C
Catnap
[General]
It is often important for soldiers to remain vigilant for
days on end. Though it is not possible for mortal races
to remain awake for extended periods, it is possible for those
who take short rests over the day's course.
Prerequisites: Endurance, Con 13+
Benefit: Each point of your Constitution modifier
allows you to may remain awake an extra 12 hours before suffering
the effects of sleep deprivation. During the day's downtime
you are considered to be a Light Sleeper.
(© 2003, D. Stanley, not
OGC)
Charlatan
[General]
You are a con-artist.
Benefit: You gain a +2 bonus to all Bluff and Disguise
checks. (SASp38, PCGen)
Chink
in the Armor [General]
You are proficient at finding weak spots in a person's armor.
Prerequisites: Expertise
Benefit: Following a standard action used to analyze
a person's armor (actual or natural) you may ignore half of
that person's armor bonus during your next single attack.
This does not apply to AC bonuses due to dexterity,
enchantments, etc.
Note: This feat works well with Mental
Combatant. (SASp38, PCGen)
Choke
Hold [General]
You can grapple and choke an opponent into submission..
Prerequisites: Improved Unarmed Strike, Base attack
bonus +4
Benefits: When attempting to choke
an opponent you must grab and hold the enemy, gaining a +2
competency bonus to the grapple check. You are not penalized
the -4 for attempting to deal normal damage. The Choke
Hold inflicts double damage of either normal or subdual.
Normal: The character inflicts only subdual damage
that is not doubled. (based on AEGMp59,
OGC)
Concentrate
Under Fire [General]
The character's focus allows them to avoid interruptions while
casting..
Prerequisites: Blight Magic,
Combat Casting
Benefits: Blight casters with this feat gain a +6 bonus
to Concentration skill checks while on the defensive. This
feat stacks with the Combat Casting feat.
(BMp35, OGC)
Contortionist
[General]
You have great limb flexibility.
Prerequisites: Dex 13+
Benefits: You can squeeze through
openings designed for creatures one size smaller than you.
Special: This feat allows you to move through
tight spaces while maintaining a normal movement rate, without
removing armor. Armor must be removed for spaces
smaller than your size. (AEGMp59,
OGC)
Controlled
Breathing [General]
You can hold your breath for a long time.
Benefits: You get a +4 bonus on
Constitution checks to avoid taking damage from suffocation,
smoke inhalation and drowning. You receive a +2
bonus to Fortitude saves against gas. Additionally,
you gain a +2 competency bonus to High and Move Silently skill
checks in areas where there is no ambient noise. (AEGMp60,
OGC)
Corruption
Resistance [Special]
Allows the Blight caster the ability to resist corruption
better than normal.
Prerequisites: Blight
Magic
Benefit: Caster receives a +1 luck
bonus to all corruption rolls. The corruption roll cannot
be modified above a -1 modifier with this feat, though other
additional modifiers may do so. This benefit of this
feat is stackable, and may be taken up to three times. (BMp33,
OGC)
Corruption
Vigor [General]
Allows the Blight caster to generate bursts of energy and
strength.
Prerequisites: Blight
Magic, Con 12+, Corruption Level 2 or higher
Benefit: Tapping into the reserves
of their depraved power, the Blight caster illuminates with
an inner fire that is instantly recognizable to others with
the Blight Magic feat. A Knowledge (Arcana) skill check
(DC 24) will also identify the source of the power. Once
per day the Blight caster may use this feat as a standard
action. Corruption Vigor lasts for 1d4 + Con modifier
rounds during which time the character gains +2 Str, +10 temporary
hit points and an extra 5 ft. of base movement. If at
the end of this period the character is beyond the threshold
of death, the character dies. This feat is stackable,
with each purchase allowing one use per day. (BMp33,
OGC)
Create
Blight Weapon [Item Creation]
By expending a Blight level, the Blight caster can imbue a
weapon with dark powers..
Prerequisites: Blight Magic
Benefits: Creating a Blight weapon
requires a ritual that takes 1 day for every 10d of weapon's
value. In combat, the Blight caster can add an additional
1d4 damage for every level expended from the caster's Blight
pool. Additionally, anyone struck by a Blight weapon
must save against Fortitude (DC 15 + creator's level) of suffer
a -2 profane penalty to all rolls for 1d4 rounds, due to disorienting
fever. It takes one minute to transfer Blight magics
into the weapon, which are expended on the weapon's next successful
hit. Anyone may wield the infused weapon. This
feat does not work on items that are already enchanted. (BMp34,
OGC)
Crippling
Attack [General]
Your attacks cause more wound points than usual.
Regions: Dream.
Prerequisites: Improved Critical.
Benefit: All attacks are treated
as critical hits with regard to directly affecting wound points
and rolling injury classes (see Hit
Points: Injury: Table 2: Injury Classes).
(© 2002, D. Stanley, not
OGC)
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