Showing posts with label Arcane Battle Feats. Show all posts
Showing posts with label Arcane Battle Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Force Armor

Force Armor [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a sheath of magical force that protects you from harm.
     Prerequisites: Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1.
     Benefit: As a swift action you may gain a deflection bonus to Armor Class determined by your base attack bonus, as indicated below. This bonus stacks with the enhancement bonus provided by armor and shields, but not with other deflection bonuses. You may use this ability a number of times per day equal to your base attack bonus divided by 5, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
Base Attack BonusDeflection Bonus
+1 to +5+1
+6 to +10+2
+11 to +15+3
+16 to +20+4
    Special: If you are an alvari of the abjuration birth school the deflection bonus provided by this ability is increased by a value equal to your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Fleet-Footed Charge

Fleet-Footed Charge [Alvari, Arcane Battle] (from the Book of Iron Might)
You call upon arcane power to strengthen your leg and improve your agility, allowing you maneuver with increased speed.
     Prerequisites: Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1.
     Benefit: As a swift action, you grant yourself a +10 foot enhancement bonus to your speed. You are not required to charge to use this ability. You may use this ability a number of times per day equal to your base attack bonus divided by 3, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school your speed increases by an additional +5 feet for each point of your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Flattening Strike

Flattening Strike [Alvari, Arcane Battle] (from the Book of Iron Might)
You hammer your foe with a concussive strike that sends ripples of raw arcane energy through him, forcing him to tumble to the ground.
     Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Knockback Strike, Power Attack, Spellcraft 11+ ranks, BAB +8.
     Benefit: As a swift action you slam an opponent with waves of power in conjunction with a melee attack. You deal normal damage with the melee attack, and the target must make a Fortitude save (DC 10 + ½ your base attack bonus + your Charisma modifier) or be knocked prone. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down.
    Special: If you are an alvari from the evocation birth school, you are especially adept with the powers granted by this feat. You may add your birth school spell power to the save DC required to resist being knocked prone. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Web

Energy Web [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a tangible web of searing energy that wraps and tangles around your weapon. When you attack, the web clings to your opponent and continues to damage him for several agonizing seconds.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Burst, Energy Sheath, Energy Shield, Knowledge: Arcana 19+ ranks, Spellcraft 19+ ranks, BAB +16.
    Benefit: As a swift action you create a web of pure energy that can burn, shock, or freeze an opponent. You must select a type of energy that you have chosen the Energy Sheath, Energy Shield, and Energy Burst feats for; the web’s energy is the same type. If you make a successful melee attack before this ability’s duration ends, you transfer the web of energy to your opponent. He takes an amount of extra energy damage determined by your base attack bonus each round, at the start of your turn, until this ability’s duration ends. You also gain this extra damage on the attack that transfers the web to the target. The target may make a Reflex save (DC 10 + ½ your base attack bonus + your Strength modifier) to avoid the web. If he succeeds, you deal the extra energy damage with your attack, but he avoids becoming trapped in the web and does not take any further damage from it. A creature caught in the web can escape by taking a move action and making a successful Escape Artist check against a DC equal to the Reflex save DC needed to avoid it. You may use this ability a number of times per day equal to your base attack bonus divided by 10, rounded down and each use lasts for a number of rounds equal to one-half your base attack bonus.
Base Attack BonusWeb Damage
+16 to +196d6
+208d6
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Burst, Energy Sheath and Energy Shield feats. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. You may add your birth school spell power to the save DC to resist the effects of Energy Web (including the DC of the Escape Artist check to escape the Energy Web). In addition, you add +1d6 damage to your damage roll. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Shield

Energy Shield [Alvari, Arcane Battle] (from the Book of Iron Might)
Your mastery of arcane energy allows you to resist an attack form involving that type of magical energy.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Knowledge: Arcana 11+ ranks, Spellcraft 11+ ranks, BAB +8.
    Benefit: As a swift action you gain resistance to the energy type you have chosen for the Energy Sheath feat. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down and each use lasts a number of rounds equal to your base attack bonus. The value of this resistance is determined by your base attack bonus, as indicated below:
Base Attack BonusResistance
+8 to +115
+12 to +1510
+16 to +1915
+2020
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Sheath feat. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you may add an amount equal to your birth school spell power to the total energy resistance to the particular type of energy you have chosen. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Sheath

