Table of Contents
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Close to Undeath
Although you are still a living creature, your flesh is infused with necromantic energies that make you, in some ways, akin to the undead.
Prerequisites: Cha 13, ghoul.
Benefit: Negative energy damage heals you rather than harms you, as if you were an undead creature. Positive energy still heals you as well, but it is only half as effective. In addition, when you are healed by positive energy, you must make a successful DC 15 Fortitude save to avoid being sickened for 1d4 rounds.
Dreamer
Your vivid imagination unlocks the secret world of the Dreamlands to you.
Prerequisite: Cha 13.
Benefit: You can travel knowingly in your dreams to the shared universe of the Dreamlands. Generally, you can only bring miniscule mundane things without value (such as a leaf or rock) between your physical form and the Dreamlands unless they are artifacts or magic items designed to be brought this way. You can wake yourself up from the Dreamlands by concentrating as a standard action. You must succeed at a Charisma check against DC 15, at which point your dream-form vanishes until you return to the Dreamlands, and you awaken in your physical body. You can only attempt to wake up from the Dreamlands once every 10 minutes.
When you gain this feat, you gain full access to all your dream form's memories alongside your waking form's memories and your two parallel identities are no longer independent.
Normal: When an ordinary dreamer goes to the Dreamlands as part of normal sleep, that sleeper's dream form has an entirely separate mind and body unaware of the waking world, and the sleeper likewise awakens with no memory of the Dreamlands.
Erudite Feaster
When you feed on a dead body, you gain enhanced knowledge from its remains.
Prerequisites: Con 13, ghoul.
Benefit: You can maintain an additional 3 insight bonuses to skill checks gained via your feast on flesh ghoul racial ability. In addition, if the body you feast upon was particularly ancient (at least 100 years old, but well-preserved enough to still retain flesh; this can be via natural mummification or magical preservation, such as via an effect like gentle repose), you gain a +4 insight bonus to the chosen skill rather than +2.
Faithful Feline
You are a particularly religious cat and carry a holy symbol in your fur patterns.
Prerequisite: Dreamlands cat, must worship a deity or follow a faith that has a holy or unholy symbol.
Benefit: You manifest a pattern in your fur on an obvious part of your body that resembles the holy (or unholy) symbol of your faith. You can use this symbol as a divine focus when spellcasting or using other abilities that require you to present the symbol.
A number of times per day equal to your Dexterity modifier (minimum of once per day), this symbol in your fur allows you to cast a spell with a somatic component normally as if you had hands, rather than taking an extra move action to cast the spell.
Feline Item Focus (Item Creation)
You can destroy a magic item but infuse its power into a Dreamlands cat’s body.
Prerequisite: Caster level 5th.
Benefit: You can transform a magic item into something that merges with a willing or helpless Dreamlands cat’s body. Transforming an item in this way takes 1 day for each 2,000 gp in the price of its magical features, but does not consume any additional materials. (NPCs with this feat generally charge 50 gp per day for the time spent.) The item and cat to be bound must remain nearby during each day of work. When the transformation is finished, the magic item vanishes and becomes a permanent part of the cat’s body, as detailed below. (Staves, rods, potions, scrolls, and miscellaneous magic items not mentioned below cannot be affected by Feline Item Focus.) A fused item can't be damaged separately from the cat, although removing the matching body part removes the item's benefits (such as a paw fused with the essence of a magic weapon). A fused item can be dispelled and disjoined normally. You can also magically extract the item with 1 day of effort on a willing or helpless target.
A successful DC 15 Perception check reveals that the body part appears unnatural. The item can be identified normally but the DC of any skill check increases by 5 unless magic is involved.
Weapon: Choose one of the cat’s three natural attacks. The weapon’s enhancement bonus and any special qualities the weapon possesses are transferred to that natural attack. Note that the weapon’s special abilities must be those that function for a bludgeoning or slashing melee weapon (if applied to a cat’s claw) or a bludgeoning, piercing, or slashing melee weapon (if applied to a cat’s bite). The cat’s bite or claw attack may shimmer with magic power or otherwise carry a recognizable trait from the focused item (a +2 flaming dagger would, for example, result in a burning set of claws, their fires causing no harm to the cat itself).
