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Version 1.0 Feats for Peruhain’s Blackmoor Campaign Each PC (excepting those with fey blood) will be able to select one background feat at 1 st level. This feat should be connected in some way to the character’s backstory. The following lists provide some suggestions that can be connected with a PC’s origins, ancestry, or experiences to give your character that certain je ne sais quoi that makes him or her special and unique. Of course I’m willing to consider granting you a background feat not listed below, at my discretion. Some of these feats (in particular the Arcane Ancestry feats) are the root of a feat tree, and where that is the case I’ve provided the branches as well so you can get some ideas for how you might develop your character. I will provide full descriptions of any feats you are considering for your character in the event that you do not have access to these sources. The sources should be generally available on e-bay, and some of the Dragon back-issues may still be available from the publisher (Paizo). Greyhawk Regional Feats Source: Erik Mona, “Greyhawk: Regional Feats of Oerth,” Dragon 315 (Jan. 2004): 50-54. These feats are designed to give PCs a bit of local flavor in keeping with their backstory or origins. More feats are available in the source article—I have summarized below the ones that would most likely be suitable for PCs starting their careers in the land of Blackmoor. Generally these feats are only available at 1 st level, but a character may take an additional feat from this list at a later date with DM approval.

Blackmoor Campaign Feats

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A list of feats usable for a 3rd edition AD&D game set in or near blackmoor.

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Page 1: Blackmoor Campaign Feats

Version 1.0

Feats for Peruhain’s Blackmoor Campaign

Each PC (excepting those with fey blood) will be able to select one background feat at 1st level. This feat should be connected in some way to the character’s backstory. The following lists provide some suggestions that can be connected with a PC’s origins, ancestry, or experiences to give your character that certain je ne sais quoi that makes him or her special and unique. Of course I’m willing to consider granting you a background feat not listed below, at my discretion. Some of these feats (in particular the Arcane Ancestry feats) are the root of a feat tree, and where that is the case I’ve provided the branches as well so you can get some ideas for how you might develop your character. I will provide full descriptions of any feats you are considering for your character in the event that you do not have access to these sources. The sources should be generally available on e-bay, and some of the Dragon back-issues may still be available from the publisher (Paizo).

Greyhawk Regional Feats

Source: Erik Mona, “Greyhawk: Regional Feats of Oerth,” Dragon 315 (Jan. 2004): 50-54.

These feats are designed to give PCs a bit of local flavor in keeping with their backstory or origins. More feats are available in the source article—I have summarized below the ones that would most likely be suitable for PCs starting their careers in the land of Blackmoor. Generally these feats are only available at 1st level, but a character may take an additional feat from this list at a later date with DM approval.

Feat Prerequisites Region/Race BenefitBadge of Bondage

mark of bondage

Tuoct serf, half-orc +1 to Fort/Will saves +2 to Bluff

Bareback Soul Ride (1 rank) Wolf or Tiger Nomads, Rovers of the Barrens no penalty for riding bareback automatic success on checks to guide

mount with knees +1 to attack on ranged weapon attacks

while riding barebackBlackmoorish Rhymer

--- Tuoct +2 to Knowledge (arcana) Roll twice on bardic knowledge

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checks, ignoring lower resultBlood of Kord Rage special

abilityThillonrian Suel (Sea/Ice/Frost/Snow Barbarians)

Bonus damage pool of 2 pts./character level each rage, to be doled out any time you hit during that rage

Blooded --- Bandit Kingdoms, Iuz, Rovers of the Barrens, Shield Lands, Stonehold, Tenh

+2 Initiative +2 Spot

Driftwalker --- Thillonrian Suel (Sea/Ice/Frost/Snow Barbarians), Perrenland, Stonehold, Skurtha, Uldra

No movement penalties in light or heavy snow

Leave no tracks in snow unless desiredDwarflore --- Dwarf +1 to all Knowledge checks

+1 to a chosen CraftElflore --- Elf, Half-Elf, Tallfellow Halfling +1 to all Knowledge checks

