Some Arcana Unearthed Dire Feats
0These 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.
Related Products
Monte Cook's Arcana Unearthed What if there were a whole new players handbook, presented just like the 3rd Edition book but with different races, classes, skills, feats, and spells? |
|