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Maxus
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New Fiend Feats

Post by Maxus »

Now that I'm into four or five Fiend characters, the well of feats is starting to run dry.

My answer?

Write some more feats, of course!

Character level Prerequisites are tentative. Feel free to suggest better ones.

Spider-fiend [Fiend]
Doing the things a spider can
Prerequisite: Character level 4
Benefit: You get Spider-climb, as the spell, as an at-will extraordinary ability. As a side effect, the index and middle fingers on your hands merge together.

Water Demon [Fiend]
You like the water.
Benefit: You can breathe water as easily as air. You're also amphibious and can exist equally well in either environment. You have a swim speed equal to double your land speed. Along with this comes the ability to take 10 on Swim checks, and you get a +8 bonus to Swim checks. You gain the Aquatic subtype. Merry Christmas.

Agony Carress [Fiend]
Your touch is torturous.
Prerequisite: Character level 3
Benefits: With an at-will touch attack, the fiend can cause pain to his opponents, giving them a -3 penalty to all checks for 1d4 rounds. This is negated by a Fort Save, DC 10 + 1/2 HD + Charisma Modifier

Touch of the Styx [Fiend]
You know you're forgetting something, but what?
Prerequisite: Character level 6
Benefit: Every 1d4 rounds, you may make a touch attack to make the target forget the events of the past 24 hours. This is negated by a Will Save, DC 10 +1/2 HD + Charisma Modifier

Hard Freeze [Fiend]
Your personality chills people to the bone.
Prerequisite: Must have at least one spell-like ability with the [Cold] descriptor.
Benefit: With a touch attack, you can freeze your opponents causing an effect like the slow spell for 1d4 rounds if the target fails a fortitude save of DC 10 + 1/2 HD + Charisma Modifier.

The Evil Eye [Fiend]
"Go ahead, I dare you."
Prerequisite: Character level 3
Benefit: (1 + 1/3 character level) times per day, the PC use an immediate action to force someone within 30' to lose a move-equivalent action if they fail a will save of DC 10+1/2 HD+Charisma modifier.

The Curse of Babel [Fiend]
"Nkgh dfhs dlit mwah?"
Prerequisite: Character level 5.
Benefit: Once an hour, the fiend can say a babbling chant as a full-round action, rendering enemies within 30' unable to communicate coherently and incapable of using spells or powers for 1d6 rounds, should they fail a DC 10 + 1/2 HD + Charisma Modifier Will Save. This is a [Sonic] effect and is defeated by magical silence.

Projectile Vomiting (Acid) [Fiend]
Call an exorcist!
Benefit: You, uh, can vomit at will. And it's a ranged touch attack out to short range. The target takes [Character Level]d6 + your Con Mod of acid damage. You also gain Acid Resistance 10, which stacks with any current or future acid resistance. If this would put your total acid resistance over 25, you gain Immunity to Acid. You do not take damage from your own vomit.

Edit: Typo. Curse of Babel should be 30' radius, not 20'.

Edit: Yeesh, clarifying, clarifying...
Last edited by Maxus on Thu Jan 07, 2010 7:51 pm, edited 10 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Maxus
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Post by Maxus »

Bat Out of Hell [Fiend]
Prerequisite: Fly Speed
Benefit: You may use an Attack of Opportunity to greatly accelerate your flight, provided you fly in a straight line. On the round that you use Bat Out of Hell, you double your fly speed (that is, add your fly speed to itself). Once you use this, you cannot use it for 3 rounds.
Special: If you have multiple AoO's a round, such as from the Combat Reflexes feat and a high Dexterity, you may spend an AoO to create an infernal shriek as you fly, dealing 1d6/(1/3 Character Level + Con Mod) Sonic damage to those within forty feet of the path you take.
You can also spend AoO's to increase your flight speed further, adding your base fly speed again for each AoO used this way.

Energy Eater [Monster]
Prerequisite: Must have immunity to an energy type, such as [Fire], [Cold], or [Acid]
Benefit: Pick an energy type you're immune to. From now on, when you're exposed to that energy, you are healed by it on a point-for-point basis--as long as the energy came from someone or something other than you.

Edit: Changed Energy Eater after I checked up on energy subtypes.

