[Tome] Homebrew skill/metamagic feats
Posted: Wed Jun 03, 2009 8:21 am
I tweaked a couple of the skill feats from the Community material out of a desire to see better use out of them (Steady Stance is junk). In theory, I'd prefer to avoid making skill feats for the skills that are near guaranteed to see use (Disable Device, Search, Listen, Concentration, etc).
Probably in the next few days I'll devise a few more skill feats, not sure which ones I'd like to work with though.
Subtle Magic [Metamagic]
You woke up to a new spell you cast in your sleep. You're not sure what it does.
Highest Spell Level Available
0: You gain Eschew Materials as a bonus feat. The DC to identify your magic with Spellcraft is increased by 5, as is the DC to recognize your enchantments with Sense Motive.
3: All but your highest spell level, are automatically treated as if subject to the Still and Silent Spell feats.
6: All of your summons gain a +5 enhancement bonus to Hide & Move Silently. Except for those affected, spells have a base DC of 15 against Spot & Listen to be noticed; they glide in like owls in the night.
9: Creatures that succeed at a saving throw are not intuitively aware they were targeted by a spell.
Seer [Metamagic]
You can see why kids love Cinnamon Toast Crunch.
Highest spell level available:
0: All divination spells you cast gain the benefits of Extend Spell, Widen Spell, Enlarge Spell, Still Spell, & Silent Spell.
3: All divination spells with a casting time longer than a minute have their casting time reduced to a minute
6: Divination spells that gradually grant information (detect magic, detect thoughts, etc) instead grant their information in a single round
9: Divination spells gain the benefits of the Persistent Spell feat.
War Mage [Metamagic]
You do not help dispel your profession's trigger-happy stereotype.
Highest spell level available:
0: Whenever preparing or spontaneously casting spells that deal energy damage, you may change the damage type to fire, acid, cold, or electricity.
3: All evocation spells are subject to the Widen Spell and Enlarge spell feats.
6: With any evocation spell cast, if the caster maintains concentration, the effects of the spell repeat the following round.
9: All evocation spells are maximized.
Counterspell Mage [Metamagic]
No means no.
Highest spell level available:
0: With a readied action, interrupt a spell cast within LoS with an opposed caster level check (no spells required to be cast); cannot counter spells not on your spell list
3: You gain a +4 bonus to caster level for dispel checks and the DC to dispel your own spells is increased by +4.
6: You can counterspell as an immediate action
9: You emit magical interference that distracts from spellcasting you do not approve of. Enemy spellcasting within Medium range requires a Concentration check, DC 25+spell level
Overcharged Mage [Metamagic]
Your spells try to be all that they can be.
Highest spell level available:
0: Gain the Heighten Spell feat, and any spell cast from a higher level spell slot due to metamagics are treated as if heightened to that spell level.
3: +4 to caster level checks to overcome spell resistance
6: Raise the damage dice cap of all of your spells by 5. Their advancement continues at the usual pace.
9: All spells are treated as your highest spell level as if heightened (save DCs and countering globes of invulnerability)
Eternal Caster [Metamagic]
Your spells just keep going and going.
Highest spell level available:
0: You gain the Extend Spell feat.
3: Your effective caster level is 5 higher for purposes of calculating duration.
6: Any spell with a per level duration subject to the Extend Spell feat has its time interval advanced instead. Rounds become minutes become hours become days become Permanent.
9: You gain the Persistent Spell feat, but it only increases the spell level by +4.
Skill Focus: Climb [Skill]
Bitten by a radioactive gecko, you hope you don't have to lick your eyes too.
Climb Skill Ranks:
0: +3 to the skill, you are never treated as flat-footed while making a climb check
4: Use your ranks in Climb as BaB for Edge if using the Grab On maneuver or if both parties are climbing. Also gain a +10 bonus to checks to catch yourself and others when falling.
9: You are constantly under the effects of spider climb, with a climb speed equal to your land speed. You are acclimated to high altitudes.
14: You can climb using only your feet, leaving both hands free and allowing you to run while climbing. Those who continue to use their hands while climbing are treated as prone against you.
19: You are immune to falling damage, as is anyone within reach
Skill Focus: Jump [Skill]
WHEN I TELL YOU TO JUMP, YOU SAY "HOW HIGH...woah
Jump Skill Ranks:
0: +3 to the skill, you perform standing jumps as if you made running jumps
4: You ignore armor check penalties to Jump checks. You have higher ground if your Jump bonus exceeds your opponent's.
