The Dead of the Gish

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Written By: Daniel Burnet Illustrated By: Brian Bond

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Transcript of The Dead of the Gish

  • Written By:

    Daniel Burnet

    Illustrated By:

    Brian Bond

  • ARMORED CASTERYou can reduce your chance of arcane spell failure when wearing armor.

    Prerequisite: Dex 13, Armor Proficiency (in Armor Worn)

    Benefit: You can reduce your chance of arcane spell failure by 10%.

    Special: You may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%.

    CAST ON THE RUNYou can cast spells while moving.Prerequisite: Dex 13, Concentration 7 ranks, Dodge, Mobility

    Benefit: When using a standard action to cast a spell or activate a magic item you can move both before and after your action provided the totally distance moved does not exceed your current speed.

    CHANNEL TOUCH SPELLYou can cast a touch spell through your melee weapon.Benefit: You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in

    order to make your armed attack. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot one level higher than the level of the spell cast.

    Normal: You can discharge a touch spell as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.

    COLD RAGEYour rage does not prevent you from thinking clearly.Prerequisite: Con 13, Wis 13, Rage ability

    Benefit: While raging, you can use Charisma-, Dexterity-, or Intelligence-based skills, the Concentration Skill, abilities that require patience or concentration, and you can cast spells and activate magic items that require a command word, a spell trigger or spell completion to function. You can use Combat Expertise and metamagic feats.

    COMBAT CASTINGYou can cast spells more reliably in combat.

  • Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

    COMBAT CONCENTRATIONYou can cast spells more reliably in combat.

    Prerequisite: Combat Casting, Con 13, Concentration 8 ranks

    Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability. This stacks with the +4 bonus granted by Combat Casting while on the defensive or while grappling or pinned.

    CONCENTRATION MASTERYYou can maintain your concentration even under stress or amidst distraction.

    Prerequisite: Dodge, Concentration 8 ranks

    Benefit: You have a strong ability to focus and concentrate, allowing you to take 10 on Concentration skill checks even if stress and distractions would normally prevent you from doing so.

    FAVORED ENEMY SPELLYou are adept at casting spells against your favored enemies.

    Prerequisite: Favored Enemy, ability to cast 2nd level arcane or divine spells

    Benefit: When casting a spell against your favored enemies, you can either add half your favored enemy bonus to the spell s save DC or your full favored enemy bonus to the amount of damage inflicted by the spell.

    IMPROVED CHANNEL TOUCH SPELLYou do not lose the spell charge on a missed attack while channeling a spell.

    Prerequisites: Channel Touch Spell

    Benefit: You can cast any of your spells which target one creature or object through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in order to make your armed attack. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot one level higher than the level of the spell cast.

  • Normal: A character without this feat can discharge a touch spell through a held melee weapon, but not a ranged spell.

    QUICK CHANNEL TOUCH SPELL You can cast a touch spell through your melee weapon.

    Prerequisites: Channel Touch Spell

    Benefit: You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell and attack is a full round action, provided the spell's normal casting time is not greater than 1 standard action. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot four levels higher than the level of the spell cast.

    Normal: You must wait until your next attack in order to make the armed attack.

    RAGE SPELL Your rage fuels you spells.

    Prerequisites: Spellcasting, Int 13, Wis 13, Rage ability Benefit: When you begin casting a spell, you may choose to expend a rage usage and increase the caster level of the spell by four. The character suffers no penalties for expending the rage. This counts as the character's rage usage for the encounter.

    SPELL DEFENSE You have learned to shield yourself from magic, dodge spells at the last second or use some sort of folk ritual to protect yourself from magical attack.

    Prerequisite: Knowledge (arcana) 5 ranks

    Benefit: When using the Total Defense action, you can forgo the +4 dodge bonus normally granted to your AC in order to gain a +4 circumstance bonus on your saving throws against spells, supernatural abilities and spell like effects.

    SPELL ENCHANTED ATTACKYou expend a spell slot to gain a bonus to your attack roll.

    Prerequisites: Spellcasting, Wis 14

  • Benefit: When you make an attack roll, you may choose to expend one of your spell slots for the day. For the purposes of this attack, the weapon gains an enhancement bonus on attack and damage rolls of +1 per four spell levels (maximum +5). You must declare you are using this feat before you make your attack roll.

    SPELL FUELED ATTACKYou expend a spell slot to gain a bonus to your attack roll.

    Prerequisites: Spellcasting, Int 13, Wis 13

    Benefit: When you make an attack roll, you may choose to expend one of your spell slots for the day. You gain a bonus to the attack roll equivalent +1 per two spell levels (maximum +5) . You must declare you are using this feat before you make your attack roll.