Abyssal Heritor Feats

The hordes of the Abyss have mingled with mortal races ever since the two first came into contact. The inevitable results of this mixing can be seen in the faces of half-fiends and, to a lesser extent, tieflings. Over the course of several generations, the fiendish bloodline tends to become diluted until the taint goes completely dormant. In exceptionally rare cases, however, this latent demonic heritage raises its ugly head, causing two otherwise normal mortals to produce a tiefling or even a half-fiend child. Yet such births are not the only way that a dormant Abyssal taint can make its presence known.

In some cases, this lingering influence manifests later in life, often spontaneously when the character undergoes a stressful period, or when he gains skill or power from other sources. At such moments, his latent demonic heritage can come to the fore in shocking ways, transforming him into an Abyssal heritor.

The manifestation of a dormant demonic heritage is modeled by the Abyssal heritor feats. Unlike vile feats , Abyssal heritor feats are not inherently evil. They are, however, inherently chaotic, since a lawful soul would have difficulty accepting the kind of strange and eldritch changes to the body and mind that such feats impose. This chaotic bent eventually affects the alignment of the character taking these feats. A character with only one Abyssal heritor feat can be of any alignment, but he immediately becomes chaotic (if he wasn't already) upon taking a second, unless he possesses the Ordered Chaos feat.

A character with multiple Abyssal heritor feats cannot voluntarily change the chaotic aspect of his alignment, if a magical effect changes his alignment away from chaotic, he loses access to the benefits of his Abyssal heritor feats until his chaotic alignment is restored (unless he has Ordered Chaos feat).

A character can select an Abyssal heritor feat at any time he can select a general feat. Though some of the more powerful Abyssal heritor feats require lesser feats as prerequisites, a character need not have established a demonic heritage before taking the basic ones. As soon as he actually selects an Abyssal heritor feat, however, he can no longer deny the existence of some sinister event in his family's past.

The benefits of many Abyssal heritor feats actually improve as the character takes more of them. Doing so, however, helps to cement the character's chaotic alignment and link with demonkind,

Abyssal heritor feats do not come without penalties. The deformity such a feat inflicts on the mind and body imposes a -2 penalty on checks made with a particular skill designated in the feat description.

Claws Of The Beast

Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed strikes and sneak attacks.

Benefit: Your natural weapons or unarmed strikes gain a +1 profane bonus on damage rolls. This bonus increases by 1 for every two Abyssal heritor feats you possess.
Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Sleight of Hand checks.

Cloak Of The Obyrith

The chaos of the Abyss suffuses your being, as it does the ancient obyriths.

Prerequisite: Chaotic alignment.
Benefit: You gain damage reduction 1/lawful. The amount ofdamage reduction increases by 1 for each additional Abyssal heritor feat you possess.
Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on Survival checks.

Demonic Skin

Your skin has rough, scaly patches that enhance your natural armor.

Benefit: Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. if you do not have natural armor, assume your natural armor bonus is +0.
Benefit: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks.

Eyes Of The Abyss

Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark.

Prerequisite: Any one other Abyssal heritor feat.
Benefit: You gain darkvision out to a range of 30 feet and a bonus on Search and Spot checks. The amount of this bonus equals the number of Abyssal heritor feats you possess.

Special: Your glowing eyes are disconcerting and distracting to those with whom you interact. This effect manifests as a -2 penalty on Diplomacy checks.

Heart Of The Nabassu

Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.

Benefit: You can ignore a number of negative lvls per day equal to the number of abyssal heritor feats you have

Special: Your barest tie to the Negative Energy Plane is offputting to animals. You take a -2 penalty on Handle Animal checks.

Keeper Of Forbidden Lore

A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets.

Prerequisite: Int 13.
Benefit: You gain a bonus on Knowledge (the planes), Spellcraft, and bardic knowledge checks. The magnitude of this bonus equals the number of Abyssal heritor feats you possess. In addition, Knowledge (the planes) and Spellcrafr are always class skills for you, and you can use them untrained.

Special: You have trouble acquiring information in more conventional ways, which translates to a -2 penalty on Gather Information checks.

Otherworldly Countenance

You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.

Prerequisite: Cha 15.
Benefit: When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. You gain a bonus on Perform checks (if you chose beauty) or Intimidate checks (if you chose ugliness) equal to the number of Abyssal heritor feats you possess.
As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making a Will save (DC 10 + 1/2 your character level + your Cha modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to the number of Abyssal heritor feats you possess.

Special: Your appearance is so striking that it's difficult to hide. You take a -2 penalty on Disguise checks.

Poison Talons

Your claws drip with poison.

Prerequisite: Claws of the Beast, any two other Abyssal heritor feats.
Benefit: Once per hour, you can secrete poison onto your claws as a swift action. This poison remains in place until you damage a target with your claws. At that point, the creature struck must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or take 1d4 points of Strength damage. One minute later, the victim must save again or take an additional 1d4 points of Strength damage. You are immune to your own poison.
The poison you secrete from your talons cannot be collected or preserved.

Special: Although you are immune to your own toxin, its presence tends to complicate the process of providing medical aid to others. Therefore, you take a -2 penalty on Heal checks.

Precognitive Visions

You periodically experience visions from the near future.

Prerequisite: Wis 13, any one Abyssal heritor feat.
Benefit: Your visions reflect possible futures, and you can act to ensure or resist them. You gain a number of floating +1 insight bonuses equal to one-half the number of Abyssal heritor feats you possess (minimum I). The bonuses last 24 hours, and you must reassign them at the start of each new day. You can assign each bonus to one of the following:

Your Armor Class
Your attack rolls
Your initiative checks
One of your saving throws (Fortitude, Reflex, or Will)
Checks made with one skill of your choice
Since insight bonuses do not stack, it's best to assign each one to a different kind of roll or check.

Special: Your visions tend to create unwelcome hallucinations. This effect imposes a -2 penalty on Spot checks.

Primordial Scion

The Abyss beckons.

Prerequisite: Chaotic alignment, any one Abyssal heritor feat.
Benefit: Your natural weapons, as well as any weapons you wield, are treated as chaotic-aligned for the purpose of overcoming damage reduction. In addition, attacks you make with such weapons deal an extra 1d6 points of damage to lawful creatures. This bonus increases by an additional 1d6 for every four Abyssal heritor feats you possess.

Special: Because of the chaotic whispers in your head, you take a -2 penalty on Listen checks.

Vestigial Wings

A pair of vestigial wings sprouts from your shoulders.

Benefit: Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.

Special: Because your wings create additional drag while you swim, you take a -2 penalty on Swim checks.

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