Truly Vile Feats

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Vile Feats

Abominable Form [Vile]

You revel in the ruination of your flesh, drawing power from your disturbing deformities.

Prerequisite: Willing Deformity, Deformity (Face)

Benefit: You gain a frightful presence ability. Whenever you attack or charge, creatures within 30 ft of you must make a Will save at DC 8 + ranks in Intimidate (this gets a bonus from Deformity (Face)). Those that fail become shaken for 1 minute. Those that fail by 6 or more are frightened rather than shaken, while those that fail by 12 or more are panicked instead of frightened or shaken. Multiple instances of fear from this ability do not stack. A creature that saves against your frightful presence becomes immune to it for 24 hours.


Apostate [Vile]

Your hatred of the gods cloaks you from the magic of their servants.

Prerequisite: Wis 13, no divine spellcasting ability

Benefit: You gain a profane bonus equal to half your character level (min 1) on saves against divine spells. You cannot voluntarily fail a save against a divine spell, even if it's harmless.

Special: Divine spellcasting from the ur-priest class does not prevent a character from taking this feat.


Chosen of Evil [Vile]

Your unabated devotion to wickedness causes dark powers to take an interest in your well-being.

Prerequisite: At least one other vile feat

Benefit: As an immediate action, you can willingly take a point of Constitution damage in order to gain an insight bonus to one attack roll, saving throw, skill check, or ability check equal to the number of vile feats you have (including this one). You can use this ability after making the roll, but before the DM announces whether it's a success or failure. You must actually take the Constitution damage to gain the benefit; if the damage is prevented for any reason, you do not gain the bonus.


Corrupt Spell [Metamagic] [Vile]

You transform one of your spells into a corrupt spell, transforming its energies into unholy power.

'Prerequisite: At least one other vile feat

Benefit: A corrupt spell gains the evil descriptor. In addition, if the spell deals damage, half of the damage dealt is unholy energy, allowing it to ignore energy resistances and immunities.

A corrupt spell uses up a spell slot the same level as the spell's actual level. Casting a corrupt spell always requires at least a full-round action, even if its normal casting time is less than that.


Darkblast [Reserve] [Vile]

You gain the ability to fire rays of vile energy.

Prerequisite: Able to cast 3rd level spells

Benefit: As long as you have an evil spell of 3rd level or higher available to cast, you can fire a ray of darkness at any creature within 30 ft. This is a ranged touch attack which deals 1d4 points of vile damage per level of the highest-level evil spell you have available. If you have at least two other vile feats, this damage improves to 1d6 per level of the spell, and if you have at least five other vile feats this becomes 1d8 per level of the spell.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting evil spells.


Dark Speech [Vile]

You learn a few words of the ancient, unholy language of Dark Speech.

Prerequisite: Character level 6, Int 13, Cha 13, Speak Languages (Abyssal and Infernal), at least two other vile feats

Benefit: Using the few words of Dark Speech you know, you gain the following abilities. All of these are considered [evil] spell-like abilities with caster level equaling character level, and any save DCs are equal to 10 + 1/2 character level + Charisma modifier. A creature that is deaf has a 20% chance of uttering these words incorrectly, immediately taking 10d6 points of vile damage (no save) in the process.

Words of Instability: As a standard action, you can use shatter as the spell, allowing you to shatter nonmagical items at will.

Using this ability saps you of health, dealing you 1d6 points of vile damage every time you use it.

Words of Mortality: As a standard action, you can curse another creature within 60 ft to make it unable to heal its wounds (Will negates). A creature cursed this way does not naturally heal hit points or ability points each day and does not have the normal 10% chance to stabilize when dying. In addition, all Heal checks automatically fail against this creature, and healing spells and abilities must make a caster level (for spells) or character level (for abilities) check against 11 + your character level in order to take effect. A remove curse spell ends this effect, and it naturally ends after a period of 1 day per character level.

Using this ability saps your own physical strength, dealing you a point of Constitution damage each time you use it in a day. If this Constitution damage is prevented by any means, you instead take 5 points of vile damage for each point of ability damage prevented this way.

Words of Dread: As a standard action, you can utter a foul curse that causes intense fear in any creature that hears it within 40 ft besides you. Affected creatures must make a Will save against the ability. If they fail the save by 10 or more, they become panicked for 1d4+1 rounds. If they fail the save by 5 or more instead, they become frightened for 1d4+1 rounds. If they fail by less than that, they become shaken for 1d4+1 rounds. If they succeed, they are still shaken for 1 round. Good creatures get a -3 penalty against this save, while evil creatures get a +3 bonus to it.

Using this ability is draining to your sanity, dealing you a point of Wisdom damage each time you use it in a day. If this Wisdom damage is prevented by any means, you instead take 5 points of vile damage for each point of ability damage prevented this way.