Also, did this Sphere because things that shoot lightning and make loud noises are cool, dammit!

STORM SPHERE
Special: Gain immunity to Electricity and Sonic Resistance 10. Special Bonus: If you upgrade this Sphere to Advanced access, the damage cap on Electric and Sonic spells and spell-like abilities is removed for you.
1 Lightning Bolt
3 Shatter
5 Call Lightning
7 Sound Burst
9 Greater Call Lightning
11 Chain Lightning
13 Quickened Lightning
15 Greater Shout
17 Quickened Chain Lightning
19 Storm of Vengeance (All electrical damage)
Last edited by Maxus on Sun May 24, 2009 6:33 pm, edited 5 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Web Spinner [Fiend]
Come into my parlor, said the spider to the fly.
Prerequisites: Spider Fiend
Benefit: You can spin a web as a Monstrous Spider of your size, and you can cast web as a spell-like ability, a number of times per day equal to ½ character level, with a DC of 10 + ½ HD + Constitution modifier. You can move your full speed while Spider-Climbing. Most drow (about 60% in a typical spider-oriented drow culture) find you strangely attractive, and therefore have a beginning attitude one step higher than what it would be normally.

Hellish Humidity [Fiend]
Air you can swim in...but can't breathe.
Prerequisites: [Aquatic] Subtype
Benefit: With a full-round action which provokes an AoO, you can turn a 20-foot-radius, 15-foot-high cylinder of air into, essentially, water. Creatures inside the Hellish Humidity can swim in it, but can't breathe unless they can breathe water, and are subject to all the difficulties fighting and acting underwater creates. However, creatures which can fly may do so freely inside the Hellish Humidity.

The Hellish Humidity lasts for 2d4 rounds or until you dismiss it (a free action).

Reserved for further feat chains
Last edited by Maxus on Fri Feb 12, 2010 5:43 pm, edited 5 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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CatharzGodfoot
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Post by CatharzGodfoot »

Very, very nice. I do worry that curse of babel might be a bit too powerful, what with making people incapable of using any powers at all.

As for projectile vomit, 1/3 level in d6 + Con mod sounds good.

With energy eater, I'd drop the special rules for healing yourself, as they add complexity without significantly changing how it works.

Lastly, bat out of hell should require only a fly speed, not wings of evil. It's a [Fiend] feat, so that + flight is restrictive enough.
Last edited by CatharzGodfoot on Sun May 24, 2009 6:05 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

Hm. Yeah. I should have put a Will Save on Curse of Babel. Will do that after this post

I also made the other changes.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Oh, yeah, I forgot. Most of these abilities are adapted from a handful of choose-an-ability Tiefling Templates on Planewalker.com.

If you want to see the full lists, let me know and I'll link. The formatting on them is horrible, though.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Avoraciopoctules »

Maxus wrote:Oh, yeah, I forgot. Most of these abilities are adapted from a handful of choose-an-ability Tiefling Templates on Planewalker.com.

If you want to see the full lists, let me know and I'll link. The formatting on them is horrible, though.
Sure.

By the way, the kind of action required to activate Evil Eye and Curse of Babel is not specified.
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Post by Maxus »

Avoraciopoctules wrote:
Maxus wrote:Oh, yeah, I forgot. Most of these abilities are adapted from a handful of choose-an-ability Tiefling Templates on Planewalker.com.

If you want to see the full lists, let me know and I'll link. The formatting on them is horrible, though.
Sure.

By the way, the kind of action required to activate Evil Eye and Curse of Babel is not specified.
Evil Eye would almost have to be Immediate, since you're using it on someone else's turn. I'll fix that in a bit.

Curse of Babel is a full-round action.

Here's the abilities which inspired most of these feats. I had to space things out to see what was what.
Tanar'ri

Special Abilities: Tanar'ri blood flows in the veins of such tieflings at various intensities and effects. They may start with 3 special abilities from the list below, each one only once. The lists they choose from determines their class equivalency level. All spell-like abilities are cast as a sorcerer of the character's level.

CL +1:

-Alkilith Skin(Su): for 1 + constitution modifier times per day the character takes half damage from slashing and bludgeoning weapons for a round, using this is a move equivalent action.

