Immabozo
2013-03-14, 06:37 PM
For fun and flavor reasons, I want to create "Vow of Poverty" like feats with different flavor and effect. Feel free to add on! I'll keep an updated list of everyone's suggestions. I'll throw a few in there I dont have time to come up with the rules for that another can fill in, or I can later.
Profane Vow
Prerequisites: any non-good.
Special: after taking your first Deadly Vow, with increasing chance for every vow you take, an Underworld's Favored on his Profane Quest (described below) may show up to attempt to kill you.
Effect: Allows one to take the Seven Deadly Vows. Also, if one has one or more of the Seven Deadly Vows, one begins to acquire bits of the Underworld's Favored template, when one has all of the Seven Deadly Vows, he or she gains the entirety of the Underworld's Favored template. This template grants:
- Fire resist 2 per Deadly vow, all Seven Deadly Vows grants immunity to fire
- Unholy or negative energy damage is reduced by 1 per Deadly Vow, all Seven Deadly Vows grants immunity to unholy or negative energy damage and instead heal 1/2 the damage
- DR 1 per Deadly Vow/+1 per deadly vow (3 Deadly Vows grant DR 3/+3, 6 Deadly Vows grants DR 6/+6), all Seven Deadly Vows grants DR 15/-
- SR 10 + 1 per Deadly Vow, all Seven Deadly Vows grants SR 35
- All stats +1 per Deadly Vow, all Seven Deadly Vows grants all stats +10
- +1 to attack and damage per Deadly Vow, all Seven Deadly Vows grants +10 to attack and damage
- +1 to Diplomacy, Bluff, Sense Motive and Knowledge (religion) per Deadly Vow, all Seven Deadly Vows grants +10 to Diplomacy, Bluff, Sense Motive and Knowledge (religion).
- All Seven Deadly Vows grants the SLA to, only once, call forth any of the Princes of hell, and petition to be granted a Profane Quest, the result of which may vary from person to person, but may include becoming the Lesser deity of Sin, a demon lord under the prince controlling part, or all, of his army in his name, ruling a rival demon lord's realm, etc. You must succeed on a DC 50 Diplomacy check success of which grants said quest which must consist of no less than obtaining profane artifacts for the Prince that advances his power over his plane and/or advances his position in his ever changing battle with the other princes of the other layers of hell, defeating another Underword's Favored (the more of the Seven Deadly Vows, the higher this feat is looked upon), and culminating in the overthrow and defeat of the current holder of the position or throne you wish to take. This should be a very difficult Profane Quest.
An example of the difficulty of just part of this Profane quest should be the death of the Underwold's Favored and his adventuring party, from which they must claw their way back to the material plane from the ninth layer of hell, numerically in order, to the prime material plane, accessible only from the first layer of hell where you continue on the other tasks to complete the quest.
Deadly Vow of Envy
Prerequisites: None
Special: You want anything and everything someone/everyone else has. Your most wanted part of the party loot, is everyone else's. The woman/women/man/men you want most, is the one(s) others are sleeping with. The beer/alcohol/drink you want most is the one someone else is drinking. The tastiest, juiciest steak, is the one someone else is eating. If someone else has it, you want it. If you get it from them, and they have your old one, now you want that one back.
Effect: You gain a +4 envy bonus to strength, a -4 blind envy penalty to-hit and a +4 envy bonus to damage, a -4 envious haste penalty to all Dex based and a +8 to Intimidate when used to intimidate others into giving you their stuff when trying to take something you want. However, if you use Intimidate to take something, they drop an additional -1 step on the fanatic/friendly/indifferent/unfriendly/hostile scale as they normally would on an intimidate check.
Deadly Vow of Gluttony
Prerequisite: Continuously over-indulge in something, food, drugs, or something of the like.
Effects: Whenever you ingest/take the object of your gluttony, you gain a + 2 to will saves for the next hour, or as long as the effects of the drug last, if it was a drug.
If the effects of your Gluttony are decided, with approval from your DM, to make you fat, you gain +2 natural armor, -4 dexterity, you count as one size category larger for all effects that are determined on size (such as grapples and bull rushes, as well as for the wearing of armor). Your maximum speed in all forms is reduced by 5 and if you have the Vow of Cannibalism and Leadership feat, you gain a bonus equal to twice your charisma bonus on intimidate checks.
