| Welcome to The Thurian Continent: Conan D20 RPG Site.. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| The Feats of the Raven:; Enhance your Abilities: | |
|---|---|
| Tweet Topic Started: May 24 2012, 03:09 PM (505 Views) | |
| Nialldubh | May 24 2012, 03:09 PM Post #1 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
New Feats of the Raven New Feat Childe of the Elements [General] Requirements: Must be taken at first level. Character may not have any other ‘Childe ‘ Feat Description: The character is born with a measure of his or her heritage descending from the primal being known to humans as Elementals. Children of the Elements are most common among the people of Koth and Shem. The character gains the following template type: Size and Type: Creature type becomes a native Outsider (Elemental) Hit Dice, Move, DV, DR, Special Attacks: All remain unchanged Special Qualities: Creature gains: * Darkvision, 30 feet: The creature can ‘see’ the elemental energies that comprise all matter. Objects seem to be lit by a subtle internal radiance. Magical, Ethereal, Astral and magically concealed objects may also be detectable, but require a Spot check, DC set by the nature of the spell/creature/object itself. * Elemental Resistance: When being damaged by an elemental source such as fire and lightning of either mundane or magical origin the creature suffers 1 point of damage less per each dice of damage. In addition the character gets a +2 bonus to Survival and Fortitude checks caused by exposure or harsh environments. Spells: While the Childe of the Elements gains no spells per se he or she does have an affinity for spells of the Elemental Sphere. Spells cast from that sphere are cast with a +1 bonus to the creature’s magical attack bonus and are cast as if the caster was one level higher Scholar than he or she is. Favoured Class: Change to Scholar. Base Power Points: Unchanged Abilities: Change as follows: Con +2, Wis –2. Children of the Elements tend to be tougher than the average member of their base race, but quick to anger and prone to sudden and rash actions. Skills: Children of the Elements gain a +2 bonus to all Craft Skills due to their innate understanding of the nature of the material properties they are working with Corruption: Children of the Elements are more susceptible to magical energies and gain a –1 penalty against Corruption checks. Revised Feat- was 'Child of Jhebbal Sag' New Feat Childe of Nature [General] Requirements: May only be taken at first level. Character may not have any other ‘Childe’ Feat Description: The character is born with a portion of his or her heritage descending from the beings known to most as the Spirits of Nature. Children of Nature are most common among Picts, Kushites and other inhabitants of the Black Kingdoms, the Khitian and of course worshippers of the gods of nature. The character gains the following template: Size and Type: Creature type becomes a native Outsider (Spirit) Hit Dice, Move, DV, DR, Special Attacks: All remain unchanged Special Qualities: Creature gains: * Low light vision: 60 feet. * Wild Empathy: The character may attempt to affect the reaction of creature of the Animal subtype with intelligence of 2 or lower in a manner similar Diplomacy. The character makes a d20 check, adding their Cha bonus and character level. This is applied to the chart of pg. 92 of the Conan core rulebook for the purposes of modifying the creature’s reaction. Most domestic animals start with an attitude of indifferent, while most wild animals start with a attitude of unfriendly. Spells: While the Childe of the Nature gains no spells per se he or she does have an affinity for spells of the Life and Nature Sphere. Spells cast from that sphere are cast with a +1 bonus to the creature’s magical attack bonus and are cast as if the caster was one level higher scholar than he or she is. Favoured Class: Change to Barbarian [for male] or Scholar [for female]. Base Power Points: Unchanged Abilities: Change as follows: Con +1, Int -2, Wis +1 Skills: Children of Nature gain a +2 bonus to all Drive Cart, Handle Animal, Ride and Survival checks. Corruption: Children of the Nature are more susceptible to magical energies and gain a –1 penalty against Corruption checks. New Feat Warder [Sorcery] Perquisites: Base Magical Attack Bonus of +1 or higher; Access to the Blessings and Wards Sphere of Power Description: The character is highly adept in the use of protective magic. They gain a +2 bonus to the Magical Success Roll when casting a spell from the Blessings and Protection Sphere of Power. New Feat Elemental Affinity [Sorcery] Perquisites: Base Magical Attack Bonus +1 or higher; Access to the Elements and Forces Sphere of Power Description: The character has a natural flair for power of the natural elements. They gain a +2 bonus to their Magical Success Roll when casting spells from the Elements and Forces Sphere. New Feat Childe of Angels [General] Requirements: Must be taken at first level; Character must not have any other ‘Childe’ Feat. Description: Your parentage is not fully human. Mingled with the blood of common mortals is the blood of some Angelic power who found a