Tuesday, February 25, 2020

Feat: Immortality (General)

Immortality [Epic]

You have transcended the natural limits of mortality, existing beyond the reach of time and decay.


Prerequisites:
Character level 21st, DM approval.

Benefit: You no longer age and cannot die from old age. You remain at your current age category indefinitely and do not accrue further penalties for aging. Any penalties already incurred prior to gaining this feat remain.

You can still be slain through hit point damage, death effects, disintegration, or other effects that destroy or render your body incapable of sustaining life.

You cease to require sleep, food, drink, or air to survive.

Special: This feat may only be obtained through extraordinary means, such as the completion of a powerful ritual, the slaying of a unique or legendary creature, divine intervention, or a wish or similarly potent effect. The exact method of acquisition is determined by the DM and should be a significant narrative event.

Bonus Abilities:

Ageless (Ex): You no longer take penalties to your ability scores from aging and cannot be magically aged. Bonuses gained prior to acquiring this feat are retained.

Immortal Health (Ex): You are immune to poison, disease (including supernatural and magical diseases), fatigue, and exhaustion. You are also immune to ability damage and ability drain.

DM Guidance:
This feat grants substantial defensive benefits and removes several survival limitations that are normally part of the game’s balance. While it does not prevent death through damage or powerful effects, it significantly increases a character’s longevity and resilience. It is strongly recommended that this feat be reserved for epic-level play and tied to meaningful story progression rather than granted freely.

Saturday, June 8, 2019

Spell: Necrotic Detonation

Necrotic Detonation

Necromancy [Evil]


Level:
Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

You evoke a roiling mass of black and sickly fluorescent green necrotic energy that coalesces into a grinning skull in your outstretched hand. The skull streaks from your fingertips to the designated point and detonates with a hollow, thunderous roar.

The explosion deals 1d6 points of negative energy damage per caster level (maximum 10d6) to all living creatures within the area. A successful Fortitude save halves this damage.

Undead creatures within the area are instead healed a number of hit points equal to the damage this spell would have dealt. This healing is not reduced by a saving throw.

The detonation produces minimal concussive force and does not move creatures or objects. The spell affects only living and undead creatures; objects, constructs, and other nonliving entities are unaffected.

The skull travels in a straight line to the target point. If it strikes a solid barrier prior to reaching its destination, it detonates prematurely at the point of impact. If you attempt to send the skull through a narrow opening (such as an arrow slit), you must succeed on a ranged touch attack to guide it through; otherwise, it strikes the barrier and detonates.

If the spell destroys an intervening barrier, its effect may extend beyond that barrier if the remaining area allows; otherwise, the effect is contained as normal for a spread.

Material Component:

A small piece of bone from a human skull.

(Note: Yes, this is a modified Fireball spell. The level has been raised by one because of the healing effect for undead that was added.)

Monday, April 29, 2019

Spell: Detect Traps

Detect Traps

School: Divination
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

DESCRIPTION

You can detect all constructed or concealed traps but not snares of a wilderness creature (such as trapdoor spiders, giant sundews, ant lions, etc.). This spell gives you a +10 bonus to Spot for its duration when attempting to find such traps. This spell does nothing to help the caster to disarm traps.

Sunday, April 28, 2019

Undead Feat: Dark Blessings

Undead Feat: Dark Blessings

Undead with this feat are some of the favored among the powers within the Negative Energy Plane. This blessing grants them +10 Hit Points and a +1 Natural Bonus to AC.

Undead Feat: Resist Turning

Undead Feat: Resist Turning

Through a powerful connection to the Negative Energy Realm, the undead is better able to resist the effects of a Cleric or Paladin turning them. Undead with this feat gain a +4 WILL save to resist the effects of Turning.

Undead Feat: Uncarnate Incorporeality

Undead Feat: Uncarnate Incorporeality

Incorporeal undead are normally only hit with magical weapons 50% of the time. With this feat, they are only hit 25% of time time. Furthermore, the Ghost Touch ability will only hit these undead 50%, rather than allowing for normal hits.

Monday, April 22, 2019

Feat: Improved Power Attack

Feat: Improved Power Attack

Like Power Attack, but you get an additional bonus damage equal to 1/2 your level rounded up. This stacks with the damage gained by the original Power Attack.