Variant Classes/Feats/Spells/Etc

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shai-hulud
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Level 14 Contributor
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Variant Classes/Feats/Spells/Etc

Post by shai-hulud » Tue Jan 22, 2008 8:08 pm

Because of the unique nature of the party composition (everyone is warforged), at some point in time, I figure people will want variants on multiple things. Rather than clutter up the game threads, I ask that you put all requests here for variants. I will look into them as I have time (which, admittedly, during the semester may run short). If you offer suggestions, I may run a vote on them to see how others feel they are balanced. This works out where I can spend less time trying to customize and everyone will hopefully wind up happier, faster. If you have plans for the future of your character, but it is not available, please post here and I will see what we can do about it.

Example:

Feat
Touch of Repairing [Reserve]
Original: Touch of Healing (pg 62 of Complete Champion)
You can channel magical energy into healing with a touch.
Prerequisite: Ability to cast or infuse 2nd-level spells.
Benefit: As long as you have a transmutation spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and repair 3 points of damage per level of the highest-level of such spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by repair spells.

As a secondary benefit, you gain a +1 competence bonus on your caster level when casting transmutation spells.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

User avatar
shai-hulud
Level 14 Contributor
Level 14 Contributor
Posts: 5707
Joined: Tue Jun 07, 2005 7:47 am
Location: Waterbury, CT

Re: Variant Classes/Feats/Spells/Etc

Post by shai-hulud » Thu Apr 10, 2008 2:55 pm

Touch of Khyber [Warforged]
A khyber dragonshard is embedded deep in your machinery, constantly growing.
Prerequisite: Warforged, region of Origin (Mournlands).
Benefit: You possess the ability to bind creatures within your khyber shard and use their energies. Currently, a Lemure is bound within your dragonshard. It grants you the ability to take Fiendish form a number of times per day equal to your character level. This ability is a free action to activate and lasts for one round. Alternately, you can use this ability to channel magical energy into a Spellsoaked Steel weapon, granting it a +1 enhancement bonus to attack and damage. It also overcomes Damage Reductions of the alignments of the outsider stored, in this case, Evil and Lawful).

Beneficial Malfunction [Warforged]
Created in the Mournlands, your body was malformed by the raging magics throughout the area. Magics of all varieties are coursing through your body. You have learned to control these malfunctions and focus them positively.
Prerequisites: Warforged, region of Origin (Mournlands).
Benefit: 1 min/day +1 min/5 character levels, you can grant yourself a +4 to a single ability score. This bonus is unnamed, so it stacks with other effects that grant bonuses. You need not use the full duration all at once during a day. You may divide it up as desired. You must spend a standard action to activate the ability. The ability continues until it is expended or you spend a move action to suppress it.

Stabilized Malfunction [Warforged]
You have gained additional control over your malfunctions.
Prerequisites: Warforged, region of origin (Mournlands), Beneficial Malfunction
Benefit: Your Beneficial Malfunction is always active, constantly granting you a +4 to a single ability score. With ten minutes of meditation, you may switch to which score it applies.

Spellsoaked Steel Body [Warforged]
Your body is made from steel taken from the Mournlands. It is highly volatile, but possesses several interesting qualities.
Prerequisites: Warforged, region of origin (Mournlands)
Benefit: +5 armor class bonus. -4 armor check penalty. +3 Max Dex bonus. 25% arcane spell failure. Character is treated as though wearing Medium armor. The steel can easily be affected by bound energies, the kind that might be found in Khyber Dragonshards. Because of that, any Khyber Shard enhancements cost 50% the normal amount (in gp, time, and XP). Additionally, energies stored in a Khyber Dragonshard can be used to temporarily power the metal granting it an enhancement bonus of +1.
Special: This feat may only be taken at first level.

Spellforged [Warforged]
Created in the reactivated House Cannith forge in the Mournlands, spell energies must be powerful to affect you.
Prerequisites: Warforged, region of origin (Mournlands), must be taken at 1st level
Benefit: Gain Spell Resistance 10+character level.

Warping Form [Warforged]
The magics of the Mournland have made your form unstable. You may change things about your form temporarily, but these new forms are not as strong as their original form.
Prerequisites: Warforged, region of origin (Mournlands)
Benefit: You may split your limbs granting any of the following a number of times per day equal to your character level for one minute:
  • Head
    • -2 to Intelligence, Wisdom, or Charisma
    • Immune to flanking
    • Spend an action point to gain an extra standard action this round.
  • Arms
    • -2 to Strength or Dexterity
    • You gain two additional arms.
    • Spend an action point to allow the character four slam attacks as part of a full round attack this round.
  • Legs
    • -2 to Strength or Dexterity
    • +10 move speed
    • Treated as quadruped for carrying capacity
    • May spend action point for two move actions during this round
  • Body
    • -2 to Constitution
    • +1 natural armor +1/4 character levels
    • May spend an action point for DR 5/-- for one round.
Power Instability [Warforged]
The magics of the Mournland have twisted your power core. Occassionally, you produce bursts of electricity.
Prerequisites: Warforged, region of origin The Mournlands
Benefit: Any magical weapon you wield is treated as possessing the Shocking special ability. This benefit also affects your natural attacks. Rather than a command word, you must concentrate for a standard action to activate the ability, at which point your body and any magic weapon you hold becomes sheathed in electricity which does not harm you. It requires another standard action to suppress the ability.

Morphic Body
Prolonged exposure to the Mournland has granted you resistance to its magics.
Prerequisites: must have survived contact with a living spell or been created in the Mournlands
Benefit: You gain a +1 unnamed bonus +1/four character levels to any save versus a spell or spell effect while in the Mournlands. Outside the Mournlands, this is a resistance bonus.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

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