Pyromancer999
2011-09-09, 08:14 PM
Background- Let me tell you a tale. Once, there was a little boy who was reading the Monster Manual for the first time. He came across the Aasimar and Tiefling.
"Oh my gosh! These sound really cool!", he said. "I can't wait to see what cool abilities they have! Like.....Darkness 1/day!?!?!?!?"
That's child was me. Tieflings and Aasimars are descendants of beings of the Heavens and Hells of the universe. And all they get is a 1/day ability to make things go dark for a little or bring in a teeny bit of artificial sunlight, and a reduced Outsider(Native Outsider type)? AND for an LA of +1? Horrible. Just horrible. Also, this only covers humans. What if my elf, dwarf, or (insert race here) wants to be descended from a celestial or hellish being? Looks like they're out of luck. As such, in order to rectify this mistake. As such, I plan to set things right by giving the people everything these two races should have been... in feat form. Here's the first half: Fell feats for the Tiefling. Enjoy!
Fell Heritage[Fell]
Benefit: You are descended from a being from below. Demon or Devil or both, it makes little difference at this point. You were born with a teeny bit of what makes up the worst beings in the universe. This grants multiple benefits. Firstly, you gain low-light vision. Secondly, you gain a bonus to Hide, Bluff, and Intimidate checks equal to 1 + 1/2 the number of Fell feats you have. Thirdly, you gain the ability to Fall. This represents a process where you, for a time, become closer in nature to your original fiendish ancestor. You may Fall for a number of rounds per day equal to 2 + the number of Fell feats you have. You must select one feat when you Fall, and during that time, gain the feat's Fallen effect. During rounds when you fall, you look more like a being from hell than an actual mortal. When you Fall, this feat doubles the bonuses to the skills that it grants. The DC for any Fell feat ability that would require a save is always equal to 10 + 1/2 your HD + the number of Fell feats you have.
Fell Hide[Fell]
Prerequisites: Fell Heritage
Benefit: Your skin becomes thicker and scales may start to grow in some places. You gain a +1 Natural Armor bonus to AC for every two Fell feats you have. When you Fall, this feat's bonus doubles.
Fell Resistance[Fell]
Prerequisites: Fell Heritage
Benefit: You become resistant to the principle energies of demons and devils. You gain resistance to acid and fire equal to 3 x the number of Fell feats you have. When you Fall, this bonus increases to 5 x the number of Fell feats you have. If this resistance would exceed 30 when Falling, you instead gain immunity to either acid or fire, chosen when Falling.
Fell Enhancement[Fell]
Prerequisites: Fell Heritage, 3rd level
Benefit: You gain a +1 bonus to any ability score of your choice for each Fell feat you have. Each +1 bonus can go to any ability score you like. When you Fall, you gain a +2 bonus to each ability score enhanced by this feat.
Fell Energy Manipulator[Fell]
Prerequisites: Fell Heritage
Benefit: You gain the ability to manipulate the raw energy of the Hells. You gain a Fell Energy pool that contains a number of Fell Points equal to the number of Fell feats you have x 3. This may be used in two ways: 1) You may add these points to an attack you make or as a melee touch attack that takes a standard action, deal (1d6 + 1d6 per two Fell feats you have) + the number of Fell Points you choose to expend damage. Damage dealt using Fell Points is treated as unholy damage. 2) You can also use Fell Energy to heal your body. You may, as a swift action, spend Fell Points on a 1:1 basis to heal your body. When you Fall, the melee touch attack deals 1d6 per Fell feat you have + number of Fell points expended damage, and you gain an additional amount of Fell Points equal to 1/2 your Fell Point pool's max capacity.
Fell Energy Adept[Fell]
Prerequisites: Fell Energy Manipulator, 6th level
Benefit: You become more adept at using Fell Energy. Your Fell Point Pool increases to 4 x number of Fell feats you have. Also, you may expend two Fell Points to change your melee touch attack's range to a target within 10 ft per Fell feat you have, and three Fell Points to change the range to a 5 ft per Fell feat cone or a 10 ft per Fell feat line. Lastly, you may now heal on a 2:3 basis when it comes to expending Fell Points to heal yourself. When you Fall, you may heal yourself on a 1:2 basis when it comes to Fell Points, and area enhancements to the melee touch attack granted by Fell Energy Manipulator cost 2 less Fell Points than they actually do.