If the effects of your Gluttony are decided, with approval from your DM, to make you thin, you gain a -2 to constitution, a +4 to dexterity, a -2 to any (ex) DR you have (to a minimum of 0) and a -2 on fortitude saves.
These bonuses and negatives stack with all other bonuses
Deadly Vow of Greed
Deadly Vow of Lust
Deadly Vow of Pride
Deadly Vow of Sloth
Deadly Vow of Wrath
Vow of Alcoholism
Prerequisites: A traumatic experience including, but not limited to: the death of a family member, being the only surviving member of a combat along side a former adventuring party, being a prisoner of war, a subject of torture, or has a party member with the Leeroy Jenkins feat
Special: Must drink until you are "have to hold onto the grass to keep from falling off the planet" hammered, at least once every two days. Must take a swig of the alcohol of choice after each combat.
When drunk, you have delusions of grandeur. You can take it. Whatever it is, however many of it there is, if you, even for a second, ponder fighting it, there is no doubt in your mind that you will mop the hillside with it's face.
Effect: Gain a breath weapon, or if already have one, gain another, at will, but no more the once every 1D3 rounds effect a single 5 foot square fortitude DC 10 + con + drunk state (buzzed, +2, Drunk, +4, "have to hold onto the grass to keep from falling off the planet" hammered, +6) or be sickened. When separated from your alcohol, you get a -2 to hit and a +4 damage and must attack anyone perceived as separating you from your alcohol to the best of your ability and the exclusion of all other combatants until the alcohol is recovered.
When buzzed, gain a +1 to hit and damage and a -1 to dexterity. When drunk, -2 dexterity, -2 to hit, +4 damage and dr 1/slashing (if you already have DR from another source, this stacks). When you are "have to hold onto the grass to keep from falling off the planet" hammered, you are unable to walk and must compulsively sit down as close to the ground as you can get, you make unarmed attacks at anyone who touches you at a -5, you must attack with your breath weapon anyone who attempts to pick you up. You gain a projectile vomit breath weapon that you cannot voluntarily use and must use it whenever the DM deems it amusing, affecting a 5 to 15 foot cone dealing 1d3 points of charisma damage from the sheer humiliation of it until the puke is cleaned off the character. Once you have been sitting for more than 10 rounds, you must succeed on a fortitude save DC 15 or fall asleep. If the save is successful, you must make another fortitude save every round thereafter or fall asleep
Vow of Bro-hood
Prerequisites: must be male
Special: You must take the Vow of Bro-hood with at least one other and your bro must always be within 50 feet. If you take Vow of Brohood with three or more bros, an unbroken chain of bros must be maintained from one to the next, but they need not all be within 50 feet of each other. If the chain of bros is broken, such as one walks away, or one is kidnapped, every bro loses the benefits of this feat and has the effects of a Lesser Geas placed upon them to get the bro back. If your bro dies, you must either find a way to get him resurrected, or discover and permanently follow him to whatever plane he went to after death.
Effect: Whenever your bro is flanking an opponent, you are also considered flanking that opponent, this bonus does not stack with actually flanking that oponent. If you are in flanking position with your bro, you gain an extra 1D6 damage. When you are within 50 feet of your bro, you gain a +2 morale bonus to will saves, and a +1 brohood bonus to AC. Each bonus is gained 1/2 again for each bro within 50 feet
Vow of Cannibalism
Requirements: non-lawful, Con 12
Effect: You must consume the flesh of every humanoid you kill. From fighting off any disease, poison or drug your subject might be subject to, you gain a +4 to your saves vs poison and disease from your stronger immune system.
After eating the flesh of one of your kills, you gain +1 to hit for 1 hour (this stacks with any other sort of bonuses you may have, however does not stack with itself).
Furthermore, if you consume a creature's flesh that has immunities to fire, cold, acid, lightning, magic, or any other immunity not based on the presence, or lack of physical sensory organs, you gain resistance 5, or saves against that category (i.e. disease or poison) +5, for 3 days as your body digests this meat. (but the +5 saves on disease and poison does not stack with the +4 granted by this feat).
