|
Feats of Taint and Sanity These three feats are designed for my Umber campaign, but they're equally useful in any campaign that features Sanity or Taint (variant rule systems appearing in Unearthed Arcana). They work either in D&D games or in D20 Modern games, and in the spirit of Unearthed Arcana are offered as Open Gaming Content. Improved Sanity Resistance Your mind is more capable of dealing with the horrors of the world. Prerequisite: Sanity score 30+, base Will save +2. Benefit: Increase your Sanity resistance by 1.
Pure Soul Your purity allows you to resist the effect of Taint. Prerequisite: Taint score 0. Benefit: You gain a +4 bonus on all saves to resist gaining or being affected by Taint.
Tainted Smite You channel the power of taint to deal extra damage to your foes. Prerequisite: Taint score 1+. Benefit: Once per day as a full-round action, you may deliver a tainted smite as a melee attack. Add your Taint score (up to a maximum value equal to your HD) to the damage dealt by the attack. In addition, the target must succeed at a Will save (DC 10 + target’s current Taint score) or gain a point of Taint. If you strike a target with a higher Taint score than yours, your smite has no effect.
This page includes Open Gaming Content. |
|
All material copyright Andy Collins 2001-2007. |