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Realms of Chaos
2008-03-02, 09:49 PM
Hello. I have come to present a group of 66 (couldn't think of another 600 :weep: ) vile feats that cover varying degrees of evil and power.

Dark Aura [Vile]
Your presence unnerves and angers natural beings around you
Benefit: All living creatures start one category closer to hostile towards you.
Any animal, magical beast, vermin, or fey to pass within 30 feet of you must make a will save (DC 10 + 1/2 your hit dice + Charisma bonus) or become frightened for 1d4 rounds
You gain a +2 vile bonus on intimidate checks.

Boon of the Favored [Vile]
Your sacrifices to your dark lord grant you greater power.
Prerequisites: Sacrificial Mastery
Benefit: Whenever you sacrifice items worth at least 500 gp/level as part of a sacrifice, you gain a bonus vile feat for one week in addition to the sacrifice’s normal effects, so long as you meet its prerequisites. You may benefit from this ability no more than once per day.

Curse of Blood [Vile]
You can curse those who have harmed you.
Prerequisites: hexblade’s curse class feature, ability to cast 1st-level arcane spells
Benefit: Any creature who successfully damages you with a melee weapon or natural weapon takes a –1 penalty on all saving throws or to their AC for 1 round.
In addition, increase the save DC of your hexblade’s curse class feature by +2.

Bloodfeeder [Vile]
Imitating a vampire, you take an opponent’s blood in battle and drink it to refresh yourself.
Prerequisites: Base Attack Bonus +6
Benefit: As a full-round action, you may make a single attack with a melee weapon. If it hits, the target takes 1d4 points of constitution damage. In addition, you gain 5 temporary hit points on a successful hit. These temporary hit points last up to 5 minutes.
Special: Creatures killed by constitution damage from this source awaken 1d4 weeks later as vampire spawn unless they are revived or their bodies are destroyed sooner. You possess no special control over these vampire spawn, although you may try to rebuke or control them as normal.

Indebted to Darkness [Vile]
You are beyond the point of redemption, having vowed yourself to a dark master
Benefits: You gain a +4 vile bonus on saving throws against compulsion effects.
You are immune to any effect that would change your alignment.
Whenever your alignment would change by natural course, you instead lose 2 points of constitution.

Malign Bond [Vile]
Your unholy bond with your dark master is deeper than most would dare to fathom.
Prerequisite: Indebted to Darkness
Benefit: Once per day, the bond you share with your master allows you to try to shrug off a worldly attack. Whenever you would take damage, you may make a fortitude save (DC= 15 + damage dealt). If you succeed, that damage is converted to nonlethal damage.
In addition, your master can communicate telepathically with you over any distance and even across planar boundaries. This communication is only one way.

Malefic Exposure [Vile]
You’ve been exposed to your master’s essence, protecting you against the forces of good.
Prerequisite: Indebted to Darkness, Malign Bond
Benefit: You gain spell resistance 5 + character level against spells with the good descriptor and Damage Reduction 2/- against creatures with the good subtype.
In addition, you gain a +4 bonus on intimidate checks made against creatures with a good alignment.

Savagery Beyond Death [Vile]
You may continue fighting even after passing through death’s door.
Prerequisites: BAB +12, Diehard
Benefit: When you are knocked to –10 or less hit points by any source, you continue to live for 1 round. During this round, you may take a move action or make a single attack at your highest attack bonus (you may not take a 5-foot step). If this attack hits and knocks its target to 0 or less hit points, you live for an additional round using these rules. You may live for any number of rounds in this way.
Note: While under -10 hit points, you may not be healed through any means, although you may be revived from the dead as if you had died during the previous round.

Insidious Fear [Vile]
You can cause fear in even the most stalwart of foes.
Prerequisite: Intimidate 8 ranks
Benefit: Creatures immune to fear effects are no longer immune to fear effects that you utilize, although they gain a +4 bonus on saves to resist them.
Furthermore, such creatures are no longer immune to your intimidate checks made against them, although they gain a +4 bonus on their opposed check.
Note: Creatures immune to mind-affecting effects are still immune to fear affects.

Fiend Summoner [Vile]
Your skill at summoning fiends is unmatched.
Prerequisite: ability to cast at least one spell of the summoning subschool.
Benefit: Whenever you cast a spell that possesses both the summoning subschool and evil descriptor, you gain a +1 bonus to your caster level.
You may not summon creatures of good alignment using spells of the summoning subschool.

Dark Tongue [Vile]
Your repertoire of fiendish truenames is astounding, if somewhat horrifying.
Prerequisites: Truespeak 5 ranks, ability to speak both infernal and abyssal
Benefit: You gain a +2 Vile bonus on truespeak checks, which increases to a +4 Vile bonus when the target is a demon, devil, or yugoloth.

Bewitching Chant [Vile]
Your enchantments are dangerous to those of sound mind.
Prerequisites: Bardic Music Class Feature
Benefit: Whenever the target of one of your charm or compulsion spells succeeds on their saving throw, you may give up two daily uses of your bardic music to confuse the target for one round as an immediate action. The target may resist this confusion with a successful will save (DC 10 + 1/2 level + charisma modifier)

Unthinkable Depths [Vile]
You have seen further than anyone should ever see, and you have laughed every step of the way.
Benefits: You no longer need to sleep and are immune to fatigue (but not exhaustion).
On the first round of any encounter, you are treated as being confused (as the spell).

Dreams of Eternity [Vile]
You have forced tortured sleep upon those around you, forcing all to see what shouldn’t be fathomed.
Prerequisites: Unthinkable Depths
Benefits: All creatures within a 1000-foot radius of yourself require an extra hour of sleep to gain proper function. Within this radius, all concentration checks take a –2 penalty.
Once per day, as an immediate action, you cause a concentration check to fail. You must declare the use of this ability before the concentration check is rolled and must have a line of sight with the target.
Note: If more than one character with this feat is in the same radius, the effects of this feat do not stack.

Anchored Outside [Vile]
You have shredded your soul to forcefully anchor some of it beyond the multiverse.
Prerequisites: Unthinkable Depths
Benefits: You are immune to any effect that blocks extradimensional travel.
Once per day, as an immediate action, you may remove yourself from the multiverse for 1 round, at the end of which time you return to the same square (or the nearest unoccupied square) and take 1d4 points of wisdom damage. If this is done in response to an attack, that attack suffers a 50% miss chance.
Special: Due to the pull from outside of our multiverse, you take a –4 penalty on saving throws made against effects from the teleportation subschool.

Master From Beyond [Vile]
You have found a worthy master beyond the realms of sanity and work in its name.
Prerequisites: Unthinkable Depths, Cha 15
Benefits: Once per day, you can grant yourself the pseudonatural template for a number of rounds equal to your charisma modifier. You do not gain any spell-like abilities granted by this template.

Sense the Righteous [Vile]
You can identify the forces of good at a glance.
Prerequisites: Wisdom 13
Benefits: You may use Detect Good at will as a spell-like ability, using your character level as your caster level.

Master Torturer [Vile]
You can torture a prisoner within an inch of their life.
Prerequisites: BAB +3
Benefits: When you attack a foe, you may choose to make that strike a torturous strike. A torturous strike cannot lower a target’s life to below 0.
In addition, anyone who has been dealt at least one torturous strike takes a –2 penalty on any opposed checks against intimidate checks and on will saves made to resist torture for 24 hours.
Special: A Fighter may select Master Torturer as one of their bonus feats.

Blackened Heart [Vile]
When compared to the depth of your evil, all others seem benevolent
Benefits: For the purposes of your spells and abilities, all creatures without this feat are treated as possessing the good alignment.
You gain a +2 bonus on diplomacy and intimidate checks made against evil targets.

