Weapon Trick [Feats]

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 [Feats]

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.

Roll20.net gives players a better way to game over long distances…

Check out roll20.net if you have wanted to try roleplaying over online chat, or to enhance a game you may already be running over the net via Google Chat or a similar software.  There is some work to be done, and the GM does need prep time, but overall its seems so far to be a user friendly and useful tool for roleplaying over the internet.

Efficient Arcane Focus [Feat]

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.

Mind Over Body [Feats]

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.

Force of Will [Feats]

These feats have not been play tested yet, but I thought they were an interesting idea.

Force of Will [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 magical harm.  Until your next turn you gain spell resistance equal to five plus your total will save (not counting conditional modifiers).

Improved Force of Will [General]
Prerequisites: Force of Will, Base Will Save 10 or Higher
Benefit:
You can use Force of Will as a move action instead of a standard action.

Kensik Blacktalon’s History

I have known fear, it had dwelt in my heart for many years, but I have conquered that fear and made it a weapon.  I will drive that blade into the heart of my enemies, make them feel the cold sweat as they know the Blacktalon has come for them, that their lives are forfeit and they will feel my horrible wrath as I rip their souls from their bodies.

-Kensik Blacktalon

Kensik was a bright eyed and inquisitive tengu, with ebony feathers and black skin.  One day when his parents and he were “finding” food they were set upon by a mob yelling about “thieves and monsters.”  His father told Kensik to run and then pulled his falchion from his back and turned to face the mob. Kensik was separated from his parents as the mob attacked and dragged them to the ground, fear winning over he ran until he was sick and then hid in a crate. Lost and frightened, he cried himself to sleep. As fortune would have it the crate was bound for the ship The Red Maiden, captained by a mountain of man called Carthage Blackpool.  A fate which would lead him to conquer his fear and become a gentleman adventurer known as a pirate.

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