Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Talents, Tricks and Techniques
#1
Beastmaster Rage Powers
Dire Beast Shape (Su)
Prerequisites: Beast Shape
Benefit: When the beastmaster uses his beast shape ability while in a bestial rage, the ability functions as the Beast Shape II spell rather than the Beast Shape spell. In addition, the beastmaster's eagle form is treated as a medium-sized eagle rather than a small-sized eagle. The beastmaster's ape, bear, snake and wolf forms are treated as a large-sized animal rather than a medium-sized animal.

Ferocious Hunting Pack (Ex)
Prerequisites: Beastmaster 12, Hunting Pack, Improved Hunting Pack
Benefit: The beastmaster may spend 2 rounds of rage per round. If he does so, all members of the pack gain the benefits of his bestial rage. Pack members also share the benefits of rage powers that are constant in effect, but gain no benefit from rage powers that require actions to activate, even if they are free actions.

Hunting Pack (Ex)
Benefit: When the beastmaster enters a bestial rage, he may select one willing creature to form a hunting pack with. Whenever at least two members of the same pack threaten the same target, that target is considered flanked by all members of the pack. This rage power may be taken more than once; each time, the beastmaster may select another willing creature to join the pack.

Improved Hunting Pack (Ex)
Prerequisites: Beastmaster 8, Hunting Pack
Benefit: When a creature flanked by at least two members of the pack makes an attack against a member of the pack, it provokes an attack of opportunity from all other members of the pack.

Legendary Beast Shape
Prerequisites: Beastmaster 16, Dire Beast Shape
Benefit: When the beastmaster uses his beast shape ability while in a bestial rage, the ability functions as the Beast Shape IV spell rather than the Beast Shape II spell. In addition, if the beast master is wielding up to two magic weapons, he may transfer the enchantments of each to one of the natural attacks of his new form. Each weapon's enchantment must be transferred to a different natural attack. When a beastmaster uses this ability, his natural weapons in animal fom overcome damage reduction exactly as do the weapons he was holding when he transformed.

Wild Hunting Pack (Su)
Prerequisites: Beastmaster 16, Hunting Pack, Improved Hunting Pack, Ferocious Hunting Pack, Beast Shape.
Benefit: If a beastmaster enters his bestial rage while in his beast shape, or changes form into his beast shape while he is in a bestial rage, all pack members transform into the same shape as him. This transformation occurs as a reaction to the beastmaster entering bestial rage or changing his form with beast shape and requires no actions from the pack.

Chemist Discoveries
Alchemical Bullet (Ex)
Prerequisites: Chemist 4
Benefit: A chemist learns to modify bullets to carry alchemical effects, allowing them to reach farther than normal. When using Alchemical Bullet to carry the effects of a Chemist's Bomb, the chemist may modify, load and fire the bullet as part of the action of creating the bomb, instead of throwing it. The chemist may not use Discoveries to further modify the bomb. When using Alchemical Bullet to carry the effects of any other alchemical item, modifying the bullet requires a move action, while loading and firing the bullet must be performed seperately. Splash weapons that have been modified to be carried by the bullet are no longer splash weapons, nor are they thrown, and do not gain the benefit of Throw Anything (including Int to damage) nor any other feat that only affects thrown or splash weapons. The chemist must provide the alchemical item and the ammunition

Bombard (Ex)*
Prerequisites: Chemist 6
Benefit: As a full-attack action, the chemist can create and throw two bombs at his highest base attack bonus with a -2 penalty.
Special: This Discovery may be taken once for every 6 levels the chemist possesses. Each time it is taken after the first, the chemist can create and throw an additional bomb during this full-attack action, and imparts an additional -2 penalty to the attack rolls of all the bombs thrown.

Crude Bomb (Ex)
Benefit: The chemist can throw non-magical bombs. These function as standard bombs, but deal 1d4 points of damage, plus 1d4 points of fire damage for every odd-numbered level.

Grenade Gun (Ex)
Prerequisites: Chemist 8, Alchemical Bullet
Benefit: A chemist further refines his abilities, allowing him to create special bullets that function identically to his bombs. When using Alchemical Bullet to carry the effects of a chemist's bomb, the chemist may use Discoveries to further modify the bomb. The Alchemical Bullet now deals splash damage, and benefits from feats that specifically improve splash weapons (But not from feats that apply to any thrown weapon).

Engineer Tricks
Augmentations
Automatic Rifle
Benefit: The engineer's automaton gains a long-ranged attack. For the purpose of iteratives, this attack is considered a natural attack. Otherwise, the automaton’s Automatic Rifle is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The Automatic Rifle deals 2d6 points of piercing damage for a medium sized automaton and has a x2 critical. It's range increment is 50 ft.

Fighter Talents
Agility
Prerequisite: Dexterity 13 or Intelligence 13, Weapon Finesse

Benefit: The fighter can add his Dexterity or Intelligence modifier to his Attack and Damage rolls with his chosen weapon, instead of his Strength modifier. The fighter does not gain bonus damage from wielding his chosen weapon in two hands. Fighter abilities keyed off of strength are now keyed off of Dexterity or Intelligence.

Weapon Aptitude
Benefit: The fighter can spend an hour in practice to change his Chosen Weapon. He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change his Chosen Weapon from greatsword to longsword, he must have a longsword available to practice with during his practice session.

Close-Combat Shot
Prerequisites: Proficiency in selected ranged weapon.

Benefit: When shooting or firing his Chosen Weapon, the fighter does not provoke Attacks of Opportunity.

Fighter Advanced Talents
Arsenal
Prerequisites: Weapon Aptitude, Exotic Weapon Proficiency

Benefit: The fighter gains proficiency in all exotic weapons. In addition, the fighter may change his Chosen Weapon as a Full-Round action.

Thief Talents
Minor Magic
Prerequisite: Intelligence 10

Benefit: A thief with this talent is treated as a member of a spellcasting class with a caster level equal to the thief's class level. He chooses a single spell from the Black Mage spell list as his only Spell Known, and has an MP pool of 2 (A thief who already has an MP pool instead increases that pool by 2). The save DC for any spell learned through Minor Magic is based on the thief's Intelligence modifier.
Reply
#2
Feats
Summon Weapon
Prerequisites: MP Pool
Benefit: The character may scribe a rune on a weapon. As long as that weapon is unattended, the character can spend 1 MP to call the weapon to his hand as a swift action. The character can prepare as many weapons as he wants, but cannot use this feat if his hands are full.

Wild Fury
Prerequisites: Beast Shape, Bestial Rage
Benefit: The beastmaster may enter his beast shape as part of the same action when he enters a bestial rage.
Reply
#3
Added a feat section, and a couple of fighter talents.
Reply
#4
Psst, I deleted Double Tap and Burst Fire off the feat list. I realized that none of the firearms have an autofire capability.
Reply
#5
I decided that the PrC I was working on would work better as Rage Powers, so I turned it into Rage Powers.
Reply
#6
I like!
Reply


Forum Jump:


Users browsing this thread: 4 Guest(s)