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Forewarned is Foreguarded (3.5e Feat)

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Revision as of 02:58, October 30, 2012 by Luigifan18 (Talk | contribs)

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: {{#arraymap: Intelligence 15, Wisdom 12, Concentration 8 ranks, Spellcraft or Psicraft 8 ranks, Knowledge (arcana), Knowledge (religion), Knowledge (nature), or Knowledge (psionics) 8 ranks, Dodge or Lightning Reflexes, Endurance or Great Fortitude, Narrow Mind or Mental Resistance or Iron Will|,|x|Prerequisite::x}}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 5. If you do not actually know the spell being cast against you, the Spellcraft DC is increased by 10 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 2 (or to 4 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 and your Knowledge skill of choice 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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