Aura of Entropy [Vile]
You exude unraveling energies to spoil all around you.
Prerequisites: Constitution 13
Benefit: All food-stuffs to come within a 20-foot radius become spoiled. Anyone who eats this food and fails on a DC15 fortitude save becomes nauseated for 1d4 rounds and gains no nutritional benefit either way.
All water to come within a 20-foot radius becomes unsafe to drink. Anyone drinking must make a DC 15 fortitude save or take 1d4 strength damage and gains no nutritional benefit either way. Only groups of water that completely enter your aura are affected, making large bodies of water immune to this ability.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: if you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells.
Note: you still require food and drink to survive. Unlike others, you gain nutritional benefit from the food and water you eat, even if you fail on your saving throw.

Aura of Heresy [Vile]
Your aura prevents intervention by divine forces.
Prerequisites: Aura of Entropy
Benefit: Any holy or unholy symbols to come within a 20-foot radius must make a DC 15 fortitude save or dissolve into acid, dealing 1d2 acid damage to its owner.
Within this area, all creatures are healed or damaged only half as much (rounded down) by affects using either positive or negative energy. Other effects using these energies are unaffected
Lastly, within this area, all turn checks take a -4 penalty.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells

Aura of Blaspheme [Vile]
Your entropic energies weaken those nearby.
Prerequisites: Aura of Entropy
Benefit: All living creatures within a 20-foot radius take a –2 penalty on saving throws.
In addition, within this area, stabilization of dying creatures cannot occur naturally (although a single point of natural healing does the trick).
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. this may keep you from casting some of your spells.

Extort Nature [Vile]
You can gain better performance from an animal by breaking its spirit.
Prerequisites: Handle Animal 6 ranks
Benefit: You may make a special week-long handle animal check to break the spirit of an animal or a magical beast with an intelligence score of 1 or 2. The DC is 15 + Hit Dice for animals or 20 + Hit Dice for magical beasts. At the end of this time, if the check is a success, the target learns an extra trick and any ride checks made involving them gain a +5 bonus. However, the animal is perpetually fatigued and takes a permanent –2 penalty on will saves. If kept away from you for a year, the fatigue is cured.

Insidious Villainy [Vile]
Your villainy is so subtle that it often goes unnoticed
Prerequisites: Charisma 15, Bluff 6 ranks, Deceitful
Benefit: All attempts to magically discern your alignment fail.
For the purposes of all spells and abilities, you are treated as a good-aligned character.
You gain a +2 Vile bonus on bluff, forgery, and sleight of hand checks.

One with Life [Monstrous, Vile]
You can join the web of life once more, if only for a short time.
Prerequisites: Undead type, Evil Brand
Benefit: Whenever you make a melee attack against a living foe and knock them to 0 or less hit points, you gain some qualities of life for the next 24 hours.
You retain your undead immunities but gain immunity to turn and rebuke attempts, holy water, and any other spell or affect that controls, damages, or manipulates undead. Furthermore, you are no longer treated as undead for the purposes of spells with the light descriptor.
Lastly, you gain 2 temporary hit points per hit dice, which last for the 24 hours or until they are lost.

Pall of Twilight [Vile]
You exude an area of supernatural shadows.
Benefit: The area within a 20-foot radius of yourself is illuminated or dimmed to shadowy illumination. By taking a –5 penalty on your check, you may use this illumination as concealment to hide in. By increasing this penalty to –10, you may use this illumination as concealment even against creatures with darkvision or low-light vision.
You gain a +2 bonus on intimidate checks.

Dark Thrall [Vile]
You have submitted yourself to a master.
Benefit: While within 30 feet of your master, you gain the benefits of the alertness feat and +3 hit points. In addition, your master may use you to carry out touch spells or spell-like abilities while you are within this range. Furthermore, you gain the improved evasion ability against your master’s spells and abilities. Lastly, whenever your master takes damage, you gain a +1 bonus on attack, damage rolls, and will saves for 1 round.
When your master is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws for 1 month or until your master if revived, whichever comes first. After 1 month, you may select a new individual to become your master (if they are willing). Your master may possess neither fewer hit dice than you nor an intelligence score of less than 3.

Insidious Compulsion
You have learned how to implant ideas into an enemy’s mind
Prerequisite: Diplomacy 15 ranks
Benefit: You gain a special use for the diplomacy skill. In order to use this ability, you must engage a target in conversation for 1 minute. At the end of this minute, you make a diplomacy check opposed by your target’s will save. Your target adds their ranks in sense motive, if any, as a bonus to this will save. If they succeed, they do not notice the compulsion. If they fail, you may give a suggestion (as the spell), except that it lasts for only 10 minutes, it is extraordinary in nature, and the target believes it to be their own idea. Either way, the target is immune to your use of this ability for 24 hours.
This ability cannot be rushed and may not be performed more than once per hour.

Master of Allure [Vile]
You have learned how to utilize your physical attractiveness to further your aims
Prerequisite: Charisma 15, Bluff 6 ranks, Diplomacy 4 ranks
Benefit: Upon taking this feat, select a gender.
Individuals of the chosen gender start one category closer to helpful towards you unless they would otherwise be hostile.
In addition, individuals of the chosen gender take a –2 penalty on will saves made against your spells or spell-like abilities.

Deformity (Malleable Form) [Deformity, Vile]
Through disfiguring experiments, your bones bend easily and your flex is like wax.
Prerequisite: Willing Deformity
Benefit:At will, you can disguise yourself, as the disguise self spell, by taking 1 point of charisma damage. This disguise is not an illusion.
In addition, you gain a +2 circumstance bonus on escape artist and tumble checks.

Master of Undeath [Vile]
You control more undead by infusing yourself with negative energy.
Prerequisite: Ability to rebuke undead
Benefits: When you choose to rebuke undead, you may increase your effective cleric level by any amount up to your character level by suffering that many negative levels. These negative levels last 24 hours and do not result in level loss.
In addition, you may control more HD in undead than your effective cleric level but you take 1 point of constitution drain for each HD of undead over this maximum. This constitution drain remains for as long as the undead remains in your control.

Master of Pain [Vile]
You revel in your pain, using it to your advantage.
Benefits: As an immediate action, you may convert all damage from any source into vile damage. If you do so, you gain a vile bonus to your next attack roll, skill check, or saving throw equal to the amount of vile damage taken in this way. If you are immune to vile damage, you cannot use this ability.
Special: Fighters may select Master of Pain as one of their bonus feats.

Worst of the Wicked [Vile]
Having plumbed the deepest depths of evil, no force of darkness can shock you.
Prerequisites: Character level 3
Benefits: You are immune to vile damage.
In addition, you gain a +2 vile bonus on all saving throws made to resist disease, poison, or spells of the necromancy school.

Despot of Darkness [Vile]
You possess the tools to rule over and destroy evil.
Prerequisites: Evil Brand or evil subtype, Worst of the Wicked.
Benefits: In order to attack you or cast spells against you, creatures with the evil subtype must make a will save (DC 10 + 1/2 character level + charisma modifier).
You automatically confirm any critical hits against those with the evil subtype and creatures with the evil subtype take a –2 penalty on saving throws made against your spells and spell-like abilities.
Lastly, you gain a +3 bonus on intimidate checks made against evil targets.

Dark Domain [Vile]
Your god has chosen you as a representative.
Prerequisites: Must worship a god that grants the evil domain, access to one or more of deity’s domains.
Benefits: you instantly gain access to the evil domain. If you already possess it, you gain access to another domain of your choice that your deity offers.

