Empower Channeling
Your channel energy is driven by your personal force.
Prerequisites: Channel Energy Class Ability
Benefit: You add your Charisma modifier (if positive) to damage healed or dealt by channel energy.
Your channel energy is driven by your personal force.
Prerequisites: Channel Energy Class Ability
Benefit: You add your Charisma modifier (if positive) to damage healed or dealt by channel energy.
Jess and I were joking around about a character having Kung Fu grip so we made these feats. They are intended to be a joke, but as a GM I’d allow them given their situational nature.
Kung Fu Grip [Feat]
Prerequisites: Base Attack Bonus +3, Strength or Dexterity 15+
Benefit: You gain a +4 bonus to your CMD against disarm attempts.
Improved Kung Fu Grip [Feat]
Prerequisites: Kung Fu Grip, Base Attack Bonus +8, Strength or Dexterity 17+
Benefit: You cannot be disarmed.
Jess and I love the movie Kung Pow and we tend to quote it at random quite often. As a result we made some Kung Pow inspired Feats, and Equipment. Keep in mind none of this is supposed to be balance and it is really subject to your GM’s approval!
Feats
And then he killed the dog [Combat]
Requirements: None
Benefit: Once a day you may fart, any canine creature within 5 feet must make a fortitude save DC 10 plus your level or die.
Beware of his song about big butts [Combat]
Requirements: None
Benefit: If “Baby got back” is playing you get a +2 to attack and damage. You cannot be the person who started the song, nor can you ask another person to play it.
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Arcane Shield Training
Prerequisites: Shield Proficiency
Benefit: When using a shield other than a tower shield you may take a swift action to decrease your channel of spell failure due to the shield by 10%. Additionally your shield had is considered free for the purpose of casting spells, but not delivering touch spells. However a magus spell combat ability cannot be used while they wield a shield in this manner.
Normal: Shields cause arcane spell failure.
I think the scantily clad fantasy heroines are generally unrealistic, but there are a lot of them and I won’t say that I don’t like them. So I figured it would be fun to make equipment and feats to compliment them. So I present you with Bikini Armor!
Bikini Armor [Armor]
Bikini armor is designed to give up some of it’s protection for the purpose of being more revealing and attractive. Bikini Armor costs half as much a regular armor and has half the AC bonus rounded up. Additionally a female character with a charisma of 10 or higher gets a +1 bonus to bluff and diplomacy checks while wearing visible bikini armor for every point of AC lost, however they also receive a -1 to intimidate for each point. For ever two points of AC lost reduce the armor check penalty of the armor by one.
Light Bikini Armor Proficiency [Feat]
Prerequisites: Light Armor Proficiency
Benefit: You know how to make hits strike the protected parts of your armor. While wearing light bikini armor your armor is considered to have an armor bonus one point higher than normal. This feat has no benefit while wearing regular armor.
Medium Bikini Armor Proficiency [Feat]
Prerequisites: Medium Armor Proficiency, Light Bikini Armor Proficiency
Benefit: You know how to make hits strike the protected parts of your armor. While wearing medium bikini armor your armor is considered to have an armor bonus two points higher than normal. This feat has no benefit while wearing regular armor.
Heavy Bikini Armor Proficiency [Feat]
Prerequisites: Heavy Armor Proficiency, Medium Bikini Armor Proficiency
Benefit: You know how to make hits strike the protected parts of your armor. While wearing heavy bikini armor your armor is considered to have an armor bonus three points higher than normal. This feat has no benefit while wearing regular armor.
Sexy and Dangerous [Feat]
Prerequisites: Intimidate 1 rank, Light Bikini Armor Proficiency
Benefit: You give off an aura of danger despite your revealing armor. While wearing bikini armor you do not suffer a penalty to intimidate checks, instead the bonus that would normally be gained to bluff and diplomacy checks is added to your intimidate checks as well.
Weapon Trick [Combat]
Prerequisites: Weapon Focus
Benefit: You have practiced doing tricks with weapons as a result whenever you are using a weapon with which you have weapon focus that has a special feature you never provoke an attack of opportunity for using that feature with that weapon.
Normal: You provoke attacks of opportunity from features such as disarm, sunder, and trip.
Disarming Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the disarm special feature.
Distracting Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the distracting special feature.
Sundering Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the sunder special feature.
Tripping Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the trip special feature.
Normal: You cannot use trip with a weapon that does not have the trip special feature.
Ghost Hunter
Prerequisites: Perception 1 rank
Benefit: When attacking an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can harm the creature with non-magical weapons (which do half damage) or if wielding a magical weapon a successful check allows you to do full damage. This check must be made for each attack including multiple attacks from the same weapon. If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do no damage with non-magical weapons and half damage from magical weapons to incorporeal creatures.
Ghost Armor
Prerequisites: Ghost Hunter, Perception 5 ranks
Benefit: When being attacked by an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can apply half your armor, shield, and natural bonus (rounded down) to attacks made by an incorporeal creature. This check must be made for each attack. If you have 10 or more ranks in Perception you apply your full armor bonus for armor, shield, and natural armor on a successful check. If the attacker’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do not gain your armor, shield, or natural armor bonus against attacks from incorporeal creatures.
Ghost Grappler
Prerequisites: Ghost Hunter, Improved Grapple
Benefit: You may make a DC 15 + the creature’s hit dice perception check as a free action in order to try and grapple an incorporeal creature. You must still make a grapple check as normal. You must continue to succeed at the perception check each round of the grapple. If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You cannot grapple incorporeal creatures.
Great Strength of Feet [General]
Requirements: Str 13+
Benefit: You can apply your strength and dexterity when making escape artist checks to escape from bonds but not squeeze through spaces or escape grapples.
Normal: You only apply your dexterity to escape artist checks.
We are currently play testing this feat.
Efficient Arcane Focus [General]
Requirements: Arcane Focus, Able to cast 3rd level wizard spells.
Benefit: You can use your bonded arcane object to cast more than one spell. You follow the normal rules for casting a spell through your bonded object, however you have a number of spell levels per day equal to the highest level wizard spell you can cast. Each time you use this feature you lower the spell level pool by the spell’s level (or one for zero level spells), when it reaches zero it can no longer be used in this manner. You must have enough remaining spell levels to cast the spell. This ability cannot be used in combination with metamagic.
Normal: You can only use your arcane object to cast one spell a day.
Example: A wizard able to cast 3rd level spells could cast one 2nd and a 1st level spell, but then could not use it to cast a 3rd level spells that day. Alternatively he could also cast a 3rd level spell, three 1st level spells, two 1st level one 0-level spells, or combinations there off as long as the total spell levels add up to 3.
Not play tested yet, based off my idea for Force of Will
Mind Over Body [General]
Prerequisites: Iron Will, Base Will Save 5 or Higher
Benefit: As a standard action you can focus your will into a field that protects you against physical harm. Until your next turn you gain damage reduction equal to your total will save (not counting conditional modifiers).
Improved Mind Over Body [General]
Prerequisites: Force of Will, Base Will Save 10 or Higher
Benefit: You can use Mind Over Body as a move action instead of a standard action.