2007-02-08, 04:27 PM
Re: VT's Feats
You have grown up within smokey, polluted locales and are accustomed to it.
Prerequisites: Con 13
Benefit: You may breathe within heavy smoke without immediate ill-effects. You need make a fortitude save only every minute. You also receive a +4 bonus on saves against inhaled poisons (such as smoke) and diseases.
Normal: You must make a fortitude save every round you remain within heavy smoke.
You are a host to an infectious disease.
Prerequisite: Disease Immunity
Benefit: You may choose one disease you have gained immunity to through the prerequisite feat. If you are exposed to this disease you become a carrier of it within 2d6 days.
Depending on the type of infection, you may infect others with it in a number of ways.
Ingested: To spread an ingested disease you must sustain damage from a bite attack.
Inhaled: To spread an inhaled infection you must use a full round action to breathe out a lungful of infected air. This cloud remains in place for a number of rounds equal to the carrier's Constitution modifier, though a moderate wind (11+ mph) or higher disperses it immediately.
Injury: To spread an infection through injury you must make a bite attack against your opponent. If you do not have a natural bite attack you can still attempt to infect. You may attempt a bite attack with a -5 penalty, granting an attack of opportunity, that deals 1 point of damage plus the disease.
Contact: To spread a contact disease you must make a touch attack against your opponent.
The DC of this disease is equal to 10 + half your HD + your constitution modifier.
Special: If you are the target of a spell or power that heals diseases you lose the ability to infect until you are exposed to the disease once more.
You can bend in ways you were not meant to.
Prerequisite: Agile, escape artist 5 ranks
Benefit: You can dislocate bones and move them about in painful ways. You may take 10 on escape artist checks. Each time you take 10 however you must succeed on a Fortitude save (DC = to escape artist check) or take 1d4 non-lethal damage.
Frantic Might [General]
You can perform mighty feats of strength at the cost of your health.
Prerequisite: Con 13
Benefit: As part of your action you can psyche yourself into a brief surge of wild strength that lasts for 1 round plus 1 additional round equal to your Constitution modifier before use of this feat. For each point you increase your strength you take 1 point of constitution damage at the beginning of your next round and become Fatigued.
Special: You cannot use this feat while exhausted or fatigued.
Prerequisite: Medium or smaller size
Benefit: The DC for survival checks to track you increases by +4. For each size category smaller than medium this bonus increases by another +4.
Special: You gain a +2 bonus to Move Silently checks and take only half damage from caltrops.
Last edited by The Vorpal Tribble; 2011-01-04 at 06:16 PM.