Wednesday, July 16, 2008

Snake Eyes: Epic Level 10 Capstones

Since the Serpent Wars game will be Epic Level Ten, I'll be revamping the things you can capstone for. These are all feats you can take after you've reached level 10 of a given class, sorted alphabetically by class. Feats that are not class-specific are found at the bottm. In addition, any class that receives a bonus feat chosen from at least 2 choices as a level 10 class feature may select the corresponding capstone instead. All feats listed here can be taken only once, unless otherwise noted.

Archivist Heroes of Horror
Dread Secret
Requires: Archivist 10, any Knowledge skill 13 ranks.
You gain the Dread Secret ability of your Dark Knowledge class feature (Heroes of Horror page 83).

Artificer Eberron Campaign Setting
Technical Expertise
Requires: Artificer 10, Craft (any) 13 ranks, Use Magic Device 13 ranks, any metamagic feat
You can apply a metamagic feat you know to a spell completion item (generally, but not limited to, a scroll). The Use Magic Device check to apply a metamagic feat is 20 + (3x the spell level adjustment of the feat) (for example, to Empower a scroll, normal a +2 spell level adjustment, would require a DC of 26). This ability functions three times per day, plus a number of additional times equal to your INT modifier, and can only be used on items for which you possess the Item Creation feat required to make.
Additionally, you gain a +1 bonus on Use Magic Device checks made to use this ability.


Barbarian Player's Handbook
Ferocious Combatant
Requires: Barbarian 10
The bonuses of your Rage ability increases as if you had the Greater Rage class feature; your STR and CON bonus increase to +6 each and your Will Save bonus increases to +3. Your AC penalty remains at -2.

Bard Player's Handbook
Liberating Melody
Requires: Bard 10, Perform (any) 13 ranks
You gain the Song of Freedom class feature, except that it requires only 13 ranks of Perform to use.

Beguiler Player's Handbook II
Studied Scoundrel
Requires: Beguiler 10, Spell Focus (Illusion or Enchantment)
You gain a new spell known of a level you can cast. This spell must be chosen from the Sorceror/Wizard spell list and be of the Illusion or Enchantment schools.

Binder Tome of Magic
Strength From Beyond
Requires: Binder 10
As long as you are bound to a vestige, you are immune to energy drain and negative levels.

Crusader Tome of Battle: The Book of Nine Swords
Legendary Resolve
Requires: Crusader 10, CON 13
The maximum capacity of your delayed damage pool increases to 20.

Divine Mind Complete Psionic
Mental Outreach
Requires: Divine Mind 10
The reach of your Psionic Aura increases to 30 feet. You gain 2 additional power points.

Dragon Shaman Player's Handbook II
Hands of a Healer
Requires: Dragon Shaman 10
You can spend 5 points of your Touch of Vitality to remove 1 point of ability damage, or the dazed, fatigued, or sickened condition from one target.
You can spend 10 points of your Touch of Vitality to remove the exhausted, nauseated, or stunned conditions or to end the effects of a poison from one target.
You can spend 20 points of your Touch of Vitality to remove a single negative level, the blinded or deafened condition, or to cure a disease on one target.
Any of these abilities are a standard action that require a touch. Any of these abilities can be combined in a single touch, and the normal use of Touch of Vitality can be used, as well.
In addition, you gain a number of points of Touch of Vitality equal to twice your Charisma modifier (minimum 2).


Dragonfire Adept
Dragon Magic
Blazing Gullet
Requires: Dragonfire Adept 10
Your breath weapon's damage increases to 6d6.

Servant of the Scale
Requires: Dragonfire Adept 10, Blazing Gullet
You gain a single Greater Invocation. Unlike your other Invocations, this invocation can only be used a number of times per day equal to 3+your CHA modifier.

Dread Necromancer Heroes of Horror
One Foot in the Grave
Requires: Dread Necromancer 10
Your Damage Reduction overcome by Magic and Bludgeoning increases by 2. You may use your Charnel Touch ability one additional time per day.
Special:
This feat may be taken only once.

