New Feats Skills and Spells
Back to the Wall [General]
You are at your best when your situation is at its worst. The minions 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 your maximum normal hit points.
Cold One [General]
You are cold and clammy to the touch.
Prerequisite: You must have lost at least one level to an energy drain 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 slowed 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 point per character level per day of rest (round down, with 1 hp/day the minimum). This is an extraordinary quality.
You are particularly fearless in the face of danger.
Benefit: You get a +4 bonus on all Fear saves.
Dead Man Walking [General]
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 can see creatures in the Near Ethereal. Since ghosts make up the majority of creatures in the 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. The 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 Spot 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, someone 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 geait 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 a second roll on Search, Spot and Listen checks. The geist can also inform you of events that take place in your presence while you are asleep or unconscious , or it can simply offer companionship.
Special: The geist communicates through phantasms; it cannot affect physical objects. You can ask the geist to manifest itself 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 a campaign, you have been hardened against the horrors of the world by cruel experience.
Benefit: You gain a +4 bonus on all Horror saves.
You have vague, dreamlike memories of a former life. You even possess skills you have never knowingly learned.
Benefit: Choose a nonrestricted skill you do not have as a class skill. That skill is always considered a class skill for you. Your spirit was reborn because it is emotionally linked to a creature that has lingered in this world. If you ever encounter your soul mate, it instinctively recognizes you, and you gain a +2 bonus on all Charisma-based skill checks when interacting with it.
Special: You may take this feat only at first level.
The following is a class skill for monks, sorcerers and wizards.
Hypnosis (Cha; Trained Only)
You have studied the hidden workings of the human mind and can unlock its secrets.
Check: You can use hypnosis to induce a deep, calming trance in your subject. The effects of a hypnotic trance are identical to those created by the hypnotism spell. Unlike the spell, however, the skill allows you to hypnotize only one target at a time, who does not receive the -2 penalty on their Will save. Each attempt to use hypnosis requires 1 hour. If the target is unwilling, you must first succeed a Bluff check to disguise your intent. A Hypnosis check is opposed by the target’s Will save. Loud or distracting sounds grant a +2 circumstance modifier to the target’s Will save. Willing targets can voluntarily choose not to make their saving throw. Once the target is hypnotized, you can either plant a suggestion (as per the hypnotism spell) or aid the recovery of a target who suffers from the effects of a failed Madness save. The latter option is detailed under Recovering from Madness in the Fear, Horror, and Madness section.
Retry: Generally, you cannot retry a Hypnosis check against an unwilling target, you may retry freely. Retries are a vital component in the process of helping targets recover from Madness effects, in fact.
New uses for old Skills
Bluff can be used in a variety of situations; two new ones are presented here. Both fortune-telling and seduction rely on your ability to judge the desires of the target. If you first succeed at a DC 20 Sense Motive check, you gain a +2 insight bonus on your Bluff check.
Telling Fortunes: This is the skill of inventing plausible fortunes from thin air. It is the art of picking up clues about the target and telling them what they want to hear; it does not include the ability to actually peer into the future. This skill is most commonly the tool of charlatans and false prophets. A circumstance bonus may apply based on how far fetched or specific the prediction is. The use of arcane props such as a crystal ball or a tarot deck gives a +2 circumstance bonus on the Bluff check.
Seduction: Most commonly associated with the act of physical seduction, this skill can also include a carnival barker delivering a spiel to draw patrons into her tent or a crime boss trying to lure a constable onto his payroll. Seduction is the are of manipulating a target by sensing their desires and promising to deliver on them. With a successful Seduction check, you can convince a target to perform a small service for you. A circumstance bonus will be applied on how well the promise matches the target’s desires, how demanding the requested service is and whether the seducer can deliver on the promise. Seduction cannot rob a target of their free will. If an NPC attempts to seduce a PC, the PC is not charmed. If a seduction check fails, the target realizes the seducer is attempting to manipulate them – but in the right circumstances, they may still find the offer appealing.
The alchemy specialization used to make gunpowder. Craft also includes two new specializations: clockmaking and gunsmithing.
Craft (alchemy): You can create gunpowder with a successful DC 15 Craft (alchemy) check. It costs 5sp to prepare 1 ounce of gunpowder. You can save time by creating multiple ounces in a single batch, but if you fail the Craft check by 5 or more, you accidentally ignite the whole batch.
Craft (clockmaking): This skill is used to create mechanical clockworks, ranging from ponderous clock towers to delicate pocket watches.
Craft (gunsmithing): This skill is used to craft gunpowder weapons and bullets. If you have 5 or ranks in clockmaking, you enjoy a +2 synergy bonus on gunsmithing checks when building or repairing wheel-lock weapons. If you fail a craft check by 5 or more points when crafting a bomb, the bomb explodes.
Monster Lore: A character who wishes to learn about the things that stalk the realm must pursue different areas of knowledge depending on the type of monster in question. Knowledge (arcana) covers constructs, dragons and magical beasts; Knowledge (dungeoneering) covers aberrations and oozes; Knowledge (local) covers humanoids; Knowledge (nature) covers animals, fey, giants, monstrous humanoids, plants and vermin; Knowledge (religion) covers undead; Knowledge (the planes) covers outsiders and elementals. These skills can be used to evaluate a character’s knowledge of the habits or weaknesses of that creature type.
Knowledge (the planes): This is an extremely rare skill, known only by a handful of arcane scholars, most of whom are darklords. It is considered a cross-class skill for all classes. No player character may begin the game with ranks in Knowledge (the planes), and must be able to back up its purchase during a campaign with experience in the subject and “in game” research.