Τα feats που ξεκλειδώνονται σε όσους διαβάσουν το βιβλίο είναι τα ακόλουθα:
BOOST SPELL RESISTANCE [GENERAL]
By making a deal with an evil power, the character
makes himself even more resistant to magic.
Prerequisite: Any evil alignment.
Benefit: If the character already has innate spell
resistance, he gains a +2 profane bonus to his existing
spell resistance score.
By making a deal with an evil power, the character
makes himself even more resistant to magic.
Prerequisite: Any evil alignment.
Benefit: If the character already has innate spell
resistance, he gains a +2 profane bonus to his existing
spell resistance score.
CORRUPT SPELL [METAMAGIC]
The character can transform one of her spells
into a thing of evil due to a deal she makes with
an evil power.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a
spell. Furthermore, if the spell deals damage,
half of the damage is unholy damage. For example,
a corrupted fireball cast by a 6th-level wizard
deals 6d6 points of damage: 3d6 points of fire
damage and 3d6 points of unholy damage.
Thus, creatures immune to fire still potentially
take 3d6 points of damage. The corrupted spell
uses up a spell slot one level higher than the
spell’s actual level.
Special: A character may take this feat multiple
times, choosing a different spell each time.
The character can transform one of her spells
into a thing of evil due to a deal she makes with
an evil power.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a
spell. Furthermore, if the spell deals damage,
half of the damage is unholy damage. For example,
a corrupted fireball cast by a 6th-level wizard
deals 6d6 points of damage: 3d6 points of fire
damage and 3d6 points of unholy damage.
Thus, creatures immune to fire still potentially
take 3d6 points of damage. The corrupted spell
uses up a spell slot one level higher than the
spell’s actual level.
Special: A character may take this feat multiple
times, choosing a different spell each time.
CORRUPT SPELL-LIKE ABILITY [GENERAL]
One of the creature’s spell-like abilities is powered by evil. A
dark pact provides the creature with unholy energy.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell-like ability.
Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is unholy damage. For example,
if a corrupted fireball from a pit fiend deals a total of 35 points
of damage, half of that amount (18 points) is fire damage and
the other half (17 points) is unholy damage. Nonevil creatures
immune to fire still take the 17 points of unholy damage.
Each of a creature’s spell-like abilities can be corrupted
three times per day, though the feat does not allow the creature
to exceed its normal usage limit for any ability. Thus, if
a pit fiend chooses to corrupt its fireball ability, it can use a
corrupted fireball up to three times that day. Thereafter, it
could use its fireball ability again normally (since it can use
fireball at will), or it could corrupt another of its spell-like
abilities, such as meteor swarm.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities three additional times per day.
One of the creature’s spell-like abilities is powered by evil. A
dark pact provides the creature with unholy energy.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell-like ability.
Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is unholy damage. For example,
if a corrupted fireball from a pit fiend deals a total of 35 points
of damage, half of that amount (18 points) is fire damage and
the other half (17 points) is unholy damage. Nonevil creatures
immune to fire still take the 17 points of unholy damage.
Each of a creature’s spell-like abilities can be corrupted
three times per day, though the feat does not allow the creature
to exceed its normal usage limit for any ability. Thus, if
a pit fiend chooses to corrupt its fireball ability, it can use a
corrupted fireball up to three times that day. Thereafter, it
could use its fireball ability again normally (since it can use
fireball at will), or it could corrupt another of its spell-like
abilities, such as meteor swarm.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities three additional times per day.
DARK SPEECH [VILE]
The character learns a smattering of the language of truly
dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring
loathing and fear to others, to help cast evil spells and create
evil magic items, and to weaken physical objects (see Dark
Speech in Chapter 2).
Normal: Attempting to utter a word of the Dark Speech
always ends in immediate death for a speaker who is not
trained in its dark power. Fortunately, it is impossible to
make someone use the Dark Speech if he or she is unwilling,
because the language’s pronunciation is so exacting.
Special: The character gains a +4 circumstance bonus on
saving throws made when someone uses the Dark Speech
against him or her.
DEFORMITY (CLAWED HANDS) [VILE]
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 he threatens areas even
when unarmed.
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 takes a –2 deformity penalty on
Spot and Search checks.
DEFORMITY (FACE) [VILE]
Because of intentional self-mutilation, the character has a
hideous face.
Prerequisite:Willing Deformity.
Benefit: The character gains a +2 circumstance bonus on
Intimidate checks and a +2 deformity bonus on Diplomacy
checks dealing with evil creatures of a different type.
