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Sneak
Peek: Regional Feats

This
month we present two of the regional feats from the forthcoming Forgotten
Realms Campaign Setting.
Foe Hunter was the brainchild of designer Rob
Heinsoo and Inscribe Rune comes from Skip
Williams.
Foe
Hunter
[Fighter,
General]
In lands
threatened by evil nonhumans, many warriors learn ways to fight effectively
against these creatures. You have served as a member of a militia or military
unit devoted to protecting your home from the fierce raiders who trouble
the area.
Regions:
Chult, Cormyr, Damara, the Lake of Steam, the North, the Moonsea, Shield
Dwarf, Tashalar, Tethyr, Vaasa, Wood Elf.
Benefit:
Your homeland dictates the type of foe you have trained against. When
fighting monsters of that race, you gain a +1 bonus to damage rolls with
melee attacks and ranged weapons at ranges of up to 30 feet, and you act
as if you had the Improved Critical feat for the weapon you are using.
This does not stack with the Improved Critical feat, but does stack with
the rangers favored enemy bonus.
Special:
In Cormyr, Damara, Tethyr, Vaasa, or as a Shield Dwarf, your traditional
foes are goblinoidsgoblins, hobgoblins, and bugbears. In Chult and
Tashalar, this feat applies to lizard-folk and yuan-ti. Wood elves train
against gnolls. In the Lake of Steam, the North, and the Moonsea, this
feat applies to orcs and half-orcs.
You may
take this feat multiple times; its effects do not stack. Each time you
take the feat you must qualify for learning regional feats in a land that
hunts a different creature than that specified by the regional feat you
already have.
Inscribe
Rune
[Item Creation]
You can
create magical runes that hold spells until triggered.
Prerequisite:
Intelligence 13+, appropriate Craft skill, divine spellcaster level 3rd+.
Benefit:
You can cast any divine spell you have prepared as a rune. A rune is a
temporary magical writing similar to a scroll. A rune can be triggered
once before it loses its magical power, but it lasts indefinitely until
triggered. A rune written or painted on a surface fades away when expended,
erased, or dispelled, but a rune carved into a surface remains behind
as a bit of nonmagical writing even after its magic has been expended.
Special:
Inscribing a rune takes 10 minutes plus the casting time of the spell
to be included. When you create a rune, you set the caster level, which
must be sufficient to cast the spell in question and no higher than your
own level. When you create a rune, you make any choices that you would
normally make when casting the spell.
Whoever
touches the rune triggers the rune and becomes the target of the spell.
(If the spell only affects objects, than an object must somehow trigger
the rune.) You may touch the rune safely without triggering it. The rune
itself must be touched in order to trigger it, so an object with a rune
may be handled safely as long as care is taken to avoid contacting the
rune. As with a symbol spell, a rune cannot be placed upon a weapon
with the intent of having the rune triggered when the weapon strikes a
foe.
The caster
must have prepared the spell to be scribed and must provide any material
components or focuses the spell requires. If casting the spell would reduce
the casters XP total, he pays the cost upon beginning the rune in
addition to the XP cost for making the rune itself. Likewise, material
components are consumed when he begins writing, but focuses are not. (A
focus used in casting a rune can be reused.)
Inscribing
a rune requires a Craft check with a DC of 20 + the level of the spell
used. The Craft skill you use is anything appropriate to the task of creating
a written symbol on a surface (metalworking, calligraphy, gemcutting,
stonecarving, and so on). You paint, draw, or engrave the rune onto a
surface (dwarves usually engrave their runes in stone or metal in order
to take advantage of their racial affinity for these items) and make the
check. If the check fails, the rune is imperfect and cannot hold the spell.
The act
of writing triggers the prepared spell, whether or not the Craft check
is successful, making the spell unavailable for casting until the character
has rested and regained spells. (That is, that spell slot is expended
from his currently prepared spells, just as if it had been cast.)
A single
object of medium size or smaller can hold only one rune. Larger objects
can hold one rune per 25 square feet (an area 5 feet square) of surface
area. Runes cannot be placed on creatures. The rune has a base price of
the spell level x caster level x 100 gp (a 0-level spell counts as 1/2
level). You must spend 1/25 of its base price in XP and use up raw materials
costing half this base price. A runes market value equals its base
price.
A successful
erase spell deactivates a rune, but the DC is 15+ your caster level.
Touching the rune to erase it does not trigger the rune unless
the erase spell fails to deactivate the rune. A dispel magic
spell targeted on an untriggered rune can dispel its magic if successful
(the DC is 11+ your caster level). Untriggered runes are not subject to
area dispels. A read magic spell allows the caster to identify
the spell held in a rune with a successful Spellcraft check (DC 15 + the
spells level). A rogue can use Disable Device to disable runes (the
DC is 25 + the spells level, like any magic trap).

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