-Ambidexterity: Character gains the Ambidexterity feat for free

-Aquatic(Ex): Breathe water normally and swim at speed 30'.

-Babau Skin(Su): for 1 + constitution modifier times per day the character takes half damage from slashing and piercing weapons for a round, using this is a move equivalent action.

-Bulezau's Rage(Ex): Gain Rage once per day as a 1st level Barbarian.

-Claws: Can inflict 1d4 points of slashing damage and is considered armed.

-Lesser Armanite Blood(Sp): Add +1 electrical damage to five ranged attack per day.

-Minor Succubus Bloodline: Gain a +2 racial modifier to Charisma.

-Outsider Type (Ex): Creature type becomes Outsider, gains immunity to anything that affects only humanoids such as Charm Person.

-Poison Resistance: gain +2 to all saving throws against poison.

-Resistances: 5 points of fire, cold and lightning resistance.

-Marilith Scales: Gain +2 natural armour.

-Maurezhi Blood (Sp): 3/day with a touch gain access to a subject's memory, unless they make a will save of DC 13 + charisma modifier.

-Rutterkin Bloodline: Gain the weapon proficiency feats for all Rutterkin weapons (crescent polearm, flatchet, snap-tong and 3-armed blade).

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Cause Fear, Chill Touch, Descecrate, Darkness, Death Knell, Detect Magic, Heat Metal, Levitate, Mirror Image, Pyrotechnics or Tongues.

-Vrock Spores(Su): once per day inflict 1d8 damage to all within 5 feet.

-Telepathic Communication(Su): The PC can communicate telepathically with any single creature in the line of sight, through a language they know.

CL +2:

-Alkilith Pseudopod: The PC has pseudopod(s) which inflict 2d4 points of damage, using this is an unarmed attack.

-Armanite Blood(Sp): Add +1d4 electrical damage to three ranged attacks per day.

-Babau Slime(Su): Once per day for three rounds, inflict 1d6 points of damage to anything touching the character.

-Balor's Touch(Sp): Three times per day with a touch attack cause an opponent to flee in terror for 1d6 rounds if they fail a DC 13 + charisma modifier will save. -Balor's Flames(Sp): As a free action twice per day for a round, cause 2d6 points of damage to anyone grappling.

-Fiendish Hide(Su): Damage Reduction +1/5.

-Improved Resistances: 5/+1 per level resistance to fire, cold and lightning.

-Major Succubus Bloodline: Gain a +4 racial modifier to Charisma.

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Blink, Claws of the Vampire(PsiHB), Dispel Magic, Ghoul Touch, Fear, Fly, Gaseous Form, Produce Flames, See Invisibility, Slow or Vrock's Screech*.

-Spell Resistance 5 +1/ per level.

-Wastrilith Breath(Sp): Inflict 1d10 points of damage with a 30' cone of boiling water, reflex save of DC 13 + charisma modifier for half damage.

-Two abilities from the CL +1 list. -Use one of the once per day spell-like abilities from the previous category twice per day.

-Wings(Ex): Can fly at speed 30' with average manoeuverability ? Class Level: +1 or +2 depending on the list chosen from.

Yugoloth

• Special Abilities: The blood of the Yugoloths flows in the veins of such tieflings at various intensities and effects. They may start from 3 special abilities from the list below, the lists they choose from determines their class equivalency level. All spell-like abilities are cast as a sorcerer of the character's level.

CL +1:
-Ambidexterity: Character gains the Ambidexterity feat for free

-Arcanaloth's Guile: gain a +2 bonus to all Bluff (stacks with other bonus), Diplomacy, and Sense Motive checks.

-Arcanaloth's Touch(Sp): at will with a touch attack cause any creature to suffer -1 penalty to attacks for 1d4 rounds unless they make a fortitude save of DC 10+charisma modifier. The penalty is not cumulative.

-Claws: Can inflict 1d4 points of slashing damage and is considered armed.

-Lesser Dergholoth Chatter: once per day they may cause all communication within 20' to become incoherent for 1d6 rounds, unless they make a will save against DC 12+charisma modifier.

