Prinzessin:Anarchic Feats

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Chaos Feats

Scion of Sorrow: +5 anarchic on any one roll 1/day.

  • Tormented Knight[F]: P: BAB 4. B: Your weapons are anarchic. Once per round you may imbue your attack with anarchic energy so lawful creature you damage with this attack must make FC save DC 10+damage or take d4 Cha damage.

Chaos Music: P: Bardic Music, Perform 1. B: +4 (no more than HD) effective Bard level for purposes of Bardic Music.

Chaos Rage: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage.

Flexible Mind: Choose 2 skills. They become Class skills for you and receive +1 bonus.

Verminfriend: Insects do not attack you.

  • Gift of the Spider: Immunity to Poison. May spit d6 acid FC + 1/2 HD +Con d6Str/d6Str Poison, 3+Con/day.
  • Spider Bite: Your bite is poisonous +1/2 HD +Con d6Str/d6Str.

Wild Touch: When determining the random effect of a magic item or wild magic, you may roll twice and choose the more appropriate of the two.

Demon Feats

  • Abyss-Bound Soul: +2 on saves against law, and bonus from demonic patron.
    •  %insert name here%: +BAB damage on charge.
    •  %insert name here%: Waterbreathing. Summon demon with 3/4 HD CR 1/day.
    •  %insert name here%: Immunity to fear, +2 anarchic RD.
    •  %insert name here%: Immunity to acid.
    •  %insert name here%: Immunity to cold.
    •  %insert name here%: +1 enchantment CL, immunity to any magical insanity.
    •  %insert name here%: +1 natural armour, Fortification 25%.
    •  %insert name here%: +4 on saves against death and negative energy, +1 anarchic attack and damage with natural weapons.

Thrall to Demon: +5 anarchic on any roll 1/day.

  • Beloved of Demons: Power Attack, Knowledge:Demons 3. B: Once per round when you damage opponent you gain 1/2 HD temporary hp. As i you may sacrifice 5 temporary hp to gain +5/law DR for 1 round.
  • Blood War Conscript: +1 anarchic on melee attack and damage.
  • Demonic Conduit: All your spells gain +1 DC and extra 1 DC against lawful targets.
  • Demonsworn Knight: P: BAB 4. B: Your weapon is anarchic, you gain extra die of damage.

Abyssal feats

Chaotic Spell Recall: P: Any Abyssal feat, Spontaneous spellcaster. B: AT=s, restore spell slot you used on casting spell with chaotic descriptor, Demon feats/2 per day. -2 Concentration.

Claws of the Beast: +1+1/2 Abyssal feats anarchic unarmed damage. -1 Larceny.

  • Poison Talons: P: Any two Abyssal feats. B: AT=s, next unarmed attack within 1h is poisoned with d4Str/d4Str poison. Abyssal feats/day.

Cloak of Obyrith: DR 2 x Abyssal feats/law. -1 Nature.

Demonic Skin: +1+1/2 Abyssal feats NA bonus. -2 Escape Artist.

Demonic Sneak Attack: When making a sneak attack you may re-roll Abyssal feats number of dices. -2 Tactics.

Eyes of the Abyss: P: Any Abyssal feat. B: Darkvision 6, + Abyssal feats number on Awareness. -1 Persuasion.

Heart of the Nabassu: You may harmlessly absorb Abyssal feats number of negative levels per day. -1 Nature.

Keeper of Forbidden Lore: P: Int 13. B: +Abyssal feats number on Prayercraft, Knowledge:Demons and bardic knowledge. -2 Local.

Otherworldly Countenance: B: Choose one from below. -2 Disguise.

  • Beautiful: P: Cha 15. B: You gain +Abyssal feats on Perform. AT=FR, target is fascinated until it looses sight of you, WW +1/2 HD + Cha negates, Abyssal feats/day.
  • Ugly: P: Cha lower than 10. B: You gain +Abyssal feats on Intimidate and may use Con instead of Cha on Intimidate. AT=FR, target is sickened until it looses sight of you, WW +1/2 HD + Con negates, Abyssal feats/day.

Precognitive Visions: P: Wis 13, One Abyssal feat. B: You gain Abyssal feats/2 floating +1 insight bonuses which you may redistribute every 24 hours. Bonuses may be applied to: AC, attacks, one saving throe, one skill. -2 Awareness.