DEFORMITY (GAUNT) [VILE]
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 checks and Intimidate checks.
Special: A character with this feat may not take the
Deformity (obese) feat.
DEFORMITY (OBESE) [VILE]
Through intentional gorging and general gluttony, the character
is obese. Grossly overweight, she is now at least triple
the normal weight for creatures of her kind.
Prerequisite:Willing Deformity.
Benefit: The character gains a +2 deformity bonus to
Constitution and a –2 deformity penalty to Dexterity. Furthermore,
she gains a +2 circumstance bonus on Intimidate
checks and saving throws against poison.
Special: A character with this feat may not take the
Deformity (gaunt) feat.
DISCIPLE OF DARKNESS [VILE]
The character formally supplicates himself to an archdevil.
In return for this obedience, he gains a small measure of
power.
Benefit: Once per day, while performing an evil act, the
character may call upon his diabolic 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 disciple of more than one devil.
Nor may he take the Thrall to Demon feat.
EMPOWER SPELL-LIKE ABILITY [GENERAL]
The creature can use a spell-like ability with greater effect.
Benefit: All variable, numeric effects of an empowered
spell-like ability are increased by one-half. An empowered
spell-like ability deals half again as much damage as normal,
cures half again as many hit points, affects half again as
many targets, and so on as appropriate. For example, a night
hag’s empowered magic missile deals one and one-half times
normal damage (roll 1d4+1 and multiply the result by 1.5 for
each missile). Saving throws and opposed rolls (such as the
one made when a character casts dispel magic) are not
affected. Spell-like abilities without random variables are
not affected.
Each of a creature’s spell-like abilities can be empowered
twice per day, though the feat does not allow the creature to
exceed its normal usage limit for any ability. Thus, if a night
hag chooses to empower its magic missile ability, it can use an
empowered magic missile up to two times that day. Thereafter,
it could use its magic missile ability again normally
(since it can use magic missile at will), or it could corrupt
another of its spell-like abilities, such as sleep.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities two additional times per day.
EVIL BRAND [VILE]
The character is physically marked forever as a servant of an
evil power greater than herself or as a villain who does not
care who knows that she seeks only death, destruction, and
misery for others. The symbol is unquestionable in its perversity,
depicting a depravity so unthinkable that all who see
it know beyond a doubt that the bearer is forever in the sway
of the blackest powers.
Benefit: Evil creatures automatically recognize the
symbol now emblazoned upon the character as a sign of her
utter depravity or discipleship to a powerful patron,
although the specific identity of the patron is not revealed.
She gains a +2 circumstance bonus on Diplomacy and
Intimidate checks made against evil creatures.
LICHLOVED [VILE]
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 and 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.
MALIGN SPELL FOCUS [GENERAL]
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: Any evil alignment.
Benefit: Add +2 to the DC for all saving throws against
any of the character’s spells that have the evil descriptor.
MORTALBANE [GENERAL]
The creature can make a spell-like ability particularly deadly
to mortals.
Benefit: A mortalbane ability is a damaging spell-like ability
that deals 2d6 points of additional damage when used
against living nonoutsiders, but only half damage (rounded
down) against outsiders, undead, and constructs. For example,
if a mortalbane cone of cold from a gelugon would normally deal
45 points of damage, it actually deals 45 + 2d6 points of damage
to a humanoid, but only 22 points of damage to a night hag.
Creatures immune to cold—regardless of their type—still
take no damage from a mortalbane cone of cold.
Mortalbane can be applied to each of a creature’s spell-like
abilities five times per day, though the feat does not allow
the creature to exceed its normal usage limit for any ability.
Thus, if a gelugon chooses to apply Mortalbane to its cone of
cold ability, it can use a mortalbane cone of cold up to five
times that day. Thereafter, it could use its cone of cold ability
again normally (since it can use cone of cold at will).
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities five additional times per day.
POISON IMMUNITY [GENERAL]
After prolonged exposure to a poison or toxin, the character
has rendered himself immune to it.
Benefit: The character is immune to one specific poison
(chosen by the DM or the character’s player), whether available
as a blade poison, the venom of a specific creature, or
one other toxin. The character also gains a +1 circumstance
bonus on saving throws against other poisons.
Special: A character may take this feat multiple times,
choosing a different poison each time. The +1 bonus against
other poisons doesn’t stack with itself, because the circumstances
of each poison immunity are essentially the same.
QUICKEN SPELL-LIKE ABILITY [GENERAL]
The creature can use a spell-like ability with a moment’s thought.
