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Custom Feats

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Page for listing custom feats which need to be discussed / approved. See also http://campaigns.13w.nl/ilfreann-old/meta:feats

Craft Infusion

You are able to extract the properties of the natural environment and concentrate it into a mixture of herbs and minerals called an Infusion, which can be applied to a target.

Prerequisite: Profession: Herbalist 5 ranks

Benefit: You can create a protective infusion, a coloured paste by exploring a piece of wild natural terrain such as a forest, swamp or meadow for ingredients. Artificial terrain such as roads, farmlands or parks do not work.

Creating an infusion requires a DC 15 Survival check, though exceptional or very unfamiliar terrain may require a higher difficulty at the discretion of the Dungeon Master. It takes one hour to create an infusion, and they always spoil within 12 hours of creation.

When the paste is applied to a target, they gain a +1 bonus on all saving throws until the infusion spoils. If you have the advanced infusion ability, the bonus increases to +2.

Infusions cannot be washed off until their duration has expired.

Healing Infusion

You are able to craft an infusion that grants healing power to the target.

Prerequisite: Heal: 5 ranks, Profession: Herbalist 5 ranks, Craft Infusion

Benefit: You can create a healing infusion by gathered from a 'fertile' area, where natural life is stronger than in the surrounding area, such as an oasis, an area of wild flowers or a hotspring in an icy land. These infusions must be consumed by the target, and invariably taste horrific, which lasts until the duration ends.

Any heal checks made to treat the consumer of the infusion gains a +5 circumstance bonus (and therefore does not stack with the +2 bonus provided by a healers kit). If you have the advanced infusion ability, the bonus also applies to all saves against disease or poison.

Camouflage Infusion

You are able to craft an infusion that helps you stay hidden within a natural environment

Prerequisite: Stealth 5 ranks, Profession: Herbalist 5 ranks, Craft Infusion

Benefit: You can create a camouflage infusion which is applied to the skin and clothing by gathering from a 'hidden' area which is obscured in the local terrain, such as a hidden cave, grove or valley. Camouflage infusions must be applied to the targets entire skin, including any clothing or equipment they are wearing or carrying and dry up into a thick layer that is very difficult to wash off.

Any stealth check made by the target of the infusion gains a +5 circumstance bonus, so long as they are within the same type of terrain as where the infusion was created. If you have the advanced infusion ability, others do not get a passive perception check against you so long as you do not move.

Water Infusion

You are able to craft an infusion that helps you move underwater

Prerequisite: Profession: Herbalist 10 ranks, Craft Infusion, one other Infusion feat, Advanced Infusion ability

Benefit: You can create a water infusion by gathering materials from a shallow area of water such as in a lagoon, pool or along the beach. The infusions must be burned and the ill-scented smoke inhaled by the target for ten minutes.

The user of the Infusion of Water can gains the effect of Waterbreathing for the duration of the infusion.

Light Infusion

You are able to craft an infusion that helps you see in the dark

Prerequisite: Perception 5 ranks, Profession: Herbalist 5 ranks, Craft Infusion

Benefit: You can create an infusion of light by gathering materials from places where there is light in the darkness, such as caves with light crystals or fluorescent fungi or in a dark forest where a tree has fallen bringing light to an otherwise dark under layer. It is applied directly to the eyes which stings quite painfully.

Any perception check made by the target of the infusion to see in the dark gains a +5 circumstance bonus, but any perception checks made in bright light suffers a -5 circumstance penalty. If you have the advanced infusion ability, the target's Darkvision range is extended by an additional 60 feet (or they gain Darkvision up to a range of 60 ft if they did not previously have the ability).