[Feat] Awesome to Behold
Posted: Tue Dec 22, 2009 10:19 pm
Awesome to Behold [Skill]
You are truly awesome to behold. This is a skill feat that scales with your ranks in Intimidate.
Prerequisites: At least 6 hit dice
Benefits:
0 ranks: You gain immunity to fear.
9 ranks: You gain Frightful Presence out to 10' per hit die. Whenever you fly overhead, attack, charge, or do anything dramatic, all creatures with fewer hit dice than you in that radius must make a Will save (DC 9 + 1/2 your Intimidate ranks + your Charisma modifier). Creatures that succeed are immune to your Frightful Presence for 24 hours. Creatures that fail and have at most five hit dice and that you have at least four hit dice more than are frightened. Other creatures are shaken. These effects last for 5d6 rounds. Creatures cannot be affected while your Frightful Presence again while under its effects. Other creatures with Frightful Presence are immune to your Frightful Presence, and you are immune to Frightful Presence.
14 ranks: You are so awe-inspiring as to strike creatures blind. Any creature within close range whose hit dice are at most your level - 5 who sees you must make a Will save (same DC as for Frightful Presence) or be struck blind. Creatures with Blindsight or Blindsense based on echolocation that locate you with those are struck deaf in the same way. Other creatures who narrow your position down to your space with Blindsight, Blindsense, Scent, or Tremorsense lose such senses until restored with at least a Remove Blindness/Deafness spell (which restores exotic senses lost in this way). These abilities only affect creatures within close range, whose hit dice at at most your level - 5, who fail a Will save. A successful save grants a chance to avert one's senses, even if they don't normally avert, but focusing them again runs this risk every round.
19 ranks: You are so awesome that creatures literally die from it, or so ugly things turn to stone, or so weird in geometry that creatures just go insane. Whatever it is, looking at you is not medically-advised for the weak of heart. When you gain this ability, select one of the following: Death, Insanity, or Transformation; if you select Transformation, you must select a material (stone, ash, ice, and salt are common choices; with DM approval, you can select odder things, like gold). Any creature that would lose a sense from this feat's 14 rank ability, whose hit dice are at most your level - 10, must make a Fortitude save (usually) against the same DC or suffer that effect: death kills living creatures and destroys undead and constructs, Insanity requires a will save instead of a fortitude and functions as the spell, and transformation turns creatures to the selected material, as Flesh to Stone. Once you choose the effect of this ability, it cannot be changed except through retraining.
Special: None of the abilities of this feat may be suppressed while in your natural form. If your Disguise ranks are at least equal to your Intimidate Ranks - 5, you may use a disguise to suppress these abilities (they take full effect on anyone who sees through it). A Disguise Self spell, Polymorphing or Alternate Form effect, or the Harmless Form feat suppresses these abilities automatically.
(Roughly) covers PCs who want to be Nymphs, greek gods, or Cthulhu.
You are truly awesome to behold. This is a skill feat that scales with your ranks in Intimidate.
Prerequisites: At least 6 hit dice
Benefits:
0 ranks: You gain immunity to fear.
9 ranks: You gain Frightful Presence out to 10' per hit die. Whenever you fly overhead, attack, charge, or do anything dramatic, all creatures with fewer hit dice than you in that radius must make a Will save (DC 9 + 1/2 your Intimidate ranks + your Charisma modifier). Creatures that succeed are immune to your Frightful Presence for 24 hours. Creatures that fail and have at most five hit dice and that you have at least four hit dice more than are frightened. Other creatures are shaken. These effects last for 5d6 rounds. Creatures cannot be affected while your Frightful Presence again while under its effects. Other creatures with Frightful Presence are immune to your Frightful Presence, and you are immune to Frightful Presence.
14 ranks: You are so awe-inspiring as to strike creatures blind. Any creature within close range whose hit dice are at most your level - 5 who sees you must make a Will save (same DC as for Frightful Presence) or be struck blind. Creatures with Blindsight or Blindsense based on echolocation that locate you with those are struck deaf in the same way. Other creatures who narrow your position down to your space with Blindsight, Blindsense, Scent, or Tremorsense lose such senses until restored with at least a Remove Blindness/Deafness spell (which restores exotic senses lost in this way). These abilities only affect creatures within close range, whose hit dice at at most your level - 5, who fail a Will save. A successful save grants a chance to avert one's senses, even if they don't normally avert, but focusing them again runs this risk every round.
19 ranks: You are so awesome that creatures literally die from it, or so ugly things turn to stone, or so weird in geometry that creatures just go insane. Whatever it is, looking at you is not medically-advised for the weak of heart. When you gain this ability, select one of the following: Death, Insanity, or Transformation; if you select Transformation, you must select a material (stone, ash, ice, and salt are common choices; with DM approval, you can select odder things, like gold). Any creature that would lose a sense from this feat's 14 rank ability, whose hit dice are at most your level - 10, must make a Fortitude save (usually) against the same DC or suffer that effect: death kills living creatures and destroys undead and constructs, Insanity requires a will save instead of a fortitude and functions as the spell, and transformation turns creatures to the selected material, as Flesh to Stone. Once you choose the effect of this ability, it cannot be changed except through retraining.
Special: None of the abilities of this feat may be suppressed while in your natural form. If your Disguise ranks are at least equal to your Intimidate Ranks - 5, you may use a disguise to suppress these abilities (they take full effect on anyone who sees through it). A Disguise Self spell, Polymorphing or Alternate Form effect, or the Harmless Form feat suppresses these abilities automatically.
(Roughly) covers PCs who want to be Nymphs, greek gods, or Cthulhu.