+1 to SpellcraftExpert Dungeoneer

--- Blackmoor, Dwarf +4 to saves vs mechanical traps

Fiendsign fiendish birthmark

Iuz, Perrenland Outsiders with [Evil] subtype have –2 penalty on saves vs. your spells

You gain +2 to caster level checks to overcome spell resistance of Outsiders with [Evil] subtype

Gnomelore --- Gnome +1 to all Knowledge checks +1 to all Perform checks

Halfling Lore --- Halfling +2 to Knowledge (local) and Knowledge (history) checks

+2 to Profession (cook) checksHorselore --- Rovers of the Barrens, Tiger Nomads, Wolf

Nomads +3 to Ride checks (horse only) +3 to Handle Animal checks (horse

only)Landless Nobility --- refugee from Tenh or the Shield Lands Maximum starting gold

+4 bonus on Charisma-based skill

Page 3: Blackmoor Campaign Feats

checks vs. residents or expatriates from your native land

Lays of the Northern Adepts

--- Flan your abjurations gain a +2 caster level bonus vs. opponents’ dispel checks

Lore of the Ur-Flan

--- Flan +2 bonus to the DC of all Necromancy [evil] spells you cast

Mercenary Background

--- Half-Orc, Perrenland, Stonehold, Tenh Speak language is a class skill for you +2 to Knowledge (local)

Mountain Fighter --- Dwarf, Perrenland, Frost/Snow/Ice Barbarians +2 dodge bonus to AC in mountain terrain (Fighter bonus feat)

Orc Blooded any race but Half-Orc

Bandit Kingdoms, Blackmoor, Iuz, Stonehold Darkvision 30 ft. Barbarian is a favored class

Raider’s Spirit --- Thillonrian Suel (Sea/Frost/Ice/Snow Barbarians), Half-Orc, Rovers of the Barrens, Stonehold, Tiger and Wolf Nomads

+4 to saves vs. fear effects +2 to Intimidate

Rapscallion Int 13+ Bandit Kingdoms, Half-Elf, Half-Orc, Rock Gnome

add Intelligence modifier to Bluff checks (as well as Charisma modifier)

Wastri’s Blessing --- Blackmoor hold your breath for 3 x Constitution score rounds

leave no trail in swampy terrain unless desired

Arcane Ancestry Feats

Sources: Scott Carter, “Arcane Ancestry: Bloodline Feats for the Sorcerer,” Dragon 311 (Sep. 2003): 32-40.Scott Carter, “Arcane Ancestry 2: More Bloodline Feats for Sorcerers,” Dragon 325 (Nov. 2004): 46-52.William L. Christensen, “Aquatic Fey Kin,” Dragon 335 (Sep. 2005): 93.I have added a few feats of my own invention to round out this collection.

Page 4: Blackmoor Campaign Feats

Arcane Ancestry feats provide a series of feat trees for sorcerers based on the source of the arcane bloodline that powers the character’s sorcerous abilities. A character may choose only one arcane bloodline, which adds one spell of each level to the sorcerer’s list of spells known, balanced by removing some class of spells from the sorcerer’s spell list. The base feats are quite powerful, but I feel they are an excellent addition to the game because they provide excellent hooks for roleplaying, character development, and backstory. The choice of an arcane bloodline may be taken at first level, or at some subsequent time. In the latter case, it would represent the discovery of the bloodline and/or the unlocking of its full powers. If a sorcerer already knows a spell on the bloodline spell list, he may not exchange that for a new one when he takes the feat, and he loses the ability to cast any spell that the feat removes from his spell list. The Arcane Ancestry bloodlines form the basis of a series of feat trees, so that each bloodline can bring additional benefits besides spellcasting. If you are interested in an underdeveloped feat tree, I’m willing to invent some additional feats to flesh that feat tree out.

For the present campaign, sorcerers with the fey, fire, water, earth, or penumbral bloodlines would be most appropriate, but other bloodlines are certainly possible.

