Seven Sinful Feats of Wrath, No. 7

Well, I have now written (and given away for free) an entire Bullet Points pdf worth of Sinful Feats of Wrath. I explain why, and what sinful feats are, here with some of the other feats.

It’ll be interesting to see if this impacts sales of the pdf, or not.🙂

Too Mad to Care
Your anger fills your mind until there’s room for nothing else.
Prerequisites: Wrathful, Cha 13.
Benefit: When you are in a fury (from the Wrathful feat), rage, or bloodrage, you can choose to be immune to the effects of emotion and fear spells and effects. The effect still applies to you, and if your fury, rage, or bloodrage ends before the emotion or fear effect, it applies its effects normally. If you choose to apply this immunity, you also do not benefit from morale effects. You must make the chose to be immune or not as a free action at the beginning of your turn, even if under the effect of an ability or condition that would normally prevent you from acting on your turn. The immunity then lasts until you deactivate it, or your fury, rage, or bloodrage ends.
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100 Questions: 51-60 Player Character Context

These questions are designed not to lead anyone to the “one true path to roleplaying,” nor even to find and excise undesirables. Instead, they are tools of conversation. Hopefully they’ll help members of an RPG group discuss some philosophy, some game theory, and some silly shit.

These are best handled in person, while feeling casual, likely with beer and pizza (or the age & culturally appropriate equivalent).

51-60 Player Character Context

Characters are often described in terms of appearance, or role in the group, or background. And that’s all good! But fictional characters are in a way a form of personal art, and art can sometimes use some less literal descriptions and less direct context.

  1. If your character was going to be played by an actor/actress in a good live-action movie, who would that be? What if it was a television show? What if it was a terrible, cheesy movie?
  1. If you character had a representative icon that was a single object and a single colored border, what would that object and border be?
  1. If your character had a theme song or soundtrack, what would it be?
  1. What did your character want to be when growing up, other than what the character is now? Why didn’t that happen?
  1. Where does your character feel safest? Why do they ever leave that place?
  1. What is your character’s favorite food, flavor combination, or scent? What is their least favorite? If they don’t eat or smell, pick one sense they do have and describe their favorite artistic sensation for that sense.
  1. What does your character wear to formal events, or would if forced to if they’ve never been to one?
  1. What is one vice your character is tempted by but doesn’t indulge in? What is one vice they find distasteful?
  1. What would be the perfect pet for your character, or object that fills a pet-like role? What is the worst possible pet?
  1. What would have to happen for your character to stop engaging in the primary activity the campaign is assumed to be based around? (Why would they stop adventuring for a typical d20 fantasy rpg? Why would they stop struggling to survive in zombie survival horror? Why would they hang up the mask and cape for a superhero game?)

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Seven Sinful Feats of Wrath, No. 6

Still doing Sinful Feats of Wrath. I explain why, and what sinful feats are, here with some of the other feats.

Towering Rage (Sinful)
Your rage makes you stronger and tougher.
Prerequisite: Wrathful, any 2 other feats with Wrathful as a prerequisite, Cha 13
Benefit: Once per day you can rage as a barbarian for 1 round, +1 round for every 6 full hit dice you have. You must use your full duration, and suffer the normal effects for your rage ending. If you are normally immune to being fatigued, you suffer the same penalties as being fatigued for this duration instead.

If you already have rage or a similar ability (such as bloodrage), you can only use this feat while already raging, and your bonuses to Strength and Constitution increase by +2. You must use rounds of your normal rage equal to the duration of this feat, cannot use this feat if you don’t have at least that many rounds of rage left, and must end your normal rage when the benefits of this feat end.

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What’s In The Bundle?!

So, ONE last time, we’re doing the Owen Genius Bundle, this time at Paizo.

For a very limited time, from now through January 9th, we’ve offering this bundle with every Rogue Genius Games Pathfinder-compatible pdf that Owen K.C. Stephens was the primary contributor for. That’s about 200 pdfs, worth roughly $600, with more than 1700 pages of actual content (not counting covers, credits, and licenses). And to make sure it’s realistic for fans who are interested to pick it up, we’re selling the whole thing for $29.95.

