In my quest to make Charisma a stat worth having to everyone and not just bards, paladins, sorcerors and diplomancers, I present the following. Hopefully they're not too overpowered, but still useful.
FLUFF: In the frigid mountains far to the south grows a plant called Winterflax. Ordinarily, the plant is fatally toxic, but local peoples have long known that if properly prepared, the plant can be used to make a philter that fundamentally changes anyone who drinks it and lives. The most obvious effect is an ashen pallor, but it also forces open the drinker's mind, allowing them to perform a primitive form of magic, known to the locals as Signs. Less powerful than normal arcane spells, Signs are named such because all that is required to cast them is a single hand sign, unique to each spell. Because the somatics are so simple, Signs have no arcane armour failure chance, but require a free hand for the casting. FLUFF ENDS
POISON - Whiteflax Philter Craft DC20 DC 18 ingested Initial damage 1d6 Con, 1d6 Int Secondary damage 2d6 Con
Base Feat: Winterflax Eater Prerequisite: If this feat is taken at any level other than 1st, you must have taken Winterflax philter and failed the first save. You have eaten Winterflax and survived exposure to the normally deadly toxins. You have not been left unchanged, however, and your skin has taken on a slightly ashen cast. Benefit:You receive a permanent +1 alchemical bonus to Fortitude saves against poisons, but incur a -1 penalty to Diplomacy, Gather Information and Perform checks. You may also select a single Sign for which you meet the prerequisites to cast up to 2+Cha modifier times/day (minimum 1).
Subsequent feat: Extra Sign Prerequisite: Winterflax Eater Your practise of Signs has opened your eyes to further mysteries Benefit. Choose any Sign for which you meet the prerequisites to cast up to 2+Cha modifier times/day (minimum 1). You may select this feat multiple times, but must choose a different Sign each time.
Signs:
Sign of Nus "Warning" (Su, Mind-affecting) Prerequisite: None Action: Immediate You call your companions to action with a mental alarm, but the effort leaves you momentarily breathless. During any surprise round in which you are not surprised, you may nominate any surprised ally to act instead of you. The target of this Sign acts in the surprise round with an effective Initiative score of 2 less than your own, and you are counted as surprised for this round. The target uses his own initiative on subsequent rounds. This is a mind-affecting effect.
Sign of Urd: "Flame" (Su) Action: Standard Prerequisite: Any creature without the Cold Subtype You conjure a flame in the palm of your hand as a Standard Action. This flame provides light as a lamp (15/30ft) and lasts for a number of rounds equal to your character level. So long as the flame remains, it may be used to light torches, candles, campfires, etc, or may be thrown at any enemy within 10 feet, doing 1d4 damage + 1d4 for every five character levels as a ranged touch attack. Using the flame as an attack extinguishes it immediately.
Sign of Vor "Endurance" (Su) Prerequisite: Con 13 or higher Action: Standard You take a moment to concentrate and strengthen your resolve. The enemy's weapons may cut your flesh, but cannot touch your strength of will. Make a DC15 Concentration check as a Standard Action. If you succeed, you gain a +1 enhancement bonus to your Natural Armour. You may if you choose increase the check DC to gain a higher bonus (+2 bonus for a DC20 check, +3 for DC 25, etc) but a failed check gains nothing. The bonus lasts for a number of rounds equal to your character level.
Sign of Ir "Moon's Tears" (Su) Prerequisite: Wisdom 13 or higher, 1 Sign known Action: Standard You turn your thoughts inward, and will your wounds to close. After a moment, your pain lessens somewhat As a standard action, you may heal yourself a number of HP equal to half your character level + Wis modifier, or heal a single adjacent ally for half that amount.
Sign of Jer "Forbiddance" (Su) Prerequisite: 1 Sign known Action: Immediate As the enemy draws near, you block their progress with a blast of pure willpower that batters and buffets them When an enemy attempts to enter a square adjecent to you, make an opposed check (Cha mod + level/2 vs Fortitude). If you win, the enemy is prevented from entering that square and their move action ends. If you fail the check, the enemy's movement is unaffected, but he takes 1d4 Force damage.
Sign of Kan "Obscured" (Su) Prerequisite:Charisma 13 or higher, 2 Signs known. Action: Immediate Any time you can make an Attack of Opportunity, you may instead choose to attack your enemy's sight. Until the start of their next turn, the enemy is blinded unless he/she/it succeeds on a Fortitude save with a DC of 10+half your level+your Cha modifier.
Last edited by Daremonai on Fri Nov 21, 2008 2:02 pm, edited 2 times in total.
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