Energy Sheath [Alvari, Arcane Battle] (from the Book of Iron Might)
You summon arcane power to bathe your weapon – or even your bare fists – in energy, allowing you to deal extra energy damage with your strikes.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Knowledge: Arcana 7+ ranks, Spellcraft 7+ ranks, BAB +4.
    Benefit: When you choose this feat, select one of the following energy types: Acid, Cold, Electricity, Fire, or Sonic. As a swift action, you can now imbue your attacks to deal extra damage of that energy type. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down, and each use lasts for a number of rounds equal to half your base attack bonus, rounded down. The amount of extra damage depends on your base attack bonus.
Base Attack BonusExtra Damage
+4 to +8+1d4
+9 to +14+1d6
+15 to +20+1d8
    Special: You may take this feat more than once. Each time you must choose a different energy type. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you deal more energy damage with your weapon strikes, adding your birth school spell power to the energy damage done with each strike while this ability is active. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Burst

Energy Burst [Alvari, Arcane Battle] (from the Book of Iron Might)
You focus your arcane power into your weapon, drawing upon energy over which you exert eldritch control.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Energy Shield, Knowledge: Arcana 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: Once per day, as a swift action, you create a burst of energy that fills a 30-foot spread centered on you. When you choose this feat you must select a type of energy that is the same type as the energy created by Energy Sheath and Energy Shield feats that you possess. The burst of energy is of your chosen energy type and deals damage dictated by your base attack bonus, as indicated below. Any creature in this area may make a Reflex save (DC 10 + ½ your base attack bonus + your Charisma modifier) for half damage. You do not take damage from the effect.
Base Attack BonusBurst Damage
+12 to +156d6
+16 to +198d6
+2010d6
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Sheath and Energy Shield feats. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you may add your birth school spell power to the save DC to resist the effects of Energy Burst. In addition, you add +1d6 damage to your damage roll. Further, you may use this ability one additional time per day.

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General Rules: Feats - Dire Hex

Dire Hex [Alvari, Arcane Battle]
Your Hex curse becomes even more effective.
    Prerequisites: Alvari, Arcane Battle Mastery, Hex, Greater Hex, Knowledge: Arcana 22+ ranks, Spellcraft 22+ ranks, BAB +19.
    Benefit: The penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of your Hex becomes -6 instead of -4.
    Special: If you are an alvari from the enchantment birth school, you are especially skilled at using the power granted by this feat. You may add three times your spell power to the DC of the save against your Hex effect, and you may use this ability three additional times per day (to a maximum of eight times per day). These bonuses replace, and do not stack with, the bonuses provided to an alvari of the enchantment birth school by either the Hex or Greater Hex feats.

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General Rules: Feats - Dance of a Feather's Step

Dance of a Feather's Step [Alvari, Arcane Battle] (from the Book of Iron Might)
You literally become light as a feather, allowing you to stand in mid-air and fight an opponent with little effort. You gain no special ability to fly, forcing you to leap or use other abilities to move up and down, but once you are airborne, you are difficult to knock from the sky.
    Prerequisites: Alvari, Arcane Battle Mastery, Bounding Step, Fleet-Footed Charge, Concentration 19+ ranks, Spellcraft 19+ ranks, BAB +16.
    Benefit: Once per round, as long as you are not helpless or unconscious, you can avoid falling; this is not an action, thus you enjoy the benefits even if it is not your turn. You can run, jump, and move as normal while in the air, but you cannot move "upward". You can move down a total distance of up to your base land speed, and you can descend as part of a normal move at no cost. For example, a character with a speed of 30 feet could move downward as much as 30 feet in addition to any other movement he can normally make.
    Special: If you are an alvari of the transmutation birth school this ability functions even if you are helpless or unconscious. You cannot move when you are helpless or unconscious, but you also do not fall.

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General Rules: Feats - Bounding Step

Bounding Step [Alvari, Arcane Battle] (from the Book of Iron Might)
With a single seemingly effortless push off the ground, you glide through the air. In essence, you can fly for short distances merely by invoking the power of this feat.
    Prerequisites: Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Vertical Step, Concentration 11+ ranks, Spellcraft 11+ ranks, BAB +8.
    Benefit: When you move you are considered to be flying through the air. At the end of your movement, you land but gain no special bonus to speed unless you have other active arcane battle feats. You can choose to take a double move when you use this feat, and you could, for example, choose to move directly up, horizontally from the roof of one building to another, or across a castle's moat. The total distance you move cannot exceed your total movement allowance, and can even safely jump down. If you are not over a solid surface when your movement ends, you fall as normal. You may use this run action in conjunction with this feat. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school you may use this ability one additional time per day.

