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===Feats=== Feats are also reworked in the Slayers D20. Some feats have become class abilities, or been reworked into the rules, or been removed completely. There are also new feats which help bring Slayers to life, since its operating rules are different from the standard D20. As normal, feats come with a prerequisite, and may be part of a specific category. For brevity, this section will use the manual's summary of each feat. ====List of Standard Feats==== :'''Augment Summoning (General)''': ''Requires Summoning 1''. "Summoned creatures are more powerful than normal." :'''Brew Potion (Item Creation)''': ''Requires caster level 3rd''. "The character can create magical potions, which are a physical form of a spell." :'''Craft Magic Arms and Armor (Item Creation)''': ''Requires caster level 5th''. "The character can create magic weapons, armor and shields." :'''Craft Wondrous Item (Item Creation)''': ''Requires caster level 3rd''. "The character can create a wide variety of magic items, such as crystal balls or a lantern that sheds magical light." :'''Empower Spell (Metamagic)''': "Spells can be cast for greater effect." :'''Enlarge Spell (Metamagic)''': "Spells can be cast at greater range." :'''Exotic Weapon Proficiency(Firearms) (General)''': ''Requires base attack bonus +1''. "The character has learned how to use firearms effectively." :'''Extend Spell (Metamagic)''': "Spells may be cast to make them last longer." :'''Great Fortitude (General)''': "The character is healthy and resilient." :'''Greater Spell Focus''': ''Requires Spell Focus with selected type of magic''. "Choose a type of magic to which the character has already applied the Spell Focus feat. The character's spells of that type are now even more potent than before." :'''Greater Weapon Focus (General)''': ''Requires proficiency with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +8''. "Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon." :'''Greater Weapon Specialization (General)''': ''Requires proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +12''. "Choose one type of weapon, such as a greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon." :'''Heighten Spell (Metamagic)''': "Spells may be cast with more power in order to defeat the natural defense of the target." :'''Iron Will (General)''': "The character has considerable determination and strength of will." :'''Leadership (General)''': ''Requires at least 6th level in any class''. "A character with Leadership has learned how to get others to follow them." :'''Lightning Reflexes (General)''': "The character has amazing reflexes and can react without having to think about it." :'''Maximize Spell (Metamagic)''': "Spells may be cast to maximum effect every time." :'''Quick Draw (General)''': ''Requires a base attack bonus of +1''. "Weapons may be drawn and readied with startling speed." :'''Quicken Spell (Metamagic)''': "Spells can be cast with a moment's thought." :'''Rapid Reload (General)''': ''Requires Exotic Weapon Proficiency(Firearms)''. "Characters with Rapid Reload can reload firearms more quickly than normal." :'''Spell Focus''': "Choose a type of magic, such as common or sorcery. The character's spells of that type are more difficult to resist." :'''Spell Mastery''': ''Requires Intelligence 12''. "The character has mastered a handful of spells, and is better able to cast and manipulate those spells." :'''Toughness''': "The character is tougher than normal." :'''Weapon Specialization (General)''': ''Requires proficiency with the selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +4''. "Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon." :'''Widen Spell (Metamagic)''': "Spells can be cast to affect a greater area." ====List of New Feats==== :'''Barbed Tongue (General)''': ''Requires Taunt 1''. When using Taunt to inflict embarrassment damage, the character suffers only a -2 penalty (compared to the usual -4) on their check, and in turn delivers 2d6+CHA modifier embarrassment damage (compared to the usual 1d6+CHA modifier). :'''Beautiful (General)''': Beautiful characters usually gain a +2 bonus towards Bluff, Diplomacy, Gather Information, and Reputation, but also usually suffer a -2 penalty towards Disguise and Hide Skill checks. :'''Bestow Curse (Item Creation)''': ''Requires caster level 1st''. "Characters with this feat have learned how to curse their opponents using magical powers to bring misfortune, ruin, or general unpleasantness down on the heads of their enemies." :'''Bold (General)''': Bold characters are immune to fear from psychological attacks, but can still succumb to magical or supernatural fear effects. However, when taking the Bold feat, the character must choose a phobia that automatically causes shaken when encountered. On a failed Will save of DC 20 or higher, they go into a deeper level of fear. Shaken becomes frightened, frightened becomes panicked, and panicked characters pass out. When the phobia is removed, the character will lose their fear without having to undergo a Will save. It takes 1d4+1 minutes to awaken from passing out, and 1 minute for each stage of fear to be removed after that. :'''Code (General)''': A character with Code gets a +1 bonus to all attacks, Skill checks, and saving throws that support their Code, at the GM's discretion. It also grants a +4 bonus towards all saves or checks to avoid being forced to break their code, at the GM's discretion what that save or check would be. If the Code is broken, the character suffers a permanent -1 penalty to all attacks, Skill checks, and saving throws until an atonement has taken place, at the GM's discretion. :'''Craft Talisman (Item