Monday, January 17, 2011

Feats of Fun – Week 15 (Driud)

I apologize everyone for taking so much time off, but the holidays and everything else in life just prevented me from getting back here to finish these. This is the first week that I am posting the FridayFeats here without previewing them on Twitter.

Adam( http://twitter.com/blindgeekuk ), the originator of the FridayFeat idea, has posted the first few weeks of FridayFeats over on http://www.leedsdnd.co.uk/?q=content/friday-feat-twitter which included all those who participated and not just my ideas.

You can find me at http://twitter.com/b_s_lynn & Jeremy at http://twitter.com/WastexGames.

[caption id="attachment_1146" align="alignnone" width="550" caption="Animal Instinct"]Animal Instinct[/caption]

Animal Instinct
Prerequisites:Call of the Beast
The target is limited to a melee basic attack for its next attack before the end of your next turn.

[caption id="attachment_1146" align="alignnone" width="175" caption="Call Elemental"]Call Elemental[/caption]

Call Elemental
Prerequisites:Chill Wind
Your use of Chill Wind leads an ice elemental to your aid. The ice elemental appears within 5 of the target square and until the end of your next turn the ice elemental can attack adjacent creatures using your attack bonus from Chill Wind doing 1d4/tier cold damage or slow until end of next your next round.

[caption id="attachment_1146" align="alignnone" width="372" caption="Heat Metal"]Heat Metal[/caption]

Heat Metal
Prerequisites:Flame Seed
Spend a minor action, target wearing metal armor takes an additional 1d4/tier damage. Effect: If holding a metal weapon apply -2 to attacks until healing takes place.

[caption id="attachment_1146" align="alignnone" width="261" caption="Defensive Flip"]Defensive Flip[/caption]

Defensive Flip
Prerequisites:Grasping Claws
Until the end of your next turn you may use an immediate interrupt to switch places with the target before being hit by an attack and the Grasping Claws target is instead hit.

[caption id="attachment_1146" align="alignnone" width="361" caption="Somersaulting Pounce"]Somersaulting Pounce[/caption]

Somersaulting Pounce
Prerequisites:Pounce
You may spend your minor action before the charge to knock the target prone and add an additional 1d6 damage and move to the square opposite from where the charge attack occurred from.

[caption id="attachment_1146" align="alignnone" width="275" caption="Distracting Rend"]Distracting Rend[/caption]

Distracting Rend
Prerequisites:Savage Rend
An ally adjacent to the target may make a melee basic attack with combat advantage.

[caption id="attachment_1146" align="alignnone" width="325" caption="Seizure"]Seizure[/caption]

Seizure
Prerequisites:Storm Spike
Target is also slowed.

[caption id="attachment_1146" align="alignnone" width="320" caption="Embedded Thorns"]Embedded Thorns[/caption]

Embedded Thorns
Prerequisites:Thorn Whip
Until the end of your next turn the target takes 1 point of damage for every square it moves.

1 comment:

  1. Wow! Heat Metal, Defensive Flip, and Embedded Thorns are my favorites from this list! These are great!

    ReplyDelete