Druid Player's Handbook
As the Mouse
Requires: Druid 10, Natural Spell
Choose a single Tiny animal. You can wild shape into that animal.

One with the Forest
Requires: Druid 10, Natural Spell, As the Mouse
Choose a single Plant creature. You can wild shape into that plant.

Duskblade Player's Handbook II
Arcane Fury
Requires: Duskblade 10
Whenever you hit any enemy with a melee attack, you gain a +3 bonus on caster level checks to defeat that opponent's spell resistance for the duration of the encounter. This ability overlaps (does not stack with) the Duskblade's 6th level Spell Power class feature.
In addition, you gain one additional 1st or 2nd level spell slot.


Factotum Dungeonscape
Smart Guy
Requires: Factotum 10, any skill 13 ranks
You can spend 2 Inspiration points as a free action against a single target. For one round, your attacks overcome all damage reduction that target possesses and that target fails any spell resistance checks to avoid your spell. This ability does not overcome magic immunity.

Favored Soul Complete Divine, Miniature's Handbook
Deific Champion

Requires: Favored Soul 10, Weapon Focus (deity's favored weapon)
You gain a +2 bonus on damage rolls with your deity's favored weapon.
Special: This feat counts as Weapon Specialization for any feat or ability that requires Weapon Specialization.

Fighter Player's Handbook
Practiced Veteran
Requires: Fighter 10
You may select feats as though you were a 12 level fighter and had a base attack bonus of +12. Your actual base attack bonus and level-dependent effects are not affected.

Healer Miniatures Handbook
Faithful Companion
Requires: Healer 10, CHA 13+
Your Unicorn Companion improves as if you were a Healer of level 14. See Miniatures Handbook page 10 for more details.

Cleanse
Requires: Healer 10, Faithful Companion
You gain Stone to Flesh as a Spell-like ability, usable once per day.

Hexblade Complete Warrior
Evil Eye
Requires: Hexblade 10, Intimidate 13 ranks
You gain the Aura of Unluck class feature, usable once per day.

Knight Player's Handbook II
Personal Fortress
Requires: Knight 10
When you use your Shield Block class feature, increase the shield bonus by 2 instead of 1.
In addition, you gain 1 additional use of your Knight's Challenge ability.


Holy Terror
Requires: Knight 10, Personal Fortress
As a Swift action, you may spend one use of your Knight's Challenge. All foes with hit dice less than or equal to your hit dice minus 2 and an intelligence score of 3 or more must immediately make a Will save (DC 15+your CHA modifier) or become shaken for the duration of the encounter. Once an individual makes a saving throw agains this ability (succeed or fail), that individual becomes immune to your use of this ability for the duration of the encounter.

Lurk Complete Psionic
Right Between the Eyes
Requires: Lurk 10, Bluff 13 ranks or Hide 13 ranks
You gain one extra d6 of Psionic Sneak Attack and 2 additional power points.

Marshal Miniatures Handbook
Motivational Speech
Requires: Marshal 10, Grant Move Action class feature
You can use your Grant Move Action ability one additional time per day.
In addition, you learn one additional Minor Aura.


Don't You Die On Me, Dammit
Requires: Marshal 10, Adrenaline Rush class feature
(Player's Handbook II)
You can use your Adrenaline Rush ability one additional time per day.
In addition, you learn one additional Minor Aura.


Monk Player's Handbook
Avalanche of Blows
Requires: Monk 10
You may use your Flurry of Blows ability without a penalty to attack rolls. In addition, you may make one additional attack when you flurry.

Ninja Complete Adventurer
Fortuitous Dodge
Requires: Ninja 10
You gain the Evasion special ability (see the Rogue class feature).

Paladin Player's Handbook
Mighty Steed
Requires: Paladin 10, special mount class feature
Your special mount improves as if you were a Paladin of level 14. See PH page 45 for more details.