+5 to intimidate checks and a -10 to diplomacy checks with anyone who knows the character is a cannibal
Vow of Capitalism
Prerequisite: Must not have taken the vow of Communism
Effect: Works like Leadership, but for business. You are running a business, maybe a few! You have a steady income from your business. The larger the Capitalism score (calculated exactly like "Leadership score"), the larger the business. Every level of follower, is how complez of a job that person could do.
Level 1: On the order of washing dishes and busboy in a restaurant. Cleaning, but not very well, sorting stuff, minor farm hand.
Level 2: like level 1, but does higher quality work
Level 3: A step up. The manager, the line cook in the restaurant, etc
and so on, each odd numbered level being one step higher on the "food chain" so to say, for business, or requiring just a little more skill to get done. Professional sports athletes and celebrity actor types are about level 17.
The one difference from the Leadership feat, is that you do not just "get" these workers. They need to be paid. Their pay is figured out level x 10 silver per week and the business's maximum potential income is the sum total of all the worker's levels, x 5 gold per week.
assuming they don't steal from you. Bonuses and treating your workers right will decrease the likelihood they will steal
Vow of Communism
Prerequisite: Must not have taken the vow of Capitalism
Effect: Your share of the group treasure is given to the government. You cannot keep anything for yourself. You cannot have any wealth. This works much like Vow of Poverty in this respect. However, unlike Vow of Poverty, if you want items, you can make an official request to the government for the desired item with any desired specific materials, enchantments, etc.
The more expensive your request, the more likely it is to be declined. A DC 15 + 1 for every 5,000 gold in the value of the item, must be made. The roll is decided D20 + cha + 1/2 wisdom (any negative wisdom modifier is doubled, not halved) and a -10 is given if the character is not demonstrably in need of the item.
Special: if you have the Leadership feat and a charisma and intelligence of 20+, you are, instead, the head of government and able to confiscate items those under you have gotten. You get first pick of items and approve, or deny, the requests of other's for items.
Vow of Deceit
Vow of Greed
Vow of Ingenuity
Vow of Leeroy Jenkins
Prerequisites: Intelligence less than 14, or the absent minded flaw, less than 5 ranks in listen
Special: You must charge into combat immediately when a hostile opponent is within charge distance or an unfriendly or friendly target is decided to be attacked, regardless of whether the group is ready or if it is a good idea. You must step away from the table when encounter tactics are being discussed. It is an opportune time to go to the bathroom, refill on snacks and drinks, go for a smoke or get some air get some chicken.
Effect: When you initiate combat, you gain a surprise round in which only you can act. On their initiative, your allies must succeed on a will save DC 12 or be dumbfounded by your actions and take 1D3 +1 intelligence damage. This damage goes away at a rate a 1 point every 3 rounds, or a lesser restoration spell heals all of it instantaneously. Allies who fail their will save gain an urgency bonus +2 to will saves, +5 movement speed and +1 to hit and damage for the duration of the encounter. Allies who are accustom to this feat (have made at least 3 will saves vs this feat) get a bonus +2 to this save.
Vow of MacGyver
Prerequisites: Be smart (minimum INT 15), wear old fashion clothes and have a long hair, feat Jack of all Trades, craft (improvised deices) 13 ranks, disable device 8 ranks, spot 5 ranks, escape artist 5 ranks, search 5 ranks, diplomacy 5 ranks, knowledge (mechanics) 13 ranks
Special: Be in a desperate situation without any weapons or armor but useless stuff in the bag. Makes you eligible to the Vow of Colonel Jack O'Neil (leader of Stargate SG-1), must have an obnoxiously loud mentor. Also, you do not carry a weapon, but rely on your ability to find and craft improvised devices to solve situations, extreme circumstance excepting.
Effect:
- You gain the Improvised Weapon proficiency feat
- At will: you can cast the Minor Creation spell at your character level, only for creating an object that will help you to avoid a danger or solve a bad situation
- Once/day: you can cast the Major Creation spell at your character level only for creating an object that will help you to avoid a danger or solve a bad situation
- A MacGyver seems to be blessed in everything he/she does and gain a +2 luck bonus on all skill checks (except knowledge (religion)).
- You have a very large circle of friends. Any knowledge check failed, you know someone who does know the answer, they just might not always be on hand or close by, sometimes they may need a bribe of some sorts, sometimes as simple as an apple and a flirt.
