Truly Vile Feats

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'''Prerequisite:''' Willing Deformity, Deformity (Face)
'''Prerequisite:''' Willing Deformity, Deformity (Face)
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'''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 5 + 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.
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'''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.
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'''Prerequisite:''' At least one other vile feat
'''Prerequisite:''' At least one other vile feat
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'''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 must actually take the Constitution damage to gain the benefit; if the damage is prevented for any reason, you do not gain the bonus.
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'''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.
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You transform one of your spells into a corrupt spell, transforming its energies into unholy power.
You transform one of your spells into a corrupt spell, transforming its energies into unholy power.
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'''Benefit:''' A corrupt spell gains the evil desciptor. In addition, if it deals damage, that spell becomes infused with unholy energy, causing it to ignore the energy resistances of nonevil creatures. If a creature has energy immunity to the damage type and is of good alignment, the spell still deals half damage to that creature.
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'''Prerequisite:'' At least one other vile feat
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A corrupt spell uses up a spell slot one level higher than the spell's actual level.
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'''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.
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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.
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'''Prerequisite:''' Able to cast 3rd level spells
'''Prerequisite:''' Able to cast 3rd level spells
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'''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 1d6+1 per level of the spell.
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'''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.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting evil spells.
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<u>''Words of Instability:''</u> As a standard action, you can use ''shatter'' as the spell, allowing you to shatter nonmagical items at will.
<u>''Words of Instability:''</u> As a standard action, you can use ''shatter'' as the spell, allowing you to shatter nonmagical items at will.
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Using this ability saps you of health, dealing you 1d6 points of damage the first time you use it in a day. This increases to 2d6 the second use that day, and 3d6 every use after that.
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Using this ability saps you of health, dealing you 1d6 points of vile damage every time you use it.
<u>''Words of Mortality:''</u> 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.
<u>''Words of Mortality:''</u> 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.
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Using this ability saps your own physical strength, dealing you a point of Constitution damage the first time you use it in a day. This increases to 1d3 Con damage the second use that day, and 1d4+1 Con damage every use after that. Creatures immune to Con damage instead take 5 points of damage for each point of ability damage prevented this way.
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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.
<u>''Words of Dread:''</u> 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.
<u>''Words of Dread:''</u> 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.
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Using this ability is draining to your sanity, dealing you a point of Wisdom damage the first time you use it in a day. This increases to 1d3 Wis damage the second use that day, and 1d4+1 Wis damage every use after that. Creatures immune to Wis damage take 5 points of damage for each point of ability damage prevented this way.
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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.
<u>''Words of Power:''</u> 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.
<u>''Words of Power:''</u> 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.
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Using this ability saps your intellect and personality, dealing you a point of Intelligence and Charisma damage the first time you use it in a day. This increases to 1d3 Int and Cha damage the second use that day, and 1d4+1 Int and Cha damage every use after that. Creatures immune to Int and/or Cha damage take 5 points of damage for each point of ability damage prevented this way.
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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.
'''Special:''' You gain a +4 circumstance bonus on saves against the Dark Speech of others.
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<u>''Whispers of Insanity:''</u> 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.
<u>''Whispers of Insanity:''</u> 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.
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Using this ability damages your own sanity, dealing you a point of Wisdom damage the first and second times you use it in a day. This increases to 1d3 Wis damage the third and fourth uses that day, and 1d4+1 Wis damage every use after that. Creatures immune to Wis damage take 5 points of damage for each point of ability damage prevented this way.
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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.
<u>''Outburst of Filth:''</u> 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.
<u>''Outburst of Filth:''</u> 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.
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Using this ability harms your mental prowess, dealing you a point of Charisma damage the the first time you use it in a day. This increases to 1d3 Cha damage the second use that day, and 1d4+1 Cha damage every use after that. Creatures immune to Cha damage take 5 points of damage for each point of ability damage prevented this way.
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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.
'''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.
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'''Prerequisite:''' Willing Deformity
'''Prerequisite:''' Willing Deformity
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'''Benefit:''' As a swift action, you can grant yourself blindsight over 60 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.
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'''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.
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'''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.
'''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.
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In addition, if you possess at least three other vile feats, you heal hit point and ability damage naturally at twice the normal rate. If you possess at least five other vile feats, you have fast healing equal to half your character level (min 1).
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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).
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'''Prerequisite:''' Willing Deformity, at least one other vile feat
'''Prerequisite:''' Willing Deformity, at least one other vile feat
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'''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 four other vile feats, you no longer take that -1 to attack.
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'''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.
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'''Prerequisite:''' Willing Deformity
'''Prerequisite:''' Willing Deformity
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'''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 (this stacks with effects like keen). If you have at least three other vile feats, the base critical range of your bite increases to 18-20/x2 rather than 19-20/x2 (this still stacks with effects like keen).
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'''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).
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'''Prerequisite:''' Willing Deformity
'''Prerequisite:''' Willing Deformity
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'''Benefit:''' You gain the scent ability. If you possess at least three vile feats (besides this), you gain blindsense over 30 ft. If you have at least five other vile feats (besides this), you gain blindsense over 60 ft.
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'''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.
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When you deliver the killing blow, you slay the flesh as well as the soul.
When you deliver the killing blow, you slay the flesh as well as the soul.
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'''Prerequisite:''' Base attack bonus +9
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'''Prerequisite:''' Base attack bonus +9, Feast of the Wicked
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'''Benefit:''' You can coup de grace as a standard action.
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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.
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'''Benefit:''' 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 gain 3 temporary hit points per HD of the creature slayed for 1 hour.
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'''Normal:''' Coup de grace is a full-round action.
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==Infernal Fury [Vile]==
==Infernal Fury [Vile]==
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You make a deal with an archdevil, channel the fury of the Nine Hells into your body.
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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)
'''Prerequisite:''' Disciple of Darkness (any archdevil), Knowledge (the planes) 9 ranks, Speak Languages (Infernal)
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'''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.
'''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.
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<u>''Hellsworn Rage:''</u> 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 you have (+1d6 at 3rd, +2d6 at 6th, +3d6 at 9th, etc).
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<u>''Hellsworn Rage:''</u> 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).
<u>''Nimbus of Fire:''</u> 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.
<u>''Nimbus of Fire:''</u> 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.
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<u>''Brimstone Caress:''</u> 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 type changes to unholy damage, bypassing energy resistances and immunities. Using this ability does not take an action besides the act of spellcasting itself.
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<u>''Brimstone Caress:''</u> 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.
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You can make a spell-like ability particularly harmful to mortal creatures.
You can make a spell-like ability particularly harmful to mortal creatures.
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'''Prerequisite:''' At least one spell-like ability.
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'''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.
'''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.
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You willingly make yourself the host of a disease in order to spread the disease to others.
You willingly make yourself the host of a disease in order to spread the disease to others.
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'''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 three other vile feats, the damage of this disease increases to 1d4+1 Con damage and 1 Con drain.
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'''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.
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==Violate Spell [Metamagic] [Vile]==
==Violate Spell [Metamagic] [Vile]==
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'''Benefit:''' A violatile spell gains the evil desciptor. In addition, if it deals damage, half the damage dealt by that spell becomes vile damage, prevent 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.
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'''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.
A violatile spell uses up a spell slot one level higher than the spell's actual level.

Current revision as of 02:51, 12 April 2011

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