Psychic Warrior
Expanded Psionics Handbook
Martial Training
Requires: Psychic Warrior 10
You can qualify for feats as though your base attack attack bonus or manifester level were 2 higher than they actually are. Your actual base attack bonus and manifester level are unaffected.

Ranger Player's Handbook
Go Unseen
Requires: Ranger 10, Hide 13 Ranks
You gain the Camouflage class feature.

Rogue Player's Handbook
Hit Where It Hurts
Requires: Rogue 10, 13 ranks Hide or 13 ranks Bluff
Your Sneak attack damage increases by 1d6.

Scout Complete Adventurer
Fleet of Foot
Requires: Scout 10
Your Battle Fortitude bonuses each increase by 1. Your fast movement ability increases your landspeed by an additional 10 feet, with all of the normal restrictions.

Defensive Slide
Requires: Scout 10, Fleet of Foot, Improved Skirmish
You may add an additional +1 to your armor class after moving 10 feet or more.

Soulknife Expanded Psionics Handbook
Bladed Mind
Requires: Soulknife 10
When you use your Psychic Strike ability, you may add 3d8 of damage instead of 2d8.

Adamantine Brain
Requires: Soulknife 10, Bladed Mind
Any mindblade you create has a +3 bonus instead of a +2. This does not affect your mindblade enhancement ability.

Spellthief Complete Adventurer
A Thief Knows Best
Requires: Spellthief 10, Spellcraft 13 ranks
Your save bonuses from your Spellgrace class feature each improve by 1 (to +2 total). You gain the ability to steal up to 20 points of Energy resistance instead of only 10.

Spirit Shaman Complete Divine
Draw the Veil
Requires: Spirit Shaman 10
You gain Revivify (Spell Compendium page 176) as a spell-like ability usable once per week. You do not need to provide the material component.

Swashbuckler Complete Warrior
Mr. Ren's Legacy
Requires: Swashbuckler 10, any Luck feat
You may spend one luck reroll to reroll any failed attack roll, skill check, ability check, or save. You gain one additional luck reroll.
In addition, your bonuses from Grace increase by 1.


Swordsage Tome of Battle: The Book of Nine Swords
Kung Fu Master
Requires: Swordsage 10, WIS 13
You may apply your Insightful Strike class feature to a second school.

Truenamer Tome of Magic
Speech Lessons
Requires: Truenamer 10, True Speech 13 ranks.
You get a +3 bonus on True Speech checks. This bonus stacks with skill focus.

Warblade Tome of Battle: The Book of Nine Swords
Never Outdone
Requires: Warblade 10, INT 13
You may add your Intelligence modifier to any opposed bull rush, disarm, overrun, sunder, or trip attempt. You may add your Intelligence modifier to Sense Motive checks to avoid a feint in combat.

Warlock Complete Arcane
Otherworldly Endurance
Requires: Warlock 10, Fiendish Resilience Class Feature
Your damage reduction overcome by Cold Iron increases by one. Whenever you use your Fiendish Resilience class feature, you gain Fast Healing 2 for the duration of the effect instead of Fast Healing 1.

Walking Inferno
Requires: Warlock 10, Fiendish Flamewreath Class Feature (Player's Handbook II)
Your damage reduction overcome by Cold Iron increases by one. Whenever you use your Fiendish Flamewreath class feature, it deals 1d6 extra damage.

Dire Pact
Requires: Warlock 10, Otherworldly Endurance OR Walking Inferno
You gain a single Greater Invocation. Unlike your other Invocations, this invocation can only be used a number of times per day equal to 3+your CHA modifier.

Wilder Expanded Psionics Handbook
Beta-Plus Signature
Requires: Wilder 10, Psionic Meditation
Through time and study, you have become able to control the swirling psionic energy within your own mind--up to a point. You can activate your Wild Surge to gain up to a +4 bonus, with all the normal drawbacks.

Wu Jen Complete Arcane
Practiced Magician
Requires: Ability to cast 5th level Wu Jen spells, caster level 10, Watchful Spirit class feature.
You gain one additional Spell Secret. You do not gain a new Taboo for this secret.


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