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View Full Version : D&D 3.x Other Some new vile feats (PEACH)



Zaydos
2015-05-14, 09:51 PM
Blood Radiance [Vile]
You draw a fell power from battle, a power which shines forth from your body when you slay your foes, a light which grows brighter and brighter as they fall before you.
Benefit: Whenever you kill a creature you begin to radiate a red light as bright as a torch. This radiance lasts 1 round per hit die of the slain creature. Any enemy within this radiance which has no more hit dice than that of the slain creature triggering this radiance must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or be shaken for as long as they remain within the range of the shadowy red light (40-ft). A creature which successfully saves is immune to this effect for 1 minute, a creature which fails does not need to save again while this effect is in effect. If you kill a creature with more hit dice than this radiance's remaining duration use the duration based upon its hit dice, but it still affects targets based on whatever slain creature had the most hit dice from amongst those you've slain since it was activated.

Body of Poison [Vile]
Your very sweat is toxic, your blood a poison which oozes forth, even your spit is potentially deadly.
Prerequisites: Deformity (Toxin)
Benefit: Any creature struck by one of your natural weapons or unarmed strike or which grapples you suffers the effects of your poison granted by the Deformity (Toxin) feat. In addition you may spit on a creature as a standard action, this is a ranged touch attack with a range of 10 ft which does not provoke attacks of opportunity from the target. This spit inflicts poison like your natural weapons.

Charlatan Priest [Vile]
Your dark overlord has seen fit to use you as an infiltrator into the forces of good, bestowing upon you a smattering of 'holy' power.
Prerequisites: Bluff 6 ranks, Knowledge (Religion) 8 ranks, ability to cast 1st level divine spells (PF prerequisites: Bluff 5 ranks, Knowledge (Religion) 5 ranks, ability to cast 1st level divine spells).
Benefit: You are able to cast [Good] divine spells as if you were Good aligned and worshiped a Good aligned god, may sacrifice a prepared Unholy Blight spell to cast Holy Smite spontaneously, and may use the holy symbol of a Good aligned god in place of your normal Divine Focus. You may also cast Sanctified spells as if you were of a Good alignment although you suffer 1 negative level for 1 hour each time you cast a sanctified spell. Finally by expending a use of Rebuke Undead you may cause yourself to have an aura of Good (as a Good aligned cleric of a Good aligned god) for Charisma modifier hours.

Negative Energy Lensing
Necromancy
Level: Cle 3
Components: DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round.

You call upon your god's dark blessing, beseeching it to allow you to destroy that which you should command, converting the negative energy you channel into a dark mockery of itself.

While this spell is in effect whenever you use Rebuke Undead you Turn or Destroy undead instead of rebuking or commanding them. In addition your Negative Energy effects damage creatures harmed by positive energy as if they were positive energy.

Cook Flesh [Vile]
You are able to prepare the flesh of your species in such a way as to heal others not just yourself.
Prerequisites: Kin Eater, and Profession (Cook) 5 ranks or Halfling.
Benefit: You can cook the flesh of a creature so as to allow up to 5 other creatures, or ½ your ranks in Profession (Cook) worth (whichever is higher), to eat its flesh and gain the benefits of the Kin Eater feat from doing so; it must be a creature which triggers the Kin Eater feat for you regardless of what species the creatures you feed it to are.
If you have Devour Knowledge you can cook a creature’s brain this way.
There must be at least 1/4th a pound of meat per serving, or at least a mouthful of brain.