Despoiled Arcana [Vile]
You can access more spells, but they come at great cost
Prerequisites: ability to cast 1st level spells
Benefits: you gain one extra spell slot of each spell level that must be used to cast spells with the evil descriptor. Whenever one of these spell slots is used, you take 2 constitution damage.

Threatening Recruitment [Vile]
Hired help doesn’t charge as much if they think you’ll kill them.
Prerequisites: Intimidate 5 ranks
Benefit: If you successfully demoralize a hireling, they will only charge half price for their services.
Note: If this is performed more than once to a single hireling, the hireling will most likely seek help from the proper authorities at the first opportunity, run away, hinder you in some manner, or steal back proper compensation.

Maligned Spellcasting [Vile]
Your spells absorb the natural taint of your surroundings.
Prerequisite: ability to cast 1st level spells
Benefits: While in a desecrated or unhallowed area, all of your spells gain the evil subtype and are cast at +1 caster level.

Pick from the Body [Vile]
You can pick select bits from a dead creature to gain all of the nutrition you need.
Benefits: With 10 minutes of work, you can eat away at the most edible parts of a slain humanoid, monstrous humanoid, dragon, fey, animal, or magical beast. This both refreshes and hydrates you, removing the need to eat or drink for 24 hours. Furthermore, you are immediately healed of fatigue (exhaustion is not affected).

Consult the Bones [Vile]
You can see patterns in the bones of devoured creatures and gain great insight
Prerequisites: Pick from the Body
Benefits: While using your pick from the body feat, you may extend the time needed by 5 minutes to throw the bones of your prey upon the ground and watch how they fall to gain further insight into all things. At the end of this time, you may make an untrained knowledge check with a +4 bonus. You gain an additional +2 bonus if the target was a dragon or fey. Alternately, you can make a trained knowledge check with these bonuses.

Drink of the Blood [Vile]
You can quench your thirst upon the blood of the fallen to refresh yourself.
Prerequisites: Pick from the Body
Benefits: When using your pick from the body feat, you can extend the time needed by 5 minutes to get your fill of the creatures’s lifeblood. At the end of this time, you heal an amount of health equal to the creature’s hit dice (minimum 1) and are healed of any mundane disease.

Read the Entrails [Vile]
By peering at the entrails of a fallen creature, you gain insight into the future.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 10 minutes to gaze into the future through patterns in the creature’s entrails. Doing so imitates the augury feat with a caster level equal to the creature’s hit dice.

Feast Upon Form [Vile]
You can almost entirely eat a fallen creature to gain more feral features.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 30 minutes to more entirely devour the creature. You gain a +2 Vile bonus to a physical ability score of your choice. In addition, if the target had natural armor, you gain a +1 bonus to your natural armor. Lastly, you gain the scent and low-light vision abilities, if you do not already possess them. All of these benefits last for 24 hours but you can only benefit from one such feeding at a time.

Ooze Master [Vile]
You are adept at fighting and avoiding oozes.
Benefits: You are considered invisible to an ooze’s blindsight
While engulfed by an ooze, you can breathe normally and are immune to all damage you would take for being engulfed. Furthermore, you heal 1 health each round that you are engulfed. Lastly, you are treated as having cover against all attacks while engulfed.

Slaughtering Strike [Vile]
A single powerful blow can end an entire combat.
Prerequisite: Weapon Focus (morningstar), Weapon Specialization (morningstar), Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Fighter level 16th
Benefits: Whenever you confirm a critical hit using a morningstar, you may forego any iterative attacks to convert all damage dealt into vile damage. Furthermore, the target must make a fortitude save (DC= 1/2 damage dealt) or fall dead.
Special:A Fighter may select slaughtering strike as a bonus feat.

Deformity (legs) [Vile]
After a series of questionable grafts and surgeries, your legs twitch and jerk involuntarily.
Prerequisites: Willing Deformity
Benefits: Your speed is increased by 5 feet and you may run indefinitely without need to make constitution checks. You also gain a +2 bonus to jump checks when making a running jump.
However, your legs find it a bit hard to stop moving in combat. While in an encounter, you take a –2 penalty on any attack roll unless you move at least 10 feet before making it.

Deformity (Arms) [Vile]
You have pushed your body past normal limits through inhuman training. The muscles of your arms quiver and pulsate, seemingly independent of each other.
Prerequisites: Willing Deformity
Benefits: At the beginning of an encounter, you fly into a fit of fury, granting you +2 strength and –2 AC for 3 rounds. At the end of this time, you are fatigued.
You grapple opponents and wield weaponry as if you were one size category larger.
Your arms are somewhat unwieldy, imposing a –2 penalty on melee attacks and a –4 penalty on ranged attacks.

Sadistic Onslaught [Vile]
Each successful blow urges you onward to land another.
Prerequisites: BAB +10
Benefits: Whenever you make a full-attack, each successful hit provides a stacking +2 bonus to the attack rolls, damage rolls, and critical confirmation rolls of all iterative attacks.
Special: Fighters may select Sadistic Onslaught as one of their bonus feats.

Darkest Sight [Vile]
You have taught yourself to see everything…everything!
Prerequisites: Wis 15, Alertness
Benefits: As a swift action, you may take 1 point of wisdom damage to gain perfect sight for 1 round. During this round, you gain darkvision out to 120 feet, can see through magical darkness, and can see invisible and ethereal creatures. Furthermore, you can see all figments for what they are. Lastly, you gain a +6 bonus on all spot checks made during this round.
While conscious and mobile, you may take 1 point of wisdom damage as an immediate action to retain your dexterity bonus to your AC against a single attack
Special: Unfortunately, you are forced to see much of what you would rather not. You take a –2 penalty on all saving throws made to resist gaze attacks or against pattern or phantasm effects. Furthermore, you may not avert your gaze when dealing with a gaze attack (although you may blind yourself as normal).

Abhorrent Flesh [Deformity, Vile]
Your abundance of flesh provides you with a measure of protection.
Prerequisites: Deformity (Obese)
Benefits: You gain a bonus to your natural armor equal to your constitution bonus (minimum +1). For each point of natural armor gained in this way, your speed is reduced by 5 feet (to a minimum of 5 feet).
In addition, you take damage from falls as if you had only fallen half as far (and thus only take any damage from a fall of at least 20 feet).

Condemned Soul [Vile]
Your soul is marked not for the lower planes but for complete oblivion.
Benefits: your type changes to outsider and you gain both the evil and native subtypes.
Spells and spell-like abilities of the good descriptor that allow spell resistance fail to affect you as if they had failed to overcome your spell resistance.
Special: Upon death, your soul is torn beyond recognition. Raise Dead and Reincarnate spells are insufficient to bring you back to life, although stronger means of revival still work.

Bedeviled Skin [Vile]
Your flesh refuses the soothing grace of the divine.
Prerequisites: Condemned Soul
Benefits: you are immune to healing from positive energy and/or negative energy. In addition, you are immune to healing from any supernatural source.
You gain fast healing 1. This is an extraordinary ability.

Anathema [Vile]
All living things around you wither and die.
Prerequisites: Condemned Soul
Benefits: All living creatures within a 10-foot radius of you must make a fortitude save (DC 10 + 1/2 hit dice + constitution modifier) or take 1 damage and become sickened for 1 round. Plant creatures are not allowed a saving throw.

Blighted Fate [Vile]
When your fate turns sour, all around you know it.
Prerequisites: Condemned Soul
Benefits: Whenever you roll a natural one on any attack roll, skill check, or saving throw, all creatures (other than you) within a 10-foot radius take a –4 penalty on all attack rolls, skill checks, and saving throws for 1 round.