Primordial Scion: P: Any one Abyssal feat. B: All your attacks are chaotic and gain extra die of damage + extra die for each 4 Abyssal feats you possess against lawful targets. -1 Awareness.

Devil Feats

Disciple of Devils: +5 anarchic on any roll 1/day.

  • Hellbound Knight[F]: P: BAB 4. B: Your weapons are anarchic, you gain +1 anarchic on attack rolls.
  • Hellsworn: P: Weapon Focus, Knowledge:Devils 6. B: Your attacks inflict extra die of damage. Your anarchic spells have +1 CL, and once per encounter you may add +1 DC to any spell you cast, half of damage from the spell becomes divine in nature.

Brand of Hell: P: ECL 7. B: +2 Intimidate, additional benefit depends on patron.

  • Limbo: AT=s, D=10m, resistance to cold 20, extra die of cold damage on unarmed. 1/day.
  • Lust: AT=S, melee touch, WC +1/2 HD +Con save or daze for 1 r.
  • Gluttony: AT=s, D=1m, fast healing 5. 1/day.
  • Greed: You cannot be flanked or caught flat-footed.
  • Anger: AT=s, D=1r. Unarmed attacks make die of fire damage, opponents grappling you or in adjacent squares take d6 x HD fire damage, RD +1/2 HD + Cha half, grappling opponents do not get a save. 3/day.
  • Heresy: A=6, creatures with equal or more HD than you must make WW +1/2 HD + Cha save or take -2 on attacks on you. Opponents with less HD or in less than half hp must make same save or become shaken. Each save must be made only once per 24h.
  • Violence: Your weapon attacks gain extra die of damage, and additional die against lawful creatures.
  • Fraud: +4 on feint and escape artist, extra die of melee precision damage against opponent who looses Dex to AC.
  • Treachery: AT=s, command SLA 3/day.

All marks have Brand of Hell and ECL 13 as a prerequisite.

Mark of Limbo: You treat ice as normal terrain and gain +4 on attack and damage if both you and opponent are on ice. As a swift action you gain die of cold weapon damage or two dies if weapon is from hellforged material.

Mark of Lust: After having some sexual activity you gain number of pleasure points equal to your Con. As s you may spend one point to gain +4 on any roll.

Mark of Gluttony: 3+Con tumours. AT=s spend a tumour to gain one benefit: +2 enh speed; heal 2d6+HD hp; +1 unarmed reach; spray filth on adjacent target to make it sickened, FC +1/2 +Con negates.

Mark of Greed: Square in which you start your round is not threatened by your opponents. As a i you may gain +4 on single AC or save.

Mark of Anger: Each time you miss on attack or opponent saves against your spell you gain cumulative +1 bonus on all rolls except for AC which gains cumulative -1 penalty. Bonuses and penalties dissipate when you hit your opponent or he fails his save.

Mark of Heresy: You gain +1 on charge non-iterative attack rolls for each square you move during a charge.

Mark of Violence: Once per encounter you may attack or use an SLA as i. Also on readied actions you gain +4 on attack and damage.

Mark of Fraud: Creatures in adjacent squares must make +1/2 HD +Dex Acrobatics check or stop moving. First time you hit living opponent in encounter he must make +1/2 HD + Con FC save or become sickened for 10r.

Mark of Treachery: Anyone who wants to attack you must make WW +1/2 HD + Cha save. After save is made no save required until end of encounter.

Devil Pact feats

Devil's Favour: +2 on any roll Pact feats/day.

  • Devil's Aura: P: Cha 13, Intimidate 6. B: AT=s, A=2, D=1r, opponents must make WW +1/2 +Cha save or become shaken for 3r. This effect do not stack with other fear effects. Pact feats/day.
  • Devil's Flesh: P: Con 15. B: 1/2 Pact feats bonus on natural armour and intimidate, same penalty on socialize against lawful creatures.
  • Devil's Sight: P: Wis 15. B: Darkvision +12. AT=s, D=5r, Blindsight 6, Pact feats/day.
  • Devil's Stamina: P: Fort 3. B: +5 hp per Pact feat. AT=f, D=5r, Pact feats fast healing.
  • Devil's Tongue: P: Cha 15. B: AT=S, opponent must make WC +1/2 + Cha save or become dazed and flat-footed for 1r. You may spend two uses to change AT to s. Pact feats/day.