Sp what’s in it?

I *believe* this is a comprehensive list. I might have missed 1 or 2 things, in which case I’ll add them in an update.

  • #1 With A Bullet Point: 10 Feats of Fear and Fearlessness
  • #1 With A Bullet Point: 10 Feats of Hammer and Thunder
  • #1 With A Bullet Point: 10 Mage Armor Feats
  • #1 With A Bullet Point: 10 Monster Feats
  • #1 With A Bullet Point: 10 Subschool Augmentation Feats
  • #1 With A Bullet Point: 12 Alternatives for the Fighter’s Bravery Class Feature
  • #1 With A Bullet Point: 12 Alternatives for the Rogue’s Trapfinding Class Feature
  • #1 With A Bullet Point: 13 Dwarven Questing Feats
  • #1 With A Bullet Point: 13 Witch Hexes
  • #1 With A Bullet Point: 14 Halfling Burglar Feats
  • #1 With A Bullet Point: 15 Fantasy Fees and Taxes
  • #1 With A Bullet Point: 2 Options For The Leadership Feat
  • #1 With A Bullet Point: 3 New Supernatural Monster Abilities
  • #1 With A Bullet Point: 3 Simian Races
  • #1 With A Bullet Point: 3 Templates for Stone Golems
  • #1 With A Bullet Point: 3 Things Made from Crabmen
  • #1 With A Bullet Point: 4 Feats for Spells that Raise the Dead
  • #1 With A Bullet Point: 4 Feats for the Invisibility Spell
  • #1 With A Bullet Point: 4 Ghostbusting Magic Items
  • #1 With A Bullet Point: 5 Abilities for Dragonhide Armor
  • #1 With A Bullet Point: 5 Control Water Spell Feats
  • #1 With A Bullet Point: 5 Fireball Feats
  • #1 With A Bullet Point: 5 Handy Haversacks
  • #1 With A Bullet Point: 5 Haste/Slow Feats
  • #1 With A Bullet Point: 5 Hellfire Feats
  • #1 With A Bullet Point: 5 Machinesmith Feats
  • #1 With A Bullet Point: 5 Magic Abilities for Cold Iron Weapons
  • #1 With A Bullet Point: 5 Magic Witch’s Daggers
  • #1 With A Bullet Point: 5 Meta-Combat Feats
  • #1 With A Bullet Point: 5 Mount/Steed Spell Feats
  • #1 With A Bullet Point: 5 Silver Weapon Magic Properties
  • #1 With A Bullet Point: 5 Unseen Servant Feats
  • #1 With A Bullet Point: 6 Anachronistic Armors
  • #1 With A Bullet Point: 6 Antimagic Field Feats
  • #1 With A Bullet Point: 6 Archon Feats
  • #1 With A Bullet Point: 6 Feats for Summon Monster and Summon Nature’s Ally Spells
  • #1 With A Bullet Point: 6 Godling Feats
  • #1 With A Bullet Point: 6 Jester Feats
  • #1 With A Bullet Point: 6 Magic Diseases
  • #1 With A Bullet Point: 6 Mythic Feats
  • #1 With A Bullet Point: 6 New and Exotic Martial Swords
  • #1 With A Bullet Point: 6 Nonmagic Special Qualities for Weapons
  • #1 With A Bullet Point: 6 Powers for the Legendary Weapons of Mythic Characters
  • #1 With A Bullet Point: 6 Spell-Less Ranger Feats
  • #1 With A Bullet Point: 6 Spiritual Weapon Feats
  • #1 With A Bullet Point: 6 Teleportation Spell Feats
  • #1 With A Bullet Point: 7 Bard Feats
  • #1 With A Bullet Point: 7 Cure Light Wound Feats
  • #1 With A Bullet Point: 7 Feats for Flying Foes
  • #1 With A Bullet Point: 7 Feats for Sword and Board Fighting
  • #1 With A Bullet Point: 7 Feats for the Undead
  • #1 With A Bullet Point: 7 Magic Firearm Properties
  • #1 With A Bullet Point: 7 Magic Missile Feats
  • #1 With A Bullet Point: 7 Shadow Assassin Feats
  • #1 With A Bullet Point: 7 Shield Spell Feats
  • #1 With A Bullet Point: 7 Sinful Feats of Gluttony
  • #1 With A Bullet Point: 7 Sinful Feats of Lust
  • #1 With A Bullet Point: 7 Sinful Feats of Pride