Fate Favors the Wicked [Vile]
You have an unnatural tendency of clinging to life while others think you dead
Prerequisites: Character level 6
Benefits: Whenever you are knocked to 0 or less life, you are automatically stabilized.
Furthermore, While below 0 life, your metabolic functions seem to cease. Deathwatch detects you as dead and it takes a DC 20 heal check to determine that you are alive.
Lastly, coup de grace attempts made against you do not deal any additional damage and you need not make a fortitude save to resist death against a coup de grace.

Coerce Fate [Vile]
You have forced fate to approve of your malign designs.
Prerequisites: Character level 9, Fate Favors the Wicked
Benefit: While committing an evil act, you may take 10 on any attack roll, skill check or saving throw. You may use this ability no more than once per minute.
Whenever you use this ability, however you must place a small curse on yourself. The next time that you must make an attack rolls, skill check or saving throw, you must roll 2d20 and take the lowest result.

Unnatural Fate [Vile]
Luck can no longer doom your dark endeavors.
Prerequisites: Character level 12, Coerce Fate, Fate Favors the Wicked
Benefit: You no longer automatically fail on attack rolls or saving throws on a natural 1.
Whenever you roll a natural 1, you take damage equal to your character level as the forces of probability exact revenge for your disregard.

Overrule Fate [Vile]
You have placed yourself in charge of your own fate.
Prerequisites: Character level 15, Coerce Fate, Fate Favors the Wicked, Unnatural Fate
Benefit: While committing an evil act, you may take 20 on any attack roll, skill check, or saving throw. This natural 20 does not count as an automatic success on attack rolls or skill checks and does not threaten a critical hit.
Whenever you use this ability, your current hit points are halved (rounding down). You can only use this ability while your current hit points are higher than your character level.

Darkness Lives On [Vile]
Even death cannot stop your evil.
Prerequisites: Character level 18, Coerce Fate, Fate Favors the Wicked, Overrule Fate, Unnatural Fate
Benefit: Whenever you would take damage that would lower your health to -10 health or less, you are instead lowered to -9 health and are automatically stabilized. Whenever this occurs, you permanently lose 2 points of constitution. If your constitution would be lowered to 0 in this way, this ability does not function.

Huskshape [Vile]
You can use an animal’s pelt to imitate that animal.
Prerequisites: Wildshape class feature
Benefit: Whenever you slay an animal of your size category, you may spend one hour skinning it. Once skinned, it remains fresh for 1 month (2 months if subjected to a gentle repose spell).
At any time, you may don a skinned hide by spending one minute to do so. Once donned, all benefits remain until either one week has passed or the husk is removed (whichever comes first). While donned, the husk grants the benefits of the wildshape class feature with a few exceptions. First of all, you may still speak, cast spells, or use manufactured weaponry while using huskshape. Secondly, using huskshape does not alter your constitution or dexterity scores. Third any sighted creature within 10 feet of you can automatically discern that you are not actually the animal whose husk you wear. Lastly, you are healed by both positive and negative energy while wearing a husk.

Servant of Self [Vile]
Either through psychosis or magic, you have split yourself into two personas
Benefit: Choose an alignment. Whenever your alignment is discerned, you have a 50% chance of using your chosen alignment in place of your own.
Whenever you are targeted by a mind-affecting effect, you have a 50% chance of ignoring it.

Separation of Selves [Vile]
You have managed to isolate each individual persona you possess to fight longer.
Prerequisites: Servant of Self
Benefit: Once per day, when you are knocked down to 0 or less health, you instantly heal 1d6/2 levels health and instantly assumes the alignment chosen in servant of self. Furthermore, you lose access to all trained-only skills in which you possess ranks.
After using this ability, you regain your previous alignment at the next midnight.

Self Control [Vile]
You have enslaved your other self to your will.
Prerequisites: Servant of Self
Benefit: Twice per day, you can take an extra standard or move action.
You gain a +2 bonus on spot and listen checks.

Self Sacrifice [Vile]
You can sacrifice your other self when it suits you.
Prerequisites: Servant of Self
Benefit: As a full-round action, you can heal 1d4/2 level health by temporarily slaying your other self. Alternately, when you fail a saving throw against a death effect, if your other self is alive, it is temporarily slain instead of you.
While your other self is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws. In addition, you lose the benefits of Servant of Self and all other feats that use it as a prerequisite.
You regain your other self one week after slaying it.
Note: No matter how many times your other self is slain, the new one always possesses the same alignment.

Extra Minion [Vile]
You have gained renown for your great acts of villainy
Prerequisites: Must possess a minion
Benefit: you gain an additional minion, whose CR cannot exceed the lowest CR of all minions you control –1.
Special: You may select this feat multiple times, gaining an additional, weaker minion each time.

Realms of Chaos
2008-03-02, 09:52 PM
This last feat is in its own post on purpose, as it is probably the most controversial issue that I have tried to make a feat around: slavery. Before you shut me down, however, please hear my excuse. So far, slavery has had several mentions in DnD from Lords of Madness (where I got my pricing system) to Cityscape (which has a slaver/bounty hunter PrC). There are also several classes such as the thrallherd and mindbender that cut it awfully close. My goal here is not to offend anyone. For that very reason, the feat below has been given the vile tag. I refuse to answer any comment on the historical authenticity of the feat’s mechanics as it has purposefully been watered down and oversimplified. This feat has nothing to do with race and I do not want to offend the varied and wonderful people who post on these boards. I just saw a concept and wanted to finally flesh it out.

That being said, I have put this in its own post so that if some moderator sees the word slave and instantly taboos it, they can ask me to delete this post instead of the entire thread.

Slavelord [Vile]
Through special connections, you have been provided with slaves.
Prerequisites: Character level 6
Benefits: You gain a number of 1st level commoner slaves equal to your level + your charisma modifier. If you wish, you can acquire a 1st level warrior, expert, or adept for every two commoners you are willing to go without. These slaves can only be gained at a large city or bigger community and require 1 hour to obtain. Whenever the amount of slaves you’d possess would increase, you may go through the same process to obtain them, although slain or lost slaves are not replaced.
Your oppressor score is equal to your character level + your charisma modifier + any of the modifiers below. So long as the summed CRs of all slaves you control is equal to or less than your oppressor score, you can control them all safely.
If the summed CR exceeds your oppressor score, the slaves may collectively make a will save each week (DC= your oppressor score) using the highest will save among them to break free. For every point by which the summed CRs exceed your oppressor score, the slaves gain a +1 bonus on this check. In addition, for every slave with so much as half as many levels as you, the slaves gain an additional +2 bonus on this save. If they fail this save, they continue working oppressed for another week. If they succeed, they manage to pull off a rebellion, either attacking you or running away in the dead of night.
You may also buy additional slaves by entering a large enough community and spending an hour looking for the proper place. The cost for any given slave is its CR (minimum 1) squared x 100 gp.

Oppressor Score Modifiers:

Lawful Alignment +2
Chaotic Alignment -2
Possesses and is proficient with whip +2
Stationed in area where slavery is unacceptable -2
Stationed in area where slavery is acceptable +2
Stationed in area where slavery is the norm +4
Moves around frequently -6
Known for Cruelty +2

Realms of Chaos
2008-03-02, 09:58 PM
Oh no, I almost forgot.

When I first created this thread, the feat insidious compulsion possessed the vile tag, which it has since lost. To keep with the thread's title, I will have to make a new feat.

