LordofBones
Master of Realmslore
   
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Posted - 04 Apr 2025 : 14:31:16
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MALAR The Beastlord, Lord of Beasts, the Black-Blooded Pard, the Ravaging Bear Lesser Power of Carceri Symbol A brown-furred, bestial claw with long, curving talons tipped with fresh red blood Realm The Land of the Hunt (Carceri/Colothys) Alignment Chaotic Evil Aliases The Stalker (Vilhon Reach), Render (Endless Ice and Great Glacier), Blue Bear (Uthgardt barbarians), Herne (Orcs of the High Forest) Superior Talos Allies Auril, Bane, Eshebala, Ghaunadaur, Kiaransalee, Lolth, Loviatar, Umberlee Foes the Animal Lords, Arvoreen, Baervan Wildwanderer, Balador, Baphomet, Chauntea, Cyrrollalee, Daragor, Deneir, Eilistraee, Eldath, Ferrix, Fionnghuala, Grond Peaksmasher, Gwaeron Windstrom, Hiatea, Ilmater, Kanchelsis, Karontor, Krocaa, Lurue, Nathair Sgiathach, Nobanion, Sebek, the Seelie Court, the Seldarine, Sheela Peryroyl, Shiallia, Silvanus, Sune, Surminare, Syranita, Tapann, Uthgar, Vaprak, Yondalla Servants Anth-Malar (Chosen) Servitor Creatures aurumvorae, bears, beasts of Malar, deepspawn, displacer beasts, fang dragons, jackalweres, gargantua, leucrotta (greater and lesser), evil lycanthropes, owlbears, perytons, predatory animals of all types, the Tarrasque, wild hunting cats of all sorts, wolfweres, wolverines, wolves Manifestations cloud of darkness set with two red, feral, gleaming eyes that can issue forth Malar’s voice, bestial roars or snarls, or (most often) deep, snarling laughter; a disembodied, animated furry beast limb that can point, draw symbols or write in the air in letters of floating, blazing blood, carry or manipulate items, or fight, usually accompanied by an impossibly deep, bone-shaking snarl Signs of Favor none Worshipers barbarians, bounty hunters, evil lycanthropes, evil magical beasts, hunters, People of the Black Blood, rangers, sentient predators, trackers Cleric Alignments CE, LE, NE Specialty Priests Talon Holy Days Feast of the Stags Important Ceremonies Bloodsong, High Hunt Portfolio blood, bloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalking Domains Animal, Bestial, Chaos, Evil, Fury, Gluttony, Hunt, Moon, Strength Favored Weapon Claw (claw bracer) or spear of the huntmaster (longspear)
MALAR Male Ranger 30, Mortal Hunter 10, Leviathan Hunter 5, Bloodhound 10 CE Medium Outsider (Chaotic, Evil, Extraplanar) Divine Rank 10 Init +31 (+21 Dex, +2 eager, +8 Superior Initiative), Supreme Initiative; Senses 10-mile-radius; scent 10 miles; Listen +87, Spot +87; remote sensing (5 locations), portfolio sense; see invisibility Aura divine aura (1,000 ft.; Will DC 60); Languages can communicate with any living creature; Dark Speech ______________________________________________________________________
AC 78, touch 54, flat-footed 56, favored enemies 92 (+13 deflection, +21 Dex, +1 Dodge, +10 divine, +23 natural); Battlesense hp 1,535 (30d8 + 25d10 plus 1,045), divine shield 22/day (280 hp); DR 30/epic, good and silver Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, energy drain, fear, fire, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Resist acid 30, electricity 30; SR 69 Fort +58 Ref +60 Will +52 (+71 mark); +17 against mortal spells and spell-like abilities; evasion; Endurance ______________________________________________________________________