Corrupted Chakra
You have corrupted one of your chakras, sanctifying it to the forces of darkness to draw more power through it.
Prerequisite: Con 13+, Ability to shape 1 or more soulmelds.
Benefit: When you select this feat you must choose one chakra for its effects to apply to. Any soulmeld shaped in that chakra is treated as having any essentia invested into this feat invested into it up to that soulmeld’s essentia capacity, and you gain a bonus to your meldshaper level for the purposes of this soulmeld. If the soulmeld has the [Evil] descriptor or you are on a plane with the Evil Aligned trait then each point of essentia invested into this feat is considered to be 2 points of essentia in the corresponding soulmeld up to that soulmeld’s essentia capacity.
The scarring of your soul necessary for this feat makes you somewhat standoffish and inhuman in your responses giving you a -2 penalty to diplomacy checks. This penalty is increased by the amount of essentia you have invested in this feat.
If you have bound a soulmeld to the selected chakra you gain an additional benefit based upon the associated chakra. All bonuses are profane.
ChakraBenefit
Arms+2 to Grapple checks
Brow+2 to Search and Spot
Crown+2 to intimidate
Feet+5 ft land speed
Hands+2 to sleight of hand
Heart+1 to saving throws
Shoulders+2 to Concentration and Survival
SoulDR 2/-
ThroatGain the benefits of a [i]Tongue spell
Totem+1 damage with natural weapons
Waist+4 to resist Bull Rush and Trip attempts
You gain 1 point of essentia.
Special: You may take this feat multiple times, each time you have to select a different chakra.

Death Birthing Blade [Vile]
You live as a conduit of death, sheathing your weapons in its power and causing the slain to rise again.
Prerequisites: Charisma 13+, BAB +4.
Benefit: Your melee attacks deal +1 negative energy damage, this damage never heals undead but if they would be healed they take no damage instead. In addition 1/day when you kill a creature you may reanimate it as a zombie (as if with Animate Dead) under your control. This zombie only remains animate for 1 round per character level you possess before returning to a lifeless state.

Deformity (Flesh) [Vile]
You have scarred or burned your flesh with the blasphemous sigils of fiends, dark gods, and ancient evil powers.
Prerequisites: Willing Deformity.
Benefit: Your scars supernaturally harden your flesh, and you gain DR 2/good and a +1 to your natural armor, +1 more for every 2 Vile feats you possess other than this one. Your scars cover your torso and arms and any creature able to see them clearly may identify your dark allegiance with a DC 20 Knowledge (religion) check, identifying the general nature of your liege if they make DC 25. If you use a transmutation or transformative effect to transform your flesh so that these scars no longer appear (you may choose to keep them) the benefits of this feat are lost for the duration as well.

Deformity (Heart) [Vile]
You have removed your heart offering it up to your dark gods in exchange for their blessings, leaving nothing but a hollow whole in your chest where it should be.
Prerequisites: Willing Deformity.
Benefit: You are staggered in an anti-magic or dead magic zone. You gain DR 3/- and your existing DR increases by 3 (this does not increase DR /- twice). You gain a +4 profane bonus to saving throws against Death effects and a +2 untyped bonus on saving throws against injury poisons.
Normal: You die if you rip your heart out.

Deformity (Hive) [Vile, Deformity]
You have allowed parts of your body to be hollowed out and used as a house for a hive of small insects.
Prerequisites: Constitution 13+, Willing Deformity.
Benefit: You must eat and drink double the normal amount for a creature of your size and you naturally heal 1 less point of Constitution damage each day. The symbiotic swarm living inside your body protects you however. While the swarm normally remains within you hidden from sight, you may will it out from you as a swift at which point they crawl and fly through all squares adjacent to you. Creatures in these squares take 1d6 damage each round. This cloud also provides you with concealment from creatures more than 10-ft away from you, but typically makes it difficult to hide as you have a large swarm of flying, buzzing insects surrounding you (-4 to move silently). If you are damaged these insects will immediately and defensively vacate your body in a cloud around you. Drawing your hive back into you requires a standard action on your part.

Deformity (Tongueless) [Vile]
You have cut out your own tongue in a dark pact with ancient forces of shadow and silence.
Prerequisites: Willing Deformity.
Benefit: You gain a +6 profane bonus to Move Silently checks. When you successfully strike a creature in melee you may choose to forgo dealing damage to force them to make a Will save (DC 10 + 1/2 character level + Strength or Dexterity modifier + 1 per 5 points of damage which would have been dealt) or be rendered mute and unable to make any vocalizations for 1 round per Vile feat you possess.
Special: You have no tongue, or at most a stub of one. You cannot talk, and swallowing is sort of hard.