Press the Weak [Vile]
The weakness of others is your strength.
Benefits: whenever you take a standard action to crush a diminutive or smaller inanimate plant, you gain a +1 morale bonus on attack rolls and saving throws against fear effects for 1 round.
Whenever you slay an animal or humanoid with 1 hit dice or less, you gain a +2 morale bonus on attack rolls and saving throws against fear effects for a number of rounds equal to your charisma modifier (minimum 1 round).

Feel free to grant the above feat to any villain you grant the title of "kicker of puppies". :smallbiggrin:

P.S.: I am well aware that many of these look far too powerful for feats. The thing is, however, that I am going by the power level of vile feats submitted in elder evils, where you can gain DR 5/- for 1 round by confusing yourself or cure yourself of poison or disease by staggering yourself; where you can add your charisma bonus to all saving throws (possibly doubling it) or can add the number of vile feats you control to any roll at the cost of 1 Con; where you can gain immunity to mind-affecting effects by lowering your wisdom score by 4 or where a potential +8 bonus to any roll is measured against 1 damage/level. As feats are one of the few ways (other than a few obscure PrCs) that you can solidly identify yourself as evil, they have to be slightly more powerful by neccessity.

brian c
2008-03-02, 10:34 PM
interesting stuff, looks like you put a lot of work into it. I haven't read them all yet, but I intend to, and I will make more comments. for now though: with Savagery Beyond Death, can you be healed while in that state, and in that way avoid death? or do you have to die once you're done killing?

smart thog
2008-03-03, 01:24 PM
Nice job on the feats. I have a Prestige Class for you

Evil Indulgeant

Prequists

Any 3 vile feats

Class skills
any 10
Skills per level 2
Hit dice d4
BAB poor
Good saves will and fort
Bad saves reflexs
Levels ten

Indulgance (su) at every level of Evil Indulgeant you gain two vile feats, and you must sacrifice one good alined creature whose hit dice is equal to or greater than yours, and make a DC 15 sacrifice check to acess the feats. If you fail the check, you must sacrifice another creature who meets the criteria until you beat the check.

JoshuaZ
2008-03-03, 08:11 PM
Slaughtering Strike [Vile]
A single powerful blow can end an entire combat.
Prerequisite: Weapon Focus (morningstar), Weapon Specialization (morningstar), Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Fighter level 16th
Benefits: Whenever you confirm a critical hit using a morningstar, you may forego any iterative attacks to convert all damage dealt into vile damage. Furthermore, the target must make a fortitude save (DC= damage dealt) or fall dead.

Two comments; I think the DC for this fort save may be a bit too high. Second, given everything else about this feat shouldn't a fighter be able to take it as a fighter bonus feat?

Realms of Chaos
2008-03-03, 11:45 PM
Absolutely right on both counts.

I've halved the DC and made it available as a fighter bonus feat.

osyluth
2008-03-04, 12:28 AM
Nice job on the feats. I have a Prestige Class for you

Evil Indulgeant

Prequists

Any 3 vile feats

Class skills
any 10
Skills per level 2
Hit dice d4
BAB poor
Good saves will and fort
Bad saves reflexs
Levels ten

Indulgance (su) at every level of Evil Indulgeant you gain two vile feats, and you must sacrifice one good alined creature whose hit dice is equal to or greater than yours, and make a DC 15 sacrifice check to acess the feats. If you fail the check, you must sacrifice another creature who meets the criteria until you beat the check.

Good idea. There are a ton of awesome feats here, but it's unlikely many would be used without something like this.

Realms of Chaos
2008-03-04, 10:48 AM
My Counteroffer. :smallbiggrin:

Paragon of Wickedness

Prerequisites:
Feats: Any 5 vile

Hit Die: d4

Level BAB Fort Ref Will Special Spellcasting
1 +0 +2 +0 +2 Bonus Vile Feat, Aura of Evil
2 +1 +3 +0 +3 Bonus Vile Feat, Chosen of Darkness +1 level of Existing class
3 +1 +3 +1 +3 Bonus Vile Feat, Dark Indulgence
Skills: 2 + Int mod per level: Bluff, Disguise, Forgery, Intimidate, Knowledge (all skills, taken individually), sleight of hand.
Bonus Vile Feat: At each level, you gain a bonus vile feat, so long as you meet its prerequisites.
Aura of Evil (Ex): At 1st level, you gain an aura of evil as if you were a cleric with a class level equal to your character level. In addition, for each vile feat you possess, you are treated as possessing two more hit dice than you really possess for the purposes of determining your aura’s intensity. Lastly, all creatures adjacent to you are shaken for as long as they remain and for 1 round afterward (no save).
Chosen of Darkness (Ex): At 2nd level, you gain the favor of darkness. You gain intimidate as a class skill for all classes and gain a +2 bonus on intimidate checks. In addition, once per day, while committing an evil act, you may take 10 on any attack rolls, saving throw, or skill check.
Spellcasting: At 2nd level, you gain an increase in caster level and gain spells known and spells per day as if you had gained a level in any spellcasting class to which you previously belonged. If you do not already possess levels in a spellcasting class, this grants no additional benefit.
Dark Indulgence (Ex): At 3rd level, evil accepts you as its own. For the purposes of using items and meeting the prerequisites of feats and prestige classes, you are treated as having the outsider type and the evil subtype. This ability grants you none of the other bonuses or penalties that cone with these types.

smart thog
2008-03-04, 07:17 PM
Alright, I think I need to edit my Prestige class a little.

In the mean time, here are 5 new vile feats

Hellspawn Vile
Because of your connections to the devils, you gain power, but at the cost of your soul
Prerequisites: LE alignment, Warlock level 6
Benefit: you deal an extra D6 worth of damage on your elderitch blasts, and an extra invocation, of a grade at least one category lower than the max you can use.
Special:, you may only be brought back from the dead by a true resurrection spell, or a wish or miracle followed by any spell that brings back the dead. Also, you take an extra point of damage per level of smiter any time you are the target of a smite evil (or something similar).

Vow of violence Vile
you have sworn to hurt every living thing you can
Prerequisites: unholy vow, vow of vengeance (for both feats, see book of the drow).
Benefit: every time you kill a creature, you gain a floating +1 that you can apply to any skill check, damage roll, attack roll, or saving throw. You may hold any number of floating bonus at one time, provided you use them within 24 hours of killing the creature .
Special: you must kill every creature you defeat in combat, as well as killing one creature every day. If you fail in either of these components, you lose this feat forever. If you fail in this vow because of magical enchantment, you must get an atonement to get this feat back.

Abyssal anointer Vile
You may grant other creatures temporary power, but at a cost to them
Prerequisites: level 6, chaotic evil
Benefit: you may grant a number of creatures (no more than your Cha modifier per day) the fiendish template. this template lasts for 24 hours. The recipients of this benefit must make a fort save (DC = your HD+your cha modifier) or become addicted to gaining the template. The template his a moderate addiction rating.

smart thog
2008-03-04, 07:33 PM
These last two feats might be controversial, because they deal with racism, which many (my self included) consider to be one of the greatest evils a man can do. Racism is found often in DnD, from orc who kill other creatures in (un)holy crusades, to dragons, who, consider themselves above other creatures. Heck, there is even a god of racism in the complete divine, Wastri who is, (somehow) lawful neutral. These feats should help capture the feel of this unbridled hate.