Speed 70 ft. (14 squares) (+30 ft. tracking marks) Melee spear of the huntmaster +85/+80/+75/+70 (1d8 + 51 plus 3d6 anarchic and 1 negative level plus 3d6 unholy and 1 negative level plus 1 Con/19-20/x3 plus 9d6 anarchic and 3 negative levels plus 9d6 unholy and 3 negative levels plus death [favored enemies; Fort DC 42]) and Melee claw +83 (1d8 + 29 plus 1d4 Con/19-20/x2) and Melee gore +83 (1d8 + 29/19-20/x2) or Melee 2 claws +85 (1d8 + 40 plus 1d4 Con/19-20/x2) and Melee bite +83 (1d8 + 29 plus 1d4 Con/19-20/x2) or Melee touch +70 or Ranged touch +69 Base Atk +38; Grp +70 Atk Options bring ‘em back alive, crippling strike, divine blast 16/day (10 miles, 23d12 points of damage), nonlethal force, ready and waiting, slay mortal 1/day (DC 33), smite mortals 1/day (+17 atk, +20 dmg); Blind-Fight, Bounding Assault, Dire Charge, Favored Power Attack, Improved Combat Reflexes, Power Attack, Skewer Foe, Spring Attack Special Actions alter reality, alter size, feat of strength 10/day (+55 Str for 1 round), detect mortals at will, fury 10/day (+2 profane bonus to attack and damage against a designated creature), gluttony (as a free action, increase size as enlarge person for 65 rounds per day), mark (4), mortal skin 1/day, mortalbane shout 1/day (DC 33), trophy +4, turn or destroy lycanthropes 16/day (check +23, damage +68), wild shape 9/day (Small or Medium animals only; Magical Beast Wild Shape); Animal Devotion 1/day Combat Gear spear of the huntmaster
Spell-like Abilities (CL 55th; +1 chaos and evil spells; Boost Spell-like Ability 3/day per spell, Mortalbane 5/day per spell) At will – abyssal frenzy (DC 40), animal shapes, animate objects, antilife shell, baleful polymorph (DC 38), bigby’s clenched fist, bigby’s crushing hand, bigby’s grasping hand, bite of the king (DC 41), blasphemy (DC 40), bull’s strength, calm animals (DC 34), chaos hammer (DC 37), charm monster (DC 38), claws of the savage, cloak of chaos (DC 41), commune with nature, control weather, create undead, death knell (DC 35), desecrate, discern location, dispel good (DC 38), dispel law (DC 38), divine power, dominate animal (DC 36), enlarge person, faerie fire, fear (DC 37), find the path, foresight, goodberry, greater magic fang, greater shout (DC 41), greater teleport, heroes’ feast, hide from animals, hold animal (DC 35), hold monster (DC 39), insanity (DC 40), locate creature, magic circle against good, magic circle against law, magic fang, magic vestment, mass abyssal frenzy (DC 42), moon blade, moon path, moonbeam (DC 35), moonfire (DC 42), permanent image (DC 40), plane shift (DC 38), protection from good, protection from law, rage, righteous might, shapechange, shatter (DC 35), shout (DC 38), snare, song of discord (DC 39), spread of savagery (DC 41), stone to flesh (DC 40), stoneskin, summon monster IX (chaos or evil only), summon nature’s ally IV (animals only), summon nature’s ally VIII (animals only), trap the soul (DC 42), true strike, unholy aura (DC 41), unholy blight (DC 37), vampiric touch, were-doom (DC 42), whirlwind of teeth (DC 40), word of chaos (DC 40) 10/day – speak with animals 17 rounds/day – freedom of movement
Mortal Hunter Spells per Day (CL 10th or 20th vs SR; +1 chaos and evil spells) 4th (4/day) – DC 40. 3rd (5/day) – DC 39. 2nd (5/day) – DC 38. 1st (6/day) – DC 37.
