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Blessed Feats

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Druids and Rangers

Druids and Rangers

hour per day,for one day per level ofthe creature,the creature must make a Will saving throw (Difficulty Class equal to your Diplomacy skill bonus).Ifthe saving throw fails,the creature moves one step in alignment closer to you.For example,ifa lawful evil half-fiend attempts to tempt a captive chaotic good elfranger,a failed save results in the ranger’s alignment changing to either neutral good or chaotic neutral,as the DM considers appropriate.Further attempts at temptation move the creature’s alignment closer toward yours.The tempted creature suffers no penalties for changing alignment.

The Difficulty Class is further modified by penalties or bonuses that the DM deems appropriate.Tempting a good human may be easier than tempting a unicorn,which may be easier than tempting a lammasu.(Some creatures,like angels,may very well be impossible to tempt.) Further,conditions can modify the saving throw by +/–2,depending on how well you treat the creature.

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A character can attempt to tempt only one creature at a time.A creature to be tempted must have Intelligence and Charisma scores ofat least 3. Note: DMs should decide for themselves whether this feat can be used against player characters in their campaigns.

Blessed feats are supernatural abilities gained by earning favor in the eyes ofa god.Some blessed feats require your character to take a vow involving specific actions you must do or avoid.Others require the ability to turn undead, allowing the character to use a turn attempt to achieve a different effect.

Call Down Divine Wrath [Blessed]

You ask for your deity’s intervention,and she responds with retribution upon your enemies.

Prerequisites: Devout Faith†,ability to turn undead, spellcaster level 9th,Wisdom 18

Benefit: Using two turning attempts (but one standard action),you attempt to affect all ofyour enemies within 30 feet with a temporary affliction that stuns them for 1 round, then acts as a slow spell cast at your level.You make a turning check (as you would normally) to see the maximum Hit Dice ofcreatures you can affect.The potentially affected foes must succeed at a Will saving throw with a Difficulty Class of15 plus your Wisdom bonus or suffer the affliction.

Devout Faith [Blessed]

You take your religious beliefs very seriously—and gain blessings for your devotion.

Prerequisite: DM approval

Benefit: No more than once per day,for up to 10 rounds, you gain the effects ofa bless spell (+1 bonus to attack bonus and saving throws against fear)—but only when your deity or his servants choose to bestow the blessing upon you. Thus,activating this feat requires no action on your part,but you cannot know when and ifthe feat comes into play (the DM decides).The will ofgods is difficult to fathom,and should never be questioned,at least by the faithful.

Special: You can gain this feat only ifthe DM decides that your character truly obeys the teachings and tenets ofher faith,and ifher patron deity or deities approve ofher actions.Ifthis changes at any time,you lose the benefits of this feat and any feats for which it is a prerequisite.

Redeeming Grace [Blessed]

You ask for your deity’s intervention,and he responds with cleansing power.

Prerequisites: Devout Faith†,ability to turn undead,ability to remove curses or disease

Benefit: You use a turn attempt to try to help cleanse a target ofa curse or a disease that otherwise would be impossible for you to deal with because oflevel requirements that preclude the use ofnormal magical means (such as remove disease or remove curse).To see whether you succeed,make a turning check as normal—use the result as your level for dealing with the affliction.

For example,say you are 10th level,and an ally carries a curse that can be removed only by someone of12th level casting remove curse.You use Redeeming Grace and make a turning attempt with a result ofcaster level + 3.This result means that,when you next cast remove curse to deal with that particular curse,you are effectively 13th level,so you succeed.

Special: The DM may allow Redeeming Grace to permit you to deal with afflictions that actually have very specific removal requirements (a disease whose only cure normally calls for the leaves ofa specific plant) without fulfilling those requirements.This may be particularly handy in situations where fulfilling those requirements becomes impossible or nearly so—if,for instance,the plant in question no longer exists.

Vow of Chastity [Blessed]

You pledge not to engage in any kind ofsexual activity,and in return you gain resistance to disease and poison,for there is purity in chastity.

Prerequisite: Devout Faith†

Benefit: You take a vow not to engage in any kind ofsexual activity.For as long as you keep your vow,you gain a +4 divine bonus to all saving throws against poison and disease.

Special: Should you break the vow,you lose the benefits of

this feat and must atone using an atonement spell.After atonement you can retake the vow and,after complying with its mandates for one month,you regain its benefits.

Vow of Fidelity [Blessed]

You pledge to be true to your allies,and in return you gain a resistance to charms and compulsions that might otherwise cause you to be untrue.

Prerequisite: Devout Faith†

Benefit: You take a vow swearing that you will defend and be true to any number ofspecific individuals,all ofwhom must be present at the time ofthe vow taking.For as long as you keep your vow,you gain a +4 bonus to saving throws against all enchantments.Ifone ofyour allies dies (except by natural causes),the vow is broken.

Special: Should you break the vow,you lose the benefits ofthis feat and must atone using an atonement spell.After atonement you can retake the vow and,after complying with its mandates for one week,you regain its benefits. Vow of Obedience [Blessed]

You pledge to obey any superior figure in your church,and in return gain renewed vigor,for there is solace in obedience.

Prerequisite: Devout Faith†

Benefit: You take a vow to obey the instructions ofclerics ofyour faith,or those ofallied or associated faiths.Ifyou yourselfare a cleric,you need only obey those clerics ofa level higher than you. For as long as you keep your vow,you gain the ability to cure your own wounds.You can cure up to your current level in hit points each day,once per day.

Special: Should you break the vow, you lose the benefits

Taking Vows

DMs should decide the particulars of taking a vow. For instance, is there a ceremony involved? Can it only be done on holy ground? Must a high-level cleric be present to administer the vow? Must witnesses be present? You might decide that a vow taken lightly in casual circumstances does not carry the weight of one entered into solemnly with ritual pomp.

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