- A MacGyver gain a supernatural ability to perceive traps and gains a fifth sense about them, improving the ability modifier by +5 for Find Traps.
- A MacGyver also has an unnatural knack for avoiding danger, gaining a +2 supernatural dodge bonus to AC that stacks with all other bonuses.
- After each gaming session, you must make a DC 15 will save or watch an episode of Stargate: SG-1
Thank you umbrapolaris for your help on the Vow of MacGuyver feat.
Vow of Murder
Vow of Nudity
Requirements: Any non-lawful, non aberration, natural armor less than 5, no other natural traits that cover from easy view, any part of the naked body, nudity must not be a common state for your race to walk around, as this feat requires the shocking value of the nudity for the bonuses, charisma 15
Effect: Must never again wear any type of armor or clothes beyond rings and a necklace/amulet. When naked, receive a +4 to diplomacy checks when dealing with individuals who are attracted to you, +4 to bluff checks when bluffing about the reason for your nudity, +2 move silently, -2 hide in shadows, all attacks made against you are made at a -4, for simplicity, reflected in a nudity bonus to AC of equal amount instead, all attacks you make receive a +2 to hit. Diplomacy checks against the opposite sex (who are attracted to you) receive a bonus 1 for each divine spell casting class level they have, so a woman with Vow of Nudity asking sanctuary of a lawful good male level 16 cleric, against an enemy and the dangers of the night, receives a +20 to her diplomacy roll, in addition to normal modifiers.
Alternate Vow of Nudity
Prerequisites: Sacred Vow, Charisma 15
Benefit: You are constantly surrounded by an awe-inspiring aura to a radius of 50 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected by a Fascination effect. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, extraordinary compulsion. Allies gain +2 to this saving throw per day that they travel/work alongside you. After 5 days, they only become shaken rather than fascinated if they fail their save.
Special: To fullfil your vow, you must never willingly wear any item of clothing or armor that conceals your body. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. If you break your vow as a result of magical compulsion, or otherwise unintentionally (being forced into a straightjacket, for instance, a possible outcome of wandering city streets in the nude), you lose the benefit of this feat until you receive an atonement spell. Merely having a blanket thrown over you which you immediately attempt to remove will not cause this result.
(Source: Talya's post (http://www.giantitp.com/forums/showthread.php?t=45529))
Vow of Rage
Vow of Traps
Vow of Unspeakable Evil
Profane Vow
Prerequisites: any non-good.
Special: after taking your first Deadly Vow, with increasing chance for every vow you take, an Underworld's Favored on his Profane Quest (described below) may show up to attempt to kill you.
Effect: Allows one to take the Seven Deadly Vows. Also, if one has one or more of the Seven Deadly Vows, one begins to acquire bits of the Underworld's Favored template, when one has all of the Seven Deadly Vows, he or she gains the entirety of the Underworld's Favored template. This template grants:
- Fire resist 2 per Deadly vow, all Seven Deadly Vows grants immunity to fire
- Unholy or negative energy damage is reduced by 1 per Deadly Vow, all Seven Deadly Vows grants immunity to unholy or negative energy damage and instead heal 1/2 the damage
- DR 1 per Deadly Vow/+1 per deadly vow (3 Deadly Vows grant DR 3/+3, 6 Deadly Vows grants DR 6/+6), all Seven Deadly Vows grants DR 15/-
- SR 10 + 1 per Deadly Vow, all Seven Deadly Vows grants SR 35
- All stats +1 per Deadly Vow, all Seven Deadly Vows grants all stats +10
- +1 to attack and damage per Deadly Vow, all Seven Deadly Vows grants +10 to attack and damage
- +1 to Diplomacy, Bluff, Sense Motive and Knowledge (religion) per Deadly Vow, all Seven Deadly Vows grants +10 to Diplomacy, Bluff, Sense Motive and Knowledge (religion).
- All Seven Deadly Vows grants the SLA to, only once, call forth any of the Princes of hell, and petition to be granted a Profane Quest, the result of which may vary from person to person, but may include becoming the Lesser deity of Sin, a demon lord under the prince controlling part, or all, of his army in his name, ruling a rival demon lord's realm, etc. You must succeed on a DC 50 Diplomacy check success of which grants said quest which must consist of no less than obtaining profane artifacts for the Prince that advances his power over his plane and/or advances his position in his ever changing battle with the other princes of the other layers of hell, defeating another Underword's Favored (the more of the Seven Deadly Vows, the higher this feat is looked upon), and culminating in the overthrow and defeat of the current holder of the position or throne you wish to take. This should be a very difficult Profane Quest.
