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Extra exalted feats

Started by Anastasia, April 12, 2015, 03:58:08 PM

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Anastasia

Since these need a place for this game rather than being shoved into houserules. These are all available to take.

Links are included in certain entries for relevant fluff. They'll be in the feat's name.

Angelic Lore [Exalted]
Prerequisite: Skill Focus (Knowledge: Planes)
Benefit: You gain a +5 bonus on knowledge checks about evil outsiders and undead, as well as the lower planes. This bonus also applies to bardic knowledge, lore and similar class features.

Arch-Angel's Mystery [Exalted] Second relevant link
Prerequisite: Knowledge (Planes) 15 ranks, Words of Creation, int 17, cha 17
Benefit: You study the secret lessons of the 77+7 arch-angels of Elysium and learn how to hide yourself from detection. This allows you two ways to use the Words of Creation, ways pioneered by them as they sought to escape the notice of all.

Obscurity: You can hide yourself from the detections of others, creating an effect that shields you while allowing the glories of others to be humbly seen instead. This is identical to a nondetection spell with a caster level equal to your hit dice. Using the Words of Creation in this way deals 14d4 points of nonlethal damage to you.
Invisibility: You can create a cloak that turns aside the eyes of the wicked. This is equivalent to an invisibility spell, except that it only affects evil creatures. Using the Words of Creation in this way deals 7d4 points of nonlethal damage to you.

Eladrin Joy [Exalted]
Prerequisite: Participated in a revel or celebration in Arborea, cha 15
Benefit: Once per day as a standard action, you can infuse yourself and any allies within 30ft with the zest for life of the eladrin host. This is identical to a good hope spell with a caster level equal to your hit dice. This is a supernatural ability.
Special: Deities who offer the joy domain offer variants of this feat. The exact revel prerequisite and name of the feat vary, but it is otherwise the same. The best known example is Lliira's Laugh.

Exalted Endurance [Exalted]
Prerequisite: Endurance, con 13
Benefit: You gain a +4 bonus to saving throws against pain based effects, such as symbol of pain, wrack and physical torture. Additionally, you gain 2 hit points for every exalted feat you have, including this one.

Exalted Glow [Exalted]
Prerequisite: Aura of Courage, Nimbus of Light, cha 17
Benefit: Creatures within the radius of the light shed by your nimbus of light (10ft) are immune to fear. This replaces the +4 morale bonus your aura of courage grants.
Special: If you have another aura that grants you immunity to an effect or condition and nearby allies a bonus (such as the aura of sanctity alternate class feature), creatures within the radius of your nimbus of light are also immune to what that aura protects against.

Exalted Healer [Exalted]
Prerequisite: Heal 10 ranks
Benefit: Creatures under long term care from you (by the heal skill) can heal vile damage as if it were normal damage. This requires complete rest. Additionally, creatures under your long term care can heal ability drain at the rate of one point per ability score per day of complete rest. This requires that you succeed on a DC 25 Heal check.

Exalted Protection [Exalted]
Benefit: You gain a +2 bonus on saves against spells and spell-like abilities with the evil descriptor, as well as the supernatural abilities of evil outsiders.

Exalted Weapon Mastery [Exalted]
Prerequisite: Weapon Mastery (Melee or Ranged)
Benefit: Weapons that are affected by your weapon mastery feat are infused with righteousness. Any such weapon counts as good aligned to overcome damage reduction. Further, when wielding a weapon affected by your weapon mastery feat, you gain an additional +2 bonus to attack and weapon damage rolls against evil creatures. This stacks with weapon mastery, weapon focus, weapon specialization and similar feats.
Special: A fighter may select exalted weapon mastery as a fighter bonus feat.

Favored of Nature [Exalted]
Prerequisite: Animal Friend
Benefit: No animal will attack you unless compelled by mind-affecting abilities or if they are of evil alignment. If you are in the wild, small animals will stay around you, offer you food, provide warmth and other such things.

Guardian Angel [Exalted]
Prerequisite: Any other exalted feat
Benefit: Once per day as an immediate action, you gain can any one of the following benefits: A +4 sacred bonus to a single saving throw, a +4 sacred bonus to armor class against one attack or a protection from evil effect for 1 minute.

Holy Terror [Exalted]
Prerequisite: Intimidate 5 ranks, cha 15
Benefit: You gain a +4 bonus to Intimidate checks against evil creatures.

Ilmater's Resolve [Exalted]
Prerequisite: Exalted Endurance, con 17
Benefit: You are immune to pain based effects, such as symbol of pain, wrack and physical torture. You can bear any pain without the slightest noise or reaction, should you need to. You gain an additional hit point per exalted feat you have, this stacks with the benefit from exalted endurance.

Lathander's Rites [Exalted]
Prerequisite: Vampire Hunter
Benefit: Vampires and vampire spawn reduced to zero hit points and gaseous form by you have the time they have to reach their coffin home before death reduced to a half hour. As a standard action, you can sense the location of any vampire or vampire spawn so afflicted, as well as what direction they are traveling in.