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General Rules: Feats - Aura of Unluck

Aura of Unluck [Alvari, Arcane Battle]
You can create a baleful aura of misfortune.
    Prerequisites: Alvari, Arcane Battle Mastery, Hex, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: You can create an aura of misfortune that affects all melee and ranged attacks directed at you. Any such attack made against you while the aura is active has a 20% miss chance. This ability may be used a number of times per day equal to your total ranks in Concentration or Spellcraft (whichever is lower) minus fifteen, divided by four, rounded down plus one, and each use lasts for a number of rounds equal to 3 + your Charisma modifier.
    Special: If you are an alvari of the abjuration birth school the miss chance imposed by the Aura of Unluck increases by +10% for every point of your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Augment Physical Prowess

Augment Physical Prowess [Alvari, Arcane Battle] (from the Book of Iron Might)
You draw upon your magical prowess to strengthen your limbs, sharpen your reflexes, or enhance your toughness.
    Prerequisites: Alvari, Arcane Battle Mastery, Spellcraft 6+ ranks, BAB +3.
    Benefit: As a swift action you can grant yourself a +2 bonus to your Strength, Dexterity, or Constitution score. You choose which ability to increase when you activate it, and may choose a different ability each time. You may use this ability a number of times per day equal to your base attack bonus divided by 5, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school you may add your birth school spell power to the ability bonus provided when you use Augment Physical Prowess. Further, you may use this ability one additional time per day.

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General Rules: Feats - Aspect of Battle

Aspect of Battle [Alvari, Arcane Battle] (from the Book of Iron Might)
You gather the psychic energy you have learned to manipulate in battle and form it into a mantle of power that strikes terror into your foes. In their minds, they see a horrifying war master poised to strike them down in his wrath.
    Prerequisites: Alvari, Charisma 13+, Arcane Battle Mastery, Mind Strike, Serpent-Eyed Strike, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: As a swift action you can transform your visage into a terrible warlike presence. This ability can be used once per day and lasts for a number of rounds equal to one-half your base attack bonus rounded down. While this ability is active, all opponents within 60 feet of you suffer a -2 morale penalty to attack rolls, checks, and saves. Creatures with fewer hit dice than you gain no saving throw against this ability. Those with hit dice equal to or greater than yours can avoid the effect with a Will save (DC 10 + ½ your base attack bonus + your Charisma modifier). This is an illusion effect.
    Special: If you are an alvari of the illusion birth school you may add your birth school spell power to the save DC to resist the effects of Aspect of Battle. Further, you may use this ability one additional time per day.

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General Rules: Feats - Arcane Weapon

Arcane Weapon [Alvari, Arcane Battle] (from the Book of Iron Might)
Drawing upon the power of magic, you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and inflict superior damage.
    Prerequisites: Alvari, Arcane Battle Mastery, Spellcraft 4+ ranks, BAB +1.
    Benefit: As a swift action, you can grant a single weapon (melee or ranged) or other missile that you grasp an enhancement bonus on attack and damage rolls. This ability can be used a number of times per day equal to your base attack bonus divided by 3, rounded down, plus one, and lasts a number of rounds equal to your base attack bonus. It is considered a magic weapon for the purpose of overcoming damage reduction. The weapon's enhancement bonus depends upon your base attack bonus:
Base Attack BonusEnhancement Bonus
+1 to +4+1
+5 to +8+2
+9 to +12+3
+13 to +16+4
+17 to +20+5
    Special: If you are an alvari of the transmutation birth school you may add your birth school spell power to the affected weapon's enhancement bonus. Further, you may use this ability one additional time per day.

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General Rules: Feats - Arcane Battle Power

Arcane Battle Power [Alvari, Arcane Battle] (from the Book of Iron Might)
You can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack.
    Prerequisites: Alvari, Arcane Battle Mastery, Concentration 9+ ranks, Knowledge: Arcana 9+ ranks, Spellcraft 9+ ranks, BAB +4.
    Benefit: If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome its spell resistance for the remainder of the encounter. Your bonus to overcome spell resistance in this manner increases by +1 for every four ranks of Concentration, Knowledge: Arcana, and Spellcraft you have beyond nine, to a maximum bonus of +5.
    Special: If you are an Alvari from the divination birth school, your inherent insight makes you especially adept with the powers granted by this feat. You may add your birth school spell power to the bonus to your caster level check to overcome your target's spell resistance, and may exceed the normal maximum +5 bonus normally allowed by an amount equal to your birth school spell power.