Ranger Spells Prepared (CL 15th or 25th vs SR; +1 chaos and evil spells) 4th (7/day) – implacable pursuer (DC 48), primal speed, snakebite (x2), tree stride, venomfire (x2). 3rd (7/day) – blade storm (x2), find the gap (x2), mark of the hunter (x2) (DC 47), primal senses. 2nd (7/day) – barkskin, fell the greatest foe, hunter’s eye (x2), jagged tooth (x2), tremorsense. 1st (8/day) – accelerated movement, embrace the wild, instant search, lay of the land, longstrider, pass without trace, primal hunter, resist energy. ______________________________________________________________________
Abilities Str 54, Dex 52, Con 48, Int 36, Wis 44, Cha 36 SQ animal companion (+36 HD, +36 natural armor, +18 Str and Dex, 19 tricks), avatar, camouflage, claws of the overfiend, divinity, favored enemy +14 skills/+21 damage (animals, fey, giants, humanoid [elves], magical beasts, monstrous humanoids, outsiders [good]), fell the leviathan +2d6, godly realm (Carceri 10 miles), hide in plain sight, hunter’s dedication, hunter’s insight +10, immortality, mortal hunting +4, move like the wind, predator, shielded mind, spurn mortal magic, swift tracker, tenacious pursuit, track the trackless, wild empathy +49, woodland stride Feats Alertness, Animal Devotion, Blind-Fight, Boost Spell-like Ability (B), Bounding Assault, Clever Wrestling (B), Combat Reflexes, Dark Speech (B), Dodge, Endurance (B), Favored Dodge, Favored Power Attack, Improved Critical (natural attacks, hunting weapons)*, Improved Favored Enemy, Improved Multiattack, Iron Will, Mobility, Mortalbane, Multiattack, Power Attack, Run, Skewer Foe, Skill Focus (Survival), Spring Attack, Tactical Advantage, Track (B), Trophy Hunter, Weapon Focus (natural attacks, hunting weapons)* Epic Feats Death of Enemies, Dire Charge (B), Epic Skill Focus (Survival), Epic Weapon Focus (natural attacks, hunting weapons)*, Improved Combat Reflexes, Magical Beast Wild Shape, Superior Initiative Salient Divine Abilities Alter Form, Battlesense, Blood of the Hunt (unique salient divine ability), Call Creatures (10 predatory creatures with up to 30 HD each), Divine Ranger, Divine Skill Focus (Survival), Divine Weapon Focus (natural attacks, hunting weapons)*, Divine Weapon Specialization (natural attacks, hunting weapons)*, Extra Sense Enhancement (scent 10 miles), Lord of the Hunt (unique salient divine ability), Mind of the Beast (10 creatures/day, Will DC 60), Shift Form, Supreme Initiative, Wound Enemy (Heal DC 69) *see Lord of the Hunt below Skills Bluff +48, Climb +90, Craft (taxidermy, trapsmithing) +63, Gather Information +81, Handle Animal +85, Heal +46, Hide +89, Intimidate +85, Jump +90, Knowledge (arcana, the planes, religion) +48, Knowledge (dungeoneering, geography) +81, Knowledge (nature) +87, Listen +87, Move Silently +89, Search +81, Sense Motive +86, Spot +87, Survival +118 (+122 extraplanar, +124 above ground, avoid getting lost, hazards, tracking, underground), Swim +90 (+94 nonlethal damage); Others favored enemy +14, hunter’s insight +10, mark +10, mortal hunting +4 Possessions spear of the huntmaster
Alter Reality Malar is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Malar to duplicate any effect as long as it relates to his area of influence. For example, he can duplicate any class skill, ability or spell that relates to hunting or stalking. He can inspire bloodlust and summon carnivorous monsters from across the planes to do his bidding. He can empower or weaken lycanthropes at his whim, awaken sentience in carnivorous creatures and create traps and snares to hunt down even the most legendary and tenacious of prey.
The Beastlord can create temporary, nonmagical objects, magic items or creatures for up to 10 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Malar can assume any size from Fine to Colossal. He also can change the size of up to 1,000 pounds of objects he touches.
Avatar Malar can have five avatars at any given time. Malar favors two forms when he stalks the Realms. As the Beast, he appears as a man-high catlike beast, sleek and supple in its movements. His ebony fur is matted with blood, and his talons and fangs endlessly drip blood. The Beast cannot and does not speak.
As the Master of the Hunt, also known as the Wild Hunter, Malar appears as a black-furred, 12-foot-tall humanoid with red eyes above a whuffling, flesh-draped hole rather than a nose and mouth, and a large rack of antlers that he can use to slash or stab at targets. Malar can speak in this form and can cause his antlers to melt away and reappear at will, allowing him to avoid damage to his rack and to prevent opponents from trapping him by ensnaring his antlers. The Master of the Hunt is typically accompanied by a pack of 21 fiendish dire wolves (winter wolves in polar regions) with maximum Hit Dice.
Blood of the Hunt (unique salient divine ability) Malar’s hot blood burns with fury and energy. Any creature that ingests at least a cupful of blood from the Black-Blooded Pard obtains the benefits of righteous might and heal as though cast by a 55th level cleric.