-Lesser Hydroloth Ichor: three times per day can spit a stream of yellow liquid as a normal ranged attack with range increment 10' which causes 1d8 points of acid damage.

-Mezzoloth Blood: Lose the racial strength penalty and the racial intelligence bonus, and gain a +2 racial bonus to constitution.

-Mezzoloth Resiliency: gains a +2 save bonus against Enchantment effects and paralysis.

-Mask of a Thousand Faces (Sp): use Change Self at will

-Outsider Type (Ex): Creature type becomes Outsider, gains immunity to anything that affects only humanoids such as Charm Person.

-Resistances (Ex): 5 points of fire, acid and lightning resistance.

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Charm Person, Command, Darkness, Hypnotism, Jump, Mirror Image, Shocking Grasp, or Silent Image.

-Telepathic Communication(Su): The PC can communicate telepathically with any single creature in the line of sight, through a language they know.

CL +2:

-Arcanaloth's Blood: Charisma racial bonus is now +4, and gain a +2 racial bonus to wisdom.

-Fiendish Hide(Su): Damage Reduction +1/5

-Greater Dergholoth Chatter: once per day they may cause all within 20' to communicate incoherently and incapable of using spells or powers for 1d6 rounds, they also suffer 1d4 points of intelligence damage which goes away once the duration expires.

-Greater Hydroloth Ichor: three times per day can spit a stream of yellow liquid as a normal ranged attack with range increment 10' which causes 1d8 points of acid damage and causes the target to fall asleep for 1d4 rounds, fortitude DC 12+charisma modifier to save.

-Improved Resistances (Ex): 5 +1/level acid, fire and lightning resistance.
-Nycaloth Blood: gain a +4 save against enchantment/charm spells and telepathy powers.

-Piscoloth Poison (Ex): Once per day with a touch attack they may use a poison that inflicts 1d4 primary and 1d6 secondary strength damage with a save DC of 15.

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Emotion, Fear, Inflict Moderate Wounds, Invisibility, Minor image, Produce Flame, Suggestion, Warp Wood, or Water Walk

-Spell Resistance 5 +1/ per level.

-Thousand Faces (Sp): use Alter Self at will

-Two abilities from the CL +1 list.

-Ultroloth's Passing(Su): Have Pass without Trace always active.

-Ultroloth's Touch(Su): Unarmed attacks can do 1d6 energy damage.

-Ultroloth Stare (Sp): 1 + charisma modifier times per day, the PC can force someone in 30' to stop their move-equivalent actions if they fail a will save of DC 10+charisma modifier for 1d4 rounds.

-Use one of the once per day spell-like abilities from the previous category twice per day.

-Wings(Ex): Can fly at speed 30' with average manoeuverability
• Class Level: +1 or 2 dependant on which of abilities were used.


Baatezu

Special Abilities: The Baatezu heritage of these tieflings do have its benefits, offering these beings a variety of special talents. They may start with 3 special abilities from the list below, each one only once. The lists they choose from determines their ECL. All spell-like abilities are cast as a sorcerer of the character's level.

CL +1:

-Abishai's Tail (Su): They have a tail that inflicts 1d4 points of piercing damage and three times per day they can inflict an additional 1d4 points of damage from a melee attack, with an energy type depending on the Abishai heritage: white = cold, black and green = acid, blue = lightning, red = fire.

-Ambidexterity: Character gains the Ambidexterity feat for free

-Barbazu's Beard (Su): They have a sickly looking beard or hair that allows them to manipulate objects weighing 5 pounds (but not attack with a weapon) or less and also gives +2 to grapple checks.

-Barbazu Rage (Ex): They get one use of rage as a 1st level Barbarian.

-Claws: Can inflict 1d4 points of slashing damage and is considered armed.

-Erinye Bloodline: They have a +2 racial modifier to charisma instead, this replaces their -2 racial modifier.

-Erinye Tongues (Su): Use Tongues as a spell-like ability at will.

-Hamatula Barbs: Inflict 1d6 lethal damage on a successful grapple check.

-Kocrachon's Touch (Su): With a successful touch attack three times per day, they cause pain to their opponents giving them a -2 penalty to all checks for 1d4 rounds. Unless they make a fortitude save against a DC of 10 + constitution modifier.