Creation)''': ''Requires caster level 3rd''. Crafting a talisman takes 1 day for each 1,000gp of value the magical item will become. Furthermore, enchanting the talisman costs 1/25 of the item's base price in XP as well as raw materials costing half of this base price. Mending a talisman with Craft Talisman only costs half the normal XP, materials, and time to make it in the first place. :'''Cute (General)''': Some people are just naturally cute. They usually gain a +2 bonus on Bluff, Diplomacy, Hide, and Taunt checks, but also usually face a -2 penalty towards Intimidate or Reputation checks. :'''Dignified (General)''': Dignified provides a +4 bonus on all checks to resist confusion, embarrassment, or fear. However, failing to resist embarrassment increase the penalty from -2 to -3, and embarrassment damage is increased by one-half, rounded down. If a character has both Dignified and Touchy, the penalty for embarrassment is only -1 instead of -3 and the benefit of Touchy applies. Furthermore, if Touchy topic is the cause of embarrassment is treated with the normal -3 penalty with no benefit from Touchy. :'''Dramatic Zeal (General)''': Dramatic Zeal allows the ignoring of penalties due to abashed, addled, befuddled, checked, cowering, dazed, dazzled, disabled, distracted, exhausted, fatigued, flat-footed, flustered, frightened, mortified, nauseated, panicked, shaken, sickened, staggered, or stunned. Used as a free action, the character must succeed on a Constitution or Wisdom check (DC 10) to ignore their condition for 3 rounds, plus 1 additional round for every point by which they beat the DC. Failing the check prevents the character from overcoming their condition. Regardless of result, Dramatic Zeal can only be used once per day. :'''Fast Learner''': Characters with this feat suffer only a -2 non-proficiency penalty for using a weapon they are not proficient in. Furthermore, Fast Learners can use any untrained skill at the GM's discretion. Faster Learners also add +5 to any Spellcraft check to learn or invent spells. :'''Fork Spell (Metamagic)''': Forked spells hit double the number of targets, and can be forked multiple times to hit exponential targets. Each forking raises the DC of the spell by +10. Spells with an undefined number of targets for their area of effect cannot be forked. :'''Glib (General)''': Glib characters can make a psychological attack as a move action, as opposed to a standard action. :'''Holy Magic (General, Metamagic)''': ''Requires Wisdom 13, Charisma 15, and cleric or shrine maiden level 1st''. The character can learn holy magic. However, holy magic was almost completely lost inside of the known world following Aqualord Regradia sinking into the sea and Hellmaster Phibrizzo constructing the Mazoku Barrier, so holy magic availability is entirely up to the GM's discretion. :'''Homing Spell (Metamagic)''': Homing Spells force the target to make a second saving throw, and use the worst result of the two. Homing Spell can be used more than once on the same spell, with each additional use raising the base DC of the spell by +10 cumulatively, and the target must always take the worst of each saving throw. Spells that have no range cannot be homed, nor can ones that do not allow a saving throw. If a spell has a target, but a subsequent area-of-effect, only the target must make repeated saving throws; others who would be caught in the blast do not. :'''Loyal''': Loyal characters get a +2 bonus on all saving throws whenever they are near or working for the person they are loyal to. At the GM's discretion, this feat may be removed if loyalty isn't being exhibited properly in the roleplay. Loyalty can change targets depending on certain circumstances, such as death or love. Attempting a Bluff, Diplomacy, Gather Information, Intimidate, or Sense Motive check on the target of their loyalty incurs a -2 penalty. :'''Magical Blood (General)''': Grants a +2 bonus to all checks made to casting spells, Fortitude saves to resist drain, control checks, and Concentration checks during spellcasting. However, Magical Blood causes obvious and unusual physical features, such as red eyes or green hair. Unusual appearances may affect Social Skill checks, at the GM's discretion. :'''Oblivious (General)''': Grants immunity to embarrassment from psychological attacks, and cannot become flustered, abashed, or mortified except in the case of one thing they are particularly sensitive about. As such, only this topic is treated normally for causing embarrassment damage, as nothing else can do damage this way. However, Oblivious characters suffer a -4 penalty to all checks to resist confusion. A character cannot be both Oblivious and Touchy. :'''Skill Specialty (General)''': Grants a +2 bonus on all checks involving two skills of the player's choice. Skill Specialty can be selected as a feat multiple times, but different skills must be chosen each time. These effects are cumulative with Skill Focus. :'''Touchy (General)''': Instead of being embarrassed or taunted, Touchy characters become angry. The standard -2 penalties do not apply from embarrassment, and they do not try to flee or hide. Instead, they get a bonus on all melee attack rolls for the duration. Flustered characters get a +1 bonus, abashed characters gain a +2 bonus, and mortified characters get a +3 bonus. If the Touchy character experiences embarrassment damage, all of their melee damage rolls in the next round gain bonus damage equal to the damage suffered. However, there is one thing that will always upset a Touchy character. If this subject is brought up, the benefits of Touchy are ignored. A character cannot be both Oblivious and Touchy.
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