Deformity (Soul) [Flaw]
You have marred your own soul, permanently scaring it in a ritual pledging yourself to evil. This scar upon your soul makes you unnerving and unlikable.
Effect: You suffer a -4 penalty to Bluff, Diplomacy, and Use Magic Device checks. In addition animals never have an initial attitude towards you better than Unfriendly.
Special: This flaw counts as Willing Deformity for the purpose of fulfilling prerequisites. You may only gain a Vile feat with the bonus feat granted by this flaw.

Deformity (Soul) [Flaw]
You have marred your own soul, permanently scaring it in a ritual pledging yourself to evil.
Effect: At the beginning of each round roll 1d20. If you roll a 1 you cannot act for 1 round. This reduces your overland movement rate by 5%.
Special: This flaw counts as Willing Deformity for the purpose of fulfilling prerequisites. You may only gain a Vile feat with the bonus feat granted by this flaw.

Deformity (Toxin) [Vile, Deformity]
You ritualistically consume a variety of toxic substances until your very flesh is itself a dangerous poison.
Prerequisites: Willing Deformity.
Benefit: You suffer a -2 deformity penalty to Constitution checks and saves versus effects which cause fatigue or exhaustion. You gain immunity to poison and any creature which bites you is inflicted with poison which deals 1d3 Dexterity damage as initial and secondary damage, with a Fortitude save DC of 10 + 1/2 character level + Con modifier.
Special: You must consume at least 50 GP worth of poisons each month or lose all access to this feat until you consume such substances for at least a month once again.

Demonic Rage [Vile]
When your anger rises you take on traits of the Lords of the Abyss, your dark power seeming to bleed from you.
Prerequisites: Ability to rage.
Benefit: When you enter into a rage you seem to grow slightly, demonic traits growing evident upon your body; your feet changing into hooves, your face becoming mane or babau like, vestigial vrock wings extending from your back or other cosmetic changes. Any creature observing you rage may make a DC 15 Knowledge (the Planes) check to determine that the changes are fiendish in nature, and a DC 25 reveals that they are from a willing pact.
While raging you gain a +4 bonus to Intimidate checks, DR 3/good, if you have DR X/- you gain DR X+3/good instead, and Spell Resistance 6 + your character level against spells and spell-like abilities of good aligned creatures.

Devour Knowledge [Vile]
You can eat the brains of your own kind to gain their knowledge and insights.
Prerequisites: Kin Eater.
Benefit: You may safely eat the brains of creatures of your type. If you eat the fresh brain of a slain creature which shares your type or species (in case your type has changed due to class features or templates) you can garner some of the knowledge held within. When you do so you gain knowledge of that creature’s Intelligence score, Wisdom score, Charisma score, Skill Ranks, and Feats and may choose one of the following benefits:
You are considered to have ranks in one skill equal to the number of ranks that creature had in it.
Gain the benefits of one feat the creature possessed.
Gain an enhancement bonus to Intelligence, Wisdom, or Charisma to make your score equal the eaten creature’s.
Gain knowledge of 1 question per hit die as if interrogating the eaten creature’s intact corpse with Speak with Dead.

These benefits last for 1 hour, or in the case of questions can be asked at any time within that period as a free action.
You do not have to eat the entire brain to gain this benefit, one mouthful is sufficient. You can only gain this benefit from any one creature once. To gain this benefit the brain you devour must be no more than 8 hours old, a Gentle Repose or Preserve Organ spell can prolong this period.
Normal: Eating brains is unhealthy and can lead to prion disorders (mad cow disease).

Disquieting Aura [Vile]
Your evil is palpable to those around you, a presence which causes skin to crawl and hopes to die.
Prerequisites: Cha 15+.
Benefit: You radiate an aura of palpable evil out to 20-ft. Diplomacy checks made against creatures within this aura suffer a -4 penalty, while Intimidate checks against them gain a +2 profane bonus. Creatures within this aura suffer a -2 penalty to saves against fear, or effects based upon grief, sadness, and despair (for example Crushing Despair).

Eyes of Darkness [Vile]
Your ritualistically damaged eyes see in pure darkness with greater ease than fullest light.
Prerequisites: Deformity (Eyes).
Benefit: You are able to see in shadowy illumination and total darkness (including magical darkness) out to 120-ft as easily as normal light. In addition you gain an extra daily use of the See Invisibility spell-like ability granted by Deformity (Eyes). However your evil-touched eyes are sensitive to light and you suffer a -2 penalty to Spot checks made in bright light.