9: Reduce the DC for all high jumps to one-quarter. You are acclimated to high altitudes.
14: When you make a Reflex save against an area effect, use your Jump check instead, and you instantly move your full speed in any direction
19: If you make a Jump check during a charge, you deal double damage. You do not provoke an AoO from movement during a jump
Skill Focus: Balance [Skill]
Please note that mental balance is not guaranteed by this skill, but your checkbook never looked so good.
Balance Skill Ranks:
0: +3 to the skill.
4: You suffer no penalty to Balance checks whiles moving your full speed
9: You suffer no penalty to AC from charging or running
14: You can balance on a stable surface that cannot support you, be it tree branch, liquid, or even cloud. The cloud must be thick enough to provide concealment within to be able to balance on it.
19: You can balance on ranged attacks that exit your space, such as spears or arrows or even rays. With an AoO, make a Balance check against a DC equal to the attack. You dismount at any point along its path, provoking AoOs for movement as normal
Skill Focus: Tumble [Skill]
This time you're a shoe-in for the Power Rangers!
Tumble Skill Ranks:
0: +3 to the skill
4: You suffer no penalty for tumbling at full speed
9: You may use your Tumble modifier rather than your Balance modifier when resisting a Trip or Bullrush attempt
14: You can stand up as a free action rather than a move-equivalent that does not provoke an AoO
19: You can designate any threatened square as the square from which flanking against an ally is determined (including the square where you stand, as normal). This can even include impassable or occupied squares.
Skill Focus: Appraise [Skill]
You know the price for true love, and with Skill Focus (Gather Information), you can get a discount!
Appraise Skill Ranks:
0: +3 to the skill. You can perform an appraise check as full-round action
4: You can identify magic items with an appraise check against a DC equal to 15+caster level
9: Appraise check equal to DC 10+CR of target creature, swift action, identifies DR penetration
14: All of your damaging attacks ignore an amount of hardness equal to your ranks in Appraise
19: If greater, use your bonus to appraise instead of your attack bonus with attacks against any opponent wearing armor (non-armor is that, not armor)
Skill Focus: Gather Information [Skill]
Like tomatoes from a garden
Gather Information Skill Ranks:
0: +3 to the skill. You can substitute a Knowledge (local) check with your Gather Information bonus, and you count as trained.
4: After a Gather Information check is made in an area, any in the area at the time start out friendly (opposed by Sense Motive)
9: You can buy and sell magic items with a standard skill check, as limited by city resources. The DC is 10+caster level of the item; for every 5 points you exceed the DC, you improve its sale/purchase by 5%.
14: Rumours and gossip are like prophecies to the discerning ear, tapping the akashic memory. A Gather Information check (DC 25) can be used to gain the benefits of Contact Other Plane (Astral) as if cast by a caster equal to your character level.
19: If you make a Gather Information check concerning a specific person, you are considered to have the benefit of Foresight the next time you fight them and have the Edge if your ranks in Gather Information exceeds their ranks in Bluff. You lose this benefit against them after the fight until you make another Gather Information check.
Skill Focus: Craft (Basketweaving) [Skill]
For the real roleplayers.
Craft (Basketweaving) Skill Ranks
0: +3 to the skill. You are both proficient in Wicker Armor and its ASP is reduced by -4 for you.
4: Your wicker is exceptionally tough, and has a hardness equal to your ranks in Craft (Basketweaving).
9: Any basket you make & carry is treated as a Bag of Holding, with a maximum capacity equal to the light load of a Medium creature whose Strength is equal to your bonus with Craft (basketweaving).
14: With 1 week downtime, 500gp materials, and a humanoid body, you can make a wicker man. Statistically identical to the flesh golem, except add fire vulnerability and you can substitute the Charisma check to calm it down with a DC 24 Craft (basketweaving) check if within melee range.
19: Uhmm...something involving baskets?
Polyglot [Skill]
You shall never be unable to find the bathroom again.
Speak Language Skill Ranks
0: Speak Language is always a class skill.
4: With a minute of listening, you can learn enough of a creature's language to communicate & understand basic needs/goals.
9: You gain Dark Speech and Words of Creation as bonus feats.
