Showing posts with label Vile Feats. Show all posts
Showing posts with label Vile Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Infernal Patron

Infernal Patron [Vile] (from the Unholy Warrior's Handbook)
You are the chosen servant of a powerful evil entity.
   Prerequisite: Servant of Darkness.
   Benefit: When you take this feat, the DM secretly rolls 1d6 to determine the amount of usefulness points and records the result. Thereafter, you may call upon your patron to aid you in desperate moments. By spending 1 usefulness point, you may reroll an one roll of a d20 result and choose the better of the two rolls. The forces of evil are fickle; they frown upon too-frequent invocations of their names. Hence, the more you try your master, the less useful you are. If at any time your usefulness point total reaches 0, you gain the enmity of your patron. The next time you roll a natural 20 on a d20 check, you must reroll the result and take the lesser roll.
   Special: You may take this feat multiple times, each time gaining a new 1d6 roll. However, if you run out of usefulness points prior to a second instance of this feat, you must sacrifice an amount of gold or items valued shillings equal to your character level times 1,000.

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General Rules: Feats - Verminfriend

Verminfriend [Vile] (from the Book of Vile Darkness)
Vermin regard the character better than they would normally.
   Prerequisite: Wisdom 15+.
   Benefit: If a vermin is about to attack the character, she may make a Charisma check (DC 20). if the check succeeds, the vermin refuses to attack her for 24 hours.
   Note: This feat is popular among the followers of Kivutar and Ninkurra.

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General Rules: Feats - Violating Strike

Violating Strike [General] (from the Unholy Warrior's Handbook)
You make an attack so heinous, it destroys a piece of your victim's soul.
   Prerequisite: BAB +8, evil alignment.
   Benefit: As a full-round action, you may make one attack against an opponent as normal. On a successful hit, you inflict 1d4 points of Charisma damage, and you and your opponent make opposed Charisma checks. You may substitute your Intimidate skill for this roll. If you beat your opponent, he is staggered fir 1 round, and shaken for 1 minute. If your opponent wins the opposed roll, there is no additional effect beyond the Charisma damage. If you critically hit your opponent, the Charisma is drained instead of damaged, but you do not double the amount, and you receive a +4 competence bonus to the opposed check. Creatures immune to critical hits are immune to the effects of this feat.

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General Rules: Feats - Willing Deformity

Willing Deformity [Vile] (from the Book of Vile Darkness)
Through scarification, self-mutilation, and supplication to dark powers, the character intentionally mars her own body.
   Benefit: The character gains a +2 deformity bonus to Intimidate checks.

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General Rules: Feats - Evil's Champion

Evil's Champion [Vile] (adapted from the Unholy Warrior's Handbook)
Your allegiance to evil's cause provides you with unusual resilience against the dark arts.
   Prerequisite: Servant of Darkness, evil alignment.
   Benefit: You are immune to all spells with the evil descriptor. In addition, you gain a +4 competence bonus to all Charisma-based skill checks when interacting with evil non-player characters.

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General Rules: Feats - Deformity (Eye)

Deformity (Eyes) [Vile] (from the Book of Vile Darkness)
The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally scarred one of her regular eyes.
   Prerequisite: Willing Deformity.
   Benefit: As a supernatural ability, the character can use see invisibility for 1 minute per day.
   Special: The character take a -2 deformity penalty on Spot and Search checks.

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General Rules: Feats - Quicken Granted Power

Quicken Granted Power [General] (from the Unholy Warrior's Handbook)
You may use a power granted from an unholy warrior domain as a free action.
   Prerequisite: You must have access to an unholy warrior domain granting a power requiring a standard action to activate.
   Benefit: Choose one granted power you possess that requires a standard action to activate. You may now activate that power as a free action. You cannot quicken any power that requires a full round action or more.

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General Rules: Feats - Malign Spell Focus

Malign Spell Focus [General] (from the Book of Vile Darkness)
The character's spells that have the evil descriptor are more potent than normal due to a deal she makes with an evil power.
   Prerequisite: Evil alignment.
   Benefit: Add +2 to the DC for all saving throws against any of the character's spells that have the evil descriptor.

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General Rules: Feats - Deformity (Gaunt)

Deformity (Gaunt) [Vile] (from the Book of Vile Darkness)
Through intentional starvation and macabre operations, the character is grossly underweight. He has a skeletal appearance, and his weight is now half normal for creatures of his kind.
   Prerequisite: Willing Deformity.
   Benefit: The character gains a +2 deformity bonus to Dexterity and a -2 deformity penalty to Constitution. Furthermore, he gains a +2 circumstance bonus on Escape Artist and Intimidate checks.
   Special: A character with this feat cannot take the Deformity (Obese) feat.

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General Rules: Feats - Vile Martial Strike

Vile Martial Strike [Vile] (from the Book of Vile Darkness)
The character can focus evil power into her weapon blows.
   Prerequisite: Charisma 15+, Weapon Focus with the specified weapon.
   Benefit: Choose a weapon for which you have the weapon Focus feat. Each time you deal damage with that kind of weapon, you deal an additional 1 point of vile damage.
   Special: A character may take this feat more than once, selecting a different weapon for which you have the Weapon Focus feat each time.

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General Rules: Feats - Legion

Legion [General] (from the Unholy Warrior's Handbook)
Your body is home to a number of fiends.
   Prerequisite: Brimstone Death, character level 6th+.
   Benefit: You host a number of outsiders whose total Hit Dice do not exceed your character level. Harboring these evil entities can destroy your soul. You take an amount of ability damage equal to the sum of the individual CRs of your "guests". This damage cannot be healed as long as the fiends inhabit your body. In exchange, you may make use of their spell-like abilities as listed under each entity's description in the Monster Manual. For the purposes of caster level, use the one listed in the fiend's description or your own level (casting as a sorcerer), whichever is lower.
   Special: Once a fiend inhabits your body, it is difficult to make it leave. Only dispel evil, dismissal, wish, or miracle can remove a possessing fiend. Other spells replicating these effects may remove fiends at the DM's discretion.

