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Fearsome Feats

October 29th, 2010

Joshua Zaback

From the Workshop Archive 

            Happy Halloween everyone! Welcome back to Horror Week. Today’s From the Workshop brings you some new horror-themed feats.

Feats for Horror Heroes

Fleet Escape
When the heat is on, you know better than to stay and fight it out, preferring instead to live another day.
Benefit: Your movement speed is treated as being 20 feet faster when taking the withdraw action or the run action, allowing you to move 40 feet further than you would ordinarily when withdrawing.    

Pierce Deception
You have been trained to notice creatures who are pretending to be ordinary folk. 
Benefit: You receive a +10 bonus to Perception checks to pierce the disguises of creatures trying to pass themselves off as members of a different species.

Sense Impending Disaster
You always know when things are about to get bad, often getting the opportunity to make a difference.
Prerequisites: Alertness
Benefit: You gain a +2 bonus on Sense Motive rolls to get a hunch.  Additionally, your hunches can be more accurate than the average person’s, occasionally giving you greater insight into what things are “off” about your subject.

 

Feats for Horror Villains and Monsters  

            The following feats are intended for monsters and NPCs, and players who want to use them should consult with their DMs.

Brother to the Darkness
The night is your home, and in darkness you have found comfort, shunning the daylight forever.
Prerequisites: 11+ hit dice
Benefit: As long as you are in conditions of darkness (dim light or darker) you gain darkvision, DR/silver equal to your class level, and a +1 bonus on all attack rolls, skill checks, saving throws, and caster level checks.  You also lose some of your connection with the rest of the illumined world.  In conditions of normal light you lose these benefits, and additionally count as fatigued even if you would normally be immune to fatigue.  In conditions of bright light you are destroyed utterly.

Frightening Presence
Your very presence inspires terror in others.
Prerequisites: 5th level or higher
Benefit: You gain a frightful presence out to 15 feet, and all living creatures caught within your aura must make a Will save DC 5+ 1/2 your level + Charisma Modifier or become frightened.

Shadow Lurker
You stalk the shadows, lying in wait to strike your prey when they are most vulnerable. 
Benefit: As long as you are in the shadows (dim light or darker) you receive a +4 bonus on Stealth checks; as long as you stand still, this bonus increases to +8.

Terrifying Presence
Prerequisites: Frightening Presence, 10+ hit dice
Benefit: Your frightful presence can affect even creatures immune to fear, though they receive a +5 bonus on their saving throws.  Additionally, the DC of your frightening presence is increased by 5.