View Full Version : VT's Feats

The Vorpal Tribble
2007-02-08, 04:26 PM
A single feat is hardly worth starting a new topic for, so I'm just going to have this page for whenever I come up with a new feat. Oh happy day...

(comments and critiques most welcome)


- Blacklung
- Carrier
- Dislocation
- Lightfooted

- Disperse
- Divide and Conquer
- Irongut
- One With the Hills

- Accelerated Rejuvenation
- Mind to Mind
- Rejuvenating Trance
- Sense of Scrutiny
- Vow of Mind's Sanctity

- Skewering Thrust

- Archivist of the Masses
- Archivist of the Mind
- Archivist Primordial
- Numbing Rage
- One Against Many
- Silent Struggle
- Sudden Snatch
- Wild Archivist

Most Recent Feat(s) (2/8/07)
- Lightfooted [General]

The Vorpal Tribble
2007-02-08, 04:27 PM
General Feats

Blacklung [General]
You have grown up within smokey, polluted locales and are accustomed to it.
Prerequisites: Con 13
Benefit: You may breathe within heavy smoke without immediate ill-effects. You need make a fortitude save only every minute. You also receive a +4 bonus on saves against inhaled poisons (such as smoke) and diseases.
Normal: You must make a fortitude save every round you remain within heavy smoke.


Carrier [General]
You are a host to an infectious disease.
Prerequisite: Disease Immunity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Disease_Immunity,HH)
Benefit: You may choose one disease you have gained immunity to through the prerequisite feat. If you are exposed to this disease you become a carrier of it within 2d6 days.

Depending on the type of infection, you may infect others with it in a number of ways.

Ingested: To spread an ingested disease you must sustain damage from a bite attack.
Inhaled: To spread an inhaled infection you must use a full round action to breathe out a lungful of infected air. This cloud remains in place for a number of rounds equal to the carrier's Constitution modifier, though a moderate wind (11+ mph) or higher disperses it immediately.
Injury: To spread an infection through injury you must make a bite attack against your opponent. If you do not have a natural bite attack you can still attempt to infect. You may attempt a bite attack with a -5 penalty, granting an attack of opportunity, that deals 1 point of damage plus the disease.
Contact: To spread a contact disease you must make a touch attack against your opponent.

The DC of this disease is equal to 10 + half your HD + your constitution modifier.
Special: If you are the target of a spell or power that heals diseases you lose the ability to infect until you are exposed to the disease once more.


Dislocation [General]
You can bend in ways you were not meant to.
Prerequisite: Agile, escape artist 5 ranks
Benefit: You can dislocate bones and move them about in painful ways. You may take 10 on escape artist checks. Each time you take 10 however you must succeed on a Fortitude save (DC = to escape artist check) or take 1d4 non-lethal damage.


Frantic Might [General]
You can perform mighty feats of strength at the cost of your health.
Prerequisite: Con 13
Benefit: As part of your action you can psyche yourself into a brief surge of wild strength that lasts for 1 round plus 1 additional round equal to your Constitution modifier before use of this feat. For each point you increase your strength you take 1 point of constitution damage at the beginning of your next round and become Fatigued.
Special: You cannot use this feat while exhausted or fatigued.


Lightfooted [General]
Prerequisite: Medium or smaller size
Benefit: The DC for survival checks to track you increases by +4. For each size category smaller than medium this bonus increases by another +4.
Special: You gain a +2 bonus to Move Silently checks and take only half damage from caltrops.

The Vorpal Tribble
2007-02-08, 04:28 PM
Monstrous Feats

Your swarm shape is erratic and unpredictable.
Prerequisite: Swarm subtype, Int 1 or higher
Benefit: The swarm may disperse, speading themselves out thin. They move their base speed as a standard action, or 4x that as a full action, from the original square in a spreading sphere. The swarm must then spend these actions to regroup. While dispersed the swarm deals no damage to those within their area but can themselves suffer no damage from attacks. They may still be harmed by area affects, but only those that fully encompass the swarm's new area.


Divide and Conquer
Your swarm is capable of splitting up.
Prerequisite: Mob or swarm type, Int 1 or higher
Benefit: You may fragment yourselves into a number of individual units. As a move action the swarm may split into two identical swarms, each with half of the original’s current hit points (round down). The split swarm appears in an adjacent square. Each swarm may continue to split. A swarm with 5 hit points or less cannot be further split and is destroyed if reduced to 0 hit points.


You have an exceedingly resilient stomach.
Benefit: The AC of your gizzard equals that of your normal natural AC and has 5 extra hit points more than normal for your race per size category over medium.
Normal: The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity.


