GdR: Campagne in corso. => [FR] Helm's Hold => Topic aperto da: Jarlaxle - Agosto 12, 2021, 09:51:50 am
Titolo: [HOUSE RULE] Feat modificate
Inserito da: Jarlaxle - Agosto 12, 2021, 09:51:50 am
FEAT
SPRING ATTACK: include automaticamente i benefici della feat Mobility, che viene di fatto soppressa. Prestige che richiedono Mobility, richiederanno Spring Attack.
You can easily move through a dangerous melee. Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
DAYLIGHT ADAPTATION non è una feat "first level only".
QUICKEN SPELL può essere usato dai sorcerer, ma è una metamagic da +5 SL, ed in quel round oltre a castare la spell quicken si può fare solo una standard action a scelta, quindi o muoversi, o fare un attacco, o lanciare una spell da Casting Time 1 action;
WEAPON FINESSE implementa la giustissima regola della 5a edizione, ovvero:
"You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you use your choice of your Strength or Dexterity modifier for the attack, damage rolls and combat maneuver checks. You must use the same modifier for both rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.".
HEIGHTEN SPELL (Metamagic) E' una feat base di tutti gli arcane caster, che prendono gratis. Segue tutte le regole standard delle metamagic (i.e. aumenta il casting time per gli spellcaster innati o và memorizzata al livello corrispondente per gli spellcaster con libro). E' il modo che ha questa campagna di implementare un primo modo per "migliorare" lo spellcasting. :new: Importante: rispetto alle altre metamagic, applicare heighten spell ad un incantesimo non altera il casting time di una spell.
You can cast spells as if they were a higher level. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.
ANTAGONIZE è una move action,e segue tutti gli scatti relativi agli incrementi di BAB descritti nella parte "Speciale" di GOAD di seguito; Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
GOAD è così implementata:
Sei molto abile ad attirarti le ire dei tuoi nemici. Benefici: Come move action, puoi ottenere che una creatura focalizzi i tuoi attacchi su di te, ammesso che possa vederti e sentirti ed abbia intelligenza 3 o più. La creatura così attirata deve fare un Will save (DC pari a 10 + 1/2 dei tuoi HD + il tuo Charisma modifier) o venir forzata ad attaccarti per il suo turno successivo. La creatura può attaccarti come preferisce (incluso incantesimi, spell-like, o abilità soprannaturali, attacchi a distanza ecc.) purché focalizzi I propri sforzi su di te. Speciale: A +3 BAB, non è più language-dependent. A +6 BAB, si può usare come swift action. A +9 BAB, non è più mind-affecting. A +12 BAB affetta 1 creatura ogni 4 livelli di personaggio. Se si usa “Goad” su una creatura già sotto il suo effetto (ad esempio, perché un’altro personaggio ha questa feat), l’effetto viene sovrascritto.
seguiranno altre feat via via che mi viene Fumble: Se dopo un fumble (i.e. 1 sul dado da 20 quando si tira per colpire) il PG fallisce il Dex check DC 10, al posto di perde il resto degli attacchi ed ottiene -2 AC luck se in mischia o -2 Atk se ranged per un full round. Un fallimento critico sul check destrezza causa la cattiveria del master che si può sbizzarrire.
Titolo: [HOUSE RULE] Feat 3.5 regolarmente implementate
Inserito da: Jarlaxle - Agosto 13, 2021, 08:47:27 am
FEAT 3.5 IMPLEMENTATE ENCHANTING SONG (https://dndtools.net/feats/races-of-stone--82/enchanting-song--860/) MISLEADING SONG (https://dndtools.net/feats/races-of-stone--82/misleading-song--1964/) ABILITY ENHANCER (https://dndtools.net/feats/dragon-compendium--109/ability-enchancer--3330/) DAYLIGHT ADAPTATION (http://dnd.arkalseif.info/feats/players-guide-to-faerun--22/daylight-adaptation--520/index.html)