Hellish Hive [Vile, Deformity]
The hive dwelling within you are no normal Prime Material insects instead you are host to a race of insects from the lower planes themselves.
Prerequisites: Deformity (Hive)
Benefit: Your internal hive overcomes damage reduction as if Magic, Evil, and your ethical (Law/Chaos) alignment. In addition your swarm deals +1d6 damage if you are at least 5th level, and the first time an individual creature is damaged by your swarm each day it must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution score) or contract Red Ache with an incubation period of 1 day. Due to the infernal origin of this Red Ache it is resistance to magical attempts to cure it requiring a caster level check (DC 10 + your Con modifier + your Character level) to remove it with Remove Disease, Heal or other 6th level or lower spells which cure disease. This is a supernatural disease.

Hex Eye [Vile, Deformity]
Your twisted eyes are a window into your unspeakable soul, an infinity of evil stretching beyond imagination.
Prerequisites: Deformity (Eyes), Cha 15+.
Benefit: You gain a gaze attack with a range of 30-ft. Any non-Undead creature meeting this gaze which does not have a Vile feat, an Aura of Evil ability, or the Evil Subtype must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or suffer 2 points of Wisdom damage each round it meets your gaze and then take damage equal to your Charisma modifier.

Hungry Hive [Vile, Deformity]
The insects living within you are more voracious and hungry than normal, ripping and tearing into the flesh of your foes, and searching further afar for their food.
Prerequisites: Deformity (Hive), Character level 9+.
Benefit: Your swarm deals +2d6 additional damage to all creatures within it, and expands to cover an area 10-ft around you. However it's greater voracity means that you must feed the hive 1 medium sized creature each day or take 2 points of Constitution damage.

Invoke Vile Heritage (Outsider) [Vile]
You have the ability to invoke the blood of fiends which runs through your veins temporarily granting yourself their blasphemous forms.
Prerequisites: Character Level 3+ and Fiendish Heritage, Fiendpact Medium, Tiefling, or Half-Fiend.
Benefit: When you take this feat select Tanar’ri or Baatezu as your fiendish heritage (if you have Abyssal Heritor feats you must select Tanar’ri; if you select Tanar’ri this feat counts as an Abyssal Heritor feat). As a swift action you may assume the form of a fiend as if with the alternate form ability except that you lose any Su abilities from your race and gain those of your assumed form and you do not replace your physical ability scores with those of the assumed form instead replacing your Racial Ability modifiers for Strength, Constitution, and Dexterity with those of the assumed form (Ability score -10 or 11 if it is odd). You may return to your natural form as a swift action, and may remain in this alternate form for up to 10 rounds each day. The form assumed is dependent upon your Effective Class Level, and chosen fiendish heritage as shown on the table below. A fiendpact medium must choose Tanar’ri or Baatezu as matches their fiendish pact (exception: if they have Abyssal Heritor feats and a Baatezu pact they may choose either). All fiends are either from MM, FCI, or FCII. You may choose a weaker fiend.
ECLBaatezuTanar’ri
3LemureMane
4-6SpinagonRutterkin
7-10Bearded DevilBar-Lgura
11-14ErinyesSuccubus
15-19Bone DevilVrock
20+GelugonGlabrezu

Kin Eater [Vile]
You can eat the flesh of your own species to heal your own wounds, and recuperate after battle.
Benefit: You can eat the raw flesh of a member of your own species (they may be a different subrace of the same species, for example a goblin could eat a blue but not a hobgoblin, meanwhile a drow could eat a high elf or even an aquatic elf) without medical issues. In addition if you eat 4 or more ounces of meat from a single dead creature of your species you heal hit points equal to ½ their hit dice (minimum 1), and if you are fatigued that condition is ended immediately. When healing from this ability you may heal 1 point of ability damage to one physical ability score (Strength, Constitution, or Dexterity) instead of 5 hit points. If the devoured flesh is from your close kin (2nd cousin or 1st cousin twice removed or closer) you heal 2 hp per hit die of the devoured creature, and 1 point of ability drain to one physical ability score or all ability damage to all physical ability scores.
To heal from this feat the meat you devour must be no more than 8 hours old, a Gentle Repose or Preserve Organ spell can prolong this period. You may not heal from eating the flesh of one creature more than once.
If you are a half breed you count as both of your halves; or all of them if you have more than 2. If you have a template such as Half-Fiend you must choose one species of fiend to count as; despite the method of promotion each type of Baatezu or Tanar’ri is in fact treated as its own species.
Normal: Eating the raw flesh of a member of your species is a good way to get sick, especially if it is the brain or certain other organs.