The raging vitae of Malar’s blood has a peculiar effect on undead of all types, even those that depend on blood for survival. Undead avoid Malar instinctively and can only attack him if they have more than 27 Hit Dice and succeed on a DC 60 Will save.
Bring 'em Back Alive (Ex) Malar can turn a potentially killing blow into an incapacitating one — all the better to bring a mark back for punishment. At his option, any melee attack that would reduce a foe to —2 or fewer hit points reduces the foe to —1 hit points instead. He must choose to use this ability immediately upon reducing his foe to —2 or fewer hit points, and before making any other action (or even continuing a full attack).
Claws of the Overfiend (Ex) The damage dealt by all of Malar’s natural attacks increases by one step.
Crippling Strike (Ex) Malar can deliver strikes against his mark with such precision that each successful attack also deals 2 points of Strength damage to the mark. He can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. See the rogue class feature, page 51 of the Player's Handbook.
Detect Mortals (Su) Malar can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th level caster, except that mortals are detected.
Divine Blast Malar can create a ray of divine power that extends for up to 10 miles, dealing up to 23d12 points of damage, as a ranged touch attack with no saving throw. Malar can unleash a divine blast 16 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Malar’s divine blasts generally take the form of slashing talons and slavering jaws.
Divine Shield As a free action 22 times per day, Malar can create a shield that lasts 10 minutes and stops 280 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Malar is naturally immune to does not count towards the shield’s limits.
Fell the Leviathan (Ex) Malar deals an extra 2d6 points of damage with any melee attack made against an aberration, animal, dragon, or magical beast of Huge or greater size.
Hunter's Dedication (Ex) Malar adds his Constitution bonus (+19) to Will saves made to resist the special attacks or spells of his mark.
Hunter's Insight (Ex) Malar has a +10 insight bonus on all Knowledge checks made to identify an aberration, animal, dragon, or magical beast or its special powers or vulnerabilities. He gains the same bonus on Survival checks made to track such creatures.
Lord of the Hunt (unique salient divine ability) Malar is the Ur-Hunter, the incarnation of every predator to ever stalk the realms. This authority belonged to Malar when he first arose and has continued to grow despite his banishment to Carceri. Malar not only commands beasts but has taken on some of their traits in the following manners:
Antlers: Malar can sprout a rack of jagged antlers that he can dismiss at will. This grants Malar a gore attack and the ability to make full attacks when he charges, granting him Dire Charge as a bonus feat. If Malar’s gore attack roll beats his victim’s armor class by 10 points or more, the attack deals double damage.
Bestial: Malar may bite and claw opponents in any form, although he generally reserves this ability for his Beast aspect. His claws are considered a primary attack and his bite a secondary one. Malar’s fangs and talons are unnaturally sharp and leave horrific bleeding wounds that deal 1d4 points of Constitution damage each round until cured.
Lycanthropy: Malar’s fangs and talons perpetually drip blood and carry a horrific disease. Any creature bitten or clawed by Malar must succeed at a Fortitude save (DC 60) or succumb to lycanthropy on the next full moon. Malar can choose the strain he wishes to inflict, and creatures affected in such a manner can only be cured by a wish or miracle that succeeds at a caster level check against caster level 65th, divine intervention, or epic magic using the Heal seed.
Raptor’s Eyes: Malar’s crimson eyes can see perfectly in magical and non-magical darkness and four times better than a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination.
Stalk Prey: Malar can at any time denote a single bleeding victim as his prey. When tracking his prey, the Beastlord can take 20 on his Survival checks, and he gains a +10 insight bonus to all attack rolls made against his prey. Finally, all critical threats made against his prey are automatically confirmed.
In addition, Malar is skilled in both weapons of the hunter and the predator as well as at hunting his quarry. His weapon-based feats and salient divine abilities apply to any forms of weaponry used for hunting (including all kinds of spears, blowguns, bows and so forth) as well as his natural weapons. His highest favored enemy bonus applies to all his favored enemies, as does any favored enemy-based feat or ability.
Finally, Malar can treat up to 65 Hit Dice of predatory animals or magical beasts within 10 miles as his animal companion as a druid of his Hit Dice. The Beastlord generally prefers bears or wolves, but generally adapts his selection to his chosen hunting grounds. Malar can divide this total among any number of creatures, but he cannot exceed a total of 65 Hit Dice.
