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Bloodsoaked IntimidateEdit

Champions of Ruin, p. 17) 

[General

Your bloody and vicious approach to combat makes you a fearsome foe.

PrerequisiteEdit

Snatch Trophy (CR) ,

BenefitEdit

When you collect a trophy using the Snatch Trophy feat, you can make an Intimidate check as a swift action against an adjacent opponent who witnesses your savage act (see the Swift and Immediate Actions sidebar for more information).

NormalEdit

Making an Intimidate check in combat is a standard action.

Chakram RicochetEdit

Champions of Ruin, p. 17) 

[General

You can hurl a chakram so that it strikes two enemies instead of one.

PrerequisiteEdit

DEX 13, Base attack bonus +1, profi cient with chakram,

BenefitEdit

If you hit a creature with a thrown chakram, you can cause it to ricochet and strike a secondary target in an adjacent square (within 5 feet of the primary target). You immediately make an attack roll against the secondary target, at a -2 penalty. If the attack hits, you deal damage normally.

Corrupt SpellEdit

Champions of Ruin, p. 17) 

[Metamagic

You can transform one of your spells into a thing of evil due to a deal you make with an evil power.

PrerequisiteEdit

Any evil alignment,

BenefitEdit

This feat adds the evil descriptor to one damaging spell you can cast. You must choose the spell at the time you select the feat. If the spell deals damage, half of the damage is unholy damage. For example, a corrupted fi reball cast by a 6th-level wizard deals 6d6 points of damage: 3d6 points offiredamage and 3d6 points of unholy damage. Thus, creatures immune tofirestill potentially take 3d6 points of damage.

SpecialEdit

A character can take this feat multiple times, choosing a different spell each time. This feat originally appeared in Book of Vile Darkness and has been revised for D&D v.3.5

 ==Craven== Champions of Ruin, p. 17) 

[General

Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.

PrerequisiteEdit

cannot be immune to fear, Sneak attack class feature,

BenefitEdit

You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.

Demonsworn KnightEdit

Champions of Ruin, p. 22) 

[Vile

A scornful champion of the demon princes, you detest and oppose devils and other creatures that refuse to heed the call of chaos.

PrerequisiteEdit

Thrall to Demon (CR) , base attack bonus +4,

BenefitEdit

Any weapon you wield is treated as chaotic- and evil-aligned for the purpose of overcoming damage reduction. In addition, against lawful outsiders, you deal an extra 1d6 points of damage with any successful weapon attack.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Hellbound Knight or Tormented Knight feat. A fighter can select this feat as one of his fi ghter bonus feats. In addition, your eyes turn dead black, and your teeth become as sharp as fangs.

Dire Flail SmashEdit

Champions of Ruin, p. 17) 

[General

You have mastered the style of fi ghting with the dire fl ail and have learned to deal thunderous blows with the weapon.

PrerequisiteEdit

Improved Sunder (PH) , Power Attack (PH) , Weapon Focus (PH) (dire fl ail) , STR 13,

BenefitEdit

If you hit the same creature with both ends of your dire fl ail in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifi er) or be dazed by the pain for 1 round.

SpecialEdit

A fighter can select this feat as one of his fi ghter bonus feats.

Evil EmbracedEdit

Champions of Ruin, p. 23) 

[Vile

You embrace the power of your fi endish patron and call upon that power in moments of great need.

PrerequisiteEdit

Evil Brand (CR) ,

BenefitEdit

Once per day, as an immediate action (see page 21), you can call upon your fi endish patron to steel you against harm. You gain damage reduction 10/good for 1 round (until the start of your next turn).

Dirty RatEdit

Champions of Ruin, p. 20) 

[General

You are quite adept at slipping under a foe's guard while he's distracted.

PrerequisiteEdit

Tumble 4 ranks,

BenefitEdit

You gain an additional +1 bonus on attack rolls when fl anking an opponent.