Armor: The cat’s fur is sleek and tough and is now treated as if it were wearing the suit of armor used to make the Feline Item Focus. The cat must still be proficient in the armor type to fully use the armor, and can “remove” or “put on” the armor by concentrating for the same amount of time it would normally take to remove or put on the armor.
Ring: A patch of fur on the cat now glistens with the pattern and color of the ring, granting the cat all the ring’s powers. This uses up one of the cat’s two ring slots.
Wand: One of the cat’s eyes is transformed in color and appearance, and can fire the wand’s charges as if it were wielded normally. When the wand’s charges are depleted, the eye returns to normal. A cat can only have one wand feline item focus at a time.
Miscellaneous Item: A patch of fur on the cat in the appropriate part of its body transforms in color to match the original item. This item functions normally as if worn and uses that item slot as appropriate—only items that take up the belt, chest, feet, hands, head, headband, neck, shoulders, and wrist body slots can be affected.
If a cat already has an item in its targeted body slot (one for all items except one weapon for each of its three natural attacks and two ring slots), the previous item enhancement is replaced and fades away when the new item is made into an item focus.
Regardless, the target Dreamlands cat must be a willing participant to gain an item focus or replace an item focus.
Flail Tail (Combat)
The damage of your tail attack increases.
Prerequisites: Slitherspeed, Whiptail (Combat), base attack bonus +6, gnorri.
Benefit: Your tail attack damage increases to 1d8.
Normal: Without this feat, your tail attack deals 1d6 damage.
Four-Weapon Fighting (Combat)
You are trained to attack with all four arms at once.
Prerequisite: Dex 15, Three-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11, gnorri.
Benefit: You can attack with up to four arms during a full attack (potentially wielding two weapons in two hands each, up to four light or one-handed weapon in each of four hands, or one two-handed weapon and up to two light or one-handed weapons). Only one weapon at a time can be wielded with a primary hand; any other attacks are off-hand. If you wield a two-handed weapon in your off-hands, you apply 1-1/2 times your strength modifier to the damage.
In addition, you gain a +2 shield bonus to your AC while wielding weapons in four hands. This feat’s benefit does not stack with Improved Two-Weapon Fighting or Greater Two-Weapon Fighting.
Insulating Insanity
You use madness as a refuge from terrible truths about the world.
Benefit: You gain a minor insanity. As long as you are experiencing its effects, you gain a +2 bonus on concentration checks and on Will saving throws against mind-affecting effects, including saves against additional dread.
Note: Your GM chooses your insanity, but should work with you to ensure it will be an aid and not a hindrance in the group's enjoyment of the game.
Mad Passion
Your mad passion makes you almost impossible to distract.
Prerequisite: Must have an insanity or worship the King in Yellow.
Benefit: You gain a +2 bonus on concentration checks. Once per day, you can cast a single spell, use a single bardic performance, or make a single Craft, Knowledge, Perform, or Profession skill check despite one of the following conditions: confused, dazed, dread, fear, fascinated, insanity, stunned.
Natural Unarmed Strike (Combat)
You have trained to use your unarmed strikes in conjunction with natural weapons.
Prerequisites: Improved Unarmed Strike, base attack bonus +6, natural weapon attack.
Benefit: You can make a single unarmed strike as a primary natural weapon attack during a full attack with other natural weapons. Using this attack does not cause any of your primary attacks to become secondary.
Normal: When you make unarmed strikes and natural weapon attacks, all your natural weapon attacks are made as secondary natural weapons even if they are normally primary natural weapons.
Special: If you have the flurry of blows class feature, you can make a modified flurry of blows. This is a full-attack action with unarmed strikes or special monk weapons and all your natural weapons. You gain no additional attacks from flurry of blows, but you still treat your base attack bonus from monk levels as equal to your monk level and your natural weapons are not treated as secondary. You take a –2 penalty on all your attack rolls.
Slitherspeed
You can move faster than the rest of your gnorri kin.
Prerequisite: Gnorri.
Benefit: Your base land speed increases by 10 feet.
Normal: A gnorri’s base land speed is 20 feet.