Mark (Ex) Malar can target, or mark, up to 4 individual humanoids or monstrous humanoid foes to better hunt those enemies. To do so, he must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces him to start the process again. All of Malar’s marks must be chosen during the same process.
Malar has a +10 insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a mark. If he chooses a new mark before apprehending an existing one, the latter becomes unmarked, and Malar loses experience points equal to the amount he would have earned for defeating that creature. He can choose a mark only once a week. If he gives up on apprehending any of his marks, all remaining marked creatures become unmarked as described above.
Mortal Hunting (Ex) Malar has a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (Malar cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits. This bonus stacks with his favored enemy bonus.
Mortal Skin (Su) By magically grafting bits of mortal flesh to his own body Malar can transform (as the polymorph spell) into any mortal form once per day. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In all cases, he can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph spell.
Mortalbane Shout (Su) Malar can shout and stun all mortals within 50 feet who fail a Fortitude save (DC 33) for 1 round.
Move Like the Wind (Ex) Malar can move stealthily even at a quick pace. He does not take a —5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a —10 penalty (instead of a —20 penalty) on Hide and Move Silently checks when running. (He takes the normal —20 penalty when attacking or charging.)
Nonlethal Force (Ex) Malar can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual —4 penalty on his attack roll.
Predator Malar has traded his ranger training in combat styles in exchange for the ability to wild shape as a druid of his ranger level (Small or Medium animals only) and fast movement as a barbarian of his ranger level.
Ready and Waiting (Ex) Malar is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers his readied action at any point within the next 10 minutes, Malar can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable of carrying out that action). If he is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.
See Invisibility (Su) This functions like a see invisibility spell, except that it is constantly in effect and it reveals only invisible marks.
Shielded Mind (Su) Malar has spell resistance 25 against divination spells. This benefit is overwritten by his native divine spell resistance.
Slay Mortal (Su) Once per day, Malar can force any mortal he hits with a melee touch attack to make a Fortitude saving throw (DC 33) or die instantly.
Smite Mortals (Su) Once per day, Malar may attempt to smite mortals with one normal melee attack. He adds his Wisdom modifier (+17) to his attack roll and deals 20 extra points of damage. If he accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day
Spurn Mortal Magic (Su) Malar applies his Wisdom modifier (+17) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.
Tenacious Pursuit (Ex) When tracking a mark, Malar gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. In addition, Malar while tracking a mark can increase his own speed by 30 feet, up to a maximum value equal to the mark's speed. This bonus stacks with all other speed increases.
Track the Trackless (Su) Malar can track a creature moving under the influence of pass without trace or a similar effect, though he takes a —20 penalty on his Survival checks when doing so.
Trophy (Su) Malar can wear his enemy and protect himself from its power. Whenever he slays a Huge or larger aberration, animal, dragon, or magical beast, he can take a body part as atrophy, such as a horn, tooth, or claw. He must have dealt damage to the creature in the encounter that killed it and he must harvest the trophy within 1 minute of the creature's death. He must then treat the trophy with a mixture of precious oils and magical preservatives costing at least 500 gp. This process takes 24 hours. When worn, a trophy grants him a +4 competence bonus to AC and on saves against all creatures of that type. Malar can have no more than 5 trophies at any time.
Possessions Malar carries the Spear of the Huntmaster, which he can wield in one hand with no penalty. The spear of the huntmaster is a +8 eager, hunting, and wounding longspear of anarchic and unholy power. When in combat, the spear gains a stacking +2 profane bonus to attack and damage rolls every round against all creatures of the target’s type, up to Malar’s maximum favored enemy bonus. If the target of the attack is already a favored enemy, the maximum bonus is doubled.
Malar’s natural attacks have a +8 enhancement bonus to attack and damage rolls.
Other Divine Powers As a lesser power, Malar may take 10 on any check. Malar treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Malar can see (using normal vision or darkvision), hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for ten hours. Portfolio Sense Malar senses any act of hunting as long as the event in question affects at least five hundred people. He is similarly aware of any act taken by a lycanthrope or predator if the event is of similar magnitude. Automatic Actions Malar can use any skill associated with his portfolio as a free action whether or not he has ranks in it, as long as the DC for the task is 20 or lower, or DC 30 for Survival. Malar cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items Malar can create any kind of magic item that affects or involves hunting, stalking or lycanthropy as long as the item's market price does not exceed 30,000 gp.
