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Some Arcana Unearthed Dire Feats

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These are some feat ideas I had for use specifically with Monte Cook's Arcana Unearthed. This isn't a preview for Arcana Evolved, it's just some fun stuff I came up with, most of them specifically for use with dire weapons. Let's face it, dire weapons are pure fantasy -- completely impractical -- but still pretty cool. One could imagine that the hooks, spikes and wavy blades of dire weapons could be used for more than just inflicting more damage, though. The last feat, Absolve Condition, mostly exists because I like coming up with new reasons to take ranks in Concentration, particularly in Arcana Unearthed, since with the ceremonies and rituals inherent to the system, the skill is a natural.

DIRE DISARM (GENERAL)

You can use the spikes, hooks, and barbs of a dire weapon to catch your opponent's weapon, tearing it from his hands.

Prerequisites: Weapon Proficiency, Exotic (Heavy), Expertise, Improved Disarm

Benefits: The character gains a +4 equipment bonus to the opposed attack roll involved with disarm attempts made with a dire melee weapon.

DIRE PARRY (GENERAL)

You can use the spikes, spines, and wicked curves of a dire weapon to catch your opponent's weapon, thus keeping it from striking you.

Prerequisites: Weapon Proficiency, Exotic (Heavy), Dexterity 13

Benefits: The character gains a +1 parry bonus to Armor Class against melee attacks when holding a dire melee weapon. This bonus stacks with other parry bonuses. The character must be aware of the attack and able to act to parry the blow and get the bonus. The character loses the Armor Class bonus when flat footed.

DIRE TRIP (GENERAL)

You can use the hooks, barbs, and wicked curves of a dire weapon to catch your opponent, knocking him off his feet.

Prerequisite: Weapon Proficiency, Exotic (Heavy), Expertise, Improved Trip

Benefits: The character gains a +4 equipment bonus to the attack roll and the Strength check involved with trip attempts made with a dire melee weapon.

ABSOLVE CONDITION (CEREMONIAL)

In a ritual involving you and four others, all skilled in the art of Concentration, you gain the ability to use your inner will to throw off unwanted conditions.

Prerequisite: Concentration skill, truename

Benefits: If the character uses a full-round action and does nothing but concentrate, she can make a Concentration check (DC 10 + effect's caster level, if applicable, otherwise DC 20) to rid herself of the following conditions: dazed, stunned, shaken, confused, cowering, dazzled, fascinated, or nauseated. She can also get rid of the paralyzed or sickened conditions, but only if they come from an unnatural or magical source, such as a spell. (She cannot, for example get rid of paralysis that comes from a spinal injury or sickening that comes from a disease). The character can attempt to absolve the condition even if affected by a condition that says she can take no actions. However, she can only attempt to use this feat once per specific instance of the condition. Failure indicates that the condition lasts 1 round longer than it normally would. Since there are consequences for failure and retries are not allowed, the character cannot take 20 on the check.

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Monte Cook's Arcana UnearthedMonte Cook's Arcana Unearthed
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