forebearer passing fair. The character gains the following profile. Size and Type: Change to native Outsider (Angel) Hit Dice, Initiative, Move: Remain unchanged DV and DR: Increase by 1 Special Attacks, Special Qualities: Remain unchanged Characteristics: Int –2; Wis +2. Children of Angels tend to think more with their heart rather than their head. Spells: A Childe of Angels gains no spells per se but possesses a particular affinity for the Blessings and Protection Sphere of Power. Spells of that Sphere cast by the character gain a +1 bonus to the magic attack roll and are cast as if the caster were one level of Scholar higher than he or she is. Favoured Classes: Change to Scholar and Soldier Corruption: Children of Angels are notoriously resistant to the corrupting effect of evil sorcery, gaining a +2 bonus against all Corruption checks Limitation: A Childe of Angels must maintain a Code of Honour [barbaric or civilized] and not possess any Corruption points to enjoy the benefits of this Feat. Should they fail to do so, they lose all benefits of this Feat and their Type reverts to Human. If the character seeks Atonement and successfully regains their Honour and loses their Corruption the Feat once again becomes active. New Feat Touch of Death [Sorcery] Perquisites: Base Magical Attack Bonus of +1 or higher; Access to the Death and Destruction Sphere of Power Description: The dark forces of Entropy seethe through the character. They gain a +2 bonus when casting spells from the Death and Destruction Sphere. New Feat Blessing of the Earth Mother [Sorcery] Perquisites: Base Magical Attack Bonus of +1 of higher; Access to the Life and Nature Sphere Description: The character is blessed by the Spirits of Creation themselves. The character gains a +2 bonus to their Magical Success Roll when casting spells from the Life and Nature Sphere of Power. New Feat Hypnotist [Sorcery] Perquisites: Magic Attack Bonus of +1 or higher; Access to the Enchantment and Illusion Sphere of Power The character has a natural talent for swaying the minds of the weak that fall under their thrall. They gain a +2 bonus when casting spells from the Enchantment and Illusion Sphere of Power. New Feat Childe of the Fae [General] Requirements: Must be taken at first level; May not possess any other Childe Feat Description: Many times in history a young lass has come home with legends of falling prey to charms of a dark and mysterious lover. While most of these encounters are simply with an unfaithful human lover, sometimes the ‘dark lover’ is a member of the capricious spirit known to most as the Fae. The children of these unions rarely possess a ‘normal’ life and may feel drawn to a life between the known worlds and the realms beyond most people’s ken- feeling the pull of their father’s blood to places most cannot go. The follow profile is applied to a creature with this Feat: Size and Type: Change to native Outsider [Fae] Speed: Unchanged DV,DR, Base Attack, Special Attacks: Remain unchanged Special Qualities: None. -Call of the Fae: The character us naturally drawn to areas still touched by the lands of Eternal Twilight- normally remote glens and hilltops little despoiled by human touch. As such a Childe of the Fae will know when they are within a mile of a gateway to Arcadia or a nexus of Fae Power unless it is magically veiled against detection. -Faerie Kyn: The Fae are an unusual lot with unique and a varied heritages. Little distinction is given to the ‘purity’ of their blood- all Children of the Fae will be treated by Fae as if they were Fae themselves rather than human beings. This means that all Children of the Fae interacting with a Fae start with one better level of Attitude. For example a Slyph normally Unfriendly to humanity would start as Indifferent to a human Childe of the Fae. Note that as such, a Childe of the Fae may also claim kin right to their father’s people, but what the reaction of his father’s people would depend on their nature. The Unseelie Fae for example always claim that kyn blood tastes better than those of strangers…. Spells: While a Childe of the Fae is granted no spells per se, their affinity for properties of Dreamtime allow them to cast spells from the Enchantment and Illusion Sphere of power as a Scholar one level higher than they actually are and with a +1 bonus to their Magical Success Roll while doing so. Attributes: All Children of the Fae possess a haunting beauty that possesses a fragile and soft core to it. Str –2; Cha +2 Feats: All Children of the Fae posses the Carouser Feat whether or not they meet the requirements for the Feat Corruption: Children of the Fae are not truly prone to Corruption, but their sensualist nature leads them easily to addictive practices. All Saving Throws to prevent becoming addicted to a drug are made at –2. New Feat Magic Resistant [General] Perquisites: The creature may not have access to any Spheres of Power and can never gain access in their lifetime. The creature may not have any Childe Feats [including Spawn of Dagoth Hill]. Must be taken at first level. For whatever reason, the mystical energies of the universe part around the bearer of this feat like water does around