Trick or Treat. Those who refuse to aid you will regret it. When you make a Diplomacy check to request aid of a creature that is at least indifferent toward you, and the check fails, you may warn the target failure to aid you may come at a cost. This allows you to make another check for aid at -5, receiving aid if successful but afterward the creature’s attitude toward you worsens by one step. If this check fails, the target suffers a -2 penalty to all saving throws against your abilities and all opposed skill checks against you.
Until you have forced the target to make an opposed check or saving throw in circumstances where the target cannot take 10, you do not gain the benefits of this feat. You can only have this bonus against one creature at a time. If you fail to force a creature to make an opposed skill check or save by the time the next full moon rises, the feat resets, the bonuses end, and you can use Trick or Treat again. #Microfeats #HalloweenisComing
Skin Suit. You can benefit from wearing the skin of another. Prereq: Craft (armor, clothing, or leather). You can wear suits made from the skin of other creatures. If the creature is your size or larger, you can make a suit out of the skin of just one such creature, the the number required doubling for every size category smaller than you the donor creature is. With the suit, you can disguise yourself as the creature’s type and gender using the Disguise skill without penalty (though you still appear to be your own size category), and absorb enough power from wearing such a suit to grate creatures of the same the and subtype as your suit’s donors as favored enemies with a +2 bonus (as the ranger class feature, or increasing your bonus by +2 if you already have favored enemy). Even mindless creatures, such as undead, can be fooled by such a suit if you are not exposed to close scrutiny.
You can create a skin suit as a full-roudn action if a dead donor is available, but such hastily-crafted suits last only 1 round per rank of the appropriate Craft you possess. A DC 30 Craft check allows such suits to last 1 minute per rank, instead. Otherwise treat skin suits as padded or leather armor, or an explorer’s outfit, to determine the time and cost to create one that can be used indefinitely., You can only wear on skin suit at a time. #Microfeats #HalloweenisComing
Phantom Façade. You can turn into a foe’s worst nightmare. Prereq: ability to cast a 1st level or higher illusion spell. As a standard action you can expend a prepared illusion spell (or for spontaneous spellcasters, expend a spell slot of a level at which you have an illusion spell known) while focused on a creature you can see. You become an image of whatever that creature fears most. It takes a penalty to attack rolls and opposed skill checks against you equal to the expended spell or spell slot’s level, for 1 minute per level. When the creature first sees you it may make a Will save (DC 10 +1/2 your character level + the level of the expended spell or spell slot) to cut these penalties in half. This is a spell-like illusion (phantasm) mind-affecting fear effect. #Microfeats #HalloweenisComing
Alone in the Dark. You are the thing that goes bump in the night. Prereq: Darkvison, see in darkness, or Blind-Fight. Benefit: Once per round when you attack a target that cannot see any of its allies and cannot see you, and your attack is successful, you deal an additional +1d6 precision damage and may make a free dirty trick combat maneuver against the target. This does not provoke an attack of opportunity. #Microfeats #HalloweenisComing
They’ll Die Screaming. The fearful and cowardly are easy prey for you. Prerequisite: 1 rank Intimidate. The save DC of any ability or spell you use is higher for creatures suffering fear effects. It is +1 higher for shaken creatures (and creatures suffering a fear effect that does not inflict one of the conditions listed here), +2 higher for frightened creatures, and +3 higher for cowering and panicked creatures. #Microfeats #HalloweenisComing
Half-Dead Fetus on the Side of Your Head. You have a half dead conjoined twin stuck to your body. The Half-Dead Fetus on the Side of Your Head (HDFotSoYH) acts as a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to your hit dice for determining the tumor familiar’s abilities… except it can’t detach from you. And if it is killed, it must be raised, though at half the spell’s normal cost. If you are killed, a spell can raise you at half the normal cost. You can disguise the HDFotSoYH (and it need not actually be on your head), but this is as difficult as disguising yourself as a creature of a different type (and all other Disguise checks are at -5). #Microfeats #HalloweenisComing
Creepy Doll. There is a creepy doll that always seems to turn up near you, no matter what you do to get rid of it. As a result, you are ready for almost anything. Or at least, ready to panic and flee from almost anything. If a surprise round occurs that you would not normally be allowed to act during, you may still act during that round. However, the only actions you can take are total defense or withdrawal. Additionally, when you are unconscious and bleeding to death, you automatically stabilize… and the creepy doll is always found nearby covered in your blood. #Microfeats #HalloweenisComing
With theme music!
Total Spastic Panic. You are the most dangerous when you are afraid. When you suffer a fear effect, you gain a +10 ft. bonus to movement, a +4 dodge bonus to AC, and the threat range of all your attacks increases by 1 (after all other adjustments). All the fear effects are also applied normally. If the impact of a fear effect is negated or reduced, you do not benefit from your Total Spastic Panic. #Microfeats #HalloweenisComing
Creepily Long Arms. Your arms. They are long. Creepily long. You only take a -1 AC penalty to use the Lunge feat, and it lasts until the beginning of your next turn. Special: You can take the Lunge feat without meeting its prerequisites. #Microfeats #HalloweenisComing
Hit It In The Head! You are trained in wounding monsters in ways to bypass their supernatural protections. If you successfully identify that a monster has DR, fast healing, or regeneration with an appropriate Knowledge check, you may choose at the beginning of your turn to take a -4 penalty to all attack rolls you make against the creature. On a successful hit, you damage bypasses the target’s DR and ignores its fast healing and regeneration (but not other types of healing).
You can instruct others on how to damage the target in the same way as a move action, but their imprecise knowledge causes them to take a -8 penalty on attack rolls when attempting such attacks. #Microfeats #HalloweenisComing