作者 主题: 额外专长开放-第一弹  (阅读 4575 次)

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离线 金闪Shiradan

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额外专长开放-第一弹
« 于: 2016-06-06, 周一 13:08:37 »
Battlecaster
You can cast a spell as part of a full attack.
Prerequisite: Combat Casting, BAB +6
Benefit: As a full attack action, after making your first attack, you may cast a spell with a casting time of a standard action or less instead of taking any additional attacks.
Special: If the spell results in an attack roll, that roll suffers a −5 penalty to hit

Charmed
You may boost a single dice roll.
Benefit: You may add a +5 bonus to any single die roll after it is made (1/day).

Concentration Spell (Metamagic)
You can extend the duration of your spells through concentration.
Benefit: When the duration of a spell enhanced by the Concentration Spell feat (called a concentration spell) is set to expire, you may instead concentrate to maintain it. When your concentration ends, so does the spell. Concentration Spell may not be used on spells with an instantaneous or 1 round duration. A concentration spell uses up a spell slot 1 level higher than the spell's normal level.

Conditional Curse
Your curse hinders you only about half of the time.
Prerequisites: Curse class feature
Benefit: When you take the Conditional Curse feat, choose one of the following pairs of conditions: night and day, inside and outside. Then choose one of the two conditions in the pair. When that condition is true, you suffer from your curse; when the other is in effect, you do not suffer from the curse. You retain the benefits from your curse at all times.

Divine Resistance
You are more resistant to divine magic.
Benefit: You get a +4 bonus on all saving throws to resist divine spells and spell-like abilities of creatures with divine caster levels.

Elemental Boost
Spells of your chosen element are infused with extra power.
Prerequisite: Spell Focus (evocation)
Benefit: Choose one of the energy descriptors (acid, cold, electricity, fire, force, light, negative, positive, or sonic). When casting spells or using supernatural abilities with your chosen descriptor, you inflict +1 damage/die rolled.
Special: With the GM’s agreement, you can choose a descriptor not in this list. Elemental Boost may be taken multiple times, each time choosing a different energy descriptor. The damage bonus can only be applied 1/dice of damage even if the damage is of multiple energy types for which you have Elemental Boost.

Extra Use
You can use any class ability an extra 1/day.
Benefit: 1/day, you may use one of your class abilities without that use counting towards its daily limit of uses.

Magic Sense
You can sense magic energies and identify spells you save against.
Benefit: You can sense the presence of enchanted items or spell effects within 30 ft., identifying which items or areas are magical. In addition, whenever you succeed at a saving throw against a spell, spelllike ability, or supernatural ability, you know what would have happened had you failed your save. This is considered an extraordinary ability.
Special: This ability to sense enchanted items or spell effects does not allow you to bypass or reduce the effects of blindness or concealment in combat.
Normal: A creature that successfully saves against a spell without an obvious physical effects feels a hostile force or tingle but cannot deduce the exact nature of the attack.

Mystic Retribution
You can zap enemies who interrupt your spellcasting,using residual magic.
Benefit: If your spellcasting is interrupted by a melee attack and your spell is lost, you may make a touch attack (considered armed) as an attack of opportunity against the attacker. This attack deals 1d6 hp force damage/level of the spell lost.

Potent Ability
You add a +1 bonus to the DC of your supernatural and spell-like abilities.
Benefit: Add a +1 bonus to the DC to save against all of your spell-like and supernatural abilities.

Potent Divination
Your detection spells are faster and stronger than normal.
Prerequisite: Ability to cast a detection spell
Benefit: When you cast a detection spell (any spell beginning with the word detect), you learn in 1 round what you would normally learn in 3 rounds, the range extends to 120 ft., and the area extends 180 degrees in the direction you are facing.

Prophetic Dreamer
Your dreams sometimes echo the future.
Prerequisite: Mystery Class Feature
Benefit: Once per session after resting, your could ask your GM about a dream you have had that portends an event that may be in your future. Ideally, this dream could warn you of a possible danger or guide you to a good decision. The dream need not come true but should be a possible or likely moment in your future. These dreams could be symbolic, literal, or a combination of both.

Savage Critical
You critical hits strike harder on a natural 20.
Benefit: If you roll a natural 20 to hit and confirm a critical (or you otherwise score a critical hit automatically), treat your weapon’s critical multiplier as if it were 1 point higher

Somatic Weapon
You can satisfy a somatic component using a chosen weapon.
Prerequisite: Weapon Focus, 1 rank in Spellcraft
Benefit: Choose a weapon for which you have taken Weapon Focus. When casting a spell with a somatic component, you can satisfy the component as if the hand holding it were free. You cannot use this feat while grappled unless the weapon you are holding is light.
Note: Spellcasting this way does not prevent attacks of opportunity triggered by spellcasting.

Strange Revelation
You can learn a revelation from a mystery other than your own.
Prerequisite: Mystery class feature, 5 ranks in Knowledge (religion)
Benefit: The next time you select a revelation or take the Extra Revelation feat (including if chosen at the same level you take Strange Revelation), you may select a revelation from another mystery instead of your own.
Special: This feat cannot be used with final revelations

Tactical Spellcasting
You can move before and after spellcasting.
Prerequisite: Dex 13, Dodge, Mobility, 1 rank in Spellcraft
Benefit: When casting a spell that requires a standard action, you may move both before and after your spell is cast if the total distance moved is not greater than your current speed.

Transfer Spell (Metamagic)
You can change the range of a spell from personal to touch.
Benefit: You can use Transfer Spell with any spell that has a range of personal to change its range to touch. The target of the spell must accept the spell voluntarily or it has no effect. A transfer spell takes up a spell slot 1 level higher than the spell's actual level.

Wand Casting
You can cast spells with a wand in your hand, augmenting spells of the same school.
Prerequisite: Dex 13, 3 ranks in Spellcraft
Benefit: You may perform somatic components witha hand holding a wand. In addition, if you cast a spell of the same school as the wand, you may expend a charge from the wand to add a +1 bonus to the DC of the spell cast.

« 上次编辑: 2016-06-06, 周一 13:14:39 由 Shiradan »