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Only intelligent characters of good alignment and the highest moral standards can acquire exalted feats, and only as a gift from powerful agents of good - deities, celestials, or similar creatures. These feats are thus supernatural in nature (rather than being extraordinary abilities, as most feats are).
A character must have the DM's permission to take an exalted feat. In many cases a ritual might be required. Often this simply amounts to a character swearing a sacred vow in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all his exalted feats. She regains these benefits if she atones for her violations
Aura of Good: A character with at least one exalted feat radiates an aura of good with a power equal to her character level (see the detect good spell), as if she were a cleric of a good deity.
Sacred energies flow through you in all ways, and it is exhibited in the purity of your very blood.
Prerequisite: Constitution 13+.
Benefit: Whenever you're struck by an evil creature's natural slashing or piercing weapons, that takes 1d6 holy damage. If an evil creature attempts to drink your blood, they instead take a number of d6 holy damage equal to your constitution modifier.
You rest more soundly and more steadily than one could possibly believe, and it shows in how swiftly you heal.
Prerequisite: Base Fortitude Save +3, Base Will Save +3, Cha 13+, Good alignment.
Benefit: Whenever you rest, rather than recover your level in hit points for eight hours of rest, you recover your level in hit points for each hour of rest. You still require eight hours of rest to recover power points or spell slots.
True to Self
You cannot be diverted from your own course, except by the strongest of magics.
Benefit: You gain a +2 to all saves against charm and compulsion effects. You are also considered to have four more hit dice than you do for the purpose of charm and compulsion effects. Furthermore, if you ever are the subject of a successful charm or compulsion effect, once per day you may make an extra saving throw against the original DC of the spell.
Only intelligent characters of evil alignment and the lowest depths of morality can acquire Vile feats, and only as a gift from powerful agents of evil - dark gods, infernala agents, or similar sinister creatures. These feats are thus supernatural in nature (rather than being extraordinary abilities, as most feats are). A character must have the DM's permission to take a vile feat. In many cases a ritual might be required. Often this simply amounts to a character swearing a sacred vow in the presence of a demonic being.
Aura of Evil: A character with at least one vile feat radiates an aura of evil with a power equal to her character level (see the detect evil spell), as if she were a cleric of a evil deity.
Pain is your ally. Each exquisite drop only serves to focus your mind, sharpen your instincts, and drive your actions.
Prerequisites: Willing Deformity.
Benefit: For each 10 points of damage you're dealt, you gain a +2 competence bonus to attack rolls, damage rolls, and constitution checks (including Fortitude saves) for a number of minutes equal to your constitution modifier. If you are healed, you keep this bonus, and these bonuses stack with one another.
Special: For some characters, this feat may appropriate as a nonvile feat. However, it is slightly more powerful than a normal feat and should therefore be given out carefully.
Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2007-2008 unless otherwise noted. -