Seven Sinful Feats of Sloth, No. 1
So I think I’ll do more… and while it would be funny to do Sloth last, I actually had an idea I liked and ran with. So since I’ve DONE this now, it seems more in keeping with the sloth theme to post it now, rather than do more work just so save sloth for later.
You love sleep and inactivity, and can’t be kept from it.
Prerequisite: Cha 13.
Benefit: You can fall asleep at will, even if in a condition or affected by an effect that would normally prevent you from sleeping. If you use this ability, you sleep for 12 hours unless awoken by outside stimulus. You take a -30 penalty to Perception checks when sleeping (rather than the normal -20).
If you successfully sleep for 12 hours without interruption, for three hours after you awaken the gratification you received grants you a +1 morale bonus to one of the following (selected at the time you awaken): ability and skill checks tied to Constitution, Intelligence, or Wisdom (your choice); caster level; or weapon damage. You can only have one bonus from Slothful in effect at a time, and if you use the ability again before an old bonus fades, the original bonus immediately ends. Up to three times in the 12 hours after your bonus ends you wish to renew it, you may do so by getting 1 hour of uninterrupted sleep. This renews the bonus for 2 hours the first time you do it, 1 hour the second time, and 10 minutes the third time.
Additionally, on any round when a mind-affecting effect would cause you to take an action you do not wish to take, you may choose to instead do nothing for 1 round. If outside of combat, you may choose to sleep for 12 hours, even if a mind-affecting effect would prevent you from doing so.
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 most 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.
For example, Balantrodoch is a paladin with the Extra Mercy feat. Having fought a massive battle to save his home temple from rampaging kobolds, he is tired, but not out of spells and daily abilities. When villagers comes asking the paladin exert himself just one more time to protect their village which is under attack, Balantrodoch decides he’ll rest a night first, and set out refreshed in the morning. When the village is destroyed overnight by drakes driven into a frenzy by the last surviving kobolds, Balantrodoch loses his paladin abilities for this evil act. The GM allows him to trade in Extra Mercy for a Sinful feat focused on sloth.