Feat Prerequisites Bonus Spells Other Benefits and Drawbacks

Air Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Obscuring mist2. Gust of wind3. Wind wall4. Shout5. Telekinesis6. Control winds7. Ethereal Jaunt8. Summon monster VIII ([air] subtype only)9. Freedom

Cannot learn or cast spells with the [earth] descriptor

Voice of the Winds [Bloodline]

Air Bloodline able to cast 2nd-level

arcane spells

--- +2 to Diplomacy and Intimidate when using your voice

Anarchic Bloodline [Bloodline] cast arcane spells 1. Color spray Cannot learn or cast

Page 5: Blackmoor Campaign Feats

without preparation summon familiar

2. Tasha’s hideous laughter3. Rage4. Confusion5. Mind fog6. Mislead7. Prismatic spray8. Maze9. Weird

spells with the [lawful] descriptor

Fickle Fate [Bloodline] Anarchic Bloodline able to cast 2nd-level

arcane spells

--- Once per day you may improve the result of any d20 roll by 1d6 (declared before rolling)

Arcane Kinship [Bloodline] any bloodline feat able to cast 3rd-level

arcane spells

--- +4 to Diplomacy and Gather Information checks vs. creatures sharing your bloodline

Aquatic Fey Bloodline [Bloodline]

cast arcane spells without preparation

summon familiar

1. Charm person2. Alter self3. Water breathing4. Charm monster5. Mind fog6. Control water7. Control weather8. Horrid wilting9. Shapechange

Cannot learn or cast spells from the conjuration (creation) or conjuration (healing) subschools (removed from spell lists of all your classes)

Fey Prescience [Bloodline]

Aquatic fey bloodline able to cast 5th-level

arcane spells

--- Divination 1/day as spell-like ability (on stormy nights only)

Axiomatic Bloodline [Bloodline] cast arcane spells without preparation

1. Detect chaos2. Locate object

Cannot learn or cast spells with the

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summon familiar 3. Magic circle against chaos4. Locate creature5. Dismissal6. True seeing7. Forcecage8. Discern location9. Dominate monster

[chaotic] descriptor

Lawful Discipline Axiomatic Bloodline able to cast 2nd-level

arcane spells

--- +2 to will saves vs. mind-affecting effects

Celestial Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Protection from evil2. Daylight3. Magic circle against evil4. Rainbow pattern5. Dismissal6. Guards and wards7. Sequester8. Sunburst9. Summon monster IX ([good] outsiders only)

Cannot learn or cast spells with the [evil] descriptor

Celestial Light [Bloodline] Celestial Bloodline able to cast 2nd-level

arcane spells

--- Light (5/day) as spell-like ability

Draconic Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Comprehend languages2. Darkvision3. Protection from elements4. Fear5. Mind fog6. True seeing7. Vision8. Mind blank

Must select spells of a certain elemental or energy descriptor, these spells cannot be learned or cast

Page 7: Blackmoor Campaign Feats

9. Dominate monsterDragon Sight [Bloodline] Draconic Bloodline

able to cast 2nd-level arcane spells

--- Detect magic (3/day) as a spell-like ability

Earth Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Enlarge person2. Shatter3. Keen edge4. Stone shape5. Transmute mud to rock6. Move earth7. Statue8. Iron body9. Summon monster IX ([earth] subtype only)

Cannot learn or cast spells with the [air] descriptor

Friend of the Earth [Bloodline]

Earth Bloodline able to cast 2nd-level

arcane spells

--- +3 circumstance bonus to Climb and Tumble when in contact with earthen or stone surface

Familiarity [Bloodline] any bloodline feat able to cast 3rd-level

arcane spells

--- Your familiar gains abilities as if you were 2 levels higher

Fey Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Detect secret doors2. Glitterdust3. Tongues4. Hallucinatory terrain5. Seeming6. Mislead7. Sequester8. Otto’s irresistable dance9. Wail of the banshee

