Feats Tweaks To Mechanics And Some New Stuff

Feats

Background Feats, Unique Feats
Just what it sounds like. When a character is first created, players may create (negotiate) a completely unique feat for their character that fits the character concept. It could come from their place of origin, special bloodline, special training, divine favor, exposure to a Remnant, anything really. A player could potentially create a feat-tree, taking only the first feat in a sequence when the character is created, but adding those higher tear feats as the character levels. Power balance is important so these sorts of things may be tweaked as we go, but creativity is highly encouraged. I would like to keep this to one per character, at least at first.

Example: An elven warrior was brought up in the tradition of the blade-singers, which are practitioners of an ancient elven sword art. There could be a number of feats taken in sequence that accumulate to modify bonuses to a variety of predetermined stats such as AC, Attack throw bonuses, extra attacks, etc. The mechanics would be negotiated and how these new feats stack with existing feats, or replace them for said character will be worked out with the DM. The first feat in the sequence could be "wind stance" granting +1 AC against melee opponents while wielding a sword with no shield or dual wielding two swords. The next feat could be "wind shield" granted the swordsman the ability to parry arrows with a sword as a monk (even this simple sounding ability might be too powerful, monks sacrifice the ability to use armor for their martial ability). The third feat could add some to hit bonuses. Practitioners of blade song forgo the ability to learn power attack, cleave, and therefore greater cleave.

Arcane Armor I (These replace the arcane armor feats in the Core Rule Book)
Prerequisites: training in the armor and/or shield being used. Must be a LV0 arcane spell caster or higher. Bonus feats from any class can be spent on this feat. Learning this feat reduces chance of arcane spell failure from wearing armor and/or using a shield by 15%. Allows a multiclass spell caster to be lightly armored and retain their spell casting ability. This is the equivalent of wearing studded leather armor and spell casting with 0% chance of spell failure.

Arcane Armor 2
Prerequisites: Arcane Armor 1, training in the armor and/or shield being used. Must be a LV1 arcane spell caster or higher. Bonus feats from any class can be spent on this feat. Learning this feat reduces chance of arcane spell failure from wearing armor and/or using a shield by 30% (this benefit replaces the spell failure reduction of Arcane Armor 1). Allows a multiclass spell caster to be moderately armored and retain their spell casting ability. This is the equivalent of wearing chainmail and spell casting with 0% chance of spell failure.

Arcane Armor 3
Prerequisites: Arcane Armor 1, Arcane Armor 2, training in the armor and/or shield being used. Must be a LV5 arcane spell caster or higher. Bonus feats from any class can be spent on this feat. Learning this feat reduces chance of arcane spell failure from wearing armor and/or using a shield by 50% (this benefit replaces the spell failure reduction of Arcane Armor 1&2). Allows a multiclass spell caster to be heavily armored and retain their spell casting ability. This is the equivalent of full plate armor and heavy shield (not a tower shield) with a 0% chance of spell failure.

Spell Focus
+2 bonus on save DCs for one school (rather than +1). Prerequisite: 1 level in a class capable of arcane spell casting

Greater Spell Focus
an additional +2 bonus on save DCs for one school (rather than +1) Prerequisite: spell focus, 5 levels in a class capable of arcane spell casting. Effects stack with spell focus.

Universalist's Might
+1 bonus on save DCs for all arcane spells cast (does not stack with any spell focus feat) Prerequisite: 1 level in a class capable of arcane spell casting

Universalist's Might II
+1 bonus on save DCs for all arcane spells cast (stacks with Universalist's Might, does not stack with any spell focus feat) Prerequisite: Universalist's Might, 5 levels in a class capable of arcane spell casting

Path of The Spell Sword
Several traditions and philosophies have blended the study and expression of the arcane with various fighting arts.

For the purpose of determining spell caster lever for level variable characteristics of spells add all fighter levels to arcane spell caster levels. (This does not add to the number of spells a multi classed character can cast per day.) Example: with this feat a LV3 fighter/ LV3 wizard can still only cast a number of spells normally allowed a LV3 wizard, but LV variable effects such as range, damage, and duration would be calculated as if the character were a LV 6 wizard.

Path of The Shadow Blade
Self reliance, constant desperation from living outside the law, and dealing in stolen secrets both mundane and arcane has contributed to the formation and passing down of these traditions.

For the purpose of determining spell caster lever for level variable characteristics of spells add all thief levels to arcane spell caster levels. (This does not add to the number of spells a multi classed character can cast per day.) Example: with this feat a LV3 thief/ LV3 wizard can still only cast a number of spells normally allowed a LV3 wizard, but LV variable effects such as range, damage, and duration would be calculated as if the character were a LV 6 wizard.

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