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General Rules: Feats - Arcane Battle Mastery

Arcane Battle Mastery [Alvari, Arcane Battle] (from the Book of Iron Might)
Your arcane training allows you to use a handful of cantrips as a spell-like ability.
    Prerequisites: Alvari, Concentration 4+ ranks, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranks.
    Benefit: Concentration and Spellcraft are additional class skills for any class in which you may take future levels. In addition, choose five arcane cantrips from the sorcerer/wizard spell list. You may cast these cantrips as spell-like powers a combined total number of times per day equal to 3 + your Charisma modifier. These spell like powers do not count against your total of spells known or spells per day (if any). Your caster level for these cantrips is equal to your character level, and have a save DC of 10 + your Charisma.
    Special: If you are an Alvari from the divination birth school, your inherent insight makes you especially adept with the powers granted by the feat. You may select one additional cantrip from the sorcerer/wizard spell list (for a total of six), and may cast your cantrips as spell-like powers a combined number of times per day equal to 4 + your Charisma modifier.

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General Rules: Feats - Arcane Battle Channeling

Arcane Battle Channeling [Alvari, Arcane Battle] (from the Book of Iron Might)
You can cast spells through your melee weapon.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Concentration 6+ ranks, Knowledge: Arcana 6+ ranks, Spellcraft 6+ ranks, BAB +2.
    Benefit: You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
    Special: If you are an alvari from the divination birth school, your inherent insight makes you especially adept with the powers granted by this feat. Your preternatural insight grants an insight bonus to your attack roll equal to your birth school spell power to any attack you make with a weapon to deliver a touch spell.

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General Rules: Feats - Animate Weapon

Animate Weapon [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a nimbus of magical force around one melee weapon that allows it to move and fight on its own. This force draws on your intellect and combat skill, allowing the animated weapon to fight with talent equal to your own.
    Prerequisites: Alvari, Arcane Battle Mastery, Summon Spectral Squire, Spellcraft 15+ ranks, BAB +12.
    Benefit: As a swift action once per day, you can imbue a single weapon you hold in your hand with the ability to fight on its own for a number of rounds equal to your base attack bonus. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enhancements. It strikes with an attack bonus equal to your base attack bonus plus your Charisma modifier. If your attack bonus is high enough to grant you multiple attacks, the weapon gains these multiple attacks as well. The weapon never gains a flanking bonus, nor does it provide one for another attacker, and your feats do not aid its attacks. The weapon acts on your initiative count.

The weapon can fly at a speed of 30 feet with perfect maneuverability but must remain within 100 feet of you and will never willingly move farther than 100 feet from you. You can direct it to attack a foe as a free action when you first use this ability to animate the weapon, but on subsequent rounds you must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy.

The weapon's Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grappler. There is no limit to the number of attacks of opportunity it can make in total each round, but it can only attack a specific would-be grappler once. If grappled, the weapon makes grapple checks as normal for its base attack bonus and size. It gains no Strength bonus or penalty.

If an opponent dispels this effect, the animated weapon falls to the ground. Your caster level for the purposes of spell resistance, dispel magic, and any other effects that require that value is equal to your base attack bonus.
    Special: If you are an alvari of the conjuration birth school the weapon animated by the use of this feat gains a bonus to its attack rolls equal to your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Wave of Mutilation

Wave of Mutilation [Alvari, Arcane Battle] (from the Book of Iron Might)
You speak words of arcane power, elemental steel, and destruction, transforming a single stroke of your weapon into a scything wave of energy that tears through your enemies' ranks.
    Prerequisites: Alvari, Arcane Battle Mastery, Power Attack, Concentration 11+ ranks, BAB +8.
    Benefit: As a full round action, you unleash magical power with a sweep of your weapon projecting metal shards, concussive force, and slicing energy in a 30 foot cone. Roll damage for your attack as normal and apply it to all targets in the cone's area. Your opponents can make a Reflex save (DC 10 + ½ your base attack bonus + your Charisma modifier) for half damage. You may use this ability a number of times equal to your base attack bonus divided by 8, rounded down.
    Special: If you are an alvari from the conjuration birth school, you are especially skilled at using the power granted by this feat. You may add your birth school spell power to the save DC to resist the effects of Wave of Mutilation. Further, you may use this ability one additional time per day.

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General Rules: Feats - Vertical Step

Vertical Step [Alvari, Arcane Battle] (from the Book of Iron Might)
You imbue your feet with a magical energy that allows you to treat any vertical surface as a horizontal one enabling you to walk up walls or along the surface of a tree trunk with ease.
    Prerequisites: Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Concentration 7+ ranks, Spellcraft 7+ ranks, BAB +4.
    Benefit: As a swift action you can grant yourself the ability to walk up vertical surfaces at your base land speed. You do not gain the ability to hang upside down, making it impossible to move on any surface that has more than a 90 degree slope with respect to the ground. You cannot run when moving in this manner. If you do not end your movement on a horizontal surface, you fall as normal. You suffer attacks of opportunity and other effects for moving along a surface as normal. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down, and each use lasts a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school you may run while moving on vertical surfaces. Further, you may use this ability one additional time per day.

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