Cannot learn or cast spells that create or control undead

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Glamour of Faerie [Bloodline]

Fey Bloodline able to cast 3rd-level

arcane spells

--- Charm person (3/day) as a spell-like ability

Nature Sense [Bloodline] Fey Bloodline able to cast 5th-level

arcane spells

--- Commune with nature (1/day) as a spell-like ability

Fiendish Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Protection from good2. Darkness3. Sepia snake sigil4. Bestow curse5. Nightmare6. Mislead7. Insanity8. Maze9. Imprisonment

Cannot learn or cast spells with the [good] descriptor

Fire Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Hypnotism2. Pyrotechnics3. Tongues4. Fire shield5. Cloudkill6. Summon monster VI ([fire] subtype only)7. Delayed blast fireball8. Sunburst9. Meteor swarm

Cannot learn or cast spells with the [water] descriptor

Fire Feet [Bloodline] Fire Bloodline able to cast 2nd-level

arcane spells

--- base speed increases by 10 ft.

Illithid Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Hypnotism2. Detect thoughts3. Suggestion

Cannot learn or cast spells that alter an object or creature’s

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4. Confusion5. Feeblemind6. Mass suggestion7. Insanity8. Mindblank9. Dominate monster

size or shape

Mind Weapon [Bloodline] Illithid Bloodline able to cast 2nd-level

arcane spells

--- Daze (3/day) as spell-like ability

Necromantic Bloodline [Bloodline]

cast arcane spells without preparation

summon familiar

1. Cause fear2. Ghoul touch3. Vampiric touch4. Contagion5. Dominate person6. Eyebite7. Control undead8. Trap the soul9. Wail of the banshee

Cannot learn or cast spells of the Conjuration (healing) subschool

Grave Friend [Bloodline] Necromantic Bloodline

able to cast 3rd-level arcane spells

--- +2 on saves vs. undead extraordinary and supernatural abilities

Kin Mastery [Bloodline] Any bloodline feat able to cast 3rd-level

arcane spells

--- turn or rebuke creatures of your heritage (1/day) as a cleric of one-half your level in the arcane spellcasting class that granted access to this feat

Penumbra Bloodline [Bloodline] cast arcane spells 1. Obscuring mist Cannot learn or cast

Page 10: Blackmoor Campaign Feats

without preparation summon familiar

2. Darkness3. Nondetection4. Evard’s black tentacles5. Shadow evocation6. Shadow walk7. Plane shift8. Greater shadow evocation9. Etherealness

spells with the [light] descriptor

See the Shades [Bloodline]

Penumbra Bloodline able to cast 2nd-level

arcane spells

--- You gain darkvision 60 ft

Shadow Step [Bloodline] Penumbra Bloodline able to cast 5th-level

arcane spells

--- You may travel instantly between two shadowy areas up to 40 ft. per day as a supernatural ability (similar to Shadow Jump ability of the Shadowdancer Prestige Class)

Plant Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Endure elements2. False life3. Water breathing4. Minor creation5. Transmute rock to mud6. Control water7. Control weather8. Control plants9. Imprisonment

Cannot learn or cast spells with the [death] descriptor

Green Heart [Bloodline] Plant Bloodline able to cast 2nd-level

--- +2 on saves vs. poison and disease

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arcane spellsVoice of the Green [Bloodline]

Plant Bloodline able to cast 5th-level

arcane spells

--- Speak with plants (1/day) as a spell-like ability

Power in the Blood [Bloodline] Any bloodline feat able to cast 3rd-level

arcane spells

--- cast one additional spell per day from the list granted by your base bloodline feat

Serpent Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Cause fear2. Hypnotic pattern3. Sepia snake sigil4. Phantasmal killer5. Dominate person6. Repulsion7. Power word blind8. Power word stun9. Power word kill

Cannot learn or cast spells that enable them to leave the ground or take to the air