Supernatural Feaster
When you feed on a dead body, you process its power to fuel your magic.
Prerequisites: Con 13, Erudite Feaster, caster level 5th, ghoul.
Benefit: Once per day as you feed on the body of a spellcasting humanoid, you can absorb some of the lingering power in the body to enhance your own spellcasting ability. If the body you feast upon is less than 100 years old, you may immediately recall to memory any one spell you previously cast within the last 12 hours, or regain a spell slot you used within the last 12 hours. If the body you feast upon is over 100 years old, you immediately recall two spells to memory or recover two used spell slots instead.
Tail Elongation
Your tail is longer than that of a typical gnorri.
Prerequisites: Slitherspeed, Whiptail (Combat), gnorri.
Benefit: The reach of your tail attacks increase to 10 feet.
Normal: Your tail attacks only have a reach of 5 feet.
Tail Sweep (Combat)
Your tail is equally good at tripping opponents as it is at hurting them.
Prerequisites: Whiptail (Combat), base attack bonus +6, gnorri.
Benefit: When you make an attack with your tail, you can make a trip attempt as a free action that does not provoke attacks of opportunity.
Normal: You can’t normally make a trip attempt with your tail.
Three-Weapon Fighting (Combat)
You are trained to attack with three arms at once.
Prerequisite: Dex 15, Two-Weapon Fighting, base attack bonus +6, gnorri.
Benefit: You can attack with a light or one-handed weapon in a third hand in addition to your normal attacks during a full attack (either wielding one weapon in two hands and another in a third hand or wielding a light or one-handed weapon in each of three hands). This does not penalize you beyond the normal –4 for fighting with two weapons (or –2 if all your off-hand weapons are light). The attack with your third hand always counts as off-hand (applying only 1/2 your strength modifier to damage).
In addition, you gain a +1 shield bonus to your AC while wielding weapons in three hands. This feat does not allow you to effectively wield a single weapon in more than two hands. This feat’s benefit does not stack with Improved Two-Weapon Fighting or Greater Two- Weapon Fighting.
Special: If you also have Two-Weapon Defense and wield weapons in three hands, increase the shield bonus to +2 (or +3 when fighting defensively or using the total defense action).
Normal: A gnorri can attack with no more than two arms during a full attack.
Whiptail (Combat)
You can use part of your tail as a natural weapon attack.
Prerequisites: Slitherspeed, base attack bonus +3, gnorri.
Benefit: You can use a portion of your tail as a natural attack that deals 1d6 points of bludgeoning damage. This is considered a primary attack unless used as part of a full-attack action with attacks made with weapons (in which case, it is considered a secondary attack). Primary attacks are made with the creature’s full base attack bonus and add 1 1/2 times the creature’s Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attacks bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls.
Whisker Sense
You can feel the environment around you through your whiskers with greater accuracy than a normal cat.
Prerequisites: Wis 15, cat.
Benefit: You gain tremorsense to a range of 15 feet.
Special: You may take this feat twice. The second time you take the feat, you extend the range of your tremorsense to 30 feet.
Sandy Petersen's Cthulhu Mythos for Pathfinder by Petersen Games | |||
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Races | |||
Dreamlands Cats | Ghouls | Gnorri | Zoogs |
Companion Options | |||
Mythos Animal Companions | Mythos Familiars | Mythos Eidolons | |
Other Options | |||
Yog-Sothothery Skill | Mythos Feats | Mythos Spells | Mythos Rituals |
Alchemical Items | Technological Items | Mythos Grimoires | Magic Items And Artifacts |
Gamemastering | |||
Using This Content | Bringing Horror To Fantasy | Dreamlands | Insanity and Dread |
Cults | |||
Introduction to Cults | Azathoth Cult | Black Goat Cult | Crawling Chaos Cult |
Cthulhu Cult | Opener of the Way Cult | Sleeper Cult | Windwalker Cult |
Yellow Sign Cult | Lesser Cults | Tcho-Tcho Culture | Deep One Culture |
Bestiary | |||
Great Old Ones, Outer Gods, and Elder Influences | |||
Mythos Bestiary | Advanced Adversaries | ||
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