-Narzugon Bloodline: They lose the -2 charisma modifier and get a +0 racial modifier instead, and get a +2 bonus to intimidate and ride checks.

-Outsider Type (Ex): Creature type becomes Outsider, gains immunity to anything that affects only humanoids such as Charm Person.

-Resistances (Ex): 5 points of fire, acid and cold resistance.

-Scaly Hide: +2 natural armour.

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Animate Rope, Charm Person, Command, Darkness, Detect Chaos, Detect Good, Detect Thoughts, Doom, Magic Weapon, Pyrotechnics or See Invisibility.

-Spinagon Spikes (Su): They may fire as many as two spikes per round (standard attack progression) that inflicts 1d3 damage at will with a range increment of 30'.

-Telepathic Communication(Su): The PC can communicate telepathically with any single creature in the line of sight, through a language they know.

CL +2:

-Amnizu Bloodline (Ex): They are immune to the effects of the River Styx and anything that causes memory loss.

-Amnizu's Touch (Su): Four times per day, with a touch attack they may cause their opponent to lose all memory of what happened within a day unless they do a will save against DC 15. -Cornugon Lash (Su): They get the stunning fist feat for free, but only when using a whip.

-Fiendish Hide(Su): Damage Reduction +1/5

-Fear Aura (Su): For three times per day as a free action they may cause all opponents within 10 feet to suffer the effects of a Fear spell with a Will save of DC 15.

-Gelugon's Touch (Su): With a touch attack they can freeze their opponents causing an effect like the slow spell if they fail a fortitude save of DC 15 for 1d4 rounds, they can do this a number of times per day equal to half their character level.

-Improved Resistances (Ex): 5 +1/level acid, fire and cold resistance.

-Osyluth Tail (Ex): They have a scorpion like tail which inflicts 1d6 damage and injects a weak poison with a DC of 12 which inflicts 1d2 points of temporary strength damage for initial and secondary damage.

-Pit Fiend Bloodline: They replace their -2 charisma modifier with a +2 modifier, and also gain +2 modifiers to constitution and wisdom.

-Spell-like ability(Sp): Pick ONE of the following spells as the spell, and only that spell, which can be used once per day for that character: Alter Self, Animate Dead (only 2 Hit Dice maximum can be controlled), Hold Person, Invisibility, Major Image, Produce Flame, or Suggestion.

-Spell Resistance 5 +1/ per level. -Two abilities from the CL +1 list. -Use one of the once per day spell-like abilities from the previous category twice per day.

-Wings(Ex): Can fly at speed 30' with average manoeuverability
Class Level: +1 or 2 dependant on which of abilities were used.
And here's the originals:

http://www.planewalker.com/040101/tanar ... n-tiefling

http://www.planewalker.com/040101/baate ... n-tiefling

http://www.planewalker.com/040101/plane ... n-tiefling
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
IGTN
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Post by IGTN »

Negating someone's move action is on a per-day limit, but 24-hour amnesia is every few rounds? Seems like the power scales are a bit off.
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Maxus
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Post by Maxus »

IGTN wrote:Negating someone's move action is on a per-day limit, but 24-hour amnesia is every few rounds? Seems like the power scales are a bit off.
This is true. However, the limit on making someone stand still (or, possibly, ruining a full-round action) is there to keep you from completely locking someone down every round of the day, while letting you do it every round--for a while.

The memory loss is...well, hard to guess at all the effects of that. I mean, this is an adventuring party. Most of them know the appropriate response to something, anything, trying to kill them, but the 1d4 rounds recharge ensures the fiend can't get the entire party in the course of one fight.

And also ensures that the characters who weren't Styx'd can make shit up and swear blind it really happened.
Last edited by Maxus on Mon May 25, 2009 9:44 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Maxus wrote: And also ensures that the characters who weren't Styx'd can make shit up and swear blind it really happened.
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Maxus
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Post by Maxus »

Just some thinking.

The Large/Huge Size feats make it great for heavy melee bruising, but what about the other shticks out there?

I can think of speedy and magical, but balancing them will be tricky.

Speedy would look like...