An example of the difficulty of just part of this Profane quest should be the death of the Underwold's Favored and his adventuring party, from which they must claw their way back to the material plane from the ninth layer of hell, numerically in order, to the prime material plane, accessible only from the first layer of hell where you continue on the other tasks to complete the quest.
Deadly Vow of Envy
Prerequisites: None
Special: You want anything and everything someone/everyone else has. Your most wanted part of the party loot, is everyone else's. The woman/women/man/men you want most, is the one(s) others are sleeping with. The beer/alcohol/drink you want most is the one someone else is drinking. The tastiest, juiciest steak, is the one someone else is eating. If someone else has it, you want it. If you get it from them, and they have your old one, now you want that one back.
Effect: You gain a +4 envy bonus to strength, a -4 blind envy penalty to-hit and a +4 envy bonus to damage, a -4 envious haste penalty to all Dex based and a +8 to Intimidate when used to intimidate others into giving you their stuff when trying to take something you want. However, if you use Intimidate to take something, they drop an additional -1 step on the fanatic/friendly/indifferent/unfriendly/hostile scale as they normally would on an intimidate check.
Deadly Vow of Gluttony
Prerequisite: Continuously over-indulge in something, food, drugs, or something of the like.
Effects: Whenever you ingest/take the object of your gluttony, you gain a + 2 to will saves for the next hour, or as long as the effects of the drug last, if it was a drug.
If the effects of your Gluttony are decided, with approval from your DM, to make you fat, you gain +2 natural armor, -4 dexterity, you count as one size category larger for all effects that are determined on size (such as grapples and bull rushes, as well as for the wearing of armor). Your maximum speed in all forms is reduced by 5 and if you have the Vow of Cannibalism and Leadership feat, you gain a bonus equal to twice your charisma bonus on intimidate checks.
If the effects of your Gluttony are decided, with approval from your DM, to make you thin, you gain a -2 to constitution, a +4 to dexterity, a -2 to any (ex) DR you have (to a minimum of 0) and a -2 on fortitude saves.
These bonuses and negatives stack with all other bonuses
Deadly Vow of Greed
Deadly Vow of Lust
Deadly Vow of Pride
Deadly Vow of Sloth
Deadly Vow of Wrath
Vow of Alcoholism
Prerequisites: A traumatic experience including, but not limited to: the death of a family member, being the only surviving member of a combat along side a former adventuring party, being a prisoner of war, a subject of torture, or has a party member with the Leeroy Jenkins feat
Special: Must drink until you are "have to hold onto the grass to keep from falling off the planet" hammered, at least once every two days. Must take a swig of the alcohol of choice after each combat.
When drunk, you have delusions of grandeur. You can take it. Whatever it is, however many of it there is, if you, even for a second, ponder fighting it, there is no doubt in your mind that you will mop the hillside with it's face.
Effect: Gain a breath weapon, or if already have one, gain another, at will, but no more the once every 1D3 rounds effect a single 5 foot square fortitude DC 10 + con + drunk state (buzzed, +2, Drunk, +4, "have to hold onto the grass to keep from falling off the planet" hammered, +6) or be sickened. When separated from your alcohol, you get a -2 to hit and a +4 damage and must attack anyone perceived as separating you from your alcohol to the best of your ability and the exclusion of all other combatants until the alcohol is recovered.
