Header

Advertisement

Tough Feats

February 25th, 2014

Joshua Zaback

Extraordinary Feats Archive

                Welcome all to another exciting edition of Extraordinary Feats. We’ve been off on vacation for a couple weeks now, so I’m sure you’re all interested in seeing what great stuff we’ve come up with. To that end, I thought to create some new feats to utilize one of the game’s least used and most important resources: hit points.

 

Tough Gut
A healthy body allows you to shrug off poisons and diseases.
Prerequisites: Great Fortitude, Toughness.
Benefit: As long as your current hit point total is equal to or greater than 50, you gain a +1 bonus on all Fortitude saving throws made to resist the effects of poisons and diseases. For every 50 hit points by which your current hit point total exceeds 50, this bonus increases by an additional +1. This bonus stacks with the one granted by the Great Fortitude feat.

 

Tough Mind
A healthy body contributes to a healthy mind, and as long as you remain in peak physical condition, you are better able to shrug off mental attacks.
Prerequisites: Iron Will, Toughness.
Benefit: As long as your current hit point total is equal to or greater than 50, you gain a +1 bonus on all Will saving throws made to resist mind-affecting effects. For every 50 hit points by which your current hit point total exceeds 50, this bonus increases by +1. This bonus stacks with the one granted by the Iron Will feat.

 

Tough Moves
A healthy body contributes to avoiding sudden dangers.
Prerequisites: Lightning Reflexes, Toughness.
Benefit: As long as your current hit point total is equal to or greater than 50, you gain a +1 bonus on all Reflex saving throws made to avoid traps. For every 50 hit points by which your current hit point total exceeds 50, this bonus increases by +1. This bonus stacks with the one granted by the Lightning Reflexes feat.

 

Tough Resiliency
You are a very tough individual, and become even more so when you come within inches of facing death.
Prerequisites: Diehard, Toughness.
Benefit: Once per day, as an immediate action, you may gain 100 temporary hit points, which last for 1 minute. You can only use this ability if your current hit point total is less than 1/5 your maximum hit points.

 

Toughened Survivor
You are a real survivor, and you can handle nearly any situation through sheer toughness,
Prerequisites: Great Fortitude, Iron Will, Lightning Reflexes, Toughness.
Benefit: As long as your current hit point total is equal to or greater than 100, whenever you succeed on a saving throw made to resist an effect that deals hit point damage, you suffer half as much damage as you normally would from the source (for example, if you succeeded on a saving throw made to resist a fireball spell, you would take only 1/4 the damage dealt by the fireball spell, rather than 1/2 the damage).

 

Unscathed
You are blessed by good fortune which keeps you safe from harm, even through the worst the world has to offer.
Benefit: As long as your current hit point total is equal to or greater than your maximum hit points, you gain a +2 luck bonus to AC and on all saving throws. If your current hit points are less than or equal to 1/2 your maximum hit points, however, you suffer a -1 penalty to AC and all saving throws, instead.

 

Vital Spell Power
Your spells are fueled by your very life-force; not just your force of will, but also your vital essence and physical energies.
Prerequisites: Toughness, ability to cast 1st level spells.
Benefit: As long as your current hit point total is equal to or greater than 50, increase the saving throw DCs of spells you cast by +1. If the spell does not offer a saving throw, or the saving throw entry is denoted as harmless, then instead you treat your caster level as 2 higher for the purpose of that spell.