  • #1 With A Bullet Point: 7 Stupid Weapon Designs
  • #1 With A Bullet Point: 7 Tendril/Tentacle Spell Feats
  • #1 With A Bullet Point: 7 Time Thief/Time Warden Feats
  • #1 With A Bullet Point: 7 War Master Feats
  • #1 With A Bullet Point: 8 Animal Feats
  • #1 With A Bullet Point: 8 Barbarian Feats
  • #1 With A Bullet Point: 8 Dragonrider Feats
  • #1 With A Bullet Point: 8 Lightning Bolt Feats
  • #1 With A Bullet Point: 9 Alchemical Bomb Discoveries
  • #1 With A Bullet Point: 9 Armiger Feats
  • #1 With A Bullet Point: 9 Witch Hunter Feats
  • #1 With A Bullet Point: Mythic Fighter Class Features
  • Advanced Options: Alchemists’ Discoveries
  • Advanced Options: Extra Evolutions
  • Advanced Options: Fight Like a Pirate
  • Advanced Options: Inquisitors’ Judgments
  • Advanced Options: Oracle’s Curses
  • Advanced Options: Patron Hexes
  • Advanced Options: Slayers Talents & Lethalities
  • Advanced Options: Witches’ Hexes
  • Anachronistic Adventures
  • Campaign Options: The Feat Reference Document
  • Codex Draconis: Black Lords of the Marsh
  • Codex Draconis: Blue Satraps of the Desert
  • Codex Draconis: Green Menace of the Woodlands
  • Codex Draconis: Red Tyrants of the Mountains
  • Codex Draconis: White Terrors of the North
  • Genius Options: Masters of Time
  • Houserule Footnotes: Spell Point Feats
  • Houserule Footnotes: Stocking Stuffers
  • Houserule Handbooks: Spell Points
  • Houserule Handbooks: Spell Points Compilation
  • Houserule Handbooks: Spell Points Expansion
  • Krazy Kragnar’s Alchemical Surplus Shop
  • Krazy Kragnar’s Black Market Magic Items
  • Krazy Kragnar’s Magic Staff Emporium
  • Loot 4 Less: Things That Make You Go Boom
  • Monster Menagerie: Seasonal Stars – Pumpkin Stalker
  • Monster Menagerie: Winter Ravagers
  • Mythic Options: Core Mythic Class Features
  • Mythic Options: Mythic Base Class Features
  • Mythic Options: Mythic Dragonrider Class Features
  • Mythic Options: Mythic Rogue Class Features
  • Mythic Options: The Missing Core Feats
  • Ranger Options: Knacks of Nature
  • Sorcerer’s Options: Beyond Bloodlines
  • Super Genius Presents: Power Word Spells – Lore of the First Language
  • Super Genius Presents: Races Revised – The Kobold Kings
  • Super Genius Presents: The Vile Magic of Argonax the Mad
  • The Adventurer’s Handbook
  • The Genius Guide To 110 Spell Variants
  • The Genius Guide To 110 Spell Variants, Vol. III
  • The Genius Guide To 110 Spell Variants, Vol. IV
  • The Genius Guide To Air Magic
  • The Genius Guide To Another 110 Spell Variants
  • The Genius Guide To Apprentice-Level Characters
  • The Genius Guide To Arcane Archetypes
  • The Genius Guide To Archer Archetypes
  • The Genius Guide To Chaos Magic
  • The Genius Guide To Crystal Magic
  • The Genius Guide To Divination Magic
  • The Genius Guide To Divine Archetypes
  • The Genius Guide To Dream Magic
  • The Genius Guide To Earth Magic
  • The Genius Guide To Expanded Favored Class Options
  • The Genius Guide To Favored Class Options
  • The Genius Guide To Feats of Battle
  • The Genius Guide To Feats of Critical Combat
  • The Genius Guide To Feats of Divine Might
  • The Genius Guide To Feats of Metamagic
  • The Genius Guide To Feats of Multiclassing
  • The Genius Guide To Feats of Psionic Might