When buzzed, gain a +1 to hit and damage and a -1 to dexterity. When drunk, -2 dexterity, -2 to hit, +4 damage and dr 1/slashing (if you already have DR from another source, this stacks). When you are "have to hold onto the grass to keep from falling off the planet" hammered, you are unable to walk and must compulsively sit down as close to the ground as you can get, you make unarmed attacks at anyone who touches you at a -5, you must attack with your breath weapon anyone who attempts to pick you up. You gain a projectile vomit breath weapon that you cannot voluntarily use and must use it whenever the DM deems it amusing, affecting a 5 to 15 foot cone dealing 1d3 points of charisma damage from the sheer humiliation of it until the puke is cleaned off the character. Once you have been sitting for more than 10 rounds, you must succeed on a fortitude save DC 15 or fall asleep. If the save is successful, you must make another fortitude save every round thereafter or fall asleep
Vow of Bro-hood
Prerequisites: must be male
Special: You must take the Vow of Bro-hood with at least one other and your bro must always be within 50 feet. If you take Vow of Brohood with three or more bros, an unbroken chain of bros must be maintained from one to the next, but they need not all be within 50 feet of each other. If the chain of bros is broken, such as one walks away, or one is kidnapped, every bro loses the benefits of this feat and has the effects of a Lesser Geas placed upon them to get the bro back. If your bro dies, you must either find a way to get him resurrected, or discover and permanently follow him to whatever plane he went to after death.
Effect: Whenever your bro is flanking an opponent, you are also considered flanking that opponent, this bonus does not stack with actually flanking that oponent. If you are in flanking position with your bro, you gain an extra 1D6 damage. When you are within 50 feet of your bro, you gain a +2 morale bonus to will saves, and a +1 brohood bonus to AC. Each bonus is gained 1/2 again for each bro within 50 feet
Vow of Cannibalism
Requirements: non-lawful, Con 12
Effect: You must consume the flesh of every humanoid you kill. From fighting off any disease, poison or drug your subject might be subject to, you gain a +4 to your saves vs poison and disease from your stronger immune system.
After eating the flesh of one of your kills, you gain +1 to hit for 1 hour (this stacks with any other sort of bonuses you may have, however does not stack with itself).
Furthermore, if you consume a creature's flesh that has immunities to fire, cold, acid, lightning, magic, or any other immunity not based on the presence, or lack of physical sensory organs, you gain resistance 5, or saves against that category (i.e. disease or poison) +5, for 3 days as your body digests this meat. (but the +5 saves on disease and poison does not stack with the +4 granted by this feat).
+5 to intimidate checks and a -10 to diplomacy checks with anyone who knows the character is a cannibal
Vow of Capitalism
Prerequisite: Must not have taken the vow of Communism
Effect: Works like Leadership, but for business. You are running a business, maybe a few! You have a steady income from your business. The larger the Capitalism score (calculated exactly like "Leadership score"), the larger the business. Every level of follower, is how complez of a job that person could do.
Level 1: On the order of washing dishes and busboy in a restaurant. Cleaning, but not very well, sorting stuff, minor farm hand.
Level 2: like level 1, but does higher quality work
Level 3: A step up. The manager, the line cook in the restaurant, etc
and so on, each odd numbered level being one step higher on the "food chain" so to say, for business, or requiring just a little more skill to get done. Professional sports athletes and celebrity actor types are about level 17.
The one difference from the Leadership feat, is that you do not just "get" these workers. They need to be paid. Their pay is figured out level x 10 silver per week and the business's maximum potential income is the sum total of all the worker's levels, x 5 gold per week.
assuming they don't steal from you. Bonuses and treating your workers right will decrease the likelihood they will steal
Vow of Communism
Prerequisite: Must not have taken the vow of Capitalism
Effect: Your share of the group treasure is given to the government. You cannot keep anything for yourself. You cannot have any wealth. This works much like Vow of Poverty in this respect. However, unlike Vow of Poverty, if you want items, you can make an official request to the government for the desired item with any desired specific materials, enchantments, etc.
The more expensive your request, the more likely it is to be declined. A DC 15 + 1 for every 5,000 gold in the value of the item, must be made. The roll is decided D20 + cha + 1/2 wisdom (any negative wisdom modifier is doubled, not halved) and a -10 is given if the character is not demonstrably in need of the item.
Special: if you have the Leadership feat and a charisma and intelligence of 20+, you are, instead, the head of government and able to confiscate items those under you have gotten. You get first pick of items and approve, or deny, the requests of other's for items.
Vow of Deceit
Vow of Greed
Vow of Ingenuity
Vow of Leeroy Jenkins
Prerequisites: Intelligence less than 14, or the absent minded flaw, less than 5 ranks in listen
Special: You must charge into combat immediately when a hostile opponent is within charge distance or an unfriendly or friendly target is decided to be attacked, regardless of whether the group is ready or if it is a good idea. You must step away from the table when encounter tactics are being discussed. It is an opportune time to go to the bathroom, refill on snacks and drinks, go for a smoke or get some air get some chicken.
