Author Topic: [Aura] Feats  (Read 642 times)

Garryl

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[Aura] Feats
« on: June 22, 2017, 08:34:04 PM »
New Feats
This section contains a number of new feats. While most of them are designed primarily for use with the classes presented here, characters of other classes can frequently benefit from them, too.

Table: New Feats
General FeatsPrerequisitesBenefit
Aura FocusAbility to project an auraGet +1 aura bonus and +2 DC with an aura
Aura KnowledgeAbility to project an auraLearn a new aura or two minor auras
Backup PlanPresence, ability to use tactical commandsRecover marshal level in presence a few times per day.
Command PresenceDiplomacy 6 ranks, ability to project an auraLearn and use two momentary commands.
Extra Aura12 HD, two or more auras of the same typeProject two auras of the same type simultaneously
Master CommanderSkill Focus, presenceAdd presence score as a bonus on focused skills.
Veteran CommanderCha 13, Diplomacy 4 ranks, presence+2 maximum presence score.
   Improved Veteran CommanderCha 15, Diplomacy 9 ranks, Veteran Commander, presence+4 maximum presence score.
      Greater Veteran CommanderCha 17, Diplomacy 14 ranks, Improved Veteran Commander, Veteran Commander, presence+6 maximum presence score.
Breath FeatsPrerequisitesBenefit
Vitalizing BreathCon 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality, dragonblood subtypeYour breath weapon heals instead of harming
Draconic FeatsPrerequisitesBenefit
Draconic RecoveryCon 13, Cha 11, dragonblood subtypeGain a pool of draconic vitality with which to heal your wounds
Persistent Aura BoostCha 13, draconic aura, draconic vitality, dragonblood subtypeMake draconic aura boosts last 24 hours
Project Draconic AuraCha 13, 3 HD, draconic vitality, dragonblood subtypeLearn to project a draconic aura
Projection BoostCha 13, draconic aura, draconic vitality, dragonblood subtypeBoost draconic auras as you activate them
Touch of VitalityCha 13, draconic vitality, dragonblood subtypeHeal wounds by touch
   Rejuvenating VitalityCha 15, Touch of Vitality, 6 HD, draconic vitality, dragonblood subtypeRemove conditions with Touch of Vitality
   Vitalizing BreathCon 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality, dragonblood subtypeYour breath weapon heals instead of harming
Leader FeatsPrerequisitesBenefit
March of NationsCha 13, Leadership, knowledge (geography) 8 ranks, survival 4 ranksLead groups on a journey to distant locations
   March of WorldsCha 13, Leadership, March of Nations, knowledge (geography) 12 ranks, knowledge (the planes) 12 ranks, survival 4 ranksLead groups on a journey to other planes
Metabreath FeatsPrerequisitesBenefit
Breath Energy SubstitutionCon 13, breath weaponYour breath weapon deals damage of a different energy type
Psionic FeatsPrerequisitesBenefit
Share Mantle Granted PowerCha 13, mantle auraExpend your psionic focus to share mantle granted powers



Aura Focus [General]
Prerequisite: Ability to project an aura.
Benefit: Choose a single aura that can project. You gain a +1 bonus to your aura bonus with this aura, and a +2 bonus to its save DC.
Special: You can select this feat multiple times. Each time, choose a different aura.



Aura Knowledge [General]
Prerequisite: Ability to project an aura.
Benefit: Choose a type of aura that you can project (draconic, divine, major, mantle, minor, etc.), then choose a single aura of that type that you don't already know. If you chose minor auras, instead choose up to two minor auras that you don't already know. You learn to project the chosen aura. This functions as another aura of the chosen type that you know, and you can project it as per your existing abilities.
Special: You can select this feat multiple times. Each time, choose a different aura (or auras, in the case of minor auras) that you don't already know. You can choose from the same or different types of auras each time.



Backup Plan [General]
Prerequisite: Presence, ability to use tactical commands.
Benefit: Once per day per 3 marshal levels, you can regain presence equal to your marshal level as a swift action.



Breath Energy Substitution [Metabreath]
Prerequisite: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect, but deals damage of a different type. When you use this feat, choose from among acid, cold, electricity, or fire. Your breath weapon deals that type of damage instead of its normal type. If your breath weapon normally deals nonlethal damage, it instead deals lethal damage. If your breath weapon normally counts as having a special descriptor relating to how it deals damage (such as the breath of a crystal dragon shaman), it loses that descriptor.

This feat only works on a breath weapon that deals hit point damage, such as energy damage (acid, cold, electricity, fire, or sonic), physical damage (bludgeoning, piercing, or slashing), or even untyped damage.

When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.



Command Presence [General]
Prerequisite: Diplomacy 6 ranks, ability to project an aura.
Benefit: Choose two momentary commands. You gain the ability to use them as a marshal of 1/2 your character level. You have a maximum presence score of 2. If you already have a presence score, your maximum presence instead increases by 1.