Benefit: Using a quickened spell-like ability is a free
action that does not provoke an attack of opportunity. The
creature can perform another action—including the use of another spell-like ability—in the same round that it uses a
quickened spell-like ability. The creature may use only one
quickened spell-like ability per round. A spell-like ability
that duplicates a spell with a casting time greater than 1 full
round cannot be quickened.
Each of a creature’s spell-like abilities can be quickened
only once per day, and the feat does not allow the creature to
exceed its normal usage limit for any ability. Thus, if a
demon chooses to quicken its darkness ability, it cannot use
quickened darkness again the same day, though it could use
its darkness ability again normally (since it can use darkness at
will), or it could quicken another of its spell-like abilities,
such as desecrate.
Normal:Normally the use of a spell-like ability requires a
standard action and provokes an attack of opportunity
unless noted otherwise.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities one additional time per day.
SACRIFICIAL MASTERY [VILE]
The character is skilled at offering living sacrifices to evil
gods or fiends.
Prerequisite:Wis 15.
Benefit: The character gains a +4 profane bonus on
Knowledge (religion) checks made when performing a sacrifice.
Normal: Without this feat, a character who performs a
sacrifice makes a normal Knowledge (religion) check modified
as described in Chapter 2.
THRALL TO DEMON [VILE]
The character formally supplicates himself to a demon
prince. In return for his obedience, the character gains a
small measure of power.
Benefit: Once per day, while performing an evil act, the
bonus on any one roll.
Special: Once a character takes this feat, he may not take
it again; he may not be the thrall of more than one demon.
Nor may he take the Disciple of Darkness feat.
VERMINFRIEND [VILE]
Vermin regard the character better than they would
normally.
Prerequisite: Cha 15.
Benefit: If a vermin is about to attack the character, she
may make a Charisma check (DC 20). If the check succeeds,
that vermin refuses to attack her for 24 hours.
VILE KI STRIKE [VILE]
The character can focus evil power into his unarmed strike.
Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Each time the character deals damage with his
unarmed strike, he deals 1 additional point of vile damage.
VILE MARTIAL STRIKE [VILE]
The character can focus evil power into her weapon blows.
Prerequisite: Cha 15, Weapon Focus with the specified
weapon.
Benefit: Each time the character deals damage with a specific
kind of weapon, she deals 1 additional point of vile damage.
Special: A character may take this feat more than once,
selecting a different weapon each time.
VILE NATURAL ATTACK [VILE]
The character can focus evil power into his natural attacks.
Prerequisite: Natural attack that deals at least 1d8 points
of damage, base attack bonus +5.
Benefit: Each time the character deals damage with his
natural attack, he deals 1 additional point of vile damage.
VIOLATE SPELL [METAMAGIC]
The character can transform one of his spells into an evil
spell, and the wounds the spell inflicts are tainted with the
foulest evil.
Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell. Furthermore,
if the spell deals damage, half of the damage dealt
is vile damage. For example, a violated lightning bolt cast by
an 8th-level wizard deals 8d6 points of damage: 4d6 points of
electricity damage and 4d6 points of vile electricity damage
(but creatures immune to electricity take no damage). A violated
spell uses up a spell slot one level higher than the
spell’s actual level.
Special: A character may take this feat multiple times,
choosing a different spell each time.
VIOLATE SPELL-LIKE ABILITY [GENERAL]
The creature’s spell-like abilities are particularly tainted with
evil.
Benefit: This feat adds the evil descriptor to a spell-like
ability. Furthermore, if the spell-like ability deals damage,
half of that damage (rounded down) is vile damage. For
example, if a violated lightning bolt from a cornugon deals a
total of 35 points of damage, half of that amount (18 points)
is electricity damage and the other half (17 points) is vile
damage. Creatures immune to electricity take no damage
from a violated lightning bolt.
Each of a creature’s spell-like abilities can be violated twice
per day, though the feat does not allow the creature to exceed
its normal usage limit for any ability. Thus, if a cornugon
chooses to violate its lightning bolt ability, it can use a violated
lightning bolt up to two times that day. Thereafter, it could use
its lightning bolt ability again normally once (since it can use
lightning bolt three times per day), or it could violate another of
its spell-like abilities, such as fireball.
Special: This feat can be taken multiple times. Each time
it is taken, the creature can apply it to each of its spell-like
abilities two additional times per day.
WILLING DEFORMITY [VILE]
Through scarification, self-mutilation, and supplication to
dark powers, the character intentionally mars her own body.
Benefit: The character gains a +2 deformity bonus on
Intimidate checks.
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