Life Drinking Blows [Vile]
Your dark pacts allow you to draw energy from those you strike and slay, siphoning off a bit of their life force to reinvigorate yourself.
Prerequisites: Cha 13+.
Benefit: Whenever you inflict 4 or more damage to a living creature with at least 1 hit die using a melee attack you regain 1 hit point. If you kill a creature with the attack you instead regain 1 hit point per hit die they possessed.

Life Drinking Blows, Greater [Vile]
You are able to siphon more life from your foes.
Prerequisites: Cha 15+, BAB +8.
Benefit: Whenever you inflict 8 or more damage to a living creature with at least 1 hit die using a melee attack you regain an additional hit point.
Special: You may take this feat multiple times, each time past the 1st you take it its Charisma requirement increases by 2 and its BAB increases by 4 and the minimum damage to trigger it increases by 1 (so if you took it 4 times, it would heal you 5 hp if you dealt 20+ damage, 4 with 16-19, 3 with 12-15, 2 with 8-11, and not even trigger but Life Drinking Blows would heal you 1 with 4-7).

Lolth Sworn [Vile]
You have sworn yourself to the traitor goddess betraying Larethian and the elves as she once did.
Prerequisites: Elf, non-drow, patron deity Lolth.
Benefit: Swearing yourself to the spider goddess she grants you some of the benefits of her superior race of elves. You gain Darkvision 30 ft, your racial bonus to saves versus Enchantment now applies to any Will save made against a spell or spell-like ability, you gain proficiency in hand crossbows, and you gain the ability use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Your caster level equals your character level minus 2, and you must be at least 3rd level to use these spell-like abilities. You are considered a drow for spells and effects and fulfilling prerequisites (with the exception of this feat). Like drows you must pass the drider test at 6th level.

Luck of Hell [Luck, Vile]
There is no luck greater than that granted by Asmodeus (or other archfiends).
Prerequisite: Must devote yourself to the service of an archfiend, elder evil, great old one or evil aligned deity.
Benefit: You can expend one luck reroll to reroll any attack roll, saving throw, skill or ability check as an immediate action. However each time you use this feat you must hunt down and kill a good aligned humanoid for no purpose other than to placate your dark master, this humanoid must be ritualistically sacrificed to the dark entity. If you do not do so within a week you lose all benefits of this feat, suffer a -1 penalty to all attack rolls, saving throws, skill and ability checks, and have fiendish bounty hunters assigned to bring in your head until you perform the requisite sacrifices (however many are owed) and atone.
You gain one luck reroll per day.

Nightmare Weapon Specialization [Vile]
The darkness of your soul wears away at the sanity of your foes with each blow.
Prerequisites: Weapon Focus, Fighter level 4+.
Benefit: When wielding a weapon you have Weapon Focus for your attacks deal 1 point of Wisdom damage in additional to their normal damage; this Wisdom damage is multiplied on a critical hit. Evil aligned Outsiders, Aberrations, Undead, and Magical Beasts are immune to this Wisdom damage.

Overwhelming Hatred [Vile]
Your hatred of your foe stirs a supernatural dread within them.
Prerequisites: Favored Enemy, Intimidate 5 ranks.
Benefit: The first time during an encounter that you strike a creature that you have as a Favored Enemy (trigger tracked separately for each creature) it must make a Will save (DC 9 + ½ your ranks in intimidate + Str or Dex whichever you use to hit) or be shaken for 1 minute as your sheer hatred overwhelms their senses. A creature must also make this save any time you score a critical hit which deals more than 4 damage to it per hit die it possesses.