Preacher [Exalted]
Prerequisite: Diplomacy 7 ranks
Benefit: You gain a +3 bonus on Charisma based checks to spread the world of your deity, attract new faithful, gather tithes and promote your church. If you have a Profession skill that accomplishes the same thing, such as profession (preacher), it applies to checks with that skill as well.

Ravagesmith [Exalted]
Prerequisite: Craft(Poisonmaking) 5 ranks
Benefit: You gain a +4 bonus to Craft(Poisonmaking) checks to create ravages. You can increase the DC of a ravage by up to 10, as if you have skill focus(craft:poisonmaking).

Reveal Evil [Exalted]
Prerequisite: Sense Motive 5 ranks, Detect Evil class feature, paladin level 5th, cha 17
Benefit: At will, you may use blessed sight as a spell-like ability. You gain a +2 bonus to any caster level checks to overcome nondetection or similar effects that would prevent you from detecting a creature's evil. If you detect an evil aura, it becomes visible to all creatures within sight. This lasts until the end of the encounter.

Shining Example [Exalted]
Prerequisite: Sacred Vow
Benefit: You strive to be the best you can. You gain a +2 bonus on Charisma-based checks when you attempt to inspire, lead or instill hope in others. If you perform an act of good while attempting such a check (such as relieving a suffering enemy's pain while you try to negotiate with them), this bonus increases to +4 until the end of the encounter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

For non-exalted feats that may be relevant to the party.

Blended Blood [Racial]
Prerequisite: Ancestry of at least three different races
Benefit: Choose one of the races in your heritage. You are treated as that race for the sake of effects, as well as for qualifying for feats and prestige classes.
Special: This feat may only be taken at 1st level.

Elf Blood [Racial]
Prerequisite: Elven ancestry, do not have elf subtype
Benefit: You are treated as an elf for the sake of effects, as well as qualifying for feats and prestige classes. You count as an elf to use magical items keyed to elves. You gain a +2 racial bonus to Listen and Spot checks.
Special: This feat may only be taken at 1st level.

Hybrid Vigor [Racial]
Prerequisite: Blended Blood, con 13
Benefit: You gain a +2 racial bonus to Fortitude saves. You may reroll any roll of 1 or 2 when rolling your hit points.

Malanese Elf [Racial]
Prerequisite: Elf, raised in Malana
Benefit: You gain an additional skill point at each level (4 at 1st level).
Special: This feat may only be taken at 1st level.

Smite of the Northern Wind [General]
Prerequisite: Ability to smite good, must serve Auril
Benefit: When you smite good, you may choose to imbue your smite with the power of winter. This adds an extra 1d6 points of cold damage to your smite. In addition, all the damage your smite deals is cold damage. This means it bypasses damage resistance, as all the damage is now energy damage. If you smite a creature that is not good, the smite is still wasted and has no extra effect.

Sweet Poisons [General]
Prerequisite: Must serve Malcanthet, Craft(Poisonmaking) 10 ranks, cha 17
Benefit: You may use your Charisma modifier in place of your Intelligence modifier with Craft(Poisonmaking) checks. In addition, you may choose to change the taste of any ingested poison you create to anything you wish. Doing so increases the Craft DC of the poison by 3.
Special: Several enterprising succubi have sold the knowledge of this feat to the highest bidder. As such, the requirement of serving Malcanthet can be ignored if a teacher is found.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Vile feats. These will be posted when you defeat enemies who have them or the feats are otherwise revealed.

Born Under a Dark Omen [Vile]
Prerequisite: Evil alignment
Benefit: You gain the evil subtype. If slain, you may choose to rise as a ghost or other undead (DM's discretion). If you do, you cannot be resurrected by any means until you rise as undead and are destroyed.
Special: This feat may only be taken at 1st level.

Dark Champion [Vile]
Prerequisite: Born Under a Dark Omen
Benefit: You may smite good once per day. This is identical to a blackguard's smite evil, except that you gain a +4 bonus to your attack roll and deal extra damage equal to your hit dice. If you already have the ability to smite good as a class feature, you instead gain an additional +2 bonus to your attack and weapon damage rolls when you smite good.

Frozen Body [Vile]
Prerequisite: Must serve Auril, con 13
Benefit: Your body becomes as cold and unfeeling as Auril's blizzards. You gain resistance to cold 10, this resistance stacks with any other permanent resistance to cold you possess, but not with temporary effects or magical items.

Frozen Mind [Vile]
Prerequisite: Must serve Auril, Frozen Body
Benefit: Your mind becomes numb as Auril's power caresses it. You gain a +4 profane bonus to saving throw against mind-affecting effects.

Frozen Soul [Vile]
Prerequisite: Must serve Auril, Frozen Mind, Evil Brand
Benefit: You gain the cold subtype, granting you immunity to cold and vulnerability to fire. You are surrounded by winter's chill at all time, which causes any weapon you wield, including natural weapons and unarmed strikes, to deal an extra 2d6 points of cold damage. Your evil brand changes to radiate cold power, which allows evil creatures with the cold subtype to know your patron on sight and that you have her favor. This increases the circumstance bonus to Diplomacy and Intimidate checks against such creatures to +4. This power does not come without a price, as you lose the ability to feel emotions, except for cold rage and icy contempt.


<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?