Disciple of DarknessEdit

Champions of Ruin, p. 23)  [Vile

You formally supplicate yourself to an archdevil. In return for this obedience, you gain a small measure of the archdevil's power.

PrerequisiteEdit

Lawful evil alignment,

Required forEdit

Hellbound knight (CR) ,

BenefitEdit

Once per day, while performing an evil act, you can call upon your diabolic patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Scion of Sorrow or Thrall to Demon feat.

DoomspeakEdit

Champions of Ruin, p. 20)  [Bardic

You can demoralize an enemy with horrible condemnations and grim portents of impending doom.

PrerequisiteEdit

Intimidate 8 ranks, Perform 8 ranks, Bardic music class feature,

BenefitEdit

You can spend one of your bardic music uses to utter a string of crass and appalling epithets and curses at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks, and skill checks for 1 round. This is a supernatural, necromantic effect.

Entangling SpellEdit

Champions of Ruin, p. 20) 

[Metamagic

Your spell releases residual eldritch power that entangles your enemies.

PrerequisiteEdit

BenefitEdit

The feat can be applied to any instantaneous spell that deals acid, cold, electricity, fi re, or sonic damage, such as fi reball or lightning bolt. After the spell is cast, lingering tendrils of raw energy persist; creatures damaged by the spell are entangled for 1 round. The spell is considered to be in effect during this time and can be dispelled normally. An entangling spell uses up a spell slot two levels higher than the spell's actual level.

Evil BrandEdit

Champions of Ruin, p. 23) 

[Vile

You are physically marked forever as a servant of an evil power greater than yourself or as a villain who does not care that you seek 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.

PrerequisiteEdit

Required forEdit

Evil Embraced (CR) ,

BenefitEdit

Evil creatures automatically recognize the symbol now emblazoned upon you as a sign of your utter depravity or discipleship to a powerful patron, although the specifi c identity of the patron is not revealed. You gain a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures.

Feral Animal CompanionEdit

Champions of Ruin, p. 20) 

[General

You can enslave a feral animal and adopt it as your animal companion.

PrerequisiteEdit

Animal companion class feature, evil alignment,

BenefitEdit

Instead of calling a normal animal companion, you can call a feral animal companion that foams at the mouth. Any creature harmed by the animal's bite attack must succeed on a DC 15 Fortitude save or contract red ache (see Dungeon Master's Guide page 292). The disease has no harmful effect on the feral animal. In addition, your feral animal companion gains a +2 bonus to Strength and Constitution. Attempts by others to infl uence your feral animal companion with Handle Animal checks take a -10 penalty.

SpecialEdit

This feat does not transform a normal animal companion into a feral animal companion.

Flay FoeEdit

Champions of Ruin, p. 20) 

[General

You are skilled at fl aying the fl esh from your enemy's bones.

PrerequisiteEdit

STR 15, Base attack bonus +6, profi cient with slashing melee weapon,

BenefitEdit

If you hit the same enemy more than once in a single round with a slashing melee weapon, you deal an 1d6 damage with each hit after the first.

SpecialEdit

A fighter can select this feat as one of his fi ghter bonus feats.

Hellbound knightEdit

Champions of Ruin, p. 23) 

[Vile

A devoted disciple of the Nine Hells, you have sworn to strike down creatures that oppose law and threaten tyranny.

PrerequisiteEdit

Disciple of Darkness (CR) , base attack bonus +4,

BenefitEdit

Any weapon you wield is treated as lawful- and evilaligned for the purpose of overcoming damage reduction. In addition, against chaotic outsiders, you gain a +1 profane bonus on attack rolls.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Demonsworn Knight or Tormented Knight feat. A fighter can select this feat as one of his fi ghter bonus feats. In addition, as soon as you take this feat, your eyes turn red.

Improved fiendish ServantEdit

Champions of Ruin, p. 20) 

[General

You gain the service of a powerful fi endish animal servitor.

