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Binding of the Noble Hero Fornadmaim Niad
Náir [General]
"The youths told him that if he depended on his own
strength, that oath would not be broken. Then they grabbed him by
the ankle, and hurled him up into the rafters, and everyone
started throwing their spears and darts at him. Slowly, cunningly,
Cú Chulainn made his way down, resting on the point of each spear
until he reached the ground."
The Training of Cuchulain, The
Ulster Cycle
You are a master of twisting out of the path
incoming missile weapons.
Prerequisite: Dex 13+, Lightning Reflexes, Dodge
Benefit:
By taking a standard action you may elect to
dodge incoming missile attacks which you are aware of. For each
attack that would normally hit, up to a maximum equivalent to your
Dexterity bonus, you may make a reflex saving throw versus DC 20
(add one point to the DC for each point of magical bonus if any). A
successful save means you have sidestepped or otherwise avoided
the attack. Any penalties from armor or encumbrance will effect
this save. Certain magical attacks (rays, and other visible
missile attacks that require a to hit roll from the caster and
which effect a single target) can also be dodged in the same
manner. However, the DC for the reflex save is 20 + spell level
and each such attempt counts double towards the number of possible
attempts (i.e. if you have a Dex bonus of +2 you may only attempt
to dodge one such attack.) Only attacks which you are aware of,
not flat footed during, and come after (or simultaneous with) your
own initiative can be dodged.
Normal: This is similar to the Deflect Arrows feat however your
hands are not required to be free and it can be used to dodge
multiple attacks and magical ones as well. A standard action must
be taken, armor/encumbrance check penalties apply to the save, and
only attacks after your own initiative count can be dodged.
Counter Táithbéim [General]
You are adept at taking advantage of an enemy's
missed blows.
Prerequisite: Dex 13+, Combat Reflexes, maneuverable
weapon-one which is your size category or smaller
Benefit: You may make an attack of opportunity against a
single opponent which has attacked in melee and missed you. As
soon as the opponent misses, you may make an
attack of opportunity against that opponent.
Special: Attacks using this feat will take on any
aggressive/defensive stance penalties applied to your attacks for
that round (i.e. if you are fighting defensively). This feat can also be
added to the list of Fighter feats. This feat will not work if you
are surprised or otherwise denied your dexterity bonus.
Gae Bulga [General]
Cuchulain caught it in the fork of his foot, and threw the
Gae Bulga as far as he could cast underneath at Ferdiad, so that
it passed through the strong, thick, iron apron of wrought iron,
and broke in three parts the huge, goodly stone the size of a
millstone, so that it cut its way through the body's protection
into him, till every joint and every limb was filled with its
barbs.
The Combat of Fer Diad and Cuchulain, Táin
Bó Cúalnge
You can make a powerful spear throw using your
foot to propel it. The name of this feat is taken from the weapon
bearing the same name that belonged to the famous warrior
Cuchulain. The spear and his unique method of hurling it were the
end of many a powerful champion.
Prerequisite: Str 13+, Weapon Focus: Spear
Benefit:
When throwing a spear you may elect to cast it
using your foot to apply velocity. This is done by resting the
butt of the spear on the top of the foot and swinging your leg as
if kicking it forward while the arm guides the spear's trajectory.
Additional damage from this throw is 1.5 times your strength bonus and the critical range is doubled. Using
this feat is a standard action. If you already have a spear set
(as for a charge) the throw can be made as a free action.
Normal: Damage added is just your strength bonus.
Special: The Artifact, the Gae Bulga, requires this feat to
be used properly. This feat can also be added to the list of
Fighter feats.
Hero's Salmon Leap lheim braddan [General]
You can leap with amazing strength and prowess.
This feat can also be referred to as Improved Jump.
Prerequisite: Str 13+, minimum of 5 Ranks in Jump
Benefit: Your Jump distance is as if you have a move of 10'
more than your true movement (This can also be added to your
normal total move for the round). You have no maximum to your jump
and all jumps clear a distance of 1.5 foot intervals as opposed to
only one foot.
Normal: Your jump distance is normally effected by
your speed. Your maximum is a function of your height. For every
"x" amount over 10 on your check you clear only one foot
above minimum.
Special: I also suggest
adding this to the Monster Feats as well which will fix a few
problems with critters such as the Grigg. The Grigg are supposed
to be phenomenal jumpers but following by the book rules, they are
extremely limited by their height and are mediocre jumpers at
best--only able to reach less than 1/2 the distances of the second
edition Grigg. Not too mention, the Jump skill is essentially
broken for wee people (around 1.5 feet tall their maximums equal
their minimums in some cases...)
Little Dart Feat Cless Cletenach [General]
Cu Chulainn then sought out the womenfolk and took thrice
fifty needles from them. These he tossed up one after the other.
Each needle went into the eye of another, till in that wise they
were joined together. He returned to the women, and gave each her
own needle into her own hand.
