Nifft
2017-11-17, 10:51 PM
I wanted these to exist (http://www.giantitp.com/forums/showsinglepost.php?p=22557076&postcount=6), and now they do.
Conspiracy Feats
You may never have more than one [Conspiracy] feat.
Each [Conspiracy] feat grants some general benefits:
You can verbally probe a creature to determine if it has the same [Conspiracy] feat that you do. This takes one minute of seemingly ordinary conversation. If the target has a compatible [Conspiracy] feat, both of you immediately learn this fact.
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One you know that a creature has a compatible [Conspiracy] feat, you both gain a +10 bonus to Bluff checks to deliver secret messages to each other. In general, a [Conspiracy] feat is only compatible with itself, and two creatures with the same [Conspiracy] feat are considered to be in the same conspiracy; but see below for an exception.
General Setting NPCs & Monsters
Ancestor Death Cult [Conspiracy, Incarnum]
Prereq: NPC, Con 13, Knowledge: religion 4 ranks
Benefit: You can invest or divest essentia in this feat as if it were a soulmeld. You receive a deflection bonus to Armor Class equal to twice the invested essentia. Choose one [Evil] soulmeld; you can shape this soulmeld as if you had the Shape Soulmeld feat. You gain 1 point of essentia.
Special: You can use the BoVD sacrifice rules to gain more essentia for yourself and your co-conspirators, with an initial Kn:Religion DC of 15 to grant each celebrant (including you) 1 additional point of essentia and can immediately shape one additional [Evil] soulmeld for 24 hours. For every 2 points above DC 15, one celebrant (possibly you) gains an additional point of essentia for 24 hours.
Diabolical Cult [Conspiracy, Devil-Touched]
Prereq: NPC
Benefit: You are a blight upon your foes, bringing misfortune wherever you rest your malevolant gaze. You gain the following spell-like abilities, with a caster level equal to half your HD, and a DC equal to (10 + HD/2 + Cha): at-will unluck (SpC), but any previous effect ends if you cast it again; 3/day alter fortune (PHB2).
Special: This feat is Devil-Touched, which may help meet prereqs for, or improve the effects of, other Devil-Touched feats. This feat counts as Evil Brand for the purpose of meeting prerequisites.
Eberron NPCs & Monsters
Cult of the Dragon Below [Conspiracy, Aberrant]
Prereq: NPC, Humanoid type
Benefit: You are functionally insane. This renders you immune to both confusion and fear effects, and you cannot be Intimidated. If you succeed on a saving throw against a [Mind-Affecting] effect, everyone within one mile who has a compatible [Conspiracy] feat immediately knows that you did so, and where it happened. Additionally, you are a gateway through which the horrors of the Daelkyr can emerge: you can cast summon monster N as a spell-like ability where N is (your HD/2)-2, up to a maximum of 9, to summon one creature, and apply the Pseudonatural template to the creature summoned. The creature tears itself through your corrupted flesh, dealing half your maximum hp in irresistable damage and rendering you Stunned for 2 rounds. Once the summoning duration ends (through the death of your summoned monster or any other means), you must wait one minute before using this ability again.
Special: This feat counts as Aberration Blood for the purpose of choosing [Aberrant] feats.
Inspired Faith [Conspiracy, Host]
Prereq: NPC
Benefit: The tendrils of Dal Quor touch the deepest reaches of your mind. When you interact with a creature that has a compatible [Conspiracy] feat, you establish a 24 hour mindlink effect which allows you to communicate with each other at any distance, so long as you are both on the same plane.
Special: If you have any psi-like abilities from another [Host] feat, you can use both abilities (instead of one or the other), and you can use them at-will.
Suitable for PCs
Conspiracy Theorist [Conspiracy]
Prereq: Over 40 ranks total in Knowledge skills
Benefit: Whenever a creature with a [Conspiracy] feat attempts to probe your membership, you appear to be a member of the creature's own conspiracy, and from that point forward this feat counts as compatible with that creature's [Conspiracy] feat. Additionally, you gain a +1 bonus to all Knowledge skill checks.
Special: Unfortunately the idiocyncracies and cyphers you integrate into your speech are nonsensical to normal people, and you suffer a -4 penalty to any Charisma-based skill check against creatures who do not have a [Conspiracy] feat.
