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Samurai sheepdog book of many things vol 106

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New races and classes present new ways to mix things up,
not only by providing another template with which to craft the
best representation of a character, but also by opening up more
variations of options such as new feats, equipment, or methods
of interaction with the world.
Not all of the options presented here require the use of a race
or class introduced earlier. In fact, while each of those mentioned
receive between 2 and 3 different means of customization apiece,
many options also exist for characters of other races and classes,
and a few that aren’t tied to anything more than an idea for how
to play something that doesn’t quite fit as a racial trait or a classdefining feature.

Feats

Outside of variable class features, feats still provide the best
possible way to distinguish one character of a given race or class
from another. The endless possibilities for new feats also make
them the first place many look when combing a prospective
supplement. Because of this, feats require extra attention to
make sure that not only do they not overshadow the very features
classes rely on, but that they also don’t overshadow what came
before. This can be difficult, but is far from impossible.

General Feats
This section includes race and class-specific feats, including
ways to gain more features, improve on their strengths, or shore
up their weaknesses. It also includes feats that don’t qualify
for any other section and can be taken by anybody with the
prerequisites and a mind to do so.

Assassin’s Creed


You won’t even see it coming.
Prerequisites: Dex 17 or Int 17, Stealth 16 ranks.
Benefit: When you score a critical hit against a creature, or you
reduce a creature to 0 or fewer hit points, you can make a Stealth
check as a free action. Creatures that fail to spot you treat you as
invisible until the end of your next turn.

Call of Duty (Combat)
I’m in charge here.
Prerequisites: Wis 17 or Cha 17, Improved Initiative, Diplomacy
5 ranks or Perception 5 ranks.
Benefit: When you roll initiative and are not flat-footed, you
grant yourself and allies who can see you a morale bonus to
initiative equal to the higher of your Wisdom or Charisma bonus.

Dark Soul
You are right to fear the paths I tread.
Prerequisites: Con 17, Diehard, Endurance, character level 9th.
Benefit: When you score a critical hit against a creature, or you
reduce a creature to 0 or fewer hit points, you a gain contingent
breath of life that is cast on you the next time you would die
within 24 hours. This effect can only occur up to once each day.

God of War (Combat)
Rest assured, I will strike you down.
Prerequisites: Str 17 or Dex 17, base attack bonus +16.
Benefit: When you hit a creature with an attack, you reduce
the penalties to additional attacks you make against that creature
this round by 2. This reduction stacks.


Guitar Hero (Combat)
Are you ready to rock?
Prerequisites: Dex 17 or Cha 17, Perform (string instruments)
4 ranks.
Benefit: When you are unarmored and unencumbered, you
gain an armor bonus to your AC and touch AC equal to half your
total ranks in Perform (string instruments).

Hero of Might and Magic (Combat)
Do not doubt my strength, for it is not only physical.
Prerequisites: Str 17, Int, Wis, or Cha 17, base attack bonus
+13, ability to cast at least one 1st-level spell.
Benefit: Choose a spellcasting class. Add half your base attack
bonus to your caster level with that class, to a maximum of your
character level.

Monster Hunter (Combat)
This one’s mine.
Prerequisites: Str 17 or Int 17.
Benefit: Creatures at least one size category larger than you
treat you as one size category larger for the purpose of abilities
and effects that rely on size. You also gain a +4 bonus to your
Combat Maneuver Bonus, Combat Maneuver Defense, and
Escape Artist attempts against creatures at least one size
category larger than you.

Portal
Allow me to retrieve that for you.
Prerequisites: Int 17 or Cha 17, able to cast 8th-level spells.
Benefit: As long as you have at least one unused 8th-level

or higher spell slot, you gain the spell-like ability to create two
temporary ring gates as a standard action. These gates function
as the item of the same name, but they disappear after a number
of rounds equal to your caster level unless you recreate them.
You can only have 1 pair of ring gates created in this way at a
time.

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