PrerequisiteEdit

Fiendish servant class feature,

BenefitEdit

Add the following creatures to your list of eligible fi endish servants: ape, black bear, boar, crocodile, dire badger, dire bat, dire weasel, heavy warhorse, leopard, monitor lizard, constrictor snake, Large viper snake, wolverine. In addition, any fi endish servant you call has the fi endish creature template (Monster Manual page 107). The fi endish servant otherwise conforms to the rules in the Dungeon Master's Guide (page 183).

Initiate of GhaunadaurEdit

Champions of Ruin, p. 23) 

[Initiate

You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts.

PrerequisiteEdit

Cleric level 3rd, patron deity Ghaunadaur,

BenefitEdit

You can command or rebuke oozes as an evil cleric commands or rebukes undead. You can use this supernatural ability a number of times per day equal to 3 + your Cha modifi er. In addition, you add the following spells to your cleric spell list. 1st Corrosive GraspMag: 1 touch/level deals 1d6+1 acid damage. 2nd BlindsightPG: Grants blindsight out to 30 ft. 3rd Amorphous FormUnd: Subject becomes puddinglike and can slip through cracks quickly. 5th Slime Hurl: Hurl up to three globs of green slime. 7th Mantle of the Slime Lord: Nonintelligent oozes do not attack you, and you gain some ooze immunities.

Initiate of GruumshEdit

Champions of Ruin, p. 24) 

[Initiate

The singular eye of the great orc god Gruumsh watches over you.

PrerequisiteEdit

ability to cast 2nd-level divine spells, Orc or half-orc, patron deity Gruumsh,

BenefitEdit

Once per day, as a swift action (see the Swift and Immediate Actions sidebar, page 21), you can cast any cure spell you have prepared, or you can spontaneously cast an inflict spell. In addition, you add the following spells to your divine spellcaster list. If you have more than one divine spellcasting class before taking this feat, you must decide to which class's spell list to add the spells. 2nd Battle Line: Creates an area of doom on the battlefield. 3rd Bloodspear: Makes one spear into a wounding weapon. 5th Pocket Cave: Creates an extradimensional space where you and your allies can hide. 6th Eyebite: Target becomes panicked, sickened, and comatose. 7th Waves of Exhaustion: Several targets become exhausted.

Initiate of KossuthEdit

Champions of Ruin, p. 24) 

[Initiate

You have faced the fi erce elemental fl ame and unlocked some of the secrets of Kossuth's church.

PrerequisiteEdit

Cleric level 3rd, patron deity Kossuth,

BenefitEdit

Allfireelementals that you summon using the summon monster spells have +2 hit points per die (instead of average hit points). In addition, you add the following spells to your cleric spell list. Level 2nd Aganazzar's Scorcher, Path of fire deals 1d8 damage per 2 levels (max 5d8). 4th Fire Stride: Multiple use dimension door that works only through large fires. 5th Shroud of Flame: Target bursts into flames, taking 2d6 fire damage per round and dealing 1d4 fire damage to creatures within 10 ft. 8th Incendiary Cloud: Cloud deals 4d6 fire damage/round.

Initiate of LoviatarEdit

Champions of Ruin, p. 24) 

[Initiate

With great pain comes great power. This and other secrets you have learned from the church of Loviatar.

PrerequisiteEdit

Cleric level 5th, patron deity Loviatar,

BenefitEdit

The fi rst time you take damage in any combat, you gain a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws against fear effects for 1 minute per cleric level. In addition, you add the following spells to your cleric spell list. 2nd Nybor's Gentle ReminderPG: Target is dazed for 1 round, thereafter -2 on attacks, saves, and checks, and distracted. 3rd Mystic LashPG: Energy whip deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round. 5th FleshshiverPG: Target is stunned for 1 round, tales 1d6/ level damage, and is nauseated for 1d4+2 rounds.

Initiate of SharEdit

Champions of Ruin, p. 24) 

[Initiate

You have been initiated into the greatest secrets of Shar's church.