One With the Hills
You are so large you are often overlooked by smaller creatures.
Prerequisites: Gargantuan or Colossal Size
Benefit: You take no size penalty to your Hide checks and as long as you remain unmoving you are considered to be hid. You must still roll a hide check when you might be possibly spotted, though this takes no action. Creatures with the scent ability can still detect you, but they must make a spot check to notice you. You may only use this feat once per encounter.
Normal: Gargantuan creatures take a -12 penalty to hide checks, and a Colossal creature a -16 penalty.

The Vorpal Tribble
2007-02-08, 04:28 PM
Psionic Feats

Accelerated Rejuvenation [Psionic]
Your mind refreshes itself quickly.
Prerequisite: Mind Over Body, Psionic Body, RejuvenatingTrance
Benefit: While in a rejuvenating trance you only need half the rest you normally do to regain power points and hit points.
Special: You no longer take penalties to spot or listen checks while in a trance.


Mind to Mind [Psionic]
You have a natural proclivity for telepathy.
Prerequisites: Cha 13
Benefit: While you are psionically focused you can speak mind to mind with any living creature with an intelligence score within 5 feet. The subject can respond if it wishes, though must share a common language.
By expending your psionic focus you may send out a purely empathic message, such as a scream of fear or a desire for their presence, to a single living being within 100 feet.
If you expend your psionic focus in conjunction with the manifesting of a telepathic power the range of the power increases by one half.

Using this feat does not increase the power point cost of the power.


Rejuvenating Trance [Psionic]
You exchange sleep for meditation.
Prerequisite: Mind Over Body, Psionic Body
Benefit: While you are psionically focused you may substitute sleep for eight hours of watchful meditation. This allows you to recover PSPs and hit points as quickly as if you were sleeping. You achieve a state of deep concentration, in which you focus and regain your energies. You are still conscious and aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You do though take a -6 penalty to spot and listen checks while in your trance.
Normal: Eight hours of restful sleep is required to regain psionic pointss and heal at an optimal rate.


Sense of Scrutiny [Psionic]
You know when you are being watched.
Benefit: You can sense when another is looking directly upon you with particular intent. This may be from any distance, even via scrying and the like; as long as they are visually aware of you, you are aware of it. You do not know the distance, motives, or even how many are looking upon you, but it is enough to alert you of those nearby. If you are in a natural sleep you automatically awaken.
Special: There is a 50% chance that you are not taken unaware during a surprise round and may react normally. As well, you gain a +4 bonus to all search, spot and listen checks to notice the viewer.


Vow of Mind's Sanctity [Exalted, Psionic]
You have taken a sacred vow to refrain from influencing or reading a sentient creature's thoughts against their will.
Prerequisites: Iron Will, Sacred Vow
Benefit: You gain a +4 perfection bonus on Will saves against all mind-affecting powers, spells, and affects. Such is your conviction that your mind reaches out to all creatures within 10 feet of you, whom gain the benefits of the Hostile Mind feat even if they do not meet the prerequisites or would normally be restricted. If any do not wish to be thus protected they are unaffected until such a time as they accept the defense.
Special: To fullfil your vow, you must abstain from using mind-affecting powers, abilities, or items that forces one's will over the other's, such as Telempathic Projection, Cloud Mind, and Dominate. You also may not use powers, abilities, or items that violate the privacy of one's mind such as Empathy and Probe Thoughts unless given permission by their own choice, including telepathic communication.
Mind-affecting powers that do not violate the privacy of one's mind, such as Mindthrust and Psionic Blast are allowed. You may use the Diplomacy skill, and such abilities as Wild Empathy, but not Intimidation.
This Vow only applies to sentient beings with an Intelligence score of 3 or higher.

The Vorpal Tribble
2007-02-08, 04:29 PM
Fighter Feats

Skewering Thrust [Fighter]
You can pin your opponent with your powerful thrusts.
Prerequisite: Improved Sunder, Power Attack, Str 14, base attack bonus +6
Benefit: You use a piercing weapon or sai to pin your opponent to a surface as a full-round action. If you use your Power Attack feat to take a -4 penalty to your attack, you may attempt to successfully strike an opponent, drive your blade through them, and into an adjacent surface such the ground or a wall, instead of doing extra damage. Your weapon must be able to do at least 1 point of damage to the surface to stick within. Your opponent is unable to move from their square until their turn. A skewered individual takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. A skewered character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Upon their next turn they may use a move action to make an opposed strength check to remove the blade from the surface, dealing damage equal to half the initial damage the weapon dealt. An opponent who succeeds on a DC 15 Heal check can remove the weapon without further injury.

The damage dealt by a skewering thrust cannot be healed until the weapon has been removed.

Special: A fighter can select Skewering Thrust as one of his fighter bonus feats.

The Vorpal Tribble
2007-02-08, 04:30 PM
Other Feats

Archivist of the Masses
In addition to your studies of the darkness, you have spent time studying humanoids.
Prerequisite: Dark knowledge.
Benefit: You can use your dark knowledge on humanoids. You use Knowledge (local) for dark knowledge checks regarding this creature type.
Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.