Summon Fell Kin[Fell]
Prerequisites: Fell Heritage
Benefit: You know how to summon demons or devils related to your fell ancestor. Upon gaining this feat, choose demons or devils. You may summon creatures of that type upon gaining this feat. You may summon creatures of the chosen type once per day per two Fell feats you have as a standard action. When summoning, you may summon up to 1 + 1 per Fell feat you have in HD of creatures of the chosen type. These remain for two rounds per Fell feat you have. When you Fall, you may summon twice as much HD of creatures as you normally could. You must expend two rounds of Fall in order to use this feats Falling ability.
Fell Weapon[Fell]
Prerequisites: Fell Heritage
Benefit: You have a natural attack similar to that of your Fell Ancestor. You gain one natural attack of your choice, that deals damage as appropriate for a creature of your size. This attack deals an additional amount of damage equal to twice the number of Fell feats you have. Damage dealt through this feat is half unholy and half fire. When you fall, this weapon deals an additional die of damage per Fell feat you have(Ex. For a creature with three Fell feats, a natural weapon that would normally deal 1d6 + 6 (2 x 3 Fell feats) damage would deal 4d6(1 die naturally + 1 per Fell feat) + 6 damage).
Special: This feat may be selected multiple times, each time choosing a different weapon. This feats Falling ability extends to all such natural weapons gained this way.
Fell Shape[Fell]
Prerequisites: Fell Heritage, one other Fell feat, 6th level
Benefit: You learn how to assume other shapes. You gain 1 + 1 per two Fell feat shapes. These shapes may not exceed 1/2 your level + number of Fell feats you have in HD, and cannot have more HD than your natural form. Also, these shapes must be of either the Animal, Humanoid, or Monstrous Humanoid type. You may shift into these creatures' forms as a full-round action, and change back as a free action, being able to remain in these forms for 1 minute per Fell feat you have in combat, and 1 hour per Fell feat outside of combat. You may treat this as the Alternate Form ability. When you Fall, you may assume the shape of any Outsider with the Evil subtype that has up to the requisite HD for a form granted by this feat.
Fell Awe[Fell]
Prerequisites: Fell Heritage, one other Fell feat
Benefit: You inspire the only kind of awe that Fell creatures can instill in other beings: Fear. You gain the Frightening Presence ability out to 5 ft + 5 ft per Fell feat you have, except that it can affect creatures with equal or up to 1 HD per three Fell feats you have greater than you, and also affects all creatures that can be affected by it upon them first coming into line of sight of you. When you Fall, your Frightening presence affects all creatures, regardless of HD.
Descending[Fell]
Prerequisites: Fell Heritage, two other Fell Feats, 9th level
Benefit: When Falling, you may gain the Falling benefits of two Fell feats instead of one.
Extensive Fall[Fell]
Prerequisites: Fell Heritage, one other Fell feat
Benefit: You may Fall for an additional number of rounds equal to 1 + 1/2 the number of Fell feats you have per day.
Special: You may select this feat again to be able to Fall for an additional 2 rounds.
Fell Speech[Fell]
Prerequisites: Fell Heritage, 3rd level
Benefit: You gain the ability to communicate in the same way as your Fell ancestors. You gain telepathy out to 10 ft + 5 ft per Fell feat you have. When you Fall, you may put one creature you are able to telepathically communicate with under an effect similar to Charm Person as a standard action, with your caster level being treated equal to 1/4 your level + the number of Fell feats you have. Alternatively when Falling, you may implant one Suggestion, as per the spell, in one target you are able to communicate telepathically with, with your caster level being equal to the Charm Person ability.
Fell Scion[Fell]
Prerequisites: Fell Heritage, three other Fell feats, 12th level
Benefit: You have fully embraced your Fell heritage, becoming more of a Fell creature than a mortal. This grants multiple benefits. Firstly, you gain the ability to see normally in the dark. Secondly, you learn how to unleash the power of your Fell Heritage for brief instants, whenever you wish. You may Fall for one round at-will, except that once done, you cannot make use of this particular ability again for 1 minute. Thirdly, you learn how to make a True Descent. You gain a number of True Descent rounds equal to 1/2 the number of Fell feats you have. When undergoing True Descent, you gain all of the Falling benefits of the Fell feats you have. You may sacrifice three rounds of Falling to gain one additional round of True Descent.