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General Rules: Feats - Lascivious

Lascivious [General] (from the Unholy Warrior's Handbook)
Your unnatural physical appetites manifest as a strange animal magnetism.
   Prerequisite: Must have Kivutar as your patron deity.
   Benefit: This feat provides a +4 insight bonus to all Bluff, Diplomacy, and Intimidate checks whenever you attempt to entice a being with the promise of a sexual favor, provided the target is normally attracted to your character's gender. You also receive a +2 insight bonus on all Gather Information checks due to your enthralling sensuality.
   Special: Once you have seduced an individual, he or she becomes more eager to fulfill your wishes, thereby providing a +2 circumstance bonus on all future checks against that individual.

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General Rules: Feats - Carrier

Carrier [General] (from the Unholy Warrior's Handbook)
You are a walking contagion spreading disease and pestilence wherever you go.
   Prerequisites: Your chosen disease must have infected you at one time. In addition, you must have fully recovered from the disease's effects without the benefit of magical healing.
   Benefit: When you take this feat, choose a disease to which you have been exposed and from which you have recovered. You are now immune to this disease. Furthermore, you carry this disease and may infect others if you meet the infection requirement. Hence, diseases requiring contact need touching to transmit them. Likewise, injury requires a wound, and inhaled requires the victim to breathe your exhalations.
   Special: This feat excludes mummy rot and other naturally incurable diseases.

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General Rules: Feats - Executioner

Executioner [General] (from the Unholy Warrior's Handbook)
Your killing strokes strike fear into the hearts of your enemies.
   Prerequisite: Unholy Warrior level 1st+, Intimidate 8+ ranks.
   Benefit: Whenever you perform a coup de grace action, all allies within 30 feet gain a +2 morale bonus to their attack and damage rolls and saving throws. In addition, all enemies who witnessed the action must make will saves against a DC equal to 10 + ½ your unholy warrior levels + your total Intimidate bonus. A failed save results in the enemy being shaken. Opponents with more Hit Dice than you or who are immune to fear effects are unaffected by this feat. All benefits and penalties awarded by this feat remain for 1d4 + 1 rounds or the end of combat, whichever comes first.

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General Rules: Feats - Beloved Dictator

Beloved Dictator [General] (from the Unholy Warrior's Handbook)
Your followers overlook your negative qualities.
   Prerequisite: Charisma 13+, Leadership, evil alignment.
   Benefit: You receive no penalties to your Leadership score for failure, aloofness, or cruelty, nor do you receive any penalty for killing your own cohort or followers.
   Normal: A character's Leadership score decreases if the leader exhibits unsavory qualities such as failure or aloofness, cruelty, or causing the death of her followers.

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General Rules: Feats - Servant of Darkness

Servant of Darkness [Vile] (from the Book of Vile Darkness)
The character formally supplicates himself to one of the Lords of Hell. In return for this obedience, he gains a small measure of power.
   Prerequisite: Must have one of the Lords of Hell as a patron deity.
   Benefit: Once per day, while performing an evil act, the character may call upon his infernal patron to add a +1 luck bonus on any one die roll.
   Special: Once a character takes this feat, he may not take it again; he may not be the servant of more than one Lord of Hell.

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General Rules: Feats - Deformity (Clawed Hands)

Deformity (Clawed Hands) [Vile] (from the Book of Vile Darkness)
Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws.
   Prerequisite: Willing Deformity.
   Benefit: The character has the ability to deal 1d6 points of damage as an unarmed claw attack. The character is considered armed even when unarmed.
   Special: The character does not draw attacks of opportunity when attacking unarmed, and threatens areas even when unarmed.

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General Rules: Feats - Lichloved

Lichloved [Vile] (from the Book of Vile Darkness)
By repeatedly committing perverted sex acts with the undead, the character gains dread powers.
   Prerequisite: Evil Brand.
   Benefit: Mindless undead see the character as an undead creature. Becoming more like an actual undead creature, he gains a +1 circumstance bonus on saving throws against mind-affecting effects, poison, sleep, paralysis, stunning, and disease.

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General Rules: Feats - Song of Seþra

Song of Seþra [Vile] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You are able to manipulate serpents of all types.
   Prerequisite: Bardic Music ability, Dark Speech, Perform: Dancing, Singing, or wind instruments 9+ ranks, Survival 4+ ranks.
   Benefit: You can expend a use of your bardic music ability to sing in the sibilant language of snakes in order to communicate with and control them. While performing, you may speak with snakes, as per speak with animals, within 30 feet. With an additional bardic music use and a standard action, you may control any snake within 30 feet as per dominate animal. A number of snakes up to your Charisma modifier may be controlled in this manner. This ability lasts as long as you continue singing.

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General Rules: Feats - Infernal Fangs

Infernal Fangs [Vile] (adapted from Evil)
You have sharp fangs for eyeteeth.
   Prerequisite: Servant of Darkness.
   Benefit: You gain a bite attack that deals 1d8 points of damage (1d6 points of damage if you are Small).
   Drawback: The fangs are quite noticeable. You suffer a one rank penalty on all attitude results. If you also have Infernal Claws, you suffer a two rank penalty on all attitude results. Dragons, demons, and creatures that care little about humanoid society are likely not to notice.

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