Draconic Recovery [Draconic]
Prerequisite: Con 13, Cha 11, dragonblood subtype.
Benefit: You gain a pool of draconic vitality, as per the dragon shaman ability. The size of this pool is equal to twice your character level. If you already have a pool of draconic vitality, the two pools stack into a single combined pool. You can draw upon your draconic vitality to heal your wounds. Using this ability is a swift action. You heal a number of hit points equal to half the amount of DV you expend. Without any other abilities that modify your draconic vitality pool or provide other uses for it, this effectively allows you to heal a number of hit points equal to your character level each day as a swift action, divided among however many uses as you choose.



Extra Aura [General]
Prerequisite: 12 HD, ability to project two different auras of the same type.
Benefit: Choose a type of aura (minor, major, draconic, etc.) for which you can project at least two different auras. You can project one more aura of that type at a time than normal (usually for a total of 2 auras of that type). You must still activate or dismiss your auras separately.
Special: You can select this feat multiple times. Each time, choose a different type of aura.
Note: This feat is intended to replace the Double Draconic Aura feat printed in Dragon Magic.



Greater Veteran Commander [General]
Prerequisite: Cha 17, Diplomacy 14 ranks, Improved Veteran Commander, Veteran Commander, presence.
Benefit: Your maximum presence increases by 2. This stacks with Veteran Commander and Improved Veteran Commander, for a total increase of 6.



Improved Veteran Commander [General]
Prerequisite: Cha 15, Diplomacy 9 ranks, Veteran Commander, presence.
Benefit: Your maximum presence increases by 2. This stacks with Veteran Commander, for a total increase of 4.



March of Nations [Leader]
Prerequisite: Cha 13, Leadership, knowledge (geography) 8 ranks, survival 4 ranks.
Benefit: You can lead yourself or a group of followers and allies into an impossible, meandering journey. A journey can lead from anywhere to anywhere, but only if you know your way (see below). You and your fellow travelers need no special tools to undertake this journey, although those who are unprepared for the environments they may traverse are not protected from them. While you decide the starting point your intended ending point of a journey, the path you take along your journey is not under your control. It can be a straight line, a wandering path, or even a series of discontinuous, nonsensical jaunts. You might find yourself traveling through equatorial jungles, only to step out of them and into a frozen tundra in the polar regions.

You can bring other willing creatures with you, provided that these subjects are present and are able to follow you at the time you set out on your journey. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break line of sight for more than a short time, your companions are stranded wherever you leave them. You need not personally maintain line of sight with all of your fellow travelers; travelers can follow other travelers in a sequence leading up to you.

Beginning a journey always takes at least 1 hour. This can include time spent organizing your group, checking supplies, confirming your destination, and other preparations. Even if none of these are necessary (for example, you are traveling alone to a location you know by heart), it still takes 1 hour to get underway.

The journey lasts while you and your fellow travelers continue to travel together, until either (1) you reach your intended destination, (2) you desire to end the journey while still traveling, (3) you or anyone traveling with you breaks the line of sight chain connecting the travelers for more than 2 rounds, or (4) the journey is terminated by some outside means. When the journey ends, you and your fellow travelers halt in whatever portion of the land or plane you happen to be traversing. You immediately know when the journey ends.

Table: March of Nations
Destination
Knowledge
Knowledge (geography)
Check Modifier
None1n/a
Secondhand (you have heard of the destination)-10
Firsthand (you have visited before)+0
Familiar (you have visited three or more times)+5
1. If you have no direct knowledge of your destination, you must
have some connection to it in order to travel there; see below.

Connection
Knowledge (geography)
Check Modifier
Likeness or picture of destination+2
Object from destination+4
Cartographer’s map of destination+10
Journey
Distance
Journey
Complexity
Arrival
Distance
Same country32-40 (2d20) miles
Same continent45-100 (5d20) miles
Same planet510-200 (10d20) miles

Depending on your knowledge of geography, your journey may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (geography) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for a journey should be set at 20. Hidden, obscure, or particularly inaccessible locations can have DCs of 25, 30, or higher. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the associated tables.

Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on a number of checks equal to or greater than the journey's complexity within a span of 12 days. (If you fail to make enough successful checks within the first 12 days, you can continue to make one check per day until you get the requisite successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear within the indicated distance of your intended destination.



March of Worlds [Leader]
Prerequisite: Cha 13, Leadership, March of Nations, knowledge (geography) 12 ranks, knowledge (the planes) 12 ranks, survival 4 ranks.
Benefit: Your journeys can lead further than before, even to other planes of existence. You gain the following additional options when making a journey with March of Nations:

Table: March of Worlds
Journey
Distance
Journey
Complexity
Arrival
Distance
Same plane, different planet610-1000 (10d%) miles
Coterminous or coexistent plane610-1000 (10d%) miles
Non-coterminous plane810-1000 (10d%) miles
Alternate Prime Material plane1010-1000 (10d%) miles
Dimensionally locked or otherwise inaccessible plane12100-10000 (10d% x10) miles

When journeying to another plane, you must make Knowledge (the planes) checks instead of Knowledge (geography) checks. The same special modifiers due to your knowledge of and connection to the destination apply to your Knowledge (the planes) skill check.