Bricriu's
Feast
You can throw darts, daggers or other light thrown
weapons with incredible accuracy, striking a single point with
multiple shots.
Prerequisite: Rapid Shot, Precise Shot, Point Blank Shot,
Dex 13+
Benefit: When throwing multiple light missile weapons at a
single target and using rapid shot, you do not suffer the -2
penalty to each attack.
Normal: Rapid shot bestows a -2 penalty to each attack
when making extra attacks. This feat circumvents that penalty,
however, each shot must be made at
the same target and it only applies to thrown weapons.
Stone Sight Clagh Leir [General]
You have the rare ability of "stone
sight" as described in the Eyrian history. (Sidenote: this
isn't taken from Irish Myth and is unique to the Eyru campaign.) You can fight
letting the harmony of the stones of the earth, be your guide.
This is a supernatural ability.
Prerequisite: Blind-Fight, Alertness, DM Approval
Benefit: You do not suffer concealment rolls. Further, an
invisible attacker gains no bonus to strike you in melee or
missile combat. You also suffer no penalty to speed while blind
and moving.
Special: Like blind-fighting, this offers no bonus against
the Blink spell. You must also be in close contact with the earth.
This ability will not function while flying or aboard a ship in
deep ocean water for instance. The song will be muted (and
effectively no better than Blind-Fight.)
Magic Item Creation Feats-Variant
*UPDATE*
Alright, I love this system but have several
issues. Bottom line, I am paying PCs twice-once in the standard
treasure for an encounter and second by giving a source which is
convertible to things which can be sold for large sums of cash.
Essentially, I am paying them twice for a successful
encounter. Second, and most importantly, no one is using it!
Probably too complicated/messy (can you over complicate DnD? :)
I am changing this little mechanic a bit. It is
no longer "required" for making items. Bottom line, the
added "essences" can be used to recover EXPERIENCE costs
in making an item and not gold. Click
here to skip the explanation and go straight to the
mechanics...
EXPLANATION
This is an attempt to make magic item creation
less of an ATM transaction and restore the fun and mystery to the
process. Exchanging piles of cash for materials and producing a
magic item may work perfectly well in most campaigns. The standard
campaign may have magic item shops on the corner. Works great and
is a pain-free method for DMs and players to use to create items
(and provide a cash sink...) Eyru is a bit different, especially
given that arcane magic is a lost and greatly misunderstood
art.
The process of creating a magic item
often requires that the creator make a very personal investment in
the item. His very power or essence is transferred into an
inanimate object to give it life. By game mechanics, this essence
is measured in experience; the very measure of power for a
character. But what if this essence could be captured from other
sources?
The most obvious source for this essence is from
creatures, plants, or other objects that have the desired
properties occurring naturally in themselves which you wish to
instill in the item. For instance, Ogres have strength well above
the average for most campaigns (i.e. Human). Their essence could be utilized in producing
Bull's Strength
potions or even the obvious Gauntlets of Ogre Power. Displacer
beast pelts would be a welcome addition to a Cloak of
Displacement, etc.
What is that "essence"? Well, depending
on your tastes, it could be anything. For a very alchemical,
"eye of newt" sort of a method, that essence could be
collected from the body of the creature itself. It could be even
something the creature could contribute (knowingly or not) while
alive (dragon scales, ogre hair, pixie dust). Perhaps their
cooperation and presence at the creation of the item in question
could suffice.
These
creatures may even involuntarily lend their "essence" to
their surroundings. For example, Cian decided to create his very
own special tattoos. After an encounter with a salamander living
in a magical forge, he took some of the soot of the forge itself
to use as a base for his tattoos. Let people have fun with this
and be creative!
GAME
MECHANICS
For game mechanics, to determine
what sort of "essence" a creature can lend to an item
simply look at their statistics. For every ability score which is
over 20, allow the creature's essence to be used for items that
enhance those scores. Next take a look at their special qualities,
abilities and attacks. Any of these should be a potential base for
magic items. Feel free to be creative, and let your players be
creative as well. There is the obvious: a Displacer Beasts can
"displace" for instance. However let creativity run wild. A Roc can
"snatch", why not allow it to be a good base for items
enchanted with any number of the Bigby's Hand spells?
Now, how the
heck does this figure into the item creation formula you may ask? Well, here
is a simple guideline for DM's to use. Look up the creature's CR
rating on table 7-2 in the DMG (P. 170). The listed average treasure value
can be used as an estimate of how much of the
creature's "essence" will be required to make a magic item.
If the value meets or exceeds the
creation cost of the magic item, then the caster can create the item
with no XP loss (i.e. no personal energy is spent, it is siphoned off
of the ingredient.) If the value does not meet the creation cost, then
a percentage can be calculated and then applied to the total required
XP needed to create the item. So if a player wishes to create a 2000gp
creation cost item and they have specific ingredients that equal 1000gp
in "value", then the percentage of XP that can be saved is 50%. In
cases where this value exceeds the necessary amount, any remaining
value can be applied to other items.
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