PrerequisiteEdit

Able to cast 1st-level divine spells, patron deity Shar,

BenefitEdit

You add Bluff and Hide to your list of class skills. In addition, you add the following spells to your divine spellcaster spell list. If you have more than one divine spellcasting class before taking this feat, you must decide which class has the additional spells added to its list. 1st Disguise Self: Changes your appearance. 3rd Crushing Despair: Subject takes -2 on attack rolls, damage rolls, saves, and checks. 4th Armor of DarknessFRCS: Creates a shroud of shadow around target that grants darkvision, a bonus to AC, and a bonus to some saving throws. 5th DarkboltFRCS: One beam of darkness/2 levels deals damage and dazes opponents.

SpecialEdit

The armor of darkness and darkbolt spells also appear on the Darkness domain list. With this feat, you can cast them as regular cleric spells, not just domain spells

Initiate of VaraeEdit

Champions of Ruin, p. 25) 

[Initiate

You fervently worship Varae, the serpentine goddess, and guard well the secrets of your faith.

PrerequisiteEdit

cleric level 3rd, Extaminaar, patron deity Varae,

BenefitEdit

Once per day, as a standard action, you can transform your skin into shimmering emerald scales. The scales absorb magic missile damage as the shield spell, and they enable you to pass through walls of force as if they weren't there. The emerald scales last for 1 minute per character level. This is a supernatural ability. In addition, you add the following spells to your cleric spell list. 2nd Blinding SpittlePG: Ranged touch attack blinds subject. 4th Serpent ArrowSK: Transforms up to eight missiles into Tiny vipers. 6th Veil: Changes appearance of group of creatures. 8th Animal Shapes: One ally/level polymorphs into chosen animal (snakes only).

Lingering SpellEdit

Champions of Ruin, p. 20) 

[Metamagic

Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.

PrerequisiteEdit

BenefitEdit

The feat can be applied to any one instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of energy persist, dealing 1d6 points of damage of the appropriate energy type at the beginning of your next turn to all creatures initially damaged by the spell. The spell is considered to be in effect during this time and can be dispelled normally. A lingering spell uses up a spell slot one level higher than the spell's actual level.

Malign Spell FocusEdit

Champions of Ruin, p. 20) 

[General

Your evil spells are more potent than normal due to a deal forged with an evil power.

PrerequisiteEdit

Any evil alignment,

BenefitEdit

Add +1 to the DC for all saving throws against any of your spells that have the evil descriptor.

SpecialEdit

This feat originally appeared in Book of Vile Darkness and has been revised for D&D v.3.5.

Metanode SpellEdit

Champions of Ruin, p. 25)  [MetamagicNode Magic

You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere.

PrerequisiteEdit

Node Spellcasting (CR) , Spellcaster Level 1,

BenefitEdit

When casting a spell improved by a metamagic feat, you can deduct the class of the node layer in which you currently stand from the increased spell level. The class of the layer does not equal the class of the node unless you are standing in the innermost portion of it. For example, if you use Maximize Spell to augment the 5th level spell flame strike in the innermost (+1) layer of a Class 1 node, you cast the spell as if it were only two levels higher than normal, not three, because the node pays one spell level's worth of the metamagic cost. This feat is most useful to casters who do not prepare spells (such as bards and sorcerers) and to wizards who rarely leave their nodes and can therefore prepare and cast their spells at the adjusted level.

If you use this feat to reduce the cost of preparing a metamagic spell and then leave the node, the spell you prepared is unavailable until you return to a node layer of at least the same class as the one in which the spell was prepared.

Mortifying AttackEdit

Champions of Ruin, p. 20) 

[General

Those who witness your brutal death attack are unnerved and jarred by the experience.

