carry standard mundane gear.
Normal: A character may win, steal or purchase small tracts of land, but they have virtually no additional value or political importance.
Special: The residents of your holding may call upon the landholder for aid or to settle a legal dispute, resulting in new plot hooks and complications. The GM may activate this feature at will; each time he does, the landholder receives XP if he or she successfully solves the problem.

Feat: Arcane Intimidation (General)

Feat: Arcane Intimidation (General)
Your damaging spells are dangerous to your foe’s morale.
Prerequisite: Ability to cast Arcane Spells, Intimidate Skill
Benefit: As a free action, you may use Intimidate against any creature with a minimum of 3 Int if you have damaged them directly with one of your spells. Does not work with area effect spells or spells that do no damage.

Domain: Moon

Domain: Moon
(Taken from here)
The Moon domain is a deity domain that grants divine spellcasters spell powers related to the Moon, perception and lycanthropes. The spellcaster gains the ability to turn and destroy such shapechangers as a good cleric turns undead.
Moon Domain Spells
Once per day, divine spellcasters with the Moon domain could cast one domain spell for each spell level they had achieved.
1st level - Faerie Fire
2nd level - Moonbeam
3rd level - Moon Blade
4th level - Emotion
5th level - Moon Path
6th level  - Permanent Image
7th level  - Insanity
8th level  - Animal Shapes
9th level  - Moonfire

Spell: Hot Foot

Hot Foot
School evocation [fire];
Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a pinch of sulfur dust or a tindertwig)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw no; Spell Resistance yes
DESCRIPTION
With a successful ranged touch attack, magical flames spring to life on the target’s feet. The flames deal 1d3 points of fire damage per round, and give the target a -2 penalty to AC, ability checks, skill checks and saves until the spell ends or the fire is otherwise extinguished. The target can use a full round action to douse the flames.
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Section 15: Copyright Notice
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

Spell: Friendly Face

Friendly Face
School enchantment (charm) [mind-affecting]
Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTIONEveryone you meet sees you as friendly and nonthreatening. Those who fail a Will save improve their reaction toward you one step in the positive direction, thus improving your chances at making a successful Diplomacy check. Those who succeed on their save do not react toward you any more negatively than they normally would. Starting at 5th caster level, you improve their reaction two steps in the positive direction.
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Section 15: Copyright Notice
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.