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m (Bumping up prerequisites (since this feat's not meant to be taken below level 9))
m (A simpler version of the feat)
 
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|author_name=Luigifan18
 
|author_name=Luigifan18
 
|date_created=October 12, 2012
 
|date_created=October 12, 2012
|status=New
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|status=Needs review
|balance=Rogue
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|balance=Wizard
 
}}
 
}}
   
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|types=
 
|types=
 
|summary=Your knowledge of spells is extensive enough that you know the best way to resist virtually any spell (and those you don't know, you can learn on the fly). You also know how to put that knowledge to good use if pressed.
 
|summary=Your knowledge of spells is extensive enough that you know the best way to resist virtually any spell (and those you don't know, you can learn on the fly). You also know how to put that knowledge to good use if pressed.
|prereqs=[[SRD:Intelligence|Intelligence]] 16, [[SRD:Wisdom|Wisdom]] 13, [[SRD:Caster Level|caster level]] or [[SRD:Manifester Level|manifester level]] 9th, [[SRD:Concentration Skill|Concentration]] 9 ranks, [[SRD:Spellcraft Skill|Spellcraft]] or [[SRD:Psicraft Skill|Psicraft]] 12 ranks, [[SRD:Knowledge Skill|Knowledge (arcana, religion, nature, or psionics)]] 12 ranks, [[SRD:Dodge|Dodge]] or [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Endurance|Endurance]] or [[SRD:Great Fortitude|Great Fortitude]], (mental resilience feat) or [[SRD:Iron Will|Iron Will]].
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|prereqs=[[SRD:Intelligence|Intelligence]] 15, [[SRD:Wisdom|Wisdom]] 12, [[SRD:Concentration Skill|Concentration]] 8 ranks, [[SRD:Spellcraft Skill|Spellcraft]] or [[SRD:Psicraft Skill|Psicraft]] 8 ranks, [[SRD:Dodge|Dodge]] or [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Endurance|Endurance]] or [[SRD:Great Fortitude|Great Fortitude]], [[SRD:Narrow Mind|Narrow Mind]] or [[SRD:Mental Resistance|Mental Resistance]] or [[SRD:Iron Will|Iron Will]]
 
|fluff=You notice the enemy wizard's gestures and realize that he's casting [[SRD:Finger of Death|''finger of death'']]. As the black ray arcs towards you, you focus your life energy around your vital organs to shield them from the spell's effect. The ray strikes true, but you stay standing. You grin and say, "That was too easy", then promptly bring your foe down with a [[SRD:Phantasmal Killer|''phantasmal killer'']] before he can respond.
 
|fluff=You notice the enemy wizard's gestures and realize that he's casting [[SRD:Finger of Death|''finger of death'']]. As the black ray arcs towards you, you focus your life energy around your vital organs to shield them from the spell's effect. The ray strikes true, but you stay standing. You grin and say, "That was too easy", then promptly bring your foe down with a [[SRD:Phantasmal Killer|''phantasmal killer'']] before he can respond.
|benefit=If you succeed on a [[SRD:Spellcraft Skill|Spellcraft]] check to identify a spell being cast at you (or that will affect you), you gain a +6 insight bonus to your [[SRD:Spell Resistance|spell resistance]] (if you have it) and [[SRD:Saving Throw|saving throw(s)]] against that spell. You must be able to identify your opponent's spell and have time to react in order to use this feat (thus, you cannot be [[SRD:Flat-Footed|flat-footed]]). Having this feat means that you can instantly recall or figure out how to properly defend yourself against any given spell, given that you can identify the spell in question, so you only need enough time to react by instinct alone. You can also use this feat to defend yourself from psionic powers in the same way, but you must make a successful [[SRD:Psicraft Skill|Psicraft]] check to identify the power in order to do so.
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|benefit=If you succeed on a [[SRD:Spellcraft Skill|Spellcraft]] check to identify a spell being cast at you (or that will affect you), you may gain a +6 insight bonus to your [[SRD:Spell Resistance|spell resistance]] (if you have it) and [[SRD:Saving Throw|saving throw(s)]] against that spell, as well as for any skill checks that are allowed in order to resist the spell's effects. You must be able to identify your opponent's spell and have time to react in order to use this feat (thus, you cannot be [[SRD:Flat-Footed|flat-footed]], the spell must have a vocal or somatic component, you must be able to hear and/or see, and the spell must have a casting time of at least a standard action). Having this feat means that you can instantly recall or figure out how to properly defend yourself against any given spell, given that you can identify the spell in question, so you only need enough time to react by instinct alone. Because you have to recall a lot of information in a short amount of time, using this feat increases the [[SRD:Spellcraft Skill|Spellcraft]] DC to identify the spell by 6. If you do not actually know the spell being cast against you, the [[SRD:Spellcraft Skill|Spellcraft]] DC is increased by 12 and the bonuses gained from this feat are halved (round down). If you are able to make an immediate action in that round, you may expend the immediate action to reduce the Spellcraft DC increase to 3 (or to 6 if you don't know the spell). You may only use this feat when a spell is first cast, so you can't use it to protect yourself from a spell's ongoing effects unless you used it when that spell was being cast (in which case you gain the bonus until the spell's effects end).
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|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
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You can also use this feat to defend yourself from psionic powers in the same way, but you must make a successful [[SRD:Psicraft Skill|Psicraft]] check (instead of a [[SRD:Spellcraft Skill|Spellcraft]] check) to identify the power in order to do so.
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|example=
 