14: Your gift of gab expands to include the natural world, granting you at-will speak with animals, speak with plants, speak with dead, & stone tell.
19: You are immune to [language-dependent] effects.
Probably in the next few days I'll devise a few more skill feats, not sure which ones I'd like to work with though.
Subtle Magic [Metamagic]
You woke up to a new spell you cast in your sleep. You're not sure what it does.
Highest Spell Level Available
0: You gain Eschew Materials as a bonus feat. The DC to identify your magic with Spellcraft is increased by 5, as is the DC to recognize your enchantments with Sense Motive.
3: All but your highest spell level, are automatically treated as if subject to the Still and Silent Spell feats.
6: All of your summons gain a +5 enhancement bonus to Hide & Move Silently. Except for those affected, spells have a base DC of 15 against Spot & Listen to be noticed; they glide in like owls in the night.
9: Creatures that succeed at a saving throw are not intuitively aware they were targeted by a spell.
Seer [Metamagic]
You can see why kids love Cinnamon Toast Crunch.
Highest spell level available:
0: All divination spells you cast gain the benefits of Extend Spell, Widen Spell, Enlarge Spell, Still Spell, & Silent Spell.
3: All divination spells with a casting time longer than a minute have their casting time reduced to a minute
6: Divination spells that gradually grant information (detect magic, detect thoughts, etc) instead grant their information in a single round
9: Divination spells gain the benefits of the Persistent Spell feat.
War Mage [Metamagic]
You do not help dispel your profession's trigger-happy stereotype.
Highest spell level available:
0: Whenever preparing or spontaneously casting spells that deal energy damage, you may change the damage type to fire, acid, cold, or electricity.
3: All evocation spells are subject to the Widen Spell and Enlarge spell feats.
6: With any evocation spell cast, if the caster maintains concentration, the effects of the spell repeat the following round.
9: All evocation spells are maximized.
Counterspell Mage [Metamagic]
No means no.
Highest spell level available:
0: With a readied action, interrupt a spell cast within LoS with an opposed caster level check (no spells required to be cast); cannot counter spells not on your spell list
3: You gain a +4 bonus to caster level for dispel checks and the DC to dispel your own spells is increased by +4.
6: You can counterspell as an immediate action
9: You emit magical interference that distracts from spellcasting you do not approve of. Enemy spellcasting within Medium range requires a Concentration check, DC 25+spell level
Overcharged Mage [Metamagic]
Your spells try to be all that they can be.
Highest spell level available:
0: Gain the Heighten Spell feat, and any spell cast from a higher level spell slot due to metamagics are treated as if heightened to that spell level.
3: +4 to caster level checks to overcome spell resistance
6: Raise the damage dice cap of all of your spells by 5. Their advancement continues at the usual pace.
9: All spells are treated as your highest spell level as if heightened (save DCs and countering globes of invulnerability)
Eternal Caster [Metamagic]
Your spells just keep going and going.
Highest spell level available:
0: You gain the Extend Spell feat.
3: Your effective caster level is 5 higher for purposes of calculating duration.
6: Any spell with a per level duration subject to the Extend Spell feat has its time interval advanced instead. Rounds become minutes become hours become days become Permanent.
9: You gain the Persistent Spell feat, but it only increases the spell level by +4.
Skill Focus: Climb [Skill]
Bitten by a radioactive gecko, you hope you don't have to lick your eyes too.
Climb Skill Ranks:
0: +3 to the skill, you are never treated as flat-footed while making a climb check
4: Use your ranks in Climb as BaB for Edge if using the Grab On maneuver or if both parties are climbing. Also gain a +10 bonus to checks to catch yourself and others when falling.
9: You are constantly under the effects of spider climb, with a climb speed equal to your land speed. You are acclimated to high altitudes.
14: You can climb using only your feet, leaving both hands free and allowing you to run while climbing. Those who continue to use their hands while climbing are treated as prone against you.
19: You are immune to falling damage, as is anyone within reach
Skill Focus: Jump [Skill]
WHEN I TELL YOU TO JUMP, YOU SAY "HOW HIGH...woah
Jump Skill Ranks:
0: +3 to the skill, you perform standing jumps as if you made running jumps
4: You ignore armor check penalties to Jump checks. You have higher ground if your Jump bonus exceeds your opponent's.