That's all for now. Please PEACH.
"Oh my gosh! These sound really cool!", he said. "I can't wait to see what cool abilities they have! Like.....Darkness 1/day!?!?!?!?"
That's child was me. Tieflings and Aasimars are descendants of beings of the Heavens and Hells of the universe. And all they get is a 1/day ability to make things go dark for a little or bring in a teeny bit of artificial sunlight, and a reduced Outsider(Native Outsider type)? AND for an LA of +1? Horrible. Just horrible. Also, this only covers humans. What if my elf, dwarf, or (insert race here) wants to be descended from a celestial or hellish being? Looks like they're out of luck. As such, in order to rectify this mistake. As such, I plan to set things right by giving the people everything these two races should have been... in feat form. Here's the first half: Fell feats for the Tiefling. Enjoy!
Fell Heritage[Fell]
Benefit: You are descended from a being from below. Demon or Devil or both, it makes little difference at this point. You were born with a teeny bit of what makes up the worst beings in the universe. This grants multiple benefits. Firstly, you gain low-light vision. Secondly, you gain a bonus to Hide, Bluff, and Intimidate checks equal to 1 + 1/2 the number of Fell feats you have. Thirdly, you gain the ability to Fall. This represents a process where you, for a time, become closer in nature to your original fiendish ancestor. You may Fall for a number of rounds per day equal to 2 + the number of Fell feats you have. You must select one feat when you Fall, and during that time, gain the feat's Fallen effect. During rounds when you fall, you look more like a being from hell than an actual mortal. When you Fall, this feat doubles the bonuses to the skills that it grants. The DC for any Fell feat ability that would require a save is always equal to 10 + 1/2 your HD + the number of Fell feats you have.
Fell Hide[Fell]
Prerequisites: Fell Heritage
Benefit: Your skin becomes thicker and scales may start to grow in some places. You gain a +1 Natural Armor bonus to AC for every two Fell feats you have. When you Fall, this feat's bonus doubles.
Fell Resistance[Fell]
Prerequisites: Fell Heritage
Benefit: You become resistant to the principle energies of demons and devils. You gain resistance to acid and fire equal to 3 x the number of Fell feats you have. When you Fall, this bonus increases to 5 x the number of Fell feats you have. If this resistance would exceed 30 when Falling, you instead gain immunity to either acid or fire, chosen when Falling.
Fell Enhancement[Fell]
Prerequisites: Fell Heritage, 3rd level
Benefit: You gain a +1 bonus to any ability score of your choice for each Fell feat you have. Each +1 bonus can go to any ability score you like. When you Fall, you gain a +2 bonus to each ability score enhanced by this feat.
Fell Energy Manipulator[Fell]
Prerequisites: Fell Heritage
Benefit: You gain the ability to manipulate the raw energy of the Hells. You gain a Fell Energy pool that contains a number of Fell Points equal to the number of Fell feats you have x 3. This may be used in two ways: 1) You may add these points to an attack you make or as a melee touch attack that takes a standard action, deal (1d6 + 1d6 per two Fell feats you have) + the number of Fell Points you choose to expend damage. Damage dealt using Fell Points is treated as unholy damage. 2) You can also use Fell Energy to heal your body. You may, as a swift action, spend Fell Points on a 1:1 basis to heal your body. When you Fall, the melee touch attack deals 1d6 per Fell feat you have + number of Fell points expended damage, and you gain an additional amount of Fell Points equal to 1/2 your Fell Point pool's max capacity.
Fell Energy Adept[Fell]
Prerequisites: Fell Energy Manipulator, 6th level
Benefit: You become more adept at using Fell Energy. Your Fell Point Pool increases to 4 x number of Fell feats you have. Also, you may expend two Fell Points to change your melee touch attack's range to a target within 10 ft per Fell feat you have, and three Fell Points to change the range to a 5 ft per Fell feat cone or a 10 ft per Fell feat line. Lastly, you may now heal on a 2:3 basis when it comes to expending Fell Points to heal yourself. When you Fall, you may heal yourself on a 1:2 basis when it comes to Fell Points, and area enhancements to the melee touch attack granted by Fell Energy Manipulator cost 2 less Fell Points than they actually do.