  • The Genius Guide To Feats of Runic Might
  • The Genius Guide To Feats of Runic Might II: Runebinding
  • The Genius Guide To Feats of Spellcasting
  • The Genius Guide To Feats of Spellcasting II
  • The Genius Guide To Feats of Subterfuge
  • The Genius Guide To Fire Magic
  • The Genius Guide To Gruesome Undead Templates
  • The Genius Guide To Hellfire Magic
  • The Genius Guide To Hoof and Horn Racial Options
  • The Genius Guide To Horrific Haunts
  • The Genius Guide To Horrifically Overpowered Feats
  • The Genius Guide To Horrifically Overpowered Mythic Feats
  • The Genius Guide To Ice Magic
  • The Genius Guide To Loot 4 Less Vol. 1: Armor and Weapons
  • The Genius Guide To Loot 4 Less Vol. 10: Fezzes Are Cool!
  • The Genius Guide To Loot 4 Less Vol. 2: Pretty, Pretty, Rings
  • The Genius Guide To Loot 4 Less Vol. 3: Hot Rods
  • The Genius Guide To Loot 4 Less Vol. 4: Fantastic Footware
  • The Genius Guide To Loot 4 Less Vol. 5: All You Need Is Gloves
  • The Genius Guide To Loot 4 Less Vol. 6: Cloaks and Daggers
  • The Genius Guide To Loot 4 Less Vol. 7: Krazy Kragnar’s Used Chariots
  • The Genius Guide To Loot 4 Less Vol. 8: Belt One On
  • The Genius Guide To Loot 4 Less Vol. 9: Bell, Book, & Candle
  • The Genius Guide To Martial Archetypes
  • The Genius Guide To More Barbarian Talents
  • The Genius Guide To More Cavalier Talents
  • The Genius Guide To More Fighter Talents
  • The Genius Guide To More Horrifically Overpowered Feats
  • The Genius Guide To More Monk Talents
  • The Genius Guide To More Ranger Talents
  • The Genius Guide To More Rogue Talents
  • The Genius Guide To Name Traits
  • The Genius Guide To Races of Fire and Fury
  • The Genius Guide To Races of Hoof and Horn
  • The Genius Guide To Races of Wind and Wing
  • The Genius Guide To Relics of the Godlings
  • The Genius Guide To Relics of the Godlings II
  • The Genius Guide To Rune Staves and Wyrd Wands
  • The Genius Guide To Simple Monster Templates
  • The Genius Guide To The Archon
  • The Genius Guide To The Armiger
  • The Genius Guide To The Death Knight
  • The Genius Guide To The Death Mage
  • The Genius Guide To The Dracomancer
  • The Genius Guide To The Dragonrider
  • The Genius Guide To The Godling
  • The Genius Guide To The Godling Ascendant
  • The Genius Guide To The Hellion
  • The Genius Guide To The Magister
  • The Genius Guide To the Mystic Godling
  • The Genius Guide To the Order of Vigilance
  • The Genius Guide To The Riven Mage
  • The Genius Guide To The Shadow Assassin
  • The Genius Guide To The Shadow Warrior
  • The Genius Guide To The Talented Barbarian
  • The Genius Guide To The Talented Cavalier
  • The Genius Guide To The Talented Fighter
  • The Genius Guide To The Talented Monk
  • The Genius Guide To The Talented Ranger
  • The Genius Guide To The Talented Rogue
  • The Genius Guide To The Templar
  • The Genius Guide To The Time Thief
  • The Genius Guide To The Time Warden
  • The Genius Guide To The War Master
  • The Genius Guide To The Witch Hunter
  • The Genius Guide To Wind and Wing Racial Options
  • Ultimate Options: Bardic Masterpieces
  • Ultimate Options: Grit and Gunslingers
  • Ultimate Options: New Arcane Discoveries
  • Ultimate Options: New Magus Arcana
  • Ultimate Options: Power of the Ninja

