The Ravenloft Files: Dead of the Night
Back to the Wall
You are at your best when your situation is at its worst. the minons of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Prerequisite: Base attack bonus +2
Benefit: You gain a +2 bonus on attack rolls and to Armor class when you are at one quarter or less of you maximum normal hit points.
If you share an empathic link with an animal companion or a familiar, you are moral enough to attempt to sway its emotions when it contemplates an evil or treacherous act. You can overcome a few of the limitations of a Dread Companion, but only if you are vigilant.
Prerequisite: Good alignment, empathic link with an animal companion, familiar or paladin’s mount.
Benefit: Just as a Dread Companion is privy to your thoughts, you are marginally aware of its thoughts and feelings. You can attempt a Sense Motive roll to sense when this magical beast is contemplating treacherous or evil deeds (DC = 10 = dread companion’s Will save). Whether the GM allows you to make this check at any time, insists that you wait until he calls for such a roll, or makes the roll secretly is a matter of personal preference.
In any case, when you sense this prevarication, you can make an opposed Will check to dissuade it from doing something you find morally distasteful. If you are Blessed (see below), you receive a +5 sacred bonus to both of these checks.
You are not only aware of the existence of evil, but you have pledged to oppose it. By attaining a state of grace, you have avoided the Caress of Evil, the first stage of Corruption. If you lose this feat, you lose the benefits of every feat that has it as a prerequisite.
Prerequisite: Special (see below)
Benefit: All blessed characters receive a +2 morale bonus on Fear checks and Horror checks. Divination spells can reveal that someone is blessed.
How a character takes this feat depends on his alignment and virtue:
- An Innocent character can take this feat voluntarily. He simply loses his quality of Innocence and becomes Blessed instead.
- A Moral character must take the Test of Virtue feat as a prerequisite. Taking the feat is a sign to the GM that the character aspires to be Blessed. If the character then passes the test of virtue, that feat is replaced by the Blessed feat. See Test of Virtue for more details.
- Once a character reaches the first level corruption, he cannot benefit from this feat unless he becomes Penitent again. A character who reaches the second stage of corruption, the Enticement, permanently loses any benefit from this feat. It can never be replaced or swapped with another one. His sacrifice has been in vain, for he has betrayed his ideals.
Optional Rule: A Penitent character who has never been corrupted – that is, who hasn’t succumbed to the first stage of corruption, the Caress – can sacrifice a character level to become Moral. If the character is of a neutral alignment (whether chaotic neutral, “true” neutral, or lawful neutral), he must adopt a good alignment at that time. After advancing one level, he can then attempt another test of virtue.
You are cold and clammy to the touch.
Prerequisite: You must have lost at least one level to an energy attack.
Benefit: Mindless undead (those without Intelligence scores) ignore you unless you attack them first. Intelligent undead must succeed at a Wisdom check at DC 13 to realize that you are not undead. Due to your slow metabolism, if you are ever dying (reduced to -1 to -9 hit points), you lose hit points at the rate of only 1 point every 2 rounds. When recovering from damage via natural healing, you recover only 1/2 hit per character level per day (round down, with 1hp/day as the minimum). This is an extraordinary quality.
Your conscience aids you when you attract the attention of the Dark Powers.
Benefit: Once per game session, you may reroll the “ones” die of a percentile roll for a powers check. You must accept the result of that roll.
You are particularly fearless in the face of danger.
Benefit: You get a +2 bonus on all Fear saves.
Dead Man Walking
After a brush with the horrors of the night, you accept that you are living on borrowed time.
Prerequisite: You must have survived an encounter that went against you (failed a Horror save or been reduced to negative hit points).
Benefit: Upon making a successful Fear or Horror save, you receive a +2 bonus on all saving throws and skill checks for the duration of the encounter due to the icy calm with which you face mortal danger. The recognition that everyone dies sometime can be a source of strength.
You have the psychic ability to sense the emotions imbued within ethereal resonance.
Prerequisite: Wis 13+
Benefit: You can sense the emotional content of ethereal resonance within a 30-foot radius with a successful Wisdom check. DC is determined by the rank of the resonance.
Sensing resonance is a move action and can be retired each round. If you achieve an extraordinary success, you can see into the Near Ethereal for 1 round – visual flash of the resonating scene. However, you can see only resonance, not ethereal creatures. Some ethereal scenes may require Horror saves.
You can see creatures in the Near Ethereal. Since ghosts make up the majority of creature’s in Ravenloft’s Near Ethereal, folklore views this as the ability to see the dead.
Prerequisite: You must have had a brush with death (been reduced to negative hit points or been slain and then brought back to life).
Benefit: You can see creatures that are ethereal as if they were normally visible. Unlike the see invisible spell, this capacity does not reveal illusions or allow you to see invisible or astral creatures. Your ability to see ethereal creatures is limited only by your own visual range. You are vulnerable to gaze attacks from ethereal creatures. You have no special ability to hear or physically affect ethereal creatures. This is a supernatural ability.