Racist Vile
your contempt for another species of humanoids grants you greater ability to hurt them, at the sake of the ability to communicate to them.
Benefit: Select a type of Humanoid whose category you do not fall under. You gain favored enemy bonus against them as if you were a first level ranger who took that type of humanoid as a favored enemy. This stacks with the rangers favored enemy.
Special: you automatically fail all diplomacy checks against this type of enemy


supremist Vile
You hate all humaniods who are not like you, and have great powers to hurt them, but, you lose the ability to talk peacefully to them
Prerequisites: Racist
Benefit: As Racist, but it applies to all eligible humanoid types.
Special: As Racist, but it applies to all eligible humanoid types.


Please do not close this thread if these feats are banned. Just PM me and I will delete them.

Realms of Chaos
2008-03-05, 06:55 PM
Although perhaps not the proper format in which to do so, here is my expression of grief for the loss of Gary Gygax

Diabolic Trapmaker [Vile]
Your traps do not give others a fighting chance.
Prerequisites: Craft (trapmaking) 6 ranks
Benefits: When building a trap, you may choose to make it a diabolic trap by spending twice as much time and resources.
A diabolic trap does not allow a saving throw and automatically succeeds on any attack roll unless a creature targeted succeeds on a DC 20 Intelligence or Wisdom check, in which case the attack roll or saving throw is made normally. In addition, any onset delay built into the trap is reduced by one round.

For giving a players a say in the fantasy, for starting a worldwide craze, and for tricking countless players into the mouth of the statue, I solute you, Mr. Gygax. You will not be forgotten. :smallfrown:

_Zoot_
2008-03-06, 02:22 AM
I love these feats

I am thinking of making a necromancer lich, (i've looked at your necromancer class (love it too)) and these feats are just the thing i need to make him special :smallbiggrin:

Also a very respectful send off for Gary Gygax

Realms of Chaos
2008-03-06, 09:49 AM
Zoot, in the following order, Thank you, Thank you, and Thank you.

Smart Thog, its about time that I looked at your feats:

Hellspawn: It may be easier to just grant a bonus least invocation to encourage the player to take the feat at 6th level instead of waiting until 18th level to get a better invocation.

Vow of Violence: Well, the vow is easy to keep and the effect is well worth it. Kudos on a job well done.

Abyssal Anointer: The ultimate corruptor mechanic. I like.

Racist/Supremist: A very good mechanic for many enemies. Although it is a most definitely vile concept, I wouldn't worry about it being banned as you explained yourself thoroughly ahead of time. As far as the effect, however, you may want to halve the bonus of the effect for the racist feat. After all, there is a difference between hating a race and training yourself to hunt them. When you take supremist, however, you can increase the bonus to the normal +2 in addition to expanding it to everyone.

smart thog
2008-03-06, 12:34 PM
Thanks for the complements. I was thinking that Vow of violence and Abyssal antioner were too deadly, and the others were too weak (execpt for supremisit, Which I thought was balenced). I will edit them later.

Kizara
2008-03-20, 04:53 AM
A really good resource here, I've faved it.

Yes, if I go through all 66 I'm bound to find something I have some balance issues with, but overall its some nice work.

Thanks for sharing.

smart thog
2008-03-20, 01:12 PM
You don't have any vile feats for us? Oh well. Heres one for you



Painbringer Epic Vile
Benefit: All your attacks add 2 points of vile damage to their total damage.

Its about time we saw an epic vile feat

Kizara
2008-03-20, 03:32 PM
You don't have any vile feats for us? Oh well. Heres one for you



Painbringer Epic Vile
Benefit: All your attacks add 2 points of vile damage to their total damage.

Its about time we saw an epic vile feat

Not currently, as I have been focusing my homebrewing efforts towards new normal feats and re-balancing half the system.

My contribution was bumping the thread from page 4. :)

smart thog
2008-03-23, 02:48 PM
Not currently, as I have been focusing my homebrewing efforts towards new normal feats and re-balancing half the system.

My contribution was bumping the thread from page 4. :)

Did you just admit to thread necromancering?

Kizara
2008-03-23, 04:59 PM
Did you just admit to thread necromancering?

The forum rule on thread necromancing is 2 months old, IIRC. Now, that is an example/exageration. But 2 weeks old isn't unreasonable.

So no, I didn't admit to that. I did admit to intentionally bumping a thread though.

Bhu
2008-03-24, 01:13 AM
Massive kewl!

DracoDei
2008-03-24, 03:35 PM
Abyssial Annointer IS too powerful... hand out CR +1 or +2 (depending on base HD) to templates to all your minions while making them more powerful? Who WOULDN'T take that???

smart thog
2008-03-24, 07:04 PM
Abyssial Annointer IS too powerful... hand out CR +1 or +2 (depending on base HD) to templates to all your minions while making them more powerful? Who WOULDN'T take that???

You can't use on yourself though. Its really no more powerful than leadership.

Bhu
2008-03-27, 02:07 AM
Can we add to these?

Realms of Chaos
2008-03-27, 09:00 AM
YES!

If you have your own vile feats, by all means add them. let's work up to 666, if we can. :smallsmile:

The next one to be submitted will be #72.

smart thog
2008-03-27, 10:11 AM
Can we add to these?

Do you even need to ask? I did'nt.

Bhu
2008-03-28, 02:14 AM
Darker Aura (Vile)
Prerequisites: Dark Aura
Benefits: You now radiate evil as an evil cleric does. Your Dark Aura can now frighten any living being instead of the former list.

smart thog
2008-03-28, 08:45 PM
Heres another one

Vow of Greed [Vile]
you have sworn to collect gold, not for your pleasure, but to make sure others cannot have it.
Prerequisite Unholy Vow
Benefit you gain the abilities listed on the table below, effects based on your level.
Special you may not spend gold on anything that you make you happy or improve you (or a friends) power. You may only spend your gold on ways to make more money, weapons (but they must be so heavily decorated that they impose a -2 penelty on to hit and damage rolls) but not armor or a shield, ways to hurt others (however, keep in mind the above rules) and a huge mansion (or several, as long as they don't make you happy) along with art objects (as long as you hate them). You are also allowed to buy extremely decadent meals, but they last foul in your mouth.



Level Benefit
1 AC bonus +4, Bonus Vile feat
2 Bonus vile feat
3 AC bonus +5, Entropic shield
4 Vile strike +1 (magic), Bonus vile feat
5 Slave caravan
6 AC bonus +6 deflection bonus +1 Bonus vile feat
7 Resistance +1, ability score enhancement +2
8 Natural armor +1, false philanthropist, Bonus vile feat
9 AC bonus +7
10 Vile Strike +2 (evil), Damage Reduction/magic, Bonus Vile feat
11 Ability score enhancement +4/+2
12 AC Bonus +8, Deflection bonus +2 Eternal Slaves, Bonus Vile feat
13 Resistance +2, Energy Resistance 5
14 Vile Strike +3, Don't touch the clothes, Bonus Vile Feat
15 AC bonus +9 Ability score enhancement +6/+4/+2, Damage reduction (good)
16 Natural armor bonus +2, Bonus Vile feat
17 Exalted Strike +4, Resistance +3 Regeneration
18 AC bonus +10, Deflection +3, Spell Resistance, Bonus Vile Feat
19 Ability Score Enhancement +8/+6/+4/+2, Damage reduction 10
20 Exalted strike +5, energy resistance 15, Bonus Vile Feat


AC bonus (Ex) your clothes become much sturdy, and they protect you by giving you an armor bonus equal to the amount that your level has earned.

Bonus Vile feat (Ex) At first level and every even level, you gain a vile feat as a bonus feat. You do not get these feats retroactively (unlike all other aspects of this feat) if you take this at any time after first.

Entropic Shield (Su) At third level you gain a permanent entropic shield.

