Necrosis Feats
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Necrosis feats represent ongoing necromantic modification, corruption, or experimentation the character has made on her body to bring it closer to undead anatomy. Necrosis feats are distinct from more common feats in two ways.

Tainted: Upon taking a necrosis feat, the character’s body becomes contaminated with negative energy. From that point on, if the character dies, returning him to life proves to be more difficult. Any spellcaster who attempts to bring the character back from the dead must attempt a magical skill check (DC = 10 + the slain character’s Hit Dice) or have the effect fail. Effects that may only bring a creature back that has died within 1 round (such as the Resuscitate talent) gain a +5 to this check. Each necrosis feat beyond the first increases this DC by 1.

Greater Power: Necrosis feats increase in power relative to the number of necrosis feats a character possesses. Most necrosis feats grant far greater effects to characters with at least four necrosis feats. For necrosis feats that require an immediate action to activate them, you may activate as many necrosis feats as you desire as part of the same immediate action (although you must spend the required spell points for each activated feat).

Wiki Note: CL for Necrosis Feats

If necessary, use your Death sphere caster level for determining the effects (such as range) for Necrosis feats.

Between Two Worlds (Necrosis)

You can reverse the flow of your body’s energies, changing what will heal and harm you.

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. You can spend a spell point as an immediate action to reverse your reaction to positive and negative energy for 1 round per necrosis feat you possess - a living creature would now be healed by negative energy and harmed by positive energy, while an undead creature would be be healed by positive energy and harmed by negative energy. Using this ability again while it is active returns you to your normal state.

Four Necrosis Feats: As a full-round action, you can reverse your reaction to positive and negative energy for 24 hours without spending a spell point. Using this ability again while it is active still returns to your normal state.

Cold Heart (Necrosis)

Your blood flow slows and heartbeat grows erratic without significant harm to you, increasing your ability to survive freezing temperatures and electric shocks.

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. You can spend a spell point as an immediate action to gain cold resistance 5 and electricity resistance 5 for 1 round. For each necrosis feat you possess beyond this one, the cold and electricity resistances increase by 5 and the duration increases by 1 round.

Four Necrosis Feats: You always have cold resistance 10 and electricity resistance 10, and when you spend a spell point, you gain immunity to cold and electricity for a number of rounds equal to the number of necrosis feats you possess.

Deadened Flesh (Necrosis)

Your nerves fail, increasing your pain tolerance and general resilience.

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. You can spend a spell point as an immediate action to gain a +1 bonus to natural armor and DR/- for 1 round. For each necrosis feat you possess beyond this one, the natural armor bonus and damage reduction increase by 1 and the duration increases by 1 round.

Four Necrosis Feats: You gain half the normal benefit of this feat at all times (increasing to the full benefit when you spend a spell point).

Hemomancy (Necrosis)

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. You gain blindsense 15 feet against bleeding creatures. If you pay 1 spell point as a swift action, you can afflict such creatures directly through their blood with ghost strikes for 1 round regardless of line of sight or effect. For each necrosis feat you possess beyond this one, increase the range of your blindsense against bleeding creatures by 15 feet and the duration when you spend a spell point by 1 round.

Four Necrosis Feats: When you spend 1 spell point as a swift action to activate this feat, you can affect bleeding creatures within the blindsense range granted by this feat with any talent that requires a touch attack, Fortitude save, or Will save regardless of distance, line of sight, or line of effect.

Inhuman Defiler (Defiler, Drawback, Necrosis) [Cata. HB]

Your destructive powers and undead ambitions feed into each other.

Prerequisites: Death sphere, Terrain Casting drawback, non-good alignment.

Benefit: For the purpose of determining how many feats of each type you have, you treat your Defiler feats as Necrosis feats and vice versa.

Four Defiler/Necrosis Feats: You gain one bonus spell point for every 2 Defiler or Necrosis feats you possess.

Necrotic Heart (Necrosis) [Cata. HB]

Your body is sustained by necromantic power.

Prerequisite: Death sphere.

Benefit: As an immediate action, you may add your Charisma modifier as a bonus to a single Fortitude saving throw. If you would already add your Charisma modifier to the saving throw, you instead gain a bonus to the saving throw equal to the number of necrosis feats you possess.

Four Necrosis Feats: You always add your Charisma modifier (or number of necrosis feats) as a bonus to Fortitude saving throws. Once per day as an immediate action, when you would be reduced to 0 or fewer hit points, you may spend a spell point to gain temporary hit points equal to your Hit Dice times your Charisma modifier. These temporary hit points last for one minute.

Numb Mind (Necrosis)

Your emotional and reflex responses fade, allowing you to shrug off distracting conditions.

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. You can spend a spell point as an immediate action to gain a +2 bonus to saving throws against bleed, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning for 1 round. For each necrosis feat you possess beyond this one, the bonus and duration increase by 1.

Four Necrosis Feats: When you use this feat, you also gain a new saving throw against one of the above effects currently affecting you (your choice).

Wandering Spirit (Necrosis)

Your soul begins to loosen its grip on your body, preparing itself to flee if threatened.

Prerequisite: Death sphere.

Benefit: You gain +1 spell point. By spending 8 hours creating an intense mystical connection between you and an object, you can designate it as your phylactery. When you would die/be destroyed from hit point loss, you can spend a spell point as an immediate action to transfer your soul to your phylactery, as long as it is in close range. Your soul stays in its phylactery for 1 round. During this time, your body may be healed, as long as your phylactery remains unbroken.

If your new hit point total is greater than a negative amount equal to your Constitution score (or greater than 0, if you are undead), then you come back to life and stabilizes at your new hit point total. You otherwise remain dead. If you are brought back to life in this manner, you gain a temporary negative level. For each necrosis feat you possess beyond this one, your soul remains in its phylactery for one additional round. Your phylactery has a number of hit points and break DC equal to 5 times the number of necrosis feats you possess, and a hardness equal to triple your necrosis feats.

Four Necrosis Feats: Your soul stays in its phylactery for up to 1 minute per necrosis feat, and your phylactery functions as long as it is within long range.


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