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Celestial Lords - alternate BoVD feats

ok, i fixed up three more, please critique:

FAITHFUL TO CELESTIAL [BLESSED]
The character pledges his allegiance to a celestial lord. In return for this devotion, he gains a small measure of power.
Benefit: Once per day, while performing an act of good, the character may call upon his celestial patron to add a +1 luck bonus on any one die roll.
Special: Once a character takes this feat, he may not take it again; he may not be the faithful of more than one celestial.

MORTALBANE [GENERAL]
The creature can make a spell-like ability particularly deadly to mortals.
Benefit: A mortalbane ability is a damaging spell-like ability that deals 2d6 points of additional damage when used against living nonoutsiders, but only half damage (rounded down) against outsiders, undead, and constructs. For example, if a mortalbane lightning bolt from an avoral would normally deal 28 points of damage, it actually deals 28 + 2d6 points of damage to a humanoid, but only 14 points of damage to a night hag. Creatures immune to electricity - regardless of their type - still take no damage from a mortalbane lightning bolt.
Mortalbane can be applied to each of a creature's spell-like abilities five times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if an avoral chooses to apply Mortalbane to its lightning bolt ability, it can use a mortalbane lightning bolt once, as it is only able to use that ability once per day. Thereafter, it could use any of its other spell-like abilities normally, or it could apply Mortalbane to another of its spell-like abilities, such as magic missile.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities five additional times per day.

BOOST SPELL-LIKE ABILITY [GENERAL]
One of the creature's spell-like abilities is harder to resist than it otherwise would be.
Benefit: The saving throw Difficulty Class (DC) of a boosted spell-like ability is increased by +2. Each of a creatures spell-like abilities can be boosted three times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a ghaele chooses to boost its charm monster ability, it can use a boosted charm monster up to three times that day. Thereafter, it could use its charm monster ability again normally (since it can use charm monster at will), or it could boost another of its spell-like abilities, such as hold monster.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities three addition times per day.
 
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ok, here's the deal. none of the rest of these are truly necessary, in the grand scheme of things. but, if you feel you can make a "good" version of them, or at least something equivalent, i put the challenge to you.

rewrite any or all of the following feats (stating what the original was called) in a way that we could use it for the celestial lords or their followers. if the group can agree that it works well, we will use it. :) for examples on what to do with them, see the stuff i have posted above.


DARK SPEECH [VILE]
The character learns a smattering of the language of truly dark power.
Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects (see Dark Speech in Chapter 2).
Normal: Attempting to utter a word of the Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. Fortunately, it is impossible to make someone use the Dark Speech if he or she is unwilling, because the language's pronunciation is so exacting.
Special: The character gains a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against him or her.

SACRIFICIAL MASTERY [VILE]
The character is skilled at offering living sacrifices to evil gods or fiends.
Prerequisite: Wis 15.
Benefit: The character gains a +4 profane bonus on Knowledge (religion) checks made when performing a sacrifice.
Normal: Without this feat, a character who performs a sacrifice makes a normal Knowledge (religion) check modified as described in Chapter 2.

VERMINFRIEND [VILE]
Vermin regard the character better than they would normally.
Prerequisite: Cha 15.
Benefit: If a vermin is about to attack the character, she may make a Charisma check (DC 20). if the check succeeds, that vermin refuses to attack her for 24 hours.

EVIL BRAND [VILE]
The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers.
Benefit: Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures.

LICHLOVED [VILE]
By repeatedly committing perverted sex acts with the undead, the character gains dread powers.
Prerequisite: Evil Brand.
Benefit: Mindless undead see the character as an undead creature. Becoming more and more like an actual undead creature, he gains a +1 circumstance bonus on saving throws against mind-affecting effects, poison, sleep, paralysis, stunning, and disease.

WILLING DEFORMITY [VILE]
Through scarification, mutilation, and supplication to dark powers, the character intentionally mars her own body.
Benefit: The character gains a +2 deformity bonus on Intimidate checks.

DEFORMITY (CLAWED HANDS) [VILE]
Because of intentional self?mutilation the character has deformed arms and hands ending in sharp claws.
Prerequisite: Willing Deformity.
Benefit: The character has the ability to deal 1d6 points of damage as an unarmed claw attack. The character is considered armed even when unarmed.
Special: The character does not draw attacks of opportunity when attacking unarmed and he threatens areas even when unarmed.

DEFORMITY (EYES) [VILE]
The character has either drilled a hole in her forehead trying to add a third eye or she has supernaturally scarred one of her regular eyes.
Prerequisite: Willing Deformity.
Benefit: As a supernatural ability, the character can use see invisibility for 1 minute per day.
Special: The character takes a –2 deformity penalty on Spot and Search checks.

DEFORMITY (FACE) [VILE]
Because of intentional self-mutilation, the character has a hideous face.
Prerequisite: Willing Deformity.
Benefit: The character gains a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures of a different type.

DEFORMITY (GAUNT) [VILE]
Through intentional starvation and macabre operation, the character is grossly underweight. He has a skeletal appearance and his weight is now half normal for creatures of his kind.
Prerequisite: Willing Deformity.
Benefit: The character gains a +2 deformity bonus to Dexterity and a -2 deformity pena1ty to Constitution. Furthermore, he gains a +2 circumstance bonus on Escape Artist checks and Intimidate checks.
Special: A character with this feat may not take the Deformity (obese) feat.

DEFORMITY (OBESE) [VILE]
Through intentional gorging and general gluttony, the character is obese. Grossly overweight, she is now at least triple the normal weight for creatures of her kind.
Prerequisite: Willing Deformity.
Benefit: The character gains a +2 deformity bonus to Constitution and a -2 deformity penalty to Dexterity. Furthermore, she gains a +2 circumstance bonus on Intimidate checks and saving throws against poison.
Special: A character with this feat may not take the Deformity (gaunt) feat.
 

also, it would be a good idea to redefine vile damage as blessed damage. :)

you have your tasks, now go to it!
 

hmm... first of I would like to say that Mortalbane doesn't really fit a celestial creature.

Transendence [blessed] (willing deformity)
Due to constant contact with celestial voices, you start to slowly evolve into a celestial being.
Benefit: Character gets a +2 transendence bonus on diplomacy checks.

Now we just need to come up with five or so trancending feats to go with it... ;)
 

okay how about this
evangelist(dark speech)
Prerequisite:???
Benefit: the pc can instile curage and hope in others , cast blessed spells, craft blessed magic items and convert others to the side of good
 
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Krishnath said:
hmm... first of I would like to say that Mortalbane doesn't really fit a celestial creature.

on the contrary. it would be perfect for the enterprising celestial who wishes to rid the world of some nasty evil human mages or whatnot. it would fit very well for pharael, but not at all for belhandra - for example. :)
 


I'm trying to come up with transending feats, but damn it hard. Perhaps one that gives a divine bonus on saves against evil spells?

Later,
 


take all the time you want/need - there's no rush. :) we can keep working on the stats even if these feats are not done.
 

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