Effect: When you initiate combat, you gain a surprise round in which only you can act. On their initiative, your allies must succeed on a will save DC 12 or be dumbfounded by your actions and take 1D3 +1 intelligence damage. This damage goes away at a rate a 1 point every 3 rounds, or a lesser restoration spell heals all of it instantaneously. Allies who fail their will save gain an urgency bonus +2 to will saves, +5 movement speed and +1 to hit and damage for the duration of the encounter. Allies who are accustom to this feat (have made at least 3 will saves vs this feat) get a bonus +2 to this save.
Vow of MacGyver
Prerequisites: Be smart (minimum INT 15), wear old fashion clothes and have a long hair, feat Jack of all Trades, craft (improvised deices) 13 ranks, disable device 8 ranks, spot 5 ranks, escape artist 5 ranks, search 5 ranks, diplomacy 5 ranks, knowledge (mechanics) 13 ranks
Special: Be in a desperate situation without any weapons or armor but useless stuff in the bag. Makes you eligible to the Vow of Colonel Jack O'Neil (leader of Stargate SG-1), must have an obnoxiously loud mentor. Also, you do not carry a weapon, but rely on your ability to find and craft improvised devices to solve situations, extreme circumstance excepting.
Effect:
- You gain the Improvised Weapon proficiency feat
- At will: you can cast the Minor Creation spell at your character level, only for creating an object that will help you to avoid a danger or solve a bad situation
- Once/day: you can cast the Major Creation spell at your character level only for creating an object that will help you to avoid a danger or solve a bad situation
- A MacGyver seems to be blessed in everything he/she does and gain a +2 luck bonus on all skill checks (except knowledge (religion)).
- You have a very large circle of friends. Any knowledge check failed, you know someone who does know the answer, they just might not always be on hand or close by, sometimes they may need a bribe of some sorts, sometimes as simple as an apple and a flirt.
- A MacGyver gain a supernatural ability to perceive traps and gains a fifth sense about them, improving the ability modifier by +5 for Find Traps.
- A MacGyver also has an unnatural knack for avoiding danger, gaining a +2 supernatural dodge bonus to AC that stacks with all other bonuses.
- After each gaming session, you must make a DC 15 will save or watch an episode of Stargate: SG-1
Thank you umbrapolaris for your help on the Vow of MacGuyver feat.
Vow of Murder
Vow of Nudity
Requirements: Any non-lawful, non aberration, natural armor less than 5, no other natural traits that cover from easy view, any part of the naked body, nudity must not be a common state for your race to walk around, as this feat requires the shocking value of the nudity for the bonuses, charisma 15
Effect: Must never again wear any type of armor or clothes beyond rings and a necklace/amulet. When naked, receive a +4 to diplomacy checks when dealing with individuals who are attracted to you, +4 to bluff checks when bluffing about the reason for your nudity, +2 move silently, -2 hide in shadows, all attacks made against you are made at a -4, for simplicity, reflected in a nudity bonus to AC of equal amount instead, all attacks you make receive a +2 to hit. Diplomacy checks against the opposite sex (who are attracted to you) receive a bonus 1 for each divine spell casting class level they have, so a woman with Vow of Nudity asking sanctuary of a lawful good male level 16 cleric, against an enemy and the dangers of the night, receives a +20 to her diplomacy roll, in addition to normal modifiers.
Alternate Vow of Nudity
Prerequisites: Sacred Vow, Charisma 15
Benefit: You are constantly surrounded by an awe-inspiring aura to a radius of 50 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected by a Fascination effect. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, extraordinary compulsion. Allies gain +2 to this saving throw per day that they travel/work alongside you. After 5 days, they only become shaken rather than fascinated if they fail their save.
Special: To fullfil your vow, you must never willingly wear any item of clothing or armor that conceals your body. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. If you break your vow as a result of magical compulsion, or otherwise unintentionally (being forced into a straightjacket, for instance, a possible outcome of wandering city streets in the nude), you lose the benefit of this feat until you receive an atonement spell. Merely having a blanket thrown over you which you immediately attempt to remove will not cause this result.
(Source: Talya's post (http://www.giantitp.com/forums/showthread.php?t=45529))
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