NEW FEATS Favored Dodge [General] [Dragon #335] Study of your favored enemy's movements allows you to dance away from its most vicious attacks. Prerequisite: Dodge, favored enemy. Benefit: Select a favored enemy. When fighting a creature of that type you may add your favored enemy bonus to your Armor Class as a dodge bonus. This bonus applies to your Armor Class against creatures of the appropriate type (only). If you lose your Dexterity bonus to Armor Class for any reason, you also lose this dodge bonus. Special: You can gain this feat multiple times. Its effects do not stack. Instead, each time you take the feat you must choose a different favored enemy type.
Tactical Advantage [General] [Dragon #335] Your studies into your favored enemies' tactics have taught you how to better control the battlefield around them. Prerequisite: Base attack bonus +5, favored enemy. Region: Select a favored enemy. When fighting a creature of that type you may add your favored enemy bonus on attack rolls and opposed checks made to perform trip, disarm, and bull rush attacks. This bonus applies to opposed checks made against a creature of the chosen type both when you initiate such an attack and when you defend against it. Benefit: You can gain this feat multiple times. Its effects do not stack. Instead, each time you take the feat you must choose a different favored enemy type.
Trophy Hunter [General] [Dragon #332] You have turned the destruction of your favored enemy into a ritual act, gaining additional powers against those you hunt through the display or consumption of body parts. Prerequisite: Favored enemy ability. Benefit: Choose one of your favored enemies and one of the following trophies. You can use the chosen body part of a chosen favored enemy that you personally kill to temporarily increase your favored enemy abilities against other members of the chosen favored enemy's type. The benefits you gain depend on the part of the body you utilize. The body part to be used may be preserved with a gentle repose spell (extending its viability for as long as that spell's duration), but nonmagical attempts to preserve it ruin it for the purpose of using this feat. All benefits are supernatural mind-affecting effects.
Head: Carrying and openly displaying a severed head of one of your favored enemies allows you to add Intimidate to the list of skills that benefit from your favored enemy ability with an additional +1 morale bonus on the check for each head beyond the first. You can gain this bonus from a maximum of five heads (+4 bonus total). A head lasts for seven days before it begins to rot beyond effectiveness.
Heart: You can consume the strength of a fallen favored enemy by eating its heart. This requires 1 minute and a Fortitude save (DC 10+1/2 HD + Con modifier). In most cases, failure simply means that no benefit comes from eating the heart, although in the case of alien or unnatural creatures it produces additional side effects as noted in the Side Effects sidebar. Creatures without discernible anatomies (such as constructs, oozes, and plants) and undead do not possess viable hearts. A single heart grants you a temporary +2 morale bonus on attack rolls made against your favored enemy for 10 minutes per Hit Die of the creature. Eating additional hearts prolongs the duration of the effect by 5 minutes per Hit Die (up to a maximum of 4 hours), although it does not increase the morale bonus. Hearts must be consumed within 10 minutes of the creature's death.
Token: You fashion crude jewelry from the bones, eyes, or teeth of your favored enemy. Doing so requires 1 hour and a DC 15 Survival check. Wearing such tokens strengthens your resolve, granting you a +2 morale bonus on Fortitude saves made against spell-like and supernatural attacks of your favored enemy. The token takes up the necklace slot. The token remains effective for a number of days equal to one-half the amount your Survival check exceeded the DC (minimum 1 day).
Pelt (scalp or hide): The pelt of a favored enemy grants you a +2 morale bonus on all attacks made against creatures of the same type. This bonus lasts for 24 hours or until the end of your next encounter with at least one creature of the same type. Taking a scalp or cutting off enough recognizable hide requires 5 minutes + 5 minutes per size category above Medium. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you may choose a new trophy and a new favored enemy to apply all your trophy types to. Special: Side Effects If you fail your Fortitude save when consuming the heart of one of the following creatures, suffer the listed side effect. Aberration, magical beast, monstrous humanoid: Nauseated 1 round/3 HD of creature. Dragon: Sickened 1 round/2 HD of creature. Outsider: Damage of 1 hp/HD of creature.
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Edited by - LordofBones on 04 Apr 2025 14:35:26
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