Venomless [Bloodline] Serpent Bloodline able to cast 5th-level

arcane spells

--- Neutralize poison (1/day) as a spell-like ability

Water Bloodline [Bloodline] cast arcane spells without preparation

summon familiar

1. Expeditious retreat2. Fog cloud3. Water breathing4. Quench5. Transmute rock to mud6. Otiluke’s freezing sphere7. Control weather8. Summon monster VIII ([water] subtype only)9. Elemental swarm (water elementals only)

Cannot learn or cast spells with the [fire] descriptor

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Waterborn [Bloodline] Water Bloodline able to cast 2nd-level

arcane spells

--- +4 to Swim

Frostfell Feats

Source: Wolfgang Baur, James Jacobs, and George Strayton, Frostburn: Mastering the Perils of Ice and Snow (Wizards of the Coast, 2004).

A frigid land on the verges of the Flanaess’s arctic regions, Blackmoor is a place where those who venture beyond their villages into the “frostfell” must adapt to the cold or die. PCs may find these feats a great aid to their survival . . . .

I’m listing here a selection of feats from Frostburn that might be appropriate for this campaign, omitting some that would not be suitable or appropriate to PCs starting their careers in Blackmoor. Also listed are follow-on feats that might be useful for different character classes who want to give a frostfell theme to their abilities or qualify for a prestige class from Frostburn.

Feat Prerequisites BenefitArctic Priest Cold or Winter Domain Can swap out prepared spells for any of the following: control weather,

create food and water, endure elements, heroes’ feast, hibernate, protection from energy, and resist energy

Beckon the Frozen Augment Summoning, Spell Focus (Conjuration)

Summoned creatures gain cold subtype and +1d6 cold damage to attacks

Cold Endurance Base Fortitude save bonus +2

+2 to saves vs. cold effects, can exist comfortably in a cold environment

Improved Cold Endurance

Base Fortitude save bonus +6, Cold Endurance

Resistance to Cold 5

Cold Focus --- +1 bonus to save DCs on spells you cast with the [cold] descriptorGreater Cold Focus

Cold Focus +1 bonus to save DCs on spells you cast with the [cold] descriptor

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Frozen Berserker Barbarian rage ability Gain cold subtype while raging (immune to cold, +50% damage from fire)Frozen Wild Shape Base Fortitude save bonus

+6, wild shape abilityWild shape into any magical beast with the Cold subtype

Ice Harmonics Bardic music ability, Perform (sing) 6 ranks

Shatter ice with your voice

Improved Frosty Touch Uldra Frosty touch ability does 2 cold damageMark of Hleid Paton deity must be Hleid Cleric is favored class, +2 sacred bonus to AC vs evil cold creatures,

immune to rimefirePrimeval Wild Shape Wild shape ability Wild shape form gains +2 Str, +2 to natural armor, and cold resistance 10,

but this primeval form lasts only 1 round/levelPrimitive Caster --- Add components to spells to raise a spell’s effective levelSmite Fiery Foe Smite ability Once per day, smite a foe with the Fire subtype, adding Cha bonus to attack

and a number of points equal to character level as cold damage. You may also use your regular smite attacks to make additional smite attacks against fiery foes

Snowcasting Con 13 When using ice or snow as additional material component, add cold descriptor to any spell cast, boost effective level of spells that already have the cold descriptor by +1. Requires a move action immediately before casting to pick up the ice/snow.

Frozen Magic Con 13, Snowcasting Spells with cold descriptor (including those granted the descriptor by Snowcasting) gain +1 to caster level in cold conditions (-20° F to 40° F) and +2 to caster level in extreme cold conditions (below -20° F)

Icy Calling Con 13, Snowcasting Summoned creatures native to cold conditions gain +4 Str/Dex in cold conditions and max hit points in extreme cold conditions

Cold Spell Specialization

Con 13, Snowcasting, Frozen Magic

+1 damage per die for cold spells cast in cold conditions, +2 damage per die in extreme cold conditions