Pleasure in Pain [Vile]
You draw power and pleasure from the pain you receive, growing only more deadly the more you are harmed.
Benefit: You gain a +1 morale bonus to attack and damage for every 5 points of damage you have taken and not healed since the end of your last turn up to a bonus equal to your Constitution modifier or 1/4th your character level rounded up (whichever is lower). You also gain a morale bonus to Will saves equal to half this amount. Damage that is delayed does not count until it actually reduces your hit points. If you willingly fail a saving throw against a spell or effect which heals you then you lose all bonuses from this feat until the end of your next turn.

Soul Cutting Edge [Vile]
Your hatred has caused your soul to rot to its core, poisoning your entire being. This hatred has twisted you, and this twisted nature manifests from you in battle in the form of a soul rending power which tears at the very essence of those you attack.
Prerequisites: BAB +2.
Benefit: You gain a bonus to your weapon damage equal to your Constitution or Charisma modifier (whichever is higher) plus 1/2 the bonus damage you gain from Weapon Specialization and/or Greater Weapon Specialization against living creatures. This bonus damage is Vile damage (see Book of Vile Darkness page 34) and if the attack misses a creature due to incorporeal miss chance that creature still suffers this bonus vile damage.

Soul Drinking Feast [Vile]
When you kill a creature and mutilate their soul you drink in the tattered bits cut off from it.
Prerequisites: Soul Flensing Strike.
Benefit: Whenever you deal Vile damage to a living creature you heal 1/2 that many hit points. Whenever you kill a creature with an attack which deals Vile damage you consume part of their soul healing 2 hp per hit die they possess and gaining a +4 profane bonus to Str, Con, and Cha for 1 round per 5 hit dice they possess.

Soul Flensing Strike [Vile]
Your ability to cut deep into the very essence of your foes improves, allowing you to shred the souls of those you slay making them harder to revive.
Prerequisites: BAB +9, Soul Cutting Edge.
Benefit: You deal an additional point of Vile damage with each attack. If you reduce a creature to below 0 hit points they cannot stabilize unassisted and suffer an additional point of damage each round until they die or are restored above 0 hit point. Finally if you kill a creature with an attack which deals Vile damage they cannot be revived with Raise Dead or Revivify (as if they had been killed by a death effect); if they would normally not be able to be revived without Resurrection or equivalent magic (you used a death effect or mutilated the body) it instead requires a True Resurrection spell. Regardless of how they are revived a creature you kill suffers an additional level loss when they are revived due to the mutilation of their soul.

Vile Skill Focus [Vile]
Who needs dedication and training to an art when dark pacts and sold souls can grant a fast road to power?
Benefit: When you take this feat select a skill. You gain a +2 profane bonus to that skill. By sacrificing an animal to the dark powers you may increase this to a +3 bonus for 1 day. By sacrificing a sapient creature you can increase this to a +4 bonus for 1 day. By sacrificing a humanoid you can increase this to a +5 bonus for 1 day. By ritualistically sacrificing an Outsider with the Good subtype or a humanoid child you can increase this to a +6 bonus for 1 day. A creature whose alignment is evil and whose species is Always [insert] Evil does not count as a valid sacrifice. A creature which it is in your interest to kill for reasons other than as part of a vile feat is grants a bonus 2 less than it would otherwise (if you kill an animal and plan to eat it you get no bonus, if you sacrifice a defeated enemy you only get a +3 total). A ritualistic sacrifice for this feat takes 1 minute and involves reciting an incantation to the dark powers which grant it to you. If you select Craft or Profession with this feat all bonuses last 1 week instead of 1 day.
Special: This feat counts as Skill Focus for the purposes of prerequisites.
Special: You may take this feat multiple times, each time you must select a different skill, however a single sacrifice functions for all instances of Vile Skill Focus as long as the dark beings with which you made a pact are the same for all instances.