 

 

Seven Sinful Feats of Wrath, No. 5

Still doing Sinful Feats of Wrath. I explain why, and what sinful feats are, here with one of the feats.

Frak This! (Sinful)
You can draw upon your anger to overcome.
Prerequisite: Wrathful, Cha 13
Benefit: When in a fury (from the Wrathful feat) or a rage or bloodrage, you can make a single attack, cast a single spell, or make a single skill check or ability check. The action taken must be one you can normally perform as a standard action or less. You gain a +4 bonus to any d20 rolls made as part of the action before the beginning of your next turn (for example if you grapple a foe, you gain a +4 bonus to your initial CMB check and, if it succeeds, to any check required by the grapple until the beginning of your next turn).

You can use this ability once per day. You can use this ability a second time per day if you are 12th level or higher.

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Seven Sinful Feats of Wrath, No. 4

Still doing Sinful Feats of Wrath. I explain why, and what sinful feats are, here with one of the feats.

Self-Loathing Saving Throw (Sinful)
You hate it when you don’t successfully avoid damage or resist effects.
Prerequisite: Wrathful, Cha 13
Benefit: When you attempt a saving throw against an effect from a creature or source you have already failed a saving throw against, and you have not successfully made a saving throw against anything since that failure, you gain a +2 morale bonus to the saving throw.

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Seven Sinful Feats of Wrath, No. 3

I wrote three sets of seven “sinful” feats starting back in 2012, one each for gluttony, lust, pride, gluttony, and gluttony. I always meant to cover the other four Deadly Sins but… well I guess I did too much research on Sloth. But I thought a couple of weeks ago “if I write one a day for seven days, I’ll have a product!” At the time, I was dealing with a lot of anger.
Then, I got much less angry. (Therapy and coping mechanisms are a big part of my life.)
But now, I still want to DO the rest of these, so…

Furious Frustration (Sinful)
The more things go wrong, the madder, and more determined, you get.
Prerequisite: Wrathful, Cha 13
Benefit: When you attempt a Str-, Dex-, or Con-based ability score check or skill check that is the same as a check you failed last round, and you have not since succeeded at the check, you gain a +1 bonus to your first attempt at that check this round. If you fail, this bonus remains until you succeed at the check, or a round passes without you attempting the check. Multiple bonuses from this feat stack, to a maximum bonus equal to half your hit dice.

The Sinful Feat Type

While sinful feats are not restricted to evil characters (you don’t have to be entirely without sin in order to be a good person), and using them is not an inherently evil act (like many abilities, how you use such feats determines if the act is evil) they do draw on the power of sin itself. As a result characters who gain power in part from having a good alignment (such as paladins, who must remain lawful good) cannot gain or use sinful feats. If such a character loses his alignment and the power that comes with it as a result of an act tied to one of the seven deadly sins (avarice, envy, gluttony, lust, pride, sloth, and wrath) the GM may choose to allow the character to swap out any feats relating to the lost power for sinful feats linked to the appropriate sin.

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Fair and Random Ability Scores

Some people love rolling random ability scores for d20 games, and hate the carefully balanced, often similar arrays generated by point-buys.

Other people hate being unable to pick ability scores that work for their character concept, and the fact that random rolls often mean players don’t start on a level playing field.

I don’t know if EITHER group would be satisfied by it, but it certainly IS possible to have a system that incorporates elements of both.

Fair and Random

Preferably as a group activity, the GM and every player each roll 10 stat arrays (a set of 6 numbers you could assign as abiltiy scores), using any preferred random method (most commonly roll 4d6 and pick the best 3 six times for each array, and assign to specific ability scores later). You should have a number of stat arrays equal to the number of players in the game +1.

Then, the group each calculate the point value of each random array. This may be done fastest by having everyone note down the value of each 18 in any array, then each 17, and so on.