Frostfell Prodigy Con 13, Snowcasting, Frozen Magic, Cold Spell Specialization

Gain additional bonus spells as if ability score driving spellcasting were 2 higher in cold conditions or 4 higher in extreme cold conditions; bonus spells become temporarily unavailable after 1 minute in warmer conditions

Snowrunner Woodland stride ability Move through snow at full speed, +5 to balance checks on ice

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Snowflake Wardance Bardic music ability, Perform (dance) 6 ranks

Add Cha modifier to attack rolls with one-handed slashing weapons

Storm Magic --- All spells cast at caster level +1 during stormsSugliin Mastery BAB +5, Exotic Weapon

Proficiency (sugliin)Attacks with a sugliin are a standard action

Winter’s Champion Ability to cast Paladin spells

Spells from levels 1 to 4 of the Cold and Winter domains are added to your Paladin spell list at equivalent level

Winter’s Mount Special mount ability Special mount gains cold subtype and +2 ConCraft Skull Talisman [Item Creation]

Caster Level 6th Create magic skull talismans

Piercing Cold [Metamagic]

--- Cold spells bypass cold resistance and do half damage to creatures with cold immunity

Miscellaneous Homebrewed Feats

AlyshaarThe Alyshaar matures inside you, granting several benefits and drawbacks.

Prerequisites: Character level 9, Curse of the Alyshaar

The dormant soul of Ulrezaj awakens inside of you, placing a third entity inside your body. Due to the constant pressure in your mind you become extremely resilient to any kind of mental attack from the outside, gaining +2 to Will saving throws.

Additionally, the empowering presence of the last Prince of Darkness inside of you grants you a boon of shadows that emulates the effects of the Sustaining Shadow class ability of the Shadowcaster of level equal to your character level.

The shard of the Naraka is both a boon and a curse, for it attracts negative attention from deities of light and law. In areas consecrated to gods of light or law, the Alyshaar receives penalties as if he were an undead creature (note that the Alyshaar can't be turned like undead). Furthermore, spells cast by priests of light or law treat the Alyshaar as if he were Chaotic Evil regardless of his true alignment. A detect evil spell would show an evil aura inside of him, as if he were possessed by an evil entity.

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Favored Vestige GraftYou can permanently graft two favored vestiges together, so that you bind the two as a single entity and access the powers of both seemlessly and simultaneously.

Prerequisites: Greater Spliced Binding, Favored Vestige (taken at least twice)

Special: This feat may be taken more than once. Each time it is taken, two new favored vestiges are grafted together. However, a given vestige may only be party to one graft in an individual binder. The feat also takes a short ritual to activate, the nature of which is at the DM’s discretion.

With this feat, you create a permanent bond between two vestiges, with your own soul as mediator between the two. You can bind the two vestiges simultaneously as though they were a single vestige. You are no longer in danger of making a poor pact with the grafted vestiges, and you do not have to openly display their signs, even when it would otherwise be required to access a particular power. You may freely access all powers granted by both vestiges as if they were a single entitity, and the grafted vestige counts as a single vestige for purposes of the number of vestiges you can bind at a given time.

In exchange for this power, the grafted vestiges may no longer be expelled before a pact expires, and when the ritual is completed to activate the feat, the character must choose one minor reflection of each vestige’s sign that becomes a permanent part of the character’s appearance or features—for example, a graft of Amon and Agares might give the grafter a tiny set of horns that are ordinarily covered by his hair, and a mannerism of coughing once before beginning a conversation.

A pair of grafted vestiges may not be spliced with a third vestige.

When binding a grafted pair of vestiges, a single binding check is made, with a DC equal to the higher of the two vestiges’ binding DCs plus two.

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Greater Spliced BindingYou can switch between spliced vestiges as a swift action, and can draw on the powers of both spliced vestiges simultaneously with some effort. You no longer suffer any penalties to binding checks while maintaining a splice.