Vile Strike (Su) At Forth level your weapons gain a +1 enhancement, and are treated (in all respects) as if they were magic. This increases as the chart shows. At 10th level, your weapons are treated as evil.

Slave Caravan (Ex) At 5th level, you acquire (through possibly legitimate but by no means humane sources) a group of slaves equal to your level + your Cha modifier. These are in addition to any other slaves that you have. These slaves are to mentally scared to rebel, and live in constant fear of you (and the beatings that you surely bring). They will do anything for you and are first level experts with the elite ability scores (you select the race and how the ability points are distributed.)

Deflection Bonus (Su) At 6th level, you gain a deflection bonus to AC.

Resistance (Su) At 7th level, you gain a resistance bonus on your saves.

Ability score enhancement (Ex) Also at 7th level, you gain a +2 bonus on any selected ability score. Every four levels after, this ability gains another +2 bonus. Every time this ability gains an increase, you gain another plus +2 to a different selected ability score. These improve as the first stat (see the chart).

Natural armor bonus (Ex) At eighth level you gain a +1 bonus to your natural armor.

False philanthropist (Ex) By putting money into various charities (that you secretly own) you make all those you think they have found your evil through spells doubt their accuracy. You become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

Damage reduction (Su) At 10th level, you gain Damage reduction 5/magic. it improves as the chart shows.

Greater slave caravan (Su) By instilling great fear in your slaves, you cause their spirits to (subconsciously) serve you after their death. If a slave that you got through slave caravan dies, he is giving the ghost template and will continue to serve you. If you die these spirits depart for their afterlife, and even getting you raised will not convince them to serve you again. They are free now.

Energy resistance (Ex) At 13th level, you gain energy resistance 5 for all energy types. This improves to 15 at level 20.
Don't touch my clothes (Su) At 14th level you learn how to channel your pain into pain for others. Anytime you take damage (be it by spell or attack), you may cause the attacker to take damage equal to what they dealt you, or 5 points of damage, whichever is less.

Regeneration (Ex) At 17th level, you learn that you will have to heal yourself as nobody else will, so you developed impressive healing powers. You heal one point of damage per hour, and one point of non lethal damage every five minutes.

Spell resistance (Su) At 18th level, you gain spell resistance equal to 12+your level.

Realms of Chaos
2008-03-28, 11:16 PM
Darker Aura: A bit too powerful. We don't want a 1st level human commoner with dark aura and darker aura freaking the bajeebers out of everyone. I'd make it so that you can take darker aura multiple times and that each time you take it, the effect extends to a single type/subtype of creature.

Vow of Greed: This one I see some problems with. For one thing, some of the flavor behind it doesn't make sense. Among this flavor is getting a band of slaves for no apparent reason, gaining immunity to magic by having (at some point) started charities, and returning the pain that others deal to you (which really has more to do with spite than greed). Also, as you can still use items (you just can't buy them), this feat needs to be fundamentally weaker than VoP. Lastly, instead of not allowing you to buy anything that makes you happy, why not just stop the character from spending money altogether?

This is my version of Vow of Greed:

Vow of Greed [Vile]
you have sworn to collect gold, not for your pleasure, but to make sure others cannot have it.
Prerequisite Unspeakable Vow
Benefit you gain the abilities listed on the table below, effects based on your level. When you are slain, all treasure you own is burnt to ashes.
Special you may not spend copper, silver, gold, platinum, or any similar commodity to gain any good or service. While you may not purchase, you may still coerce, blackmail, trade in favors, steal, or barter your services, etc. in order to obtain your desires.




Level Benefit
1 Bonus Vile Feat, AC Bonus +2
2 Sight of Shadows
3 Hoarder’s Pocket
4 AC Bonus +3
5 Bonus Vile Feat
6 Shielded Mind
7 Hoarder’s Sustenance
8 AC Bonus +4
9 Bonus Vile Feat
10 Sight of Darkness
11 Hoarder’s Vigilance
12 AC Bonus +5
13 Bonus Vile Feat
14 Treasure Scent
15 Hoarder’s Vigor
16 AC Bonus +6
17 Bonus Vile Feat
18 True Seeing
19 Hoarder’s Trap
20 AC Bonus +7


AC Bonus (Ex): Dark Forces have taken personal enjoyment in keeping your treasure away from the world, protecting you to keep it so. At 1st level, you gain a +2 bonus to your AC. This bonus does not stack with that of any armor worn. Every 4 levels afterwards, the size of the bonus increases by +1.

Bonus Vile Feat: At 1st level, 5th level, and every 4 levels afterwards, you gain a bonus vile feat so long as you meet its prerequisites.

Sight of Shadows (Ex): At 2nd level, your senses extend to help you guard your hoard. You gain low-light vision. If you already possessed low-light vision, you instead gain superior low-light vision.

Hoarder’s Pocket (Su): At 3rd level, you gain the ability to store your valuables with you. You gain exclusive access to an extradimensional space that can hold up to 100 pounds/level of coins, gems, art items, and similar goods. Items may be withdrawn at a rate of one coin/gem/item each round as a move action that provokes attacks of opportunity.

Shielded Mind (Su): At 6th level, you have learned how to guard your mind as jealously as you guard your hoard. You’re mind cannot be read through detect thoughts and similar effects, you are immune to effects that read your alignment, and you may not be contacted telepathically.

Hoarder’s Sustenance (Su): At 7th level, you can draw sustenance from your hoard. You no longer need to eat or drink.

Sight of Darkness (Ex): At 10th level, your sight pierces shadows, granting you darkvision out to 60 feet. If you already possessed darkvision, its range is extended by 60 feet.

Hoarder’s Vigilance (Su): At 11th level, your paranoia regarding your hoard reaches supernatural levels. You no longer need to sleep.

Treasure Scent (Su): At 14th level, your desire to expand your hoard fills your every thought. You continuously benefit from the Treasure Scent spell.

Hoarder’s Vigor (Ex): At 15th level, your hoard has given you a reason to live when death would otherwise be inevitable. You heal at twice the normal rate. Furthermore, when knocked below 0 hit points, you are automatically stabilized.

True seeing (Su): At 18th level, you’re perceptions of the world have truly extended into the supernatural. You continuously benefit from the True Seeing spell.

Hoarder’s Trap (Su): At 19th level, whenever any creature attempts to steal one or more of your coins, gems, art objects, etc., they are trapped, as if by a maze spell (caster level equals character level), if they fail a Will save (DC = 10 + 1/2 class level + Cha modifier). Whether the creature succeeds on their save or not, you also receive a mental alert.

Stormthorn
2008-03-28, 11:24 PM
This last feat is in its own post on purpose, as it is probably the most controversial issue that I have tried to make a feat around: slavery. Before you shut me down, however, please hear my excuse. So far, slavery has had several mentions in DnD from Lords of Madness (where I got my pricing system) to Cityscape (which has a slaver/bounty hunter PrC). There are also several classes such as the thrallherd and mindbender that cut it awfully close. My goal here is not to offend anyone. For that very reason, the feat below has been given the vile tag. I refuse to answer any comment on the historical authenticity of the feat’s mechanics as it has purposefully been watered down and oversimplified. This feat has nothing to do with race and I do not want to offend the varied and wonderful people who post on these boards. I just saw a concept and wanted to finally flesh it out.

That being said, I have put this in its own post so that if some moderator sees the word slave and instantly taboos it, they can ask me to delete this post instead of the entire thread.