a thick stone. While this means the one bearing this feat will never be able to utilize the powers of Sorcery, they also gain a +4 innate bonus against any spell or spell like effects. This includes active powers- such as spells cast at the one with this feat or passive such as enchantments designed to affect all in an area. This is a supernatural ability. New Feat Childe of Night [General] Requirements: Must be taken at first level; the creature may not have any other Childe Feat. Description: Not all the children of the Underworld are displeasing to the eye. Many are the children of Dekerta for example who are able to take shapes comely to humanity. These Dark Lovers often leave chaos and horror in their wake but occasionally a child born by their bloodline can be reared among humanity as a result fo these liaisons. The following profile is added to all creatures with this Feat: Type, Size and Hit Dice: Change type to Native Outsider [Entropic] Initiative, Speed, DV, DR and Attacks: As base creature Special Qualities: Add the following to the base creature’s profile Low Light Vision: The creature possess 30 feet of Low Light Vision. If the base creature already possesses this ability, it’s range increased 30 feet. Born of the Shadows: Once per day the creature may utilize one [and only one] of the following basic Death and Destruction spell without the use of Power Points or even if they lack any other sorcerous ability:corpse sight, whispers beyond the grave. If the creature has no ranks in Scholar than it is considered a first level Scholar for the purposes of determining range, effect, etc due to it’s affinity for spells of this Sphere noted below. [see Spells]. Taste of Blood: Whatever the dietary habits of the base creature, the creature prefers a diet rich in meat. They can only receive half of the usual sustenance from vegetable and grains. They however may ingest raw meat without difficulty or fear of getting ill and in fact prefer to do so. Saves: All Children of Night receive a +2 innate saving throw bonus against all Death and Destruction spells intended to cause it harm. In addition it gains the same bonus to saving throws against any spells or spell-like effects used on it by a creature with the Undead subtype to cause the Childe harm. Many Children of Night that retain strong connections to humanity often use this advantage to become the hunters of wraiths, vampires and necromancers. Abilities: Children of Night posses a wisdom and beauty that come from intimate connection of one of the very defining Forces of Creation itself, but are less tethered in the lands of living as a result. The following modifiers are applied to their characteristics: Con –2; Wis +1; Cha +1 Skills: All Children of Night are silent on their feet and shadows seem to wrap around them. They gain a innate +2 bonus to Hide and Move Silently checks. Spells: In addition to the innate spells granted by the Born of the Shadows Special Quality Children of Night have an affinity for the Death and Destruction Sphere of Power. All spells from this Sphere- including it’s innate ones- are cast as if the Childe was a scholar one level higher than the creature is. Corruption: Children of Night have a pronounced tendency for morbid and obsessive behaviour and as such gain an innate –1 saving throw against Corruption checks. Favoured Classes: Change to Scholar and Thief New Feat Total Sacrifice [Sorcery] Perquisites: Tortured Sacrifice; Base Magic Attack Bonus of +4 or higher; Base Attack of +4 or higher; ten ranks of Concentration; ten ranks of Craft [alchemy]; ten ranks of Knowledge [arcana]; Corruption 1+ Warning: The learning of this Feat gains the character an additional Corruption point and each use of the Feat provokes a Corruption check The use of sacrifice to generate magic power is well known. Few however understand the principles behind it. Upon the sacrifice of a creature the lifeforce contained within the creature is released and may be tapped by a sorcerer for their own use. With practice and the learning of new techniques a sorcerer can make the collection of their victim’s life essence more efficient. This Feat represents the ultimate in such practices for not only does the sorcerer utilize every drop of lifeforce of their victim, they extract their soul entire and drain it dry. Though this provides more Power it is a process so foul that few but the most inhuman and debauched would use it. The use of Total Sacrifice is a time consuming procedure. It takes one hour for each Hit Dice or character level the victim has for the extraction process. The procedure must be uninterrupted from beginning to end. If the process is halted the victim will die prematurely and their soul will escape without benefit to the sacrificing character. Should the procedure be completed the character will gain 1 Power Point for each hit point the victim has. Since this can be a massive amount of Power characters utilizing this Feat should have some way of storing or immediately using the Power generated. . |
![]() |
|
| « Previous Topic · The Wizard's Tower: · Next Topic » |





![]](http://z4.ifrm.com/static/1/pip_r.png)



12:36 AM Jul 11