Conspiracy Feats
You may never have more than one [Conspiracy] feat.
Each [Conspiracy] feat grants some general benefits:
You can verbally probe a creature to determine if it has the same [Conspiracy] feat that you do. This takes one minute of seemingly ordinary conversation. If the target has a compatible [Conspiracy] feat, both of you immediately learn this fact.
.
One you know that a creature has a compatible [Conspiracy] feat, you both gain a +10 bonus to Bluff checks to deliver secret messages to each other. In general, a [Conspiracy] feat is only compatible with itself, and two creatures with the same [Conspiracy] feat are considered to be in the same conspiracy; but see below for an exception.
General Setting NPCs & Monsters
Ancestor Death Cult [Conspiracy, Incarnum]
Prereq: NPC, Con 13, Knowledge: religion 4 ranks
Benefit: You can invest or divest essentia in this feat as if it were a soulmeld. You receive a deflection bonus to Armor Class equal to twice the invested essentia. Choose one [Evil] soulmeld; you can shape this soulmeld as if you had the Shape Soulmeld feat. You gain 1 point of essentia.
Special: You can use the BoVD sacrifice rules to gain more essentia for yourself and your co-conspirators, with an initial Kn:Religion DC of 15 to grant each celebrant (including you) 1 additional point of essentia and can immediately shape one additional [Evil] soulmeld for 24 hours. For every 2 points above DC 15, one celebrant (possibly you) gains an additional point of essentia for 24 hours.
Diabolical Cult [Conspiracy, Devil-Touched]
Prereq: NPC
Benefit: You are a blight upon your foes, bringing misfortune wherever you rest your malevolant gaze. You gain the following spell-like abilities, with a caster level equal to half your HD, and a DC equal to (10 + HD/2 + Cha): at-will unluck (SpC), but any previous effect ends if you cast it again; 3/day alter fortune (PHB2).
Special: This feat is Devil-Touched, which may help meet prereqs for, or improve the effects of, other Devil-Touched feats. This feat counts as Evil Brand for the purpose of meeting prerequisites.
Eberron NPCs & Monsters
Cult of the Dragon Below [Conspiracy, Aberrant]
Prereq: NPC, Humanoid type
Benefit: You are functionally insane. This renders you immune to both confusion and fear effects, and you cannot be Intimidated. If you succeed on a saving throw against a [Mind-Affecting] effect, everyone within one mile who has a compatible [Conspiracy] feat immediately knows that you did so, and where it happened. Additionally, you are a gateway through which the horrors of the Daelkyr can emerge: you can cast summon monster N as a spell-like ability where N is (your HD/2)-2, up to a maximum of 9, to summon one creature, and apply the Pseudonatural template to the creature summoned. The creature tears itself through your corrupted flesh, dealing half your maximum hp in irresistable damage and rendering you Stunned for 2 rounds. Once the summoning duration ends (through the death of your summoned monster or any other means), you must wait one minute before using this ability again.
Special: This feat counts as Aberration Blood for the purpose of choosing [Aberrant] feats.
Inspired Faith [Conspiracy, Host]
Prereq: NPC
Benefit: The tendrils of Dal Quor touch the deepest reaches of your mind. When you interact with a creature that has a compatible [Conspiracy] feat, you establish a 24 hour mindlink effect which allows you to communicate with each other at any distance, so long as you are both on the same plane.
Special: If you have any psi-like abilities from another [Host] feat, you can use both abilities (instead of one or the other), and you can use them at-will.
Suitable for PCs
Conspiracy Theorist [Conspiracy]
Prereq: Over 40 ranks total in Knowledge skills
Benefit: Whenever a creature with a [Conspiracy] feat attempts to probe your membership, you appear to be a member of the creature's own conspiracy, and from that point forward this feat counts as compatible with that creature's [Conspiracy] feat. Additionally, you gain a +1 bonus to all Knowledge skill checks.
Special: Unfortunately the idiocyncracies and cyphers you integrate into your speech are nonsensical to normal people, and you suffer a -4 penalty to any Charisma-based skill check against creatures who do not have a [Conspiracy] feat.