PrerequisiteEdit

Death attack class feature,

BenefitEdit

All creatures within 30 feet that witness you make a successful death attack must succeed on a Will save (DC equal to death attack damage dealt) or be shaken for 2d4 rounds. Any creature you consider your ally is unaffected. In addition, creatures that fail the save are so horrifi ed by the attack that they lose their Dexterity bonus to Armor Class for 1 round. The target of the death attack must also make the saving throw if it survives. This extraordinary ability is a fear effect.

MutilatorEdit

Champions of Ruin, p. 20) 

[General

After striking down your enemy in battle, you can skillfully mutilate the corpse to prevent others from raising it from the dead.

PrerequisiteEdit

Base attack bonus +4, any evil alignment,

BenefitEdit

After delivering the killing blow to a creature (that is, reducing it to -10 hit points) with a melee weapon, you can decapitate or otherwise hack apart the corpse as a free action. Doing so does not provoke attacks of opportunity and ensures that the creature cannot be revived using a raise dead spell. You can mutilate only one enemy per round in this fashion.

Natural BullyEdit

Champions of Ruin, p. 21) 

[General

You easily terrify weaker adversaries.

PrerequisiteEdit

Intimidate 6 ranks,

BenefitEdit

All enemies within 30 feet of you that have one-half your Hit Dice or less are bullied; they take a -2 morale penalty on attack rolls made against you. A bullied enemy that succeeds in hitting and damaging you is no longer subject to the penalty and cannot be bullied by you for 24 hours. Creatures immune to fear effects cannot be bullied and do not take the penalty on attacks rolls to hit you.

Node DefenseEdit

Champions of Ruin, p. 25)  [Node Magic

You can use the magical power of a node to defend yourself from harm.

PrerequisiteEdit

Node Spellcasting (CR) , Spellcaster Level 1,

BenefitEdit

You receive an insight bonus to your Armor Class and on saving throws equal to the class of any node that you currently occupy and to which you are attuned, up to a maximum of +4. For example, if you are inside the middle (+2) layer of a Class 3 node, you gain a +2 bonus.

Node SensitiveEdit

Champions of Ruin, p. 25) 

[General

You can perceive a node just by passing near it.

PrerequisiteEdit

BenefitEdit

You automatically note the presence of any node to which you are attuned within 30 feet.

NormalEdit

A creature without this feat that comes within 30 feet of the outermost layer of a node can make a DC 20 Intelligence check to note the presence of the node. A creature with the appropriate Node Spellcasting feat can attempt either an Intelligence check or a Spellcraft check at the same DC to notice the node.

Node SpellcastingEdit

Champions of Ruin, p. 25) 

[Node Magic

You have discovered the secret of the magic of a particular type of node.

PrerequisiteEdit

Spellcaster Level ,

Required forEdit

Metanode Spell (CR) , Node Defense (CR) , Node Store (CR) ,

BenefitEdit

You are attuned to one type of node and the magical power it provides. When you choose this feat, choose a type of node (earth, evil, or Shadow Weave). This feat grants you access to the various node magic feats and node powers, and allows you to make a Spellcraft check instead of an Intelligence check to notice nearby nodes of the type to which you are attuned.

SpecialEdit

You can gain this feat multiple times. Each time you take the feat, it attunes you to a different node type.

NormalEdit

A creature without this feat cannot take other node-related feats, cannot access a node's full potential, and must make an Intelligence check to notice nearby nodes or to manipulate node powers.

Node StoreEdit

Champions of Ruin, p. 26) 

[General

You can store a prepared spell in a node to which you are attuned.

PrerequisiteEdit

Node Spellcasting (CR) , Spellcaster Level 1,

BenefitEdit

Each time you take this feat, choose two spells of any level that you know and can cast. If you are a spellcaster who prepares spells, you can now prepare those two spells in addition to your normal spell complement as long as you are in a node to which you are attuned, just as if you had two extra spell slots per day. These extra prepared spells are stored in the node instead of in your mind. You can cast them normally while you are within that node, even if you have left the node and returned since storing them there. If you are a spellcaster who does not prepare spells, choose two spells that you know. You can now cast those two spells while in a node to which you are attuned as if you had two extra spell slots per day available. Each such slot can be used only to cast its designated spell; it cannot be used for any other spell (including the other spell designated with this feat). If you leave the node, these extra spell slots become unavailable to you, but you can use them again if you return, provided that you haven't already used them since the last time you rested. You do not need to designate a specifi c node in which to store your spells when you choose this feat, but you can have spells stored in only one node at a time. You can change the node in which your spells are stored by meditating for 1 hour inside the new node you have selected.