Special: You are strangely attuned to the Ethereal Plane. Ethereal creatures can see you unusually clearly and must succeed at a Perception check at DC 15 to realize that you are not actually in the Near ethereal as well. These creatures may be drawn to you out of curiosity, desperation or malice.
The spirit of a friend, ally or loved one has returned from the grave to watch over you as a geist.
Prerequisite: For the obvious reason, some one close to you must have died.
Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who can see ethereal creatures may spot the geist lurking near you, but it is otherwise invisible and intangible. The geist acts as a second pair of eyes and ears when it manifests., allowing you second roll on Perception checks. The geist can also inform you of events that take place in your presence while you are asleep or unconscious, or it may simply offer companionship.
Special: The geist communicates through phantasms; it cannot affect physical objects. You can ask the geist to manifest whenever you are alone. The geist immediately vanishes if another intelligent living creature enters the scene. You can summon the geist as often as you want, but each time it manifests, it deals 1 point of temporary Charisma damage as it unconsciously draws strength from you.
Like an experienced investigator or a veteran of the Dead Man’s Campaign, you have been hardened against the horrors of the world by cruel experience.
Benefit: You gain a +4 bonus on all Horror saves.
Your mind and body are tied to the cycles of the moon, making you more energetic and excitable as the moon waxes. The effect may be the result of subtle madness or a diluted supernatural heritage, such as Vistani blood.
Prerequisite: Chaotic alignment.
Benefit: You have a +1 bonus on all attack rolls, Fortitude and Reflex saves, and Charisma-based skill checks whenever the moon is gibbous (more than half full). This bonus rises to +2 during the three-night period of the full moon. During the three-night period of the new moon, you suffer a -2 penalty on all these rolls instead. The modifiers are reversed for Will saves: +2 during the new moon, -1 during the gibbous moon and -2 during the full moon. This is an extraordinary quality.
Special: You may take this feat only at first level.
You have pledged to destroyed a specific breed of monster, such as aberrations, shapechangers, or the undead. When you meet such creatures on the field of battle, your attacks are stoked by your hunter’s fury.
Prerequsites: Skill Focus (Knowledge [monster lore]). This Knowledge skill must match your enemy creature type. You must once have been reduced to 0 hit points or below by a creature of your enemy type.
Benefit: Select a creature type as your enemy: aberrations, animals, beasts, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, oozes, outsiders. plants, shapechangers, undead or vermin. you must select a subtype if your enemy is the humanoid type, but need not if it is the outsider type. You receive a +1 morale bonus to your attack rolls against that creature type, but only when you know you are facing such a creature. For example, if your enemy is shapechangers, you do not receive the bonus when attacking a lycanthrope in humanoid form that you do not know to be a lycanthrope.
Special: You cannot choose your own creature type unless you are evil. This feat cannot be taken more than once.
Test of Virtue
When a character takes this feat, it signifies to the GM that he is ready to undertake a test of virtue. The test lasts for the duration of one character level. More precisely, it begins when the character gains a level, and lasts until he reaches the following level.
During that time, the character must try to avoid taking any action that requires a powers check. If he does take an action that requires a powers check, he automatically fails the test of virtue. If you succeed at the powers check, you can try the test of virtue again after you’ve gained another character level. If you fail the powers check, of course, you’ve been corrupted.
The moment a character succeeds at this test, the Test of Virtue is replaced by the Blessed feat. He can then benefit from that feat as long as he avoids the first stage of corruption. A character must be Moral before he can attempt the test of virtue.
Prerequisite: A character taking this feat must be Moral.
Benefit: The feat has no benefit until you pass the test if virtue.
Provided you remain perfectly still, you can hide in plain sight. Through some perplexing trick of the light or the mind, other creatures seem to simply overlook you.
Prerequisite: Skill Focus (Bluff), Skill Focus (Stealth)
Benefit: Whenever you are not being observed, you can conceal yourself as a free action, making yourself invisible as though affected by by the spell invisibility. You can take no actions while concealed, including moving or talking. The effect lasts as long as you take no actions. This is an extraordinary ability, though see invisibility, true sight and similar spells will reveal your presence. In all other respects this ability is treated as a glamer, and may be disbelieved.
At some point in the past, a relative or friend taught you a simple folk gesture thought to keep evil at bay. Though you rely on this superstition reflexively, unnatural creatures are genuinely fearful of you when you brandish such a sign. Whether this because of its occult power or simply your belief in its power is uncertain.
Prerequisite: Wis 11+, Cha 11+
Benefit: Choose a creature type: aberrations, beasts, constructs, dragons, elementals, fey, giants, magical beasts, outsiders, shapechangers, or undead. You need not select a subtype if you choose the outsider type. As a standard action that provokes an attack of opportunity, you can make a simple gesture. Treat the gesture as a passive gaze attack. Creatures of your chosen type must make a fear save (DC = 10 + 1/2 your character level + your Charisma bonus) if they view the gesture. Creatures that make their Fear save are immune to your gesture for 24 hours. You must have at least one hand free to make the gesture. You can make the gesture only once per encounter, but it is usable an unlimited number of times per day. This is an extraordinary ability.
Special: You may take this feat multiple times. Each time you must designate a new creature type that is affected by the gesture.