Prerequisites: Improved Spliced Binding

When you you make a spliced binding pact with two vestiges at once, you may focus as a swift action to switch between active vestiges, and doing so does not draw attacks of opportunity. Additionally, if both spliced vestiges are favored vestiges, you can use a swift action each round to “juggle” the two vestiges, accessing the powers of each vestige. “Juggling” allows you to take advantage of any “always active” effects granted by both vestiges at once, as long as you have a swift action to spend juggling, and additionally you can activate powers from both vestiges in a single round as long as you do not exceed your quota of actions for the round. For example, if you juggle Andras and Andromalius, as a swift action, you could use Andromalius’s see the unseen to attack an invisible enemy with a greatsword (which you would only be proficient with through Andras’s weapon proficiency power), and use both Andras’s smite good or evil and Andromalius’s sneak attack special abilites if the conditions allow it. You could not, however, cast a quickened spell in the same round, because you would have used your swift action to juggle the two vestiges.

If you are “juggling” two vestiges, at the beginning of your next turn you must either expend another swift action to continue “juggling” them, or you must decide which of the two vestiges remains active and which goes passive.

Additionally, you no longer suffer any penalties to binding checks while you have a spliced binding pact active.

Improved Spliced BindingYou can switch between spliced vestiges as a move action, and you no longer suffer penalties on binding checks to make a spliced binding if both vestiges involved are favored vestiges.

Prerequisites: Spliced Binding

You become more adept at handling spliced binding pacts. When you make a spliced binding pact with two vestiges at once, you may focus as a move action to switch between active vestiges, and doing so does not draw attacks of opportunity.

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Additionally, you no longer suffer the –5 penalty on a binding check for a favored vestige involved in the splice or bound after you have made the splice. You still suffer a penalty for binding checks on non-favored vestiges made while you have a spliced binding pact active.

Knavish BattlerYou can add up to four levels of other classes to your levels of rogue or another class granting the Sneak Attack special ability for purposes of determining how many extra dice of damage you do with a successful Sneak Attack.

Prerequisites: Sneak Attack special ability, BAB +5

Special: This feat may be taken as a Fighter bonus feat

With this feat, you add your levels in classes that do not grant the Sneak Attack special ability to your levels in Rogue and other Sneak Attack-granting classes for purposes of determining how many dice of extra damage you do with a successful Sneak Attack. You may add no more than four levels (equating to 2d6 damage) in this way.

Lord of ShadowsThe Alyshaar becomes more awake inside you, granting you additional benefits and drawbacks.

Prerequisites: Alyshaar, Character level 12

The dormant soul of Ulrezaj is awakened even more inside of you, his power over shadows empowers your control over darkness. Shadows twist and bow in front of the reincarnation of the Last Prince of Darkness wherever he goes. All powers over shadows that require total darkness to work now may be used in places with shadowy illumination.

Becoming a Lord of Shadows and revealing your true nature as the reincarnation of Ulrezaj makes the gods of light mark you as an enemy. Exposure to sunlight deals damage equal to 1 point of nonlethal damage per hour of exposure. This damage only heals when the Alyshaar is not being touched by the rays of the sun. A daylight effect does not cause this damage, only true sunlight does.

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Spliced BindingYou can bind one extra vestige.

Prerequisites: Favored Vestige (both vestiges to be spliced).

You may choose to incorporate a second vestige in with a normal vestige binding ritual. At least one of the two vestiges involved in a spliced binding must be a favored vestige. A spliced binding ritual involves making separate pacts and binding checks with each vestige. Thus the greater complexity and continued strain of the ritual imparts a -5 penalty on each binding check involved in the splice, and upon all subsequent binding checks that day. If the binder makes a bad pact with both spliced vestiges, the binder suffers the influences of both vestiges. Where those influences are opposed, the vestige with the higher binding DC holds sway, with a random die roll mediating a tie.

Additionally, the spliced vestiges cannot both grant powers at the same time. With a standard action to focus (which provokes attacks of opportunity), a binder may switch between which of the two spliced vestiges is active.