Ya know, their was a time (greeks or romans, i cant remember which) in which a fellow could sell himself into slavery to pay off a dept. Slavery motivated by race is bad, but slavery itself is just the next step down in terms of hired help.
Not that you really need this feat to own slaves. Buy a hireling, Mark or Geas it and then stop paying it. Buy another hireling.

smart thog
2008-03-29, 03:03 PM
Darker Aura: A bit too powerful. We don't want a 1st level human commoner with dark aura and darker aura freaking the bajeebers out of everyone. I'd make it so that you can take darker aura multiple times and that each time you take it, the effect extends to a single type/subtype of creature.

Vow of Greed: This one I see some problems with. For one thing, some of the flavor behind it doesn't make sense. Among this flavor is getting a band of slaves for no apparent reason, gaining immunity to magic by having (at some point) started charities, and returning the pain that others deal to you (which really has more to do with spite than greed). Also, as you can still use items (you just can't buy them), this feat needs to be fundamentally weaker than VoP. Lastly, instead of not allowing you to buy anything that makes you happy, why not just stop the character from spending money altogether?

This is my version of Vow of Greed:

Vow of Greed [Vile]
you have sworn to collect gold, not for your pleasure, but to make sure others cannot have it.
Prerequisite Unspeakable Vow
Benefit you gain the abilities listed on the table below, effects based on your level. When you are slain, all treasure you own is burnt to ashes.
Special you may not spend copper, silver, gold, platinum, or any similar commodity to gain any good or service. While you may not purchase, you may still coerce, blackmail, trade in favors, steal, or barter your services, etc. in order to obtain your desires.




Level Benefit
1 Bonus Vile Feat, AC Bonus +2
2 Sight of Shadows
3 Hoarder’s Pocket
4 AC Bonus +3
5 Bonus Vile Feat
6 Shielded Mind
7 Hoarder’s Sustenance
8 AC Bonus +4
9 Bonus Vile Feat
10 Sight of Darkness
11 Hoarder’s Vigilance
12 AC Bonus +5
13 Bonus Vile Feat
14 Treasure Scent
15 Hoarder’s Vigor
16 AC Bonus +6
17 Bonus Vile Feat
18 True Seeing
19 Hoarder’s Trap
20 AC Bonus +7


AC Bonus (Ex): Dark Forces have taken personal enjoyment in keeping your treasure away from the world, protecting you to keep it so. At 1st level, you gain a +2 bonus to your AC. This bonus does not stack with that of any armor worn. Every 4 levels afterwards, the size of the bonus increases by +1.

Bonus Vile Feat: At 1st level, 5th level, and every 4 levels afterwards, you gain a bonus vile feat so long as you meet its prerequisites.

Sight of Shadows (Ex): At 2nd level, your senses extend to help you guard your hoard. You gain low-light vision. If you already possessed low-light vision, you instead gain superior low-light vision.

Hoarder’s Pocket (Su): At 3rd level, you gain the ability to store your valuables with you. You gain exclusive access to an extradimensional space that can hold up to 100 pounds/level of coins, gems, art items, and similar goods. Items may be withdrawn at a rate of one coin/gem/item each round as a move action that provokes attacks of opportunity.

Shielded Mind (Su): At 6th level, you have learned how to guard your mind as jealously as you guard your hoard. You’re mind cannot be read through detect thoughts and similar effects, you are immune to effects that read your alignment, and you may not be contacted telepathically.

Hoarder’s Sustenance (Su): At 7th level, you can draw sustenance from your hoard. You no longer need to eat or drink.

Sight of Darkness (Ex): At 10th level, your sight pierces shadows, granting you darkvision out to 60 feet. If you already possessed darkvision, its range is extended by 60 feet.

Hoarder’s Vigilance (Su): At 11th level, your paranoia regarding your hoard reaches supernatural levels. You no longer need to sleep.

Treasure Scent (Su): At 14th level, your desire to expand your hoard fills your every thought. You continuously benefit from the Treasure Scent spell.

Hoarder’s Vigor (Ex): At 15th level, your hoard has given you a reason to live when death would otherwise be inevitable. You heal at twice the normal rate. Furthermore, when knocked below 0 hit points, you are automatically stabilized.

True seeing (Su): At 18th level, you’re perceptions of the world have truly extended into the supernatural. You continuously benefit from the True Seeing spell.

Hoarder’s Trap (Su): At 19th level, whenever any creature attempts to steal one or more of your coins, gems, art objects, etc., they are trapped, as if by a maze spell (caster level equals character level), if they fail a Will save (DC = 10 + 1/2 class level + Cha modifier). Whether the creature succeeds on their save or not, you also receive a mental alert.

My feats powers were mostly based on how, by submitting to hate and greed, someone with the feat gains powers to hurt others, just like someone with VOP gets powers to help. I agree that mindshielding has better fluff than False Philanthropist, but it seems yours is mostly meant for finding stuff rather than fight people.

Bhu
2008-03-29, 03:24 PM
I'd forgotten about humans. Hmm. Lemme think on it a bit

onasuma
2008-03-29, 03:41 PM
Defiler [vile]
You take great pleasure in defiling the corpses of those you slay in battle.
Prerequisite: BAB +5
Benefit: You may take an action with a dead body, which you have slain to gain a vile bonus to intimidate checks versus every creature who sees you perform the act. This bonus is equal to 2 x the number of rounds you continusly perfom such an action.

Power of the foul [vile]
Your acts of defilation have reached a peek where dark gods look down and smile upon them.
Prerequisite: Defiler, ability to cast at least one prepared level 3 divine spell from the destruction domain.
Benefit: When you use 2 or more rounds for purposes of the defiler feat, you may forgo the bonus to intimidate check to cast a spell from the destruction domain spontaniously without requiring any component needed for it. You may cast one level 3 spell or a higher one. To cast a spell higher than level 4 you must spend an aditional 2 rounds per level above 3. The spell level may not exceed the level of divine spell you could cast normally.

Grafter of the dead [vile]
You take what you wish from those you defeat. Including their bodies.
Prerequisite: Defiler, must have made one or more flesh golems, or similar (DM's discresion)
Benefit: Once you have defiled a body for at least 4 rounds using the defile feat, you may spend 1 week + 1000gp worth of metals turning it into a flesh golem. This however is made purely from mechanics, and is not powered in anyway by magic.
The stats of this golem are identical to the standard flesh golem, but has 8 hit dice and does not have the bezerk ability.

Realms of Chaos
2008-03-29, 06:08 PM
Nice Feats:

However, Crafter of the Dead seems a bit powerful, considering that you can control any number of golems. I'd let it keep its berserk ability. Hell, ideally, I'd double the chance of it going insane. If nothing else, I'd have it rot to dead over time.
Another path to consider is creation of cadaver golems in place of flesh golems, as you have no control over a cadaver golem.

Smart thog, I guess you were right. After all, Vow of Poverty doesn't give you any special ability to give away treasure, after all.

Level20Commoner
2008-03-31, 06:27 AM
@Realms of Chaos: I can see chromatic dragons everywhere tripping over themselves to get in line to take your 'Vow of Greed' feat Mr. Chaos. I will give Smart Thog credit for trying to single handedly create a negative to such a complex feat though. This 'Vile Feats' thread of yours is great. Almost like a "BOVD II". If only I had the power to make this thread permanent ('stickying' I believe they call it), I would do so without a second thought.

smart thog
2008-03-31, 12:29 PM
Well. tecnicly, I made the feat first, ROC just made a treasure hunting verision that is counterintuitive to the vow, but had WAY better fluf than mine. Also, dragons could'nt take this feat because they use their treasure to die (see dracomion). However, its abilities would make a nice Prc for Vow of Greed.

By the way, thanks for the complement about getting this thread stickied. However, I think we need to get a mod on our side for that.