|normal=Without this feat, identifying a spell or power being used against you does nothing to help you defend yourself against it (except for perhaps enabling you to counterspell).
 
|normal=Without this feat, identifying a spell or power being used against you does nothing to help you defend yourself against it (except for perhaps enabling you to counterspell).
|special=For every six ranks in Spellcraft/Psicraft and your Knowledge skill of choice that you gain beyond 12, the insight bonus for spell/power resistance and saving throws granted by this feat increases by +1. If you have both the [[SRD:Dodge|Dodge]] feat and the [[SRD:Lightning Reflexes|Lightning Reflexes]] feat, you gain the benefit of evasion in addition to the insight bonuses (or improved evasion if you already have evasion). If you have both the [[SRD:Endurance|Endurance]] feat and the [[SRD:Great Fortitude|Great Fortitude]] feat, you gain the benefit of mettle (for Fortitude saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both the (mental resilience feat) feat and the [[SRD:Iron Will|Iron Will]] feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both [[SRD:Dodge|Dodge]] and [[SRD:Lightning Reflexes|Lightning Reflexes]], and also have the [[SRD:Mobility|Mobility]] feat or the [[SRD:Epic Reflexes|Epic Reflexes]] feat, you gain the benefit of improved evasion in addition to the insight bonuses. If you have both [[SRD:Endurance|Endurance]] and [[SRD:Great Fortitude|Great Fortitude]], and also have the [[SRD:Diehard|Diehard]] feat or the [[SRD:Epic Fortitude|Epic Fortitude]] feat, you gain the benefit of improved mettle (for Fortitude saves) in addition to the insight bonuses. If you have both (mental resilience feat) and [[SRD:Iron Will|Iron Will]], and also have the (greater mental resilience feat) feat or the [[SRD:Epic Will|Epic Will]] feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses.
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|special=For every eight ranks in Spellcraft/Psicraft that you gain beyond 8, the insight bonus for spell/power resistance, saving throws, and skill checks granted by this feat increases by +1. If you have both the [[SRD:Dodge|Dodge]] feat and the [[SRD:Lightning Reflexes|Lightning Reflexes]] feat, you gain the benefit of evasion in addition to the insight bonuses (or improved evasion if you already have evasion). If you have both the [[SRD:Endurance|Endurance]] feat and the [[SRD:Great Fortitude|Great Fortitude]] feat, you gain the benefit of mettle (for Fortitude saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both the [[SRD:Narrow Mind|Narrow Mind]] or [[SRD:Mental Resistance|Mental Resistance]] feat and the [[SRD:Iron Will|Iron Will]] feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both [[SRD:Dodge|Dodge]] and [[SRD:Lightning Reflexes|Lightning Reflexes]], and also have the [[SRD:Mobility|Mobility]] feat or the [[SRD:Epic Reflexes|Epic Reflexes]] feat, you gain the benefit of improved evasion in addition to the insight bonuses. If you have both [[SRD:Endurance|Endurance]] and [[SRD:Great Fortitude|Great Fortitude]], and also have the [[SRD:Diehard|Diehard]] feat or the [[SRD:Epic Fortitude|Epic Fortitude]] feat, you gain the benefit of improved mettle (for Fortitude saves) in addition to the insight bonuses. If you have both [[SRD:Narrow Mind|Narrow Mind]] or [[SRD:Mental Resistance|Mental Resistance]] and [[SRD:Iron Will|Iron Will]], and also have the [[SRD:Force of Will|Force of Will]] feat, the [[SRD:Psionic Meditation|Psionic Meditation]] feat, or the [[SRD:Epic Will|Epic Will]] feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses.
 