Summon Fell Kin[Fell]
Prerequisites: Fell Heritage
Benefit: You know how to summon demons or devils related to your fell ancestor. Upon gaining this feat, choose demons or devils. You may summon creatures of that type upon gaining this feat. You may summon creatures of the chosen type once per day per two Fell feats you have as a standard action. When summoning, you may summon up to 1 + 1 per Fell feat you have in HD of creatures of the chosen type. These remain for two rounds per Fell feat you have. When you Fall, you may summon twice as much HD of creatures as you normally could. You must expend two rounds of Fall in order to use this feats Falling ability.
Fell Weapon[Fell]
Prerequisites: Fell Heritage
Benefit: You have a natural attack similar to that of your Fell Ancestor. You gain one natural attack of your choice, that deals damage as appropriate for a creature of your size. This attack deals an additional amount of damage equal to twice the number of Fell feats you have. Damage dealt through this feat is half unholy and half fire. When you fall, this weapon deals an additional die of damage per Fell feat you have(Ex. For a creature with three Fell feats, a natural weapon that would normally deal 1d6 + 6 (2 x 3 Fell feats) damage would deal 4d6(1 die naturally + 1 per Fell feat) + 6 damage).
Special: This feat may be selected multiple times, each time choosing a different weapon. This feats Falling ability extends to all such natural weapons gained this way.
Fell Shape[Fell]
Prerequisites: Fell Heritage, one other Fell feat, 6th level
Benefit: You learn how to assume other shapes. You gain 1 + 1 per two Fell feat shapes. These shapes may not exceed 1/2 your level + number of Fell feats you have in HD, and cannot have more HD than your natural form. Also, these shapes must be of either the Animal, Humanoid, or Monstrous Humanoid type. You may shift into these creatures' forms as a full-round action, and change back as a free action, being able to remain in these forms for 1 minute per Fell feat you have in combat, and 1 hour per Fell feat outside of combat. You may treat this as the Alternate Form ability. When you Fall, you may assume the shape of any Outsider with the Evil subtype that has up to the requisite HD for a form granted by this feat.
Fell Awe[Fell]
Prerequisites: Fell Heritage, one other Fell feat
Benefit: You inspire the only kind of awe that Fell creatures can instill in other beings: Fear. You gain the Frightening Presence ability out to 5 ft + 5 ft per Fell feat you have, except that it can affect creatures with equal or up to 1 HD per three Fell feats you have greater than you, and also affects all creatures that can be affected by it upon them first coming into line of sight of you. When you Fall, your Frightening presence affects all creatures, regardless of HD.
Descending[Fell]
Prerequisites: Fell Heritage, two other Fell Feats, 9th level
Benefit: When Falling, you may gain the Falling benefits of two Fell feats instead of one.
Extensive Fall[Fell]
Prerequisites: Fell Heritage, one other Fell feat
Benefit: You may Fall for an additional number of rounds equal to 1 + 1/2 the number of Fell feats you have per day.
Special: You may select this feat again to be able to Fall for an additional 2 rounds.
Fell Speech[Fell]
Prerequisites: Fell Heritage, 3rd level
Benefit: You gain the ability to communicate in the same way as your Fell ancestors. You gain telepathy out to 10 ft + 5 ft per Fell feat you have. When you Fall, you may put one creature you are able to telepathically communicate with under an effect similar to Charm Person as a standard action, with your caster level being treated equal to 1/4 your level + the number of Fell feats you have. Alternatively when Falling, you may implant one Suggestion, as per the spell, in one target you are able to communicate telepathically with, with your caster level being equal to the Charm Person ability.
Fell Scion[Fell]
Prerequisites: Fell Heritage, three other Fell feats, 12th level
Benefit: You have fully embraced your Fell heritage, becoming more of a Fell creature than a mortal. This grants multiple benefits. Firstly, you gain the ability to see normally in the dark. Secondly, you learn how to unleash the power of your Fell Heritage for brief instants, whenever you wish. You may Fall for one round at-will, except that once done, you cannot make use of this particular ability again for 1 minute. Thirdly, you learn how to make a True Descent. You gain a number of True Descent rounds equal to 1/2 the number of Fell feats you have. When undergoing True Descent, you gain all of the Falling benefits of the Fell feats you have. You may sacrifice three rounds of Falling to gain one additional round of True Descent.
That's all for now. Please PEACH.