Words of Power: As a readied standard action, you can enhance another creature's spellcasting, making it more powerful and intense. When another creature within 60 ft casts a spell with the evil descriptor and you have this ability readied, you can release the readied action to increase the power of that spell. The spell's caster level increases by +4 and its save DC increases by +2. In addition, that spell is automatically widened, doubling its area.

Using this ability saps your intellect and personality, dealing you a point of Intelligence and Charisma damage each time you use it in a day. If this ability damage is prevented by any means, you instead take 5 points of vile damage for each point of ability damage prevented this way.

Special: You gain a +4 circumstance bonus on saves against the Dark Speech of others.


Dark Whispers [Vile]

You learn several more powerful words in Dark Speech.

Prerequisite: Character level 9, Int 13, Cha 13, Speak Languages (Abyssal and Infernal), Dark Speech, at least two other vile feats

Benefit: Using the Dark Speech, you gain some additional abilities. Both of these are considered [evil] spell-like abilities with caster level equaling character level, and any save DCs are equal to 10 + 1/2 character level + Charisma modifier. A creature that is deaf has a 20% chance of uttering these words incorrectly, immediately taking 10d6 points of vile damage (no save) in the process.

Whispers of Insanity: As a standard action, you can have all other creatures that can hear you within 30 ft make a Will save against this mind-affecting ability. If a creature fails the save, it becomes confused for 1d4 rounds. Creatures that succeed on the save by 4 or less are still staggered for 1 round, causing them to only be able to take a single standard or move action that round.

Using this ability damages your own sanity, dealing you two points of Wisdom damage each time you use it in a day. If this Wisdom damage is prevented by any means, you instead take 5 points of vile damage for each point of ability damage prevented this way.

Outburst of Filth: As a swift action, all other creatures that can hear you within 60 ft must make a Will save against this sonic ability. If a creature fails the save, it becomes deafened and takes a -4 penalty on saves against effects with the evil descriptor for 1 minute. Creatures that make the save still become deafened for 1 round.

Using this ability weakens your physical might, dealing you two points of Strength damage each time you use it in a day. If this Strength damage is prevented by any means, you instead take 5 points of vile damage for each point of ability damage prevented this way.

Special: You gain a +2 bonus on saves against the Dark Speech of others. This stacks with the bonus granted by your Dark Speech feat.


Deformity (Hands) [Vile]

Because of intentional self-mutilation, your hands curl into sharp claws.

Prerequisite: Willing Deformity

Benefit: Your hands turn into claws, granting you a claw natural weapon for each hand you have. These claws deal 1d6 damage on a Medium creature (+Strength on primary attack or +1/2 Strength on secondary attack). However, due to the twisted nature of your claws, your hands become less capable of precise movement. You take a -2 penalty on all skill and ability checks that require precise hand manipulation (such as Open Lock and Disable Device).

For every three vile feats you possess (besides this), you may treat your claws as one size category higher for the purposes of calculating its base damage (so a Medium creature with six other vile feats and Deformity (Hands) gets 2d6 base claw damage).


Deformity (Eyes) [Vile]

You supernaturally scar one of your own eyes, causing it to see into another realm.

Prerequisite: Willing Deformity

Benefit: As a swift action, you can grant yourself blindsight over 100 ft, allowing you to sense all hidden creatures within that area. This lasts a total number of rounds per day equal to character level + number of vile feats you have (not including this), which need not be continuous, and you can dismiss the effect as a free action. This is a supernatural ability. However, due to the scarring, you see worse normally, giving you a -2 penalty on Search and Spot checks.


Deformity (Face) [Vile]

Due to your intentional self-mutilation, you have a hideous face.

Prerequisite: Willing Deformity

Benefit: You gain a +3 bonus to all Intimidate checks, as well as a +2 bonus to the save DCs of fear effects you bring about (such as spells with the [fear] descriptor). However, you take a -2 penalty to all Diplomacy checks. For every two vile feats you have (besides this), you get an additional +1 to Intimidate. For every three vile feats you have (besides this), you get an additional +1 to the save DCs of fear effects you bring about.


Deformity (Madness) [Vile]

You embrace your madness, reveling in hallucinations and unpredictable behavior and making your mind incredibly hard to touch for outside forces.

Prerequisite: Willing Deformity, at least three other vile feats

Benefit: You become immune to mind-affecting effects. However, you take a -4 penalty to your Wisdom score because of your madness. Once per minute, you may spend an immediate action to gain clarity from your madness, granting you an insight bonus to a single Will save equal to half your character level (min 1).


Deformity (Parasites) [Vile]

You invite parasites into your flesh in exchange for greater resilience against poisons and diseases.

Prerequisite: Willing Deformity

Benefit: As an immediate action, you can prevent a poison or disease from affecting you, or cure yourself of a poison or disease already affecting you. On your next turn, you are staggered due to parasites wriggling in your body, causing you to only take a single standard or move action.