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}}
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Note: For all feats listed that have both an SRD version and a Tome version (Great Fortitude, Lightning Reflexes, Iron Will, Dodge, Endurance, Diehard, Mobility, etc.), either version is acceptable.
   
 
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Latest revision as of 22:33, 13 November 2012

Created By
Luigifan18 (talk)
Date Created: October 12, 2012
Status: Needs review
Editing: Please feel free to edit constructively!
Balance: Wizard


Forewarned is Foreguarded {{#set:Type=General}} Summary::Your knowledge of spells is extensive enough that you know the best way to resist virtually any spell (and those you don't know, you can learn on the fly). You also know how to put that knowledge to good use if pressed. Prerequisites: [[Prerequisite::Intelligence 15]], [[Prerequisite::Wisdom 12]], [[Prerequisite::Concentration 8 ranks]], [[Prerequisite::Spellcraft or Psicraft 8 ranks]], [[Prerequisite::Dodge or Lightning Reflexes]], [[Prerequisite::Endurance or Great Fortitude]], [[Prerequisite::Narrow Mind or Mental Resistance or Iron Will]]You notice the enemy wizard's gestures and realize that he's casting finger of death. As the black ray arcs towards you, you focus your life energy around your vital organs to shield them from the spell's effect. The ray strikes true, but you stay standing. You grin and say, "That was too easy", then promptly bring your foe down with a phantasmal killer before he can respond.Benefit: If you succeed on a Spellcraft check to identify a spell being cast at you (or that will affect you), you may gain a +6 insight bonus to your spell resistance (if you have it) and saving throw(s) against that spell, as well as for any skill checks that are allowed in order to resist the spell's effects. You must be able to identify your opponent's spell and have time to react in order to use this feat (thus, you cannot be flat-footed, the spell must have a vocal or somatic component, you must be able to hear and/or see, and the spell must have a casting time of at least a standard action). Having this feat means that you can instantly recall or figure out how to properly defend yourself against any given spell, given that you can identify the spell in question, so you only need enough time to react by instinct alone. Because you have to recall a lot of information in a short amount of time, using this feat increases the Spellcraft DC to identify the spell by 6. If you do not actually know the spell being cast against you, the Spellcraft DC is increased by 12 and the bonuses gained from this feat are halved (round down). If you are able to make an immediate action in that round, you may expend the immediate action to reduce the Spellcraft DC increase to 3 (or to 6 if you don't know the spell). You may only use this feat when a spell is first cast, so you can't use it to protect yourself from a spell's ongoing effects unless you used it when that spell was being cast (in which case you gain the bonus until the spell's effects end).

You can also use this feat to defend yourself from psionic powers in the same way, but you must make a successful Psicraft check (instead of a Spellcraft check) to identify the power in order to do so.Normal: Without this feat, identifying a spell or power being used against you does nothing to help you defend yourself against it (except for perhaps enabling you to counterspell).Special: For every eight ranks in Spellcraft/Psicraft that you gain beyond 8, the insight bonus for spell/power resistance, saving throws, and skill checks granted by this feat increases by +1. If you have both the Dodge feat and the Lightning Reflexes feat, you gain the benefit of evasion in addition to the insight bonuses (or improved evasion if you already have evasion). If you have both the Endurance feat and the Great Fortitude feat, you gain the benefit of mettle (for Fortitude saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both the Narrow Mind or Mental Resistance feat and the Iron Will feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses (or improved mettle if you already had mettle). If you have both Dodge and Lightning Reflexes, and also have the Mobility feat or the Epic Reflexes feat, you gain the benefit of improved evasion in addition to the insight bonuses. If you have both Endurance and Great Fortitude, and also have the Diehard feat or the Epic Fortitude feat, you gain the benefit of improved mettle (for Fortitude saves) in addition to the insight bonuses. If you have both Narrow Mind or Mental Resistance and Iron Will, and also have the Force of Will feat, the Psionic Meditation feat, or the Epic Will feat, you gain the benefit of mettle (for Will saves) in addition to the insight bonuses.

Note: For all feats listed that have both an SRD version and a Tome version (Great Fortitude, Lightning Reflexes, Iron Will, Dodge, Endurance, Diehard, Mobility, etc.), either version is acceptable.



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