9: Reduce the DC for all high jumps to one-quarter. You are acclimated to high altitudes.
14: When you make a Reflex save against an area effect, use your Jump check instead, and you instantly move your full speed in any direction
19: If you make a Jump check during a charge, you deal double damage. You do not provoke an AoO from movement during a jump
Skill Focus: Balance [Skill]
Please note that mental balance is not guaranteed by this skill, but your checkbook never looked so good.
Balance Skill Ranks:
0: +3 to the skill.
4: You suffer no penalty to Balance checks whiles moving your full speed
9: You suffer no penalty to AC from charging or running
14: You can balance on a stable surface that cannot support you, be it tree branch, liquid, or even cloud. The cloud must be thick enough to provide concealment within to be able to balance on it.
19: You can balance on ranged attacks that exit your space, such as spears or arrows or even rays. With an AoO, make a Balance check against a DC equal to the attack. You dismount at any point along its path, provoking AoOs for movement as normal
Skill Focus: Tumble [Skill]
This time you're a shoe-in for the Power Rangers!
Tumble Skill Ranks:
0: +3 to the skill
4: You suffer no penalty for tumbling at full speed
9: You may use your Tumble modifier rather than your Balance modifier when resisting a Trip or Bullrush attempt
14: You can stand up as a free action rather than a move-equivalent that does not provoke an AoO
19: You can designate any threatened square as the square from which flanking against an ally is determined (including the square where you stand, as normal). This can even include impassable or occupied squares.
Skill Focus: Appraise [Skill]
You know the price for true love, and with Skill Focus (Gather Information), you can get a discount!
Appraise Skill Ranks:
0: +3 to the skill. You can perform an appraise check as full-round action
4: You can identify magic items with an appraise check against a DC equal to 15+caster level
9: Appraise check equal to DC 10+CR of target creature, swift action, identifies DR penetration
14: All of your damaging attacks ignore an amount of hardness equal to your ranks in Appraise
19: If greater, use your bonus to appraise instead of your attack bonus with attacks against any opponent wearing armor (non-armor is that, not armor)
Skill Focus: Gather Information [Skill]
Like tomatoes from a garden
Gather Information Skill Ranks:
0: +3 to the skill. You can substitute a Knowledge (local) check with your Gather Information bonus, and you count as trained.
4: After a Gather Information check is made in an area, any in the area at the time start out friendly (opposed by Sense Motive)
9: You can buy and sell magic items with a standard skill check, as limited by city resources. The DC is 10+caster level of the item; for every 5 points you exceed the DC, you improve its sale/purchase by 5%.
14: Rumours and gossip are like prophecies to the discerning ear, tapping the akashic memory. A Gather Information check (DC 25) can be used to gain the benefits of Contact Other Plane (Astral) as if cast by a caster equal to your character level.
19: If you make a Gather Information check concerning a specific person, you are considered to have the benefit of Foresight the next time you fight them and have the Edge if your ranks in Gather Information exceeds their ranks in Bluff. You lose this benefit against them after the fight until you make another Gather Information check.
Skill Focus: Craft (Basketweaving) [Skill]
For the real roleplayers.
Craft (Basketweaving) Skill Ranks
0: +3 to the skill. You are both proficient in Wicker Armor and its ASP is reduced by -4 for you.
4: Your wicker is exceptionally tough, and has a hardness equal to your ranks in Craft (Basketweaving).
9: Any basket you make & carry is treated as a Bag of Holding, with a maximum capacity equal to the light load of a Medium creature whose Strength is equal to your bonus with Craft (basketweaving).
14: With 1 week downtime, 500gp materials, and a humanoid body, you can make a wicker man. Statistically identical to the flesh golem, except add fire vulnerability and you can substitute the Charisma check to calm it down with a DC 24 Craft (basketweaving) check if within melee range.
19: Uhmm...something involving baskets?
Polyglot [Skill]
You shall never be unable to find the bathroom again.
Speak Language Skill Ranks
0: Speak Language is always a class skill.
4: With a minute of listening, you can learn enough of a creature's language to communicate & understand basic needs/goals.
9: You gain Dark Speech and Words of Creation as bonus feats.
14: Your gift of gab expands to include the natural world, granting you at-will speak with animals, speak with plants, speak with dead, & stone tell.
19: You are immune to [language-dependent] effects.