Vile Wild Shape [Vile, Wild]
You can use your wild shape ability to take the form of an evil aligned magical beast or certain outsiders.
Prerequisites: Wild shape class ability, wild shaping class level 8th.
Benefit: You can use your wild shape ability to turn yourself into a displacer beast, hell hound, hieracosphinx, winter wolf, or worg.
You can also turn into a fiendish version of any animal you could normally transform into. (At the DM’s discretion, other magical beast forms might be available to you. In general, this should be limited to creatures of CR 3 or lower.) You gain the extraordinary and supernatural abilities of the creature. This ability counts as a use of your wild shape ability and functions the same way.

Writ in the Book of Names [Flaw]
In a rite honoring the dark powers you have marred your own truename, abridging it and transforming it into something blasphemous.
Prerequisites: Truespeak 2 ranks.
Effect: The DC to speak your personal truename is decreased by 4, and you no longer gain a bonus to speak your own truename. If an evil outsider speaks your personal truename it may call you to its side from anywhere in the multiverse, or if you are within hearing offer you a suggestion (CL = its ranks in Truespeak); either way you may make a DC 15 + the speaker’s Int modifier Will save to resist the effect and be immune to that creature’s invocations of your truename for 1 hour. If another creature speaks your personal truename in your presence they may offer you a suggestion but the DC is only 13 + the speaker’s Int modifier, and they may not call you to their side.
Special: You may only take a Vile feat or Fiendish Heritage as the bonus feat from this flaw.

Zireael
2015-05-16, 12:06 PM
Mmm, nice for my drow NPC for added evilness.

nikkoli
2015-05-17, 11:33 AM
Quick question where does Deformity (Hive) come from? Other than that these all look really fun.
Edit: Never mind. I missed it.
Good work

Zaydos
2015-05-18, 10:57 PM
So thought about making an Evil flaw, but not sure if it is balanced at all...

Deformity (Soul) [Flaw]
You have marred your own soul, permanently scaring it in a ritual pledging yourself to evil.
Effect: At the beginning of each round roll 1d20. If you roll a 1 you cannot act for 1 round. This reduces your overland movement rate by 5%.
Special: This flaw counts as Willing Deformity for the purpose of fulfilling prerequisites. You may only gain a Vile feat with the bonus feat granted by this flaw.


Mmm, nice for my drow NPC for added evilness.


Quick question where does Deformity (Hive) come from? Other than that these all look really fun.
Edit: Never mind. I missed it.
Good work

Thanks, glad to see that it might actually get used :smallbiggrin:

AmberVael
2015-05-18, 11:16 PM
Yikes. I don't think I'd take that flaw.

I'm also not a big fan of its design- not only is just a flat chance to not be able to act terrifying, but it also bogs things down a lot since you're making a roll every single turn.

I really like the idea of deformities as flaws rather than advantageous feats though. That seems like something that could be played around with, especially the idea that they could potentially meet or be prerequisites for deformity based feats.

Network
2015-05-18, 11:35 PM
Personally, I would be opposed to Deformity (Soul) as a flaw because Willing Deformity is a feat tax, so it's like the flaw gave you two feats instead of one. Also, like AmberVael said, I think the penalty is far too strong for any flaw, because it affects the character no matter what he is trying to do. Just imagine it is used in actual play:
GM: Okay, your turn PC 1.
* Rolls dice *
GM: Too bad, you'll have to skip the turn after all. See you later.
PC 1: :smallconfused:
[...]
GM: Okay, roll again PC 1.
* Rolls dice *
GM: Twice in a row! Wow... well, too bad for you, it had as many chances of happening as the two critical hits PC 2 did last session, when you couldn't act either.
PC 1::smallfrown:
[...]
* Combat is finished *
GM: Okay, so the monster had this and that in his treasure. Who takes what?
PC 1: I take such and such.
GM: Wait, you have to roll for action before. * Rolls dice * Sorry buddy, you'll have to let the others decide what they take before you do.
PC 1: :smalleek:

This is a little reductive but I think you get what I mean. PC 1's sessions will be a nightmare. On the other hand, an NPC (who can afford to be unreliable) gets two feats for almost free.

Zaydos
2015-05-19, 12:27 AM
Yikes. I don't think I'd take that flaw.