In addition, if you possess at least three other vile feats, you heal hit point and ability damage naturally at three times the normal rate. If you possess at least five other vile feats, you have fast healing equal to half your character level (min 1).


Deformity (Skin) [Vile]

Due to extensive and deliberate abuses, you roughened your skin until it's coarse and hard against further blows.

Prerequisite: Willing Deformity

Benefit: You gain a +1 natural armor bonus to AC. For every three vile feats you possess (besides this), you gain an additional +1 natural armor bonus to AC. This bonus stacks with any natural armor you already have.


Deformity (Tall) [Vile]

Due to long and painful sessions on the rack, along with various surgical splints and implants, you have stretched yourself to an exceptional height.

Prerequisite: Willing Deformity, at least one other vile feat

Benefit: Your natural reach increases by 5 ft. However, because of your unnaturally long limbs, you're much clumsier with your attacks than before, giving you -1 to all attack rolls. If you have at least three other vile feats, you no longer take that -1 to attack.


Deformity (Teeth) [Vile]

You have filed your teeth sharp, giving you a mouth full of grizzly and pointed teeth.

Prerequisite: Willing Deformity

Benefit: You gain a bite natural attack which deals 1d6 damage on a Medium creature (+Strength on primary attack or +1/2 Strength on secondary attack), and its critical range is 19-20/x2. If you have at least three other vile feats, the critical modifier of your bite increases to x3 rather than x2. If you have at least five other vile feats, the base critical range of your bite increases to 18-20 rather than 19-20 (this stacks with effects like keen).


Deformity (Tongue) [Vile]

You perform numerous protracted experiments with your tongue, some of which involves piercing it in multiple places and dipping it in acid. The result is a hideous serpentine tongue that is oddly sensitive to the environment.

Prerequisite: Willing Deformity

Benefit: You gain the scent ability. If you possess at least four vile feats (besides this), you gain blindsense over 30 ft. If you have at least six other vile feats (besides this), you gain blindsense over 60 ft.


Disciple of Darkness [Vile]

You give your devotion to a dark power, gaining its favor.

Prerequisite: You must choose a powerful evil figure (such as an archdevil or an evil god) to which you devote yourself completely and utterly.

Benefit: Once per day, as a swift or immediate action, you can call upon your dark patron to grant you a profane bonus equal to half your character level (min 1) on all attack rolls, weapon damage rolls, saving throws, and skill and ability checks for 1 round. You must be following your patron's orders or performing an evil act in order to call upon your patron this way. For every two vile feats you possess (not including this one), this bonus lasts an additional round.


Feast of the Wicked [Vile]

You gain sadistic pleasure from slaying others.

Benefit: Whenever you slay a living creature in combat, you gain a cumulative +1 morale bonus to attack rolls, weapon damage rolls, and saving throws for the rest of the encounter (to a maximum bonus of +5). You must perceive the creature you slay as an enemy who poses a direct threat to you in order to gain this bonus. If you possess at least three other vile feats, this bonus increases to +2 morale bonus per enemy slain, and the maximum bonus limit increases to +10.


Harvester of Souls [Vile]

When you deliver the killing blow, you slay the flesh as well as the soul.

Prerequisite: Base attack bonus +9, Feast of the Wicked

Benefit: You can coup de grace as a standard action.

Whenever you slay a creature using a coup de grace, that creature cannot be restored to life by any means short of a miracle or wish until you are slain. In addition, you regain 3 hit points per HD of the creature slain, which can even regain hit points lost to vile damage. Any hit points gained in excess of your maximum become temporary hit points, which last for 24 hours or until expended.

Normal: Coup de grace is a full-round action.


Heretic Shield [Vile]

Your hatred of the divine grows even stronger.

Prerequisite: Apostate

Benefit: You gain spell resistance equal to 10 + your character level against divine spells. You cannot voluntarily lower this spell resistance. If you possess spell resistance from another source, that spell resistance gets a +5 bonus versus divine spells (only the highest spell resistance applies versus each spell).


Infernal Fury [Vile]

You make a deal with an archdevil, channeling the fury of the Nine Hells into your body.

Prerequisite: Disciple of Darkness (any archdevil), Knowledge (the planes) 9 ranks, Speak Languages (Infernal)

Benefit: Your native plane is now the Nine Hells of Baator, and you gain the Extraplanar subtype outside of it. When you die, your soul is dragged to the Nine Hells and you cannot be restored to life by any means short of a miracle or wish. You gain three favor points per day as well as the following [evil] spell-like abilities (CL = level), which you can spend favor points to use. For every three vile feats you possess (besides this one), you gain an additional favor point per day.

Hellsworn Rage: As a swift action costing one favor point, you can activate this ability, granting you vile fire damage on all of your weapon attacks for 5 rounds. This damage is equal to 1d6 per three character levels (+1d6 at 3rd, +2d6 at 6th, +3d6 at 9th, etc).