SpecialEdit

You can gain this feat multiple times. Each time you take the feat, it applies to two new spells.

Poison ImmunityEdit

Champions of Ruin, p. 21) 

[General

After prolonged exposure to a poison or toxin, you have rendered yourself immune to it.

PrerequisiteEdit

BenefitEdit

You are immune to one specifi c poison (chosen by you), whether available as a blade poison, the venom of a specifi c creature, or one other toxin. You also gain a +1 circumstance bonus on saving throws against other poisons.

SpecialEdit

A character can take this feat multiple times, choosing a different poison each time. The +1 bonus against other poisons does not stack with itself.

Profane OutburstEdit

Champions of Ruin, p. 21) 

[Divine

With a horrendous release of divine energy, you steel your undead allies and minions against harm.

PrerequisiteEdit

Ability to rebuke undead, evil alignment,

BenefitEdit

As a standard action, you can spend one of your rebuke attempts to bathe all undead creatures within 60 feet in divine energy, granting them a +1 profane bonus to Armor Class for 1 minute.

Pulverize FoeEdit

Champions of Ruin, p. 21) 

[General

You enjoy smashing your opponents into submission.

PrerequisiteEdit

STR 15, Base attack bonus +6, profi cient with bludgeoning melee weapon,

BenefitEdit

If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the fi rst.

SpecialEdit

A fighter can select this feat as one of his fi ghter bonus feats.

Reaping SpellEdit

Champions of Ruin, p. 21) 

[Metamagic

The dark energy of your spell devours the soul of any creature killed by it.

PrerequisiteEdit

Any evil alignment,

BenefitEdit

A raise dead, reincarnate, or resurrection spell cannot return to life a creature killed by a reaping spell, and a true resurrection spell has only a 50% chance of succeeding. A reaping spell that fails to kill the target has no additional effect. A reaping spell uses up a spell slot three levels higher than the spell's actual level

Scion of SorrowEdit

Champions of Ruin, p. 23) 

[Vile

You formally supplicate yourself to a powerful yugoloth lord. In return for your unfl inching obedience, you gain a small measure of the wretched fi end's power.

PrerequisiteEdit

Neutral evil alignment,

Required forEdit

Tormented Knight (CR) ,

BenefitEdit

Once per day, while performing an evil act, you can call upon your fi endish patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Disciple of Darkness or Thrall to Demon feat.

Shadowform FamiliarEdit

Champions of Ruin, p. 22) 

[General

You can summon a familiar from the Plane of Shadow.

PrerequisiteEdit

Krinth, summon familiar class feature,

BenefitEdit

Your summoned familiar looks like a dark, shadowy version of a normal familiar. It is insubstantial and gains the incorporeal subtype (see Monster Manual page 310). A shadowform familiar is more closely bound to you than a normal familiar, and the maximum distance from you the shadowform familiar can travel is 30 feet per caster level. If you are separated from your shadowform familiar by a distance greater than this, the shadowform familiar dissolves into nothingness and is considered slain.

SpecialEdit

This feat does not transform a normal familiar into a shadowform familiar.

ShadowstrikeEdit

Champions of Ruin, p. 22) 

[General

Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination.

PrerequisiteEdit

base attack bonus +1, Krinth,

BenefitEdit

When making an attack with a melee weapon in an area of shadowy illumination (see Player's Handbook page 164), you gain a +1 circumstance bonus on the attack roll and deal an extra 1d6 points of damage.