Archivist of the Mind
In addition to your studies of the darkness, you have spent time studying psionic creatures.
Prerequisite: Dark knowledge.
Benefit: You can use your dark knowledge on any creature with the psionic subtype or psi-like abilities. You use Knowledge (psionics) for dark knowledge checks regarding these creatures.
Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.


Archivist Primordial
In addition to your studies of the darkness, you have spent time studying oozes and plants.
Prerequisite: Dark knowledge.
Benefit: You can use your dark knowledge on oozes and plants. You use Knowledge (dungeoneering) for dark knowledge checks regarding these two creature types.
Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.


Numbing Rage
Prerequisite: Rage or frenzy ability.
Benefit: While you are in a rage or frenzy you are immune to extra damage and penalties (such as movement restrictions from caltrops) stemming from pain. Non-lethal damage and its effects are postponed until the end of the rage.


One Against Many [Tactical]
You are skilled in the battle against infestations.
Prerequisites: Dodge, Perform (dance) 4 ranks
Benefit: The One Against Many feat grants you access to three special tactical maneuvers.

Stone in the Tide: You know how to remain perfectly still as a rock. As a full-round action you can prepare yourself to be surrounded. As long as you perform no actions, swarms with an intelligence score of 2 or less do not consider you to be a threat and merely move over or around you, dealing no damage. If at any time you move while within the swarm's space you alert them that you are not what you seem. If this occurs you may not use stone in the tide against the same swarm for 24 hours.

Dance of Death: Swarms becomes but smears left in your path. As a full-round action you use a combination of hops and twists to crush hundreds of individuals of the swarm underfoot. Even swarms that are immune to weapon damage take 1d4 points of damage for every size category the dancer is above the swarm.
If the dancer takes up at least 5 feet more space as the swarm, he may attempt to do the swarm in all at once. The swarm must succeed on a Reflex save (DC = 15 + dancer's Str modifier) or take double damage from the dance.

Scatterblow: With a cape or blanket you can attempt to break up flying swarms. As a full round action you may attempt an attack against the swarm. If successful, you whip about your voluminous object, breaking up the main mass of the swarm and momentarily disorienting them. The swarm now takes up double the space they did previously and can still be damaged by area affects, but do no damage to those in their space. On its turn the swarm may regroup into any of the squares they occupied while scattered and do damage as normal.


Sudden Snatch [Ambush]
Prerequisite: Improved Grapple, sneak attack
Benefit: If you successfully grapple a victim as part of your sneak attack you may instantly attempt to to pin and silence them instead of dealing sneak attack damage.


Silent Struggle [Ambush]
Prerequisite: Move Silently 4 ranks, Improved Grapple, sneak attack
Benefit: While attempting to move a pinned opponent you may make use of your move silently skill without penalty. Your pinned opponent uses your check result if he has been silenced. While silencing your victim you may deal 1 point of non-lethal damage that keeps them from speaking even once released for a number of rounds equal to your Strength-modifier (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first).
Special: You get a +2 bonus on your grapple check to move a pinned opponent. This stacks with the bonus from pinning normally.


Wild Archivist
In addition to your studies of the darkness, you have spent time studying animals and vermin.
Prerequisite: Dark knowledge.
Benefit: You can use your dark knowledge on animals and vermin. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

2007-02-08, 05:11 PM
Cool. I love your stuff. A couple comments:

Black Lung: Being that Black Lung is generally, well, bad, it seems like there should be a consquence here, like annual Fort saves once you reach Old or contract some fairly nasty disease?

Dislocation: Hmm, it seems to me like a bonus makes more sense than an ability to take 10. I would think this would allow you the ability to escape from otherwise "inescapable" restraints. Maybe like up to +1/3 levels, but you take (bonus)d4 non-lethal damage? And maybe afterwards you have a -2 dex penalty until you get some kind of cure spell or heal for a day?

One with the hills: I think you've posted this before (or someone posted something similar anyway). It seems like there has to be some language to allow the DM to make a judgement call, like the creature has to be in it's "natural environment" or something like that. I mean, a Red Dragon Wyrm isn't going to just fade into the background in the middle of a field from a mile away, but he might blend into hills or mountains if his red is not too strident.

Skewering thrust: I would just roll damage again (and halve it) when the blade is removed to cut down on bookeeping.

2007-02-09, 05:13 AM
Very good feats, though I have some recommendations.

First, I agree with the previous post on the "blacklung" and "dislocation" feats, they can be made better. Maybe a permament pay of one point of constitution must be done for the "blacklung" feat, and a constitution damage for "dislocation" can be in order(anyway, both should have higher consequences).

Apart from that, Sudden Snatch and Silent Struggle could have higher prerequisites, as I picture them as moves that can be done only by very skilled bounty hunters, or such.

But again, excellent ideas. I would love to see them used in a game.