Speed Freak [Fiend], [Celestial]
Prerequisite: Character level 5, can't have Large or Huge size.
Benefit: Your movement speeds double. You get +6 to Dexterity and +2 to Con (because moving that fast requires you to be tough). You get the Quick Draw sub-feat.

But a lot of the awesome of Large/Huge size comes from getting the larger weapons. I could claim that Speed Freak's lack of penalties evens it out, but that's a lame-ass excuse for not putting something awesome in there.

But making a Fiend-style feat to pump up magic would be even tougher. Can't exactly throw down +8 to your casting stat, because then Tieflings and Aasimar become even more extra. Even +4 would be pushing it, I think.

And I'm leaning towards these things being mutually exclusive. If they weren't, someone could just snag all six of so of these feats and have incredible stats.
Last edited by Maxus on Fri Nov 01, 2013 6:45 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

I was talking with Akula, and he mentioned that Speed Freak looked like a ridiculously good option for casters. Since they rarely wield weapons directly, this is completely superior to size boosts.
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Maxus
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Post by Maxus »

Avoraciopoctules wrote:I was talking with Akula, and he mentioned that Speed Freak looked like a ridiculously good option for casters. Since they rarely wield weapons directly, this is completely superior to size boosts.
I was gathering recycling at work today and this occurred to me. But there's not much else you could throw in with the ability boosts. Maybe a bonus to Dex-based skills, or something, but you're already getting +4 to them.,..
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

Incendiary Boils[Fiend]
Large red boils filled with a potent inflammable explosive cover your body.
Prerequisites: Character level 6
Benefit: You may pull the red boils covering your body off and use them as grenadelike weapons. Drawing a boil is equivalent to drawing a weapon. Treat these like alchemist's fire flasks, but the struck target takes fire damage equal to 1d6 times 1/2 your character level and the splash effect sets everything that fails a Con-based Reflex on fire. Your body has a maximum number of boils equal to twice your character level, and regenerates these after one day of rest.
Last edited by Avoraciopoctules on Mon Jan 11, 2010 7:23 am, edited 1 time in total.
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Maxus
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Post by Maxus »

Just a quickie.

Realized there isn't an Outsider "fighting man" race, the RoW Tiefling and Aasimar being geared towards sneaking and casting respectively.

Hoplite (placeholder until a better name comes around).

The creatures of the planes are incredibly varied. Beautiful, ugly, smart, stupid, strong with natural magic, or not so much...

The Hoplite is a creature whose extraplanar ancestry was notable for its strength and resiliency and natural athletic ability.

[*]Medium Size

[*]30' movement

[*]Outsider type (Native and Human subtype)

[*]Darkvision out to 60'

[*]+2 Str, +2 Con

[*]DR equal to 3/- which stacks (reads: Adds to) any other DR the Hoplite acquires, if any

[*]+2 to Jump, Climb, Swim and to Str score for determining encumberance.

[*]Favored Classes: Barbarian and Fiendish Brute

[*]Automatic languages: Common

[*]Bonus Languages: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Slaad, Sylvan, Terran.
Last edited by Maxus on Fri Feb 12, 2010 8:51 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
PhaedrusXY
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Post by PhaedrusXY »

Incendiary Boils is just... awesome. :thumb:

You forgot to put "per day" in the number of times you can use Web Spinner. Nice collection of feats. I'll have to try these out on NPCs in my game.
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Judging__Eagle
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Post by Judging__Eagle »

+1 for the storm sphere.

the player in my game who has a little animal that changes into a big one, wanted something "lighting" for her pet.
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Maxus
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Post by Maxus »

Phaedrus wrote:You forgot to put "per day" in the number of times you can use Web Spinner.
Fix'd.
J_E wrote:+1 for the storm sphere.
Thanks. Lemme know how it works out. It is an evocation-based Sphere, so it's likely weaker than the norm.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Judging__Eagle
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Post by Judging__Eagle »

well.....

the pet is a (huge, counts as gargantuan thanks to Juggernaut + large + huge size) "red panda" with 8 legs (1 bite, 6 claw attacks); wings, Greater teleport, and a str score in the 30's; the fact that it now has ranged lighting attacks is just icing on the cake.

it doesn't really 'need' to have the ranged attacks; but they're nice.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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