Master Commander [General]
Prerequisite: Skill Focus, presence.
Benefit: As long as your presence is greater than 0, you add your presence score as an enhancement bonus on all skill checks for skills with which you have the Skill Focus feat.



Persistent Aura Boost [Draconic]
Prerequisite: Cha 13, ability to project a draconic aura, draconic vitality pool, dragonblood subtype.
Benefit: Whenever you boost a draconic aura, you can you can spend ten times the normal amount of draconic vitality and an additional 1 minute of concentration. If you do, the boost's duration becomes 24 hours. The boost still ends early if the aura is dismissed or the target ceases to be affected, as normal. You can only apply this feat to boost effects with durations of at least 1 round. Instantaneous boosts (such as that of the Stamina aura) and boosts that lack durations entirely (such as that of the Resistance aura) cannot be used with this feat.



Project Draconic Aura [Draconic]
Prerequisite: Cha 13, 3 HD, draconic vitality pool, dragonblood subtype.
Benefit: Choose a single draconic aura that you don't already know. You learn to project this aura. If you can already project draconic auras, this functions as another draconic aura you know, and you can project it as per your existing abilities. If you cannot yet project draconic auras, you learn to project it as a dragon shaman projects auras. Your draconic aura bonus is +1, and the save DC of your aura is equal to 10 + 1/2 your character level + your Charisma modifier, and your effective dragon shaman level is equal to your character level.
Special: You can select this feat multiple times. Each time, choose a different draconic aura that you don't already know.
Note: This feat is intended to replace the Draconic Aura feat printed in Dragon Magic.



Projection Boost [Draconic]
Prerequisite: Cha 13, ability to project a draconic aura, draconic vitality pool, dragonblood subtype.
Benefit: Whenever you activate a draconic aura, you can also boost it as part of the same action.



Rejuvenating Vitality [Draconic]
Prerequisite: Cha 15, Touch of Vitality, 6 HD, draconic vitality pool, dragonblood subtype.
Benefit: When you use Touch of Vitality, you can choose to spend some of your draconic vitality to remove other harmful conditions affecting the target.
  • For every 5 DV you expend, you can cure 1 point of ability damage or remove one of the dazed, fatigued, or sickened conditions from one individual.
  • For every 10 DV you expend, you can remove one of the exhausted, nauseated, poisoned, or stunned conditions from one individual.
  • For every 20 DV you expend, you can remove a negative level, cure all diseases (as the remove disease spell), or remove one of the blinded or deafened conditions from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 DV (12 hit points restored plus 20 DV for blinded plus 10 DV for exhausted).



Share Mantle Granted Power [Psionic]
Prerequisite: Cha 13, ability to project a mantle aura.
Benefit: Whenever you activate a mantle aura, you can expend your psionic focus in order to more fully share the power of that mantle. If you do, your mantle aura also grants that mantle's granted power to your allies, in addition to the aura's normal effects. This feat has no effect if you do not have the granted power of the mantle whose aura you project; you can only share granted powers that you yourself have. Even if you can project multiple mantle auras at once, you can only apply this feat's benefit to one mantle at a time.



Touch of Vitality [Draconic]
Prerequisite: Cha 13, draconic vitality pool, dragonblood subtype.
Benefit: You can heal the wounds of living creatures (your own or those of others) by touch. Using Touch of Vitality is a standard action. You heal the subject that you touch for a number of hit points equal to the amount of DV you expend. This is not a positive energy effect, so living constructs and living creatures that are harmed instead of healed by positive energy still receive the full effect of this feat's healing. However, nonliving creatures are not affected by this ability, being neither healed nor harmed. This is a supernatural ability.



Veteran Commander [General]
Prerequisite: Cha 13, Diplomacy 4 ranks, presence.
Benefit: Your maximum presence increases by 2.



Vitalizing Breath [Breath, Draconic]
Prerequisite: Con 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality pool, dragonblood subtype.
Benefit: When you use your breath weapon, you can choose to charge it with restorative energies. You must expend 5 DV for every die of damage your breath weapon deals. If you do, your breath weapon does not deal damage. Instead, all living creatures other than yourself within the area of your breath weapon are healed. Subjects heal an amount of hit points equal to the full normal damage your breath weapon would normally do, excluding resistances, immunities, and vulnerabilities. This is not a positive energy effect, so living constructs and living creatures that are harmed instead of healed by positive energy still receive the full effect of your breath weapon's healing. However, nonliving creatures are not affected by this ability, being neither healed nor harmed.



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« Last Edit: June 27, 2017, 02:03:56 AM by Garryl »
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