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Thread: [Conspiracy] feats. Lets make a few!

  1. - Top - End - #22
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: [Conspiracy] feats. Lets make a few!

    Conspirator [Conspiracy]
    You have sworn yourself to a secret cause, and work with others to bring it to fruition.

    Prerequisites
    Nonlawful alignment.

    Benefits
    When you select this feat, name a secret plot. This plot may be general ("subvert all local governments") or specific ("assassinate the Queen of Cormyr") and may be open-ended, but must be something that is ruined if revealed to the public and is always subject to DM approval. You gain several benefits while pursuing that plot, as described below. It is assumed that these benefits come from working in concert with your fellow conspirators, or by accessing their combined resources.

    Tricks
    You gain a conspiracy bonus on Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Use Magic Device, and Use Rope checks. This conspiracy bonus is equal to the number of [Conspiracy] feats you possess, multiplied by the number of characters within 1 mile who have selected Conspirator for the same secret plot as yourself. This does not allow you to use these skills untrained.

    Traps
    The DC of any poison you use or trap you craft is increased by an amount equal to your conspiracy bonus on skills, as described above.

    Treachery
    If you are captured by foes, you may choose to commit suicide at will as a full-round action (by crushing a false tooth containing an alchemical poison, activating a latent compulsion enchantment on yourself, etc.). You die horribly and painfully with no save when you use this ability, and may be raised or resurrected as normal.

    You retain the benefits of this feat only while actively working towards the plot. If you betray the plot or it is permanently prevented (e.g. by exposing it to the public), you lose the benefits of this feat. If the plot is not open-ended and is successfully completed, you may replace this feat with any other feat for which you qualify.

    Special
    You may select this feat more than once. Each time you select it the benefits apply to a different secret plot.

    Mastermind [Conspiracy]
    You weave a tangled web indeed...

    Prerequisites
    Nonlawful alignment, Conspirator for at least two secret plots, Leadership, Character level 9th.

    Benefits
    All characters that have selected Conspirator for the same secret plot as yourself are considered to have an additional [Conspiracy] feat, regardless of their location. You gain 1d6 gp each day for each such character, but may spend these funds only on furthering the secret plot.

    You may use scrying at will as a spell-like ability on any character that has selected Conspirator for the same secret plot as yourself. While scrying on such a character, you may trigger the Treachery aspect of their Conspirator feat as a full-round action. Characters with the Mastermind feat are immune to these effects.
    Last edited by rferries; 2017-11-20 at 12:43 PM.