Then the GM decides on a number of arrays close in point value equal to double the number of players. He adjusts these as needed to all have the same point value.

Then each player may choose to either randomly select one of the balanced arrays (a rolling method can be devised, or if preferred since it may be a weird number of arrays, they can be numbered and chits placed in a hat for random selection), OR may choose any of the arrays that had a point value lower than the value of all the balanced arrays.

Randomness continues to ensure their are unexpected results and much less min/maxing. Balancing assures even random results don’t put players on radically different playing fields. The ability to select from a number of specific, but lesser, arrays allows players to choose a known quantity if needed for a character concept, but at a price.

Then apply racial modifiers and such to ability scores as normal.

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SSAI: Deathmatch Academy

Super-Short Adventure Ideas

There is a terrible, possibly unbeatable threat to all the world. Anyone who faces the Boss Threat (feel free to generate a name for it using the chart below), or even any of it’s (prime number between 3 and 17) evil Lieutenants, and fails to defeat them, is absorbed by them and used to create even more powerful spawn. So fighting them is worse than useless if they defeat you.

So far, a few strongholds manage to both keep the Boss Threat and his Obvious Minions away (but doesn’t stop collaborators or other kinds of threats), and have a bigger area where the Obvious Minions can operate, but not the Boss Threat or his Lieutenants.

While anyone can help protect the stronghold without making the Boss Threat stronger, eventually the strongholds will fall. To defeat them, only the most powerful heroes can be trusted. Every effort to find, train, equip, or build such heroes using humane or reasonable methods has failed disastrously. In desperation, all the remaining free lands have turned to:

Deathmatch Academies.

Each Deathmatch Academy gathers groups of a few young potential heroes, and pits them against other such groups, and local threats much too powerful for them. Most die. Those that do not, grow stronger. The theory is that the strongest will, someday, be able to defeat an evil Lieutenant, and then in time the Boss Threat.

Players make 1 1st level PC each. They then fight a group of an equal number of 3rd level characters drawn from the Pathfinder Roleplaying Game NPC Codex, Pathfinder Roleplaying Game Villain Codex, or any other NPC repository. Players know this will be fight #1 (in a ruin designated for it), and should make characters that will work together.

When a PC dies, the fight stops at the end of that round. The player who lost a PC gets to replace him, and all PC characters (including the new one) go to 2nd level.

As soon as the PCs defeat an encounter, they all get to pick a bonus Teamwork feat. Each player that picks a feat must meet it’s prerequisites, but ALL the characters gain ALL the teamwork feats they select as bonus feats (even those they DON’T meet the prerequisites for).

Then their next encounter goes up by +2 CRs. About half to a third should be classed NPCs, the rest can be whatever the GM likes the idea of.

Of course the campaign can also have regular school, rivalries outside the deathmatches, political intrigue, crucial patrols in the nearby semi-safe lands, and so on.

Or it can just be a series of tougher and tougher feats, with PCs having to relay on teamwork to survive.

Boss Threat Name Generator
Roll 1d10.
On a 1-4, take one name from column A and one from column C
On a 5-8, take one name from column B, and one from column C
On a 9-10, take one from each column.

Feel free to add “The” anywhere it seems useful in the title.

  1. Lich                 1. Dragon       1.King/Queen
  2. God-               2. Emperor    2. Grave (or “of Graves”)
  3. Archdemon  3. Prelate        3. Slayer
  4. Last                4. Sorcerer      4. Vortex
  5. Witch             5. Storm           5. Lady/Lord
  6. Deathless      6. Elemental   6. Evil (of “or All Evil”)

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Random Game Idea: Order of the Desert Rose

The Order of the Desert Rose are poisoners and assassins second to none. As fair warning, each has an adenium flower tattoo no smaller than the palm of their hand somewhere on their body. Some of the order choose for this to be visible. Others place it in a more easily concealed location. The order has numerous contact poisons they are themselves immune to, or take the antidote daily. Thus any unwanted contact with a Desert Rose can result in death.

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