(Created page with '{{author |author_name=Eiji-kun |date_created=3-2-10 |status=Complete |balance=Fighter }} {{3.5e Feat |name=Elemental Blood |types= |summary=You have the blood of an elemental, a…') |
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|summary=You have the blood of an elemental, allowing you to augment your powers with the elements. |
|summary=You have the blood of an elemental, allowing you to augment your powers with the elements. |
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|prereqs= |
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− | |benefit=You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below. |
+ | |benefit=You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below on Table: Elemental Blood Benefits. |
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⚫ | |special=You may select this property a second time gaining a new elemental trait. You may not select traits which oppose each other (fire against water, and air against earth) limiting you to a maximum of two different selections. Your selections give the following additional benefits on Table: Double Elemental Blood Benefits. |
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| Water || class="left" | Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage. |
| Water || class="left" | Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage. |
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+ | {| class="zebra d20" |
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+ | |+ Double Elemental Blood Benefits |
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+ | ! Element || class="left" | Benefit |
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+ | |- |
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+ | | Air+Fire (Plasma) || class="left" | 3/day as a free action you may ignore fire and electrical resistances and deal half damage to if the target is immune to fire or electricity for 1 round duration. |
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+ | |- |
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+ | | Air+Water (Ice) || class="left" | You gain the [[SRD:White Dragon|white dragon's]] icewalking ability, and may take 10 on all swim checks. If you can already take 10, 1/day you may elect to take 20 instead. |
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+ | |- |
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+ | | Earth+Fire (Magma) || class="left" | Your body emits heat, dealing 1/3 your HD (minimum 1 point) in fire damage to a target which strikes you with a non-reach weapon. You may toggle it off as a free action. |
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+ | |- |
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+ | | Earth+Water (Ooze) || class="left" | Your body squeezes and slides away easily, giving you your character level as a competence bonus on grapple checks made to escape a grapple. |
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+ | |} |
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{{3.5e Feats Breadcrumb}} |
{{3.5e Feats Breadcrumb}} |
Latest revision as of 05:30, 3 March 2010
Eiji-kun (talk) | |
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Date Created: | 3-2-10 |
Status: | Complete |
Editing: | Please feel free to edit constructively! |
Balance: | Rogue |
Elemental Blood {{#set:Type=General}} Summary::You have the blood of an elemental, allowing you to augment your powers with the elements. {{#set:Prerequisite=None}}Benefit: You gain several benefits depending on which elemental property you select, fire, air, water, or earth. You gain the benefits listed below on Table: Elemental Blood Benefits.Special: You may select this property a second time gaining a new elemental trait. You may not select traits which oppose each other (fire against water, and air against earth) limiting you to a maximum of two different selections. Your selections give the following additional benefits on Table: Double Elemental Blood Benefits.
Element | Benefit |
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Air | Gain a +2 bonus on saving throws against Air and Electrical spells and spell-like abilities. If you have a Shocking weapon or other weapon which deals electrical damage, you deal an extra die of damage. |
Earth | Gain a +2 bonus on saving throws against Earth and Acid spells and spell-like abilities. If you have a Corrosive weapon or other weapon which deals acid damage, you deal an extra die of damage. |
Fire | Gain a +2 bonus on saving throws against Fire and Light spells and spell-like abilities. If you have a Flaming weapon or other weapon which deals fire damage, you deal an extra die of damage. |
Water | Gain a +2 bonus on saving throws against Water and Cold spells and spell-like abilities. If you have a Frost weapon or other weapon which deals cold damage, you deal an extra die of damage. |
Element | Benefit |
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Air+Fire (Plasma) | 3/day as a free action you may ignore fire and electrical resistances and deal half damage to if the target is immune to fire or electricity for 1 round duration. |
Air+Water (Ice) | You gain the white dragon's icewalking ability, and may take 10 on all swim checks. If you can already take 10, 1/day you may elect to take 20 instead. |
Earth+Fire (Magma) | Your body emits heat, dealing 1/3 your HD (minimum 1 point) in fire damage to a target which strikes you with a non-reach weapon. You may toggle it off as a free action. |
Earth+Water (Ooze) | Your body squeezes and slides away easily, giving you your character level as a competence bonus on grapple checks made to escape a grapple. |
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