Nimbus of Fire: As a swift action costing one favor point, you can wreathe yourself in a shield of fire. This ability is equivalent to a warm fire shield with caster level equaling your character level.

Brimstone Caress: Whenever you cast a spell, you can spend a favor point to increase the caster level by +2 and save DC of that spell by +1. In addition, if that spell deals elemental damage, the damage dealt becomes unholy damage, which bypasses the energy resistances and immunities of nonevil creatures. Using this ability does not take an action besides the act of spellcasting itself.


Madman's Insight [Vile]

Despite your ravings, you still have an uncanny ability to predict what will come.

Prerequisite: Willing Deformity, Deformity (Madness)

Benefit: You gain an insight bonus to initiative and to Knowledge checks equal to the number of vile feats you have. You may use Knowledge checks without being trained in them.

Normal: You must be trained in Knowledge to make a check with DC greater than 10.


Maligned Spell Focus [Vile]

Due to your pacts with vile beings, your evil spells are much harder to resist.

Benefit: Spells you cast with the evil descriptor get +1 to their save DCs. This does not stack with the bonus from Spell Focus (Evil). If you possess at least three other vile feats, this bonus increases to +2.


Mortalbane [Vile]

You can make a spell-like ability particularly harmful to mortal creatures.

Prerequisite: At least one spell-like ability

Benefit: Choose a single spell-like ability you possess which deals damaged expressed in dice. That spell-like ability deals +1 damage per dice to living, non-outsider creatures, and -1 damage per dice (total damage minimum 0) to nonliving creatures (like undead or constructs) and outsiders. For example, if you apply mortalbane to a fireball SLA which normally deals 10d6 fire damage, it now deals 10d6+10 fire damage to living nonoutsiders and 10d6-10 fire damage (min 0) to nonliving creatures and outsiders. If you possess at least four other vile feats, the bonus damage increases to +2 damage per dice, but the penalty also increases to -2 per dice. The bonuses and penalties from this feat are always active, so you cannot choose to unapply the penalty when using the SLA against nonliving creatures or outsiders.

Special: This feat can be taken multiple times. Each time you take it, you must choose a different spell-like ability you possess which deals damage expressed in dice. Other instances of this feat does count towards the "four other Vile feats" requirement for the +2/-2 damage per dice bonus.


Plaguebearer [Vile]

You willingly make yourself the host of a disease in order to spread the disease to others.

Benefit: You contract Death Rot (supernatural, 1d3 days incubation, 1d4+1 Con damage). You are immune to the negative effects of this disease, and you can never be cured of it as long as you possess this feat. The save DC of the disease is equal to 10 + 1/2 your character level + your Constitution modifier. Whenever you damage a creature with a natural weapon, that creature must make a Fortitude save against the disease or contract it. If you possess at least two other vile feats, the damage of this disease increases to 1d4+1 Con damage and 1 Con drain, and if you possess at least four other vile feats, the damage becomes 1d4+1 Con damage and 1d3 Con drain.


Vile Martial Strike [Vile]

You focus evil into your manufactured weapons.

Prerequisite: Base attack bonus +4, Weapon Focus

Benefit: Choose a manufactured weapon for which you have the Weapon Focus feat applied. Whenever you deal damage with that weapon, half the damage dealt is vile damage, preventing it from being healed except on consecrated or hallow ground. Only damage from the weapon itself is converted this way; extra dice of damage from abilities like Sneak Attack or Flaming do not count towards the vile damage.


Vile Natural Attack [Vile]

You focus evil into your natural weapons.

Prerequisite: Base attack bonus +4, Improved Natural Attack

Benefit: Choose one of your natural weapons which has the Improved Natural Attack feat applied. Whenever you deal damage with that natural weapon, half the damage dealt is vile damage, preventing it from being healed except on consecrated or hallow ground. Only damage from the natural weapon itself is converted this way; extra dice of damage from abilities like Sneak Attack do not count towards the vile damage.


Violate Spell [Metamagic] [Vile]

Benefit: A violate spell gains the evil descriptor. In addition, if it deals damage, half the damage dealt by that spell becomes vile damage, preventing it from being healed except on consecrated or hallow ground. The spell is still subject to elemental resistances and immunities as normal. For example. a violate lightning bolt that normally deals 10d6 electricity damage now deals 5d6 electricity damage and 5d6 vile electricity damage.

A violatile spell uses up a spell slot one level higher than the spell's actual level.


Willing Deformity [Vile]

You intentionally mutilate or scarify your body in devotion to dark powers.

Benefit: You get a +3 bonus to Intimidate checks. In addition, you get a circumstance bonus to Diplomacy checks against other evil creatures equal to the number of vile feats you have (including this).

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