Campaign setting credits lead designer a 173

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Campaign setting credits lead designer a 173

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Child of the Wasteland (Background) It is incredibly difficult to survive in the harsh environment that surrounds Illuria’s capital city Yet you have managed it You have learned to survive through instinct, skill and judgment Prerequisite: Must have spent a significant amount of time (months) in the Wastelands of Illuria without normal supplies Benefit: +2 to all Survival skill checks in wasteland terrains and +2 to all saving throws versus fear spells and effects If you have 10 or more ranks in the Survival skill the skill bonus increases to +4 Special: This feat can only be selected at 1st level Creative Experimentation (Alchemy) You are always seeking ways to improve upon existing mixtures Prerequisite: Experimentation as a class ability Benefit: Choose 1 type of alchemical mixture When mixing that type you gain 1 free mixture point to use for experimentation only Defensive Mixing (Alchemy) You have learned to duck, dodge and weave in the midst of combat while preparing your mixtures while being careful not to spill a drop Prerequisites: Quick Craft class ability Benefit: +4 to any rolls to mix defensively Duster (Alchemy) You enjoy tinkering with the small details and creative aspects of alchemy, particularly those mixtures of the dust type Prerequisite: Experimentation as a class ability Benefit: For any alchemical mixture of the Dust type, you are able to spend an additional 2 mixture points (increasing the maximum possible points spent) while experimenting Focused Chastisement (General) You have developed the ability to focus your power over the spirits towards a single target, dealing devastating damage as you wrack it with spiritual power 172 Prerequisites: Chastise Spirit as a class ability Benefit: You can use one of your daily uses of the Chastise Spirit ability and focus it on a single target The damage inflicted is your normal Chastise Spirit damage +2d6 but affects only a single target instead of an area Forge Umbristine (Craft) You have learned the secret arts of manipulating umbristine Prerequisites: Umbral, Craft (metal-related) 6 ranks Benefit: The character can use his crafting skills to manipulate umbristine metal into any form the character has the skill to create (i.e fulfills the craft skill requirements for this feat.) For example character with ranks in Craft (weaponsmithing) could craft an umbristine sword but could not make armor or jewelry out of the metal Normal: Umbristine becomes gaseous and incorporeal when any attempt to forge or manipulate it is made Grand Incantation (Metamagic) You have learned that you can use extra time in the casting of a spell in order to summon more energy and thus make the spell that much more potent Benefit: The caster can add up to 2 rounds to the casting time of any spell that has verbal and somatic components For each round added, the effective caster level of the spell increases by 2 (for a maximum of +4) This increase in caster level effects all variables of the spell (such as damage, duration, range, etc.), as well as any caster level checks required for the spell to break through spell resistance Grenadier (Alchemy) You enjoy tinkering with the more volatile aspects of alchemy, particularly those mixtures of the grenade type Prerequisite: Experimentation as a class ability Benefit: For any alchemical mixture of the Grenade type, you are able to spend an additional 2 mixture points (increasing the maximum possible points spent) while experimenting

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