SpecialEdit

A krinth fighter can select this feat as one of his fi ghter bonus feats.

Skewer FoeEdit

Champions of Ruin, p. 22)  [General

A ruthless combatant, you like to impale enemies on spears and similar piercing weapons.

PrerequisiteEdit

STR 15, Base attack bonus +6, profi cient with piercing melee weapon,

BenefitEdit

If you hit the same enemy more than once in a single round with a piercing melee weapon, you deal an extra 1d6 points of piercing damage with each hit after the fi rst.

SpecialEdit

A fighter can select this feat as one of his fi ghter bonus feats.

Snatch TrophyEdit

Champions of Ruin, p. 22) 

[General

You can quickly and skillfully collect a trophy of your victory over a fallen foe.

PrerequisiteEdit

Required forEdit

Bloodsoaked Intimidate (CR) ,

BenefitEdit

After dealing a creature enough damage to drop it to negative hit points, you can slice or pry off a trophy as a free action. You must be adjacent to the dead or dying creature. The trophy could be a small body part such as a fi nger or ear. Carving a trophy in this manner requires a light slashing or piercing weapon and deals 1d6 points of damage to the target creature. (A creature with regeneration can regrow the severed body part.) Alternatively, you can take a small item worn or carried by your fallen foe, such as a piece of jewelry, pouch, potion, light weapon, or helmet, in which case the victim takes no damage. The snatched item can weigh no more than 2 pounds. You must have a free hand to collect the trophy.

Thrall to DemonEdit

Champions of Ruin, p. 23) 

[Vile

You formally supplicate yourself to a demon prince. In return for this obedience, you gain a small measure of the demon prince's power.

PrerequisiteEdit

Chaotic evil alignment,

Required forEdit

Demonsworn Knight (CR) ,

BenefitEdit

Once per day, while performing an evil act, you can call upon your demonic patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Disciple of Darkness or Scion of Sorrow feat.

Tormented KnightEdit

Champions of Ruin, p. 23) 

[Vile

You are inexorably bound to the loathsome yugoloths that lurk in the Barrens of Doom and Despair, and you strive to bring misery and pain to all creatures that oppose them.

PrerequisiteEdit

Scion of Sorrow (CR) , base attack bonus +4,

BenefitEdit

Any weapon you wield is treated as evil-aligned for the purpose of overcoming damage reduction. Any chaotic or lawful outsider you successfully damage with a melee or ranged weapon must succeed on a Fortitude save (DC 10 + damage dealt) or take 1d4 points of Charisma damage.

SpecialEdit

This feat can only be taken once. A character who takes this feat cannot also take the Demonsworn Knight or Hellbound Knight feat. A fighter can select this feat as one of his fi ghter bonus feats. In addition, as soon as you take this feat, your fl esh turns pale and becomes unnaturally cold to the touch.

Touch of BenevolenceEdit

Champions of Ruin, p. 22) 

[General

Despite your evil alignment, you are prone to moments of benevolence and mercy.

PrerequisiteEdit

Any evil alignment,

BenefitEdit

Although you are evil and spells such as detect evil reveal your true alignment, you have a 50% chance of ignoring any effect that specifi cally targets or damages evil creatures.

SpecialEdit

To keep this feat, a character must demonstrate periodic acts of kindness and mercy. A DM can revoke this feat if the character fails to act in an appropriately confl icted manner.

Via NegativaEdit

Champions of Ruin, p. 22) 

[General

You can channel greater amounts of negative energy into your infl ict spells.

PrerequisiteEdit

Ability to rebuke undead,

BenefitEdit

As a free action, you can spend one of your rebuke attempts to deal additional harm with an infl ict spell. You must spend the rebuke attempt before making the attack roll. If the attack roll succeeds, the infl ict spell deals an extra 1 point of damage per character level (maximum +20). If the attack roll fails, the rebuke attempt is spent and wasted.

  

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