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View Full Version : D&D 3.x Other Feats (and Flaws) of Fear



Zaydos
2015-10-08, 05:50 PM
Feats (and Flaws) of Fear


Feats

Azure Terror [Incarnum]:
You can use incarnum to generate terror and dread in others.
Prerequisites: Con 13+, Intimidate 4 ranks.
Benefit: When essentia is invested in this feat you gain a bonus to Intimidate checks equal to 1 + the invested essentia.
In addition 1/day per point of essentia invested in this feat you may release a burst of fearful energy as a swift action. Enemies within 30 ft must make a Will save (DC 10 + ½ your hit dice + invested essentia) or be shaken for 1d4+1 rounds.
You gain 1 point of essentia.
Special: Azure Terror may be used in place of Skill Focus (Intimidate) to qualify for feats, prestige classes, and other special abilities unless they require both Azure Terror and Skill Focus (Intimidate).

Counter Fright [General]:
When encountering fear you bring forth your resolve to pay it back in kind, a monstrous bellow, a cold glare, or mental backlash shaking your assailant to the core.
Prerequisites: Intimidate 4 ranks.
Benefit: When you successfully save against a fear effect you may make a Demoralize check against the source as long as they have line of sight to you. This check is made as a free action usable when it is not your turn.
Special: A fighter may select this feat as one of their bonus feats.
Question: Should this be a feat or should I make it just a skill trick?

Deathly Terror [General]:
You are able to instill such fear in foes that they die of fright alone.
Prerequisites: Cha 15+, Intimidate 18 ranks.
Benefit: Whenever you inflict a fear effect on a target not caused by a spell or spell-like ability the target must make a Fortitude save (DC 10 + ½ your character level + your Charisma modifier) or die instantly. This is a death effect. A creature which saves against this effect is immune to your deathly fear for 24 hours.
Special: A fighter may select this feat as one of their bonus feats.
Question: Should I let this work with spells/spell-like abilities? It would please dread necromancers.

Delay Fright [General]:
You are able to hold back your fear for a short time, only to succumb to it later.
Benefit: Whenever you would suffer a fear effect you may delay its effect by three rounds before then suffering its full duration and effect. If the fear effect lasts as long as you are in an area then they instead last for 3 rounds after you leave. Any benefits which you gain for being under the effect of a fear effect (such as Fear of the Cornered Rat) still apply during this delay.
Special: A fighter may select this feat as one of their bonus feats.
Question: Should this be a feat or should I make it just a skill trick? Probably reduce the delay to 1 or 2 rounds.

Fear of the Cornered Rat [General]:
When cornered even the most craven rat will fight back, and an animal is never more dangerous than when given no other means of escape.
Benefit: When Shaken you do not suffer a penalty on attack rolls (though you do suffer the other penalties) and instead gain a +2 bonus to attack and damage. In addition if you would Cower you may still act but only to attack the source of your fear, gaining +2 to hit and +4 damage.
Special: A fighter may select this feat as one of their bonus feats.

Jump Scare [General]:
Your sudden attack stirs fear into the heart of your enemies.
Prerequisites: Hide 5 ranks, Intimidate 5 ranks.
Benefit: Whenever you attack an enemy which has not seen you until you attack them, and which can see you afterwards, they must make a Will save (DC 10 + ½ your character level + your Dexterity modifier) or be frightened for 1 round. This also applies on your first attack on a given creature if they are surprised.
Question: Should this be a feat or should I make it just a skill trick which allows free action demoralize if you attack a foe that hasn’t seen you yet?

Terrifying Slaughter [General]:
Your victims die bloody and horrible deaths, the coldness with which you cut them down sending terror through your foes.
Prerequisites: Cleave, Intimidate 8 ranks, Cha 13+.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it) with a melee attack any enemy within 30 ft which can see you do so must make a Will save (DC 10 + ½ your character level + Cha modifier or Str modifier) or be shaken for 1d6+1 rounds. A creature which successfully saves against this effect is immune to your Terrifying Slaughter for 24 hours.
Special: A fighter may select this feat as one of their bonus feats.

Terror Capacitor [Spelltouched]
You are able to store magical fear within you bottling it up to release later to terrify your foes.
Prerequisites: Must have been targeted by a [Fear] descriptor spell.
Benefit: Whenever you succeed on a saving throw against a [Fear] spell you gain 1 ‘fear charge’ per 3 spell levels of the effect (rounded up), this cannot increase your fear charge total to higher than the spell level of the effect.
As long as you have at least 1 fear charge you gain a bonus on Intimidate checks equal to 1 + ½ your fear charge. In addition as a standard action you may release all of your fear charge to force up to 1 creature per point of fear charge you possessed within 5 ft + 5 ft per point of fear charge you possessed to make a Will save (DC 10 + ½ character level + amount of fear charge released). If you released 3 or less fear charge creatures that fail their save are shaken for 2d4 rounds. If you released 4 to 6 fear charge creatures that fail their save are panicked for 2d4 rounds. If you release 7 or more fear charge creature that fail their save are panicked for 2d4 rounds and shaken for 1d4 minutes afterwards.


Flaws

Cowardice:
You are mortally afraid of death and injury.
Effect: Whenever you take damage greater than your character level from a single attack, have an attack deal damage equal to ½ your current hp (before the attack), or make a save against a Death effect you must make a Will save (DC 10 + ½ the hit dice of the attacker/CR if a trap + Cha modifier) or be shaken for 1 minute.
Special: If you become immune to fear you lose the feat you gained through this flaw.

Mortal Terror:
Fear strikes straight to your heart, causing you to suffer it more deeply than normal.
Effect: Whenever you would become Shaken you become Frightened instead. Whenever you would become Frightened you become Panicked instead. Whenever you would become Panicked you Cower instead.
Special: If you become immune to fear you lose the feat you gained through this flaw.

Prey’s Fright:
When a larger creature makes its presence known you can’t help but feel terror straight into the depths of your heart.
Effect: You treat all creatures larger than you as if they had Frightful Presence out to 30 ft + 30 ft per size category above Large they are which can affect you even if you have up to 2 more hit dice than they possess; the Will save is as normal for Frightful Presence (10 + ½ HD + Cha mod). If you fail the save you suffer their normal frightful presence effect or are shaken for 5d6 rounds whichever is worse; if you succeed you are immune to their Frightful Presence for 24 hours.
Special: If you become immune to fear you lose the feat you gained through this flaw.