Lords of MadnessFeats |
General Feats | Prerequisite | Benefit |
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Aberration Banemagic | ? | Spells deal additional damage against aberrations |
Aquatic Spellcasting | ? | Spells work normally underwater |
Darkstalker | ? | Hide from creatures with extraordinary senses |
Music of the Outer Spheres | Perform (any) 11 ranks, bard level 9th | Bardic music can sicken, vitalize, or lull aberrations |
Parrying Shield1 | Shield proficiency | Add shield bonus to touch AC |
Quick Recovery | ? | Allows new saves against stun and daze |
Thrall Bred | Humanoid, Con 13 | Bonus to damage and saves when protecting charge |
Wild Talent | ? | Gain psionic ability and 2 power points |
Metamagic Feats | Prerequisite | Benefit |
---|---|---|
Ocular Spell | Knowledge (dungeoneering) 4 ranks, 2 or more eyes | Cast spells as rays from eyes |
Aberrant Feats | Prerequisite | Benefit |
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Aberration Blood2 | Humanoid | Grants bonus on skill, allows other aberrant feats |
?Aberration Wild Shape | Aberration Blood, wild shape ability | Assume aberration form with wild shape |
?Bestial Hide | Aberration Blood | Gain +1 natural armor bonus per two aberrant feats |
?Deepspawn | Aberration Blood, one other aberrant feat | Tentacles grant additional attacks |
?Durable Form | Aberration Blood | Gain 2 hp per aberrant feat |
?Inhuman Reach | Aberration Blood | Increase natural rech by 5 feet, take ?1 penalty on melee attack rolls |
?Inhuman Vision | Aberration Blood | Gain darkvision and bonus on Spot checks |
?Scavenging Gullet | Aberration Blood | +4 bonus against poison, eat anything |
?Starspawn | Aberration Blood, one other aberrant feat | Wings grant flight, resistance to cold 5 |
?Warped Mind | Aberration Blood | +1 bonus on Will saves per two aberrant feats |
?Waterspawn | Aberration Blood, one other aberrant feat | Fins grant Swim bonuses, resistance to cold 5 |
1 A fighter can select this feat as one of his fighter bonus feats.
2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new aberrant feature.
BARD SPELLS3rd LEVELInvoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. 5th LEVELMorality Undone: Subject becomes evil. CLERIC SPELLS2nd LEVELDarkbolt: Deals 1d8 damage/2 levels and stuns 1 round. Detect Aberration: Detect the presence of aberrations. 3rd LEVELInvoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. 4th LEVELDamning Darkness: Darkness deals either 2d6 or 1d6 damage per round. 5th LEVELMorality Undone: Subject becomes evil. 8th LEVELBefoul: Large amount of water becomes poisonous. Brain Spider: Eavesdrop on thoughts of up to eight other creatures. 9th LEVELDespoil: Kills plants, damages objects in 100-ft. radius/level. DOMAINSCORRUPTION DOMAINGranted Powers: Once per day, you can attack an object and ignore its hardness. Domain Spells
FORCE DOMAINGranted Powers: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability. Force Domain Spells
HATRED DOMAINGranted Powers: Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action. Domain Spells
MADNESS DOMAINGranted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled. Madness Domain Spells
MIND DOMAINGranted Powers: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Domain Spells
VILE DARKNESS DOMAINGranted Powers: You gain the Blind-fight feat. Domain Spells
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DRUID SPELLS2nd LEVELDetect Aberration: Detect the presence of aberrations. Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. 3rd LEVELNature’s Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations. 6th LEVELPox: One creature/level takes 1d4 Con drain. PALADIN SPELLS3rd LEVELInvoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. RANGER SPELLS2nd LEVELInvoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. SORCERER/WIZARD SPELLS2nd LEVELDivDetect Aberration: Detect the presence of aberrations. EvocDarkbolt: Deals 1d8 damage/2 levels and stuns 1 round. 3rd LEVELEvocInvoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. TransArms of Plenty: Grow two additional arms. Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks. 4th LEVELEvocDamning Darkness: Darkness deals either 2d6 or 1d6 damage per round. 6th LEVELDivProbe Thoughts: Read subject’s memories, one question/round. 9th LEVELConjUtterdark: 100-ft./level radius of darkness that evil creatures can see through. EvocInvoke Magic: Momentarily negate antimagic effects. |