I'm also not a big fan of its design- not only is just a flat chance to not be able to act terrifying, but it also bogs things down a lot since you're making a roll every single turn.

I really like the idea of deformities as flaws rather than advantageous feats though. That seems like something that could be played around with, especially the idea that they could potentially meet or be prerequisites for deformity based feats.

Yeah it seems like a neat idea, but I was worried about it being too good because it counted for a feat tax as well and overshot.


Personally, I would be opposed to Deformity (Soul) as a flaw because Willing Deformity is a feat tax, so it's like the flaw gave you two feats instead of one. Also, like AmberVael said, I think the penalty is far too strong for any flaw, because it affects the character no matter what he is trying to do. Just imagine it is used in actual play:

This is a little reductive but I think you get what I mean. PC 1's sessions will be a nightmare. On the other hand, an NPC (who can afford to be unreliable) gets two feats for almost free.

And then there are always the sessions where it doesn't affect the PC at all. Theoretically it's about the same as -1 to attack rolls on a fighter/martial though actually it's worse because 1) the other still lets you move to make the best of things, and 2) you can get high enough attack to auto-hit anyway.

Maybe...

Deformity (Soul) [Flaw]
You have marred your own soul, permanently scaring it in a ritual pledging yourself to evil. This scar upon your soul makes you unnerving and unlikable.
Effect: You suffer a -4 penalty to Bluff, Diplomacy, and Use Magic Device checks. In addition animals never have an initial attitude towards you better than Unfriendly.
Special: This flaw counts as Willing Deformity for the purpose of fulfilling prerequisites. You may only gain a Vile feat with the bonus feat granted by this flaw.

Or not enough bite? I mean Unobservant will affect any character (everybody has to make Spot and Listen checks eventually) where unless you're a Face or using UMD this... makes animals a little more unfriendly towards. Well actually that potentially causes a good number of problems and I might change it to "wild animals" so that you can have mounts and nobody will think it prevents you from having an Animal Companion or Wild Cohort.

AmberVael
2015-05-19, 01:09 AM
Fluffwise its good, but skill flaws are generally a lot less harsh on the character. Given that people traditionally work in parties you can generally count on someone to shore up your weak areas, especially if those weak areas are social skills.

Starting at a lower initial attitude though... that might be something you could use if you applied it more broadly. With just animals it doesn't do a lot, but with people, even if you lingered in the back and let someone else talk I could see that having an impact. Maybe instead of 'always unfriendly' if you applied it broadly have it just adjust their default attitude down by one, to a minimum of unfriendly (so you don't have people attacking you everywhere).

Zaydos
2015-05-19, 11:45 AM
Maybe keep the skill penalty but make it only apply against non-Evil creatures and have all non-Evil creatures start one step lower (minimum unfriendly unless they'd already be hostile)?

I'm trying to decide if I even like that fluff-wise, though. I do know I don't want it to affect Evil Outsiders, Undead, and Aberrations if I broaden it.

Zaydos
2015-09-29, 10:02 PM
And added some new Vile feats, and an evil flaw, all of which are here (http://www.giantitp.com/forums/showthread.php?438395-Zaydos-Decides-to-Expand-on-Past-Work-Again-So-What-Would-You-Like-to-See&p=19889548#post19889548) and in the OP.

The Mentalist
2015-09-30, 03:46 AM
I feel like Devouer Knowledge's gain ability bonuses should say "creature's modifier"

Also, I worry that Nightmare Weapon Specialisation may creep a bit on the power in a world where a moderately optimised Archer is throwing out double digit attacks a round.

Zaydos
2015-09-30, 10:02 AM
I forgot about the splitting enhancement; I thought the worst to deal with was dual wield + time stands still (which gets 16 attacks in a round, but already kills most things anyway), or dual wield + time stands still + raging mongoose (which will on average over kill a balor assuming holy cold iron and collision).

Think I should maybe make it melee only? Limits it to, shy of TST, 8 assuming all attacks hit when dual-wielding which could use something, which will take out very few enemies and 2 full attacks will take out a lot regardless. Could limit it to first n attacks where n is BAB granted attacks, but that feels pretty worthless actually (4 Wis damage a round won't knock anything out before full attacking will kill it).