The Shattering of Darkmoon Vale
Sound and Fury (General)
You can weave roaring exclamation of your rage into your bardic performances.
Prerequisites: Berserker’s Cry, bardic performance class ability, rage class ability
Benefit: You may unleash a berserker’s cry as part of the action to start a bardic performance (instead
of as a separate move action). In addition, if you start a bardic performance with a berserker’s cry, you may start and maintain it while raging. The bardic performance must be based on Perform (oratory or sing).
Thunder and Roar (General)
Your rage lets you sing, speak, and roar triumphantly even when your musical abilities would fail you.
Prerequisites: Sound and Fury, base attack bonus +6,
Benefit: If you start a bardic performance with a berserker’s cry, you may use rage rounds per day instead of bardic performance rounds per day to start and maintain it. You may interchange which you use each round. The bardic performance must be based on Perform (oratory or sing).
Dual Channeling (Channeling)
You can channel both negative and positive energy.
Prerequsites: Cha 13, channel energy class feature, worshiper of Nethys or Pharasma.
Benefit: You can channel negative and positive energy. You must choose which type of energy you are channeling each time you channel energy. In addition, if you have the ability to spontaneously cast cure or inflict spells, you can now cast either.
Normal: You must choose whether to channel either negative or positive energy when you acquire the ability.
Lamashtu’s Mark (General)
You have been marked as one of Lamashtu’s favored minions.
Prerequisites: Con 13, Must have Lamashtu as your patron deity.
Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.
Once per day as a free action, you may invoke Lamashtu’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigal limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.
Any offspring you sire or give birth to gain the fiendish template.
Derro Magister (Racial)
A derro magister’s mind is particularly affected by the consumption of strange mold, granting enhanced resistance to magic and additional spell-like abilities and traits.
Prerequisites: Cha 20, Derro
Benefit: A derro magister’s spell resistance equals the derro’s Hit Dice +10. Heal is always a class skill for a derro magister, and it gains a +4 racial bonus on all Heal checks.
A derro with this feat treats its caster level for all spell-like abilities as equal to his Hit Dice. In addition, as soon as a derro with this feat achieves a total of 6 Hit Dice by gaining enough levels in any combination of classes, it gains the use of additional spell-like abilities as detailed below.
- At will—levitate
- 1/day—deep slumber, modify memory
Draconic Ancestry (General)
You have draconic blood in you that shows in a lot of little ways.
Prerequisite: Cha 11, taken only at 1st level
Benefit: Appraise is a class skill for you. You gain a +1 bonus on saving throws versus fear effects. For every 2 Hit Die you possess, you gain an additional +1 hit point.