| Post/Author/DateTime | Post |
|---|---|
| Talchar03-26-05, 04:45 AM | Just throwing out some test feats to see what people think of them. Abjuration Specialist Warding Feats Wards in General: Wards represent a spell like effect, that forces spell energy into a predetermined matrix or “warding” with fixed effect. In operation, wards operate much like the cleric spontaneous casting ability. As a spell like effect, a powered ward is subject to being dispelled, but cannot be countered. Abjuration Specialists are eligible to be the following feats. These feats are added to the wizards list of eligible bonus feats. 1. Warding Vs the Unseen: Prerequisite: Abjuration Specialist Wizard Activation Time: Standard Action Duration: 10 Minutes per converted spell level. Benefit: You empower a warding that serves as a crude invisible sensory web that is capable of detecting which square an invisible, incorporeal or ethereal creature of medium size or larger is in. The maximum range of this warding is 30 feet. You are still subject to the 50% concealment miss chance when combating such creatures. This warding can be defeated by non-detection or similar magics. Additionally the warding also allows you to function without light, as if the 30 foot area around you has shadowy illumination. 2. Elemental Warding: Prerequisite: Abjurations Specialist Wizard, Energy Substitution Feat Activation Time: Standard Action Duration: 10 Minutes per converted spell level. Benefit: You empower a warding that serves to mitigate the effects of elemental damage. This warding provides energy resistance 5 for the following energy types (Fire, Cold, Sonic, Electricity). This energy resistance overlaps with any other effect that provides energy resistance. 3. Corporeal Defense: Prerequisite: Abjurations Specialist Wizard, Activation Time: Standard Action Duration: 1 round per converted spell level. Benefit: You empower a warding that serves to mitigate the effects of physical damage. This warding provides damage reduction INT Bonus / - vs. Pierce ring, slashing or bludgeoning damage. This damage reduction overlaps with any other effect that provides damage reduction 4. Critical Exigency Prerequisite: Abjurations Specialist Wizard, Lightning Reflexes Activation Time: Immediate Action (Special see text) Duration: 1 attack Benefit: You empower a warding that serves to mitigate the effects of any one attack that inflicts hip point damage on you. After determining the amount of damage the attack inflicts, you are allowed a special Concentration Check, (DC = 10 + Damage Inflicted). For each spell level converted (minimum of 1 level) to power this ward, you gain a +2 bonus to your Concentration check. Upon a successful Concentration check, you take ˝ the damage that the attack would normally inflict. Special: This feat only comes into play after the damage dice are rolled and all of your other defenses are factored in. If a character is hit multiple times in a single round, you can decide which attack to apply this feat against. This feat can only affect one attack per turn. |
| Eliza_Stormwhisper03-26-05, 07:16 AM | The only time travelling I allow in my campaigns would be through a wish spell, and backwards in time only. And even then, the caster wouldn't travel back in time irrelevant to the space-time continuum, it would actually be the point in the game back to which the caster wished. The events that occured between that point and the time the caster casted the wish spell simply never would have happened. For example, a 20th-level elf wizard, a 4th-level dwarf fighter, and a 2nd-level human cleric are adventuring together (stupid party makeup, but hey, this is an example). The wizard casts a wish spell and wishes to go back 100 years in time. The dwarf is probably now a commoner, the wizard is probably now 1st level, and the human doesn't exist (yet). All knowledge gained in the events of the 100 years that "happened but didn't happen" is still there. The events may or may not happen, going back in time like this is essentially starting anew. I can already see how this could be abused, though. If a group of high or epic-level characters were adventuring, but they all started dropping like flies (probably due to unfortunate events) the wizard could wish them back to before the encounter, and they could try again. Also, the wizard could wish for something, and in addition wish to go back a few minutes (so he didn't actually cast the spell, doesn't lose the spell slot or XP, etc). It's an iffy issue, though. I trust my players not to abuse this method, because after all the limits of a wish spell are up to me as the DM. The last use of the wish spell in the previous paragraph would be something I'd never allow, though. |
| Eliza_Stormwhisper03-26-05, 07:29 AM | I'm so sorry... I put that reply in the wrong thread. |