A Light in Darkness
Back to the Wall
You are at your best when the situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don’t take a few of them down with you.
Prerequisite: Base attack bonus +2
Benefit: You gain +2 to all attack rolls and to armor class when you are at one quarter or less of your maximum normal hit points.
You are cold and clammy to the touch.
Prerequisite: You must have lost at least one level to an energy drain attack.
Benefit: Mindless undead ignore you unless you attack them first. Intelligent undead must succeed at a Wisdom check DC 13 to realize that you are not undead. Due to your slowed metabolism, if you are ever dying you lost hit points at a rate of only 1 point per 2 rounds instead of 1 point per round. When recovering from damage via natural healing, you recover only 1/2 hit point per character level per day (round down, 1 hp/day minimum). This is an extraordinary quality.
You are particularly fearless in the face of danger.
Benefit: You get a +4 bonus to all Fear saves
Dead Man Walking
After a brush with the horrors of the night, you accept that you are living on borrowed time.
Prerequisite: You must have survived an encounter that turned against you (failed a Horror save or been reduced to -1 hit points or lower).
Benefit: Upon making a successful Fear or Horror save you receive a +2 bonus to all saving throws and skill checks for the duration of the encounter due to the icy calm with which you face mortal danger. The recognition that everyone dies sometime can be a source of strength.
You have the psychic ability to sense emotions imbued within ethereal resonance. (See Sinkhole of Evil)
Prerequisite: Wis 13+
Benefit: You can sense the emotional content of ethereal resonance within a 30-foot radius with a successful Wisdom check. The DC is determined by the rank of the resonance.
Sensing resonance is a move action and can be retried each round. If you beat the DC by 5 or more you can see into the Near Ethereal for 1 round — a visual flash of the resonating scene. However, you can only see resonance, not ethereal creatures. Some ethereal scenes may require Horror Saves.
Exotic Weapon Proficiency (Firearms)
Firearms are widespread in the more advanced domains of Ravenloft.
Prerequisites: Originates from a domain with cultural level 8+
Benefits: This feat grants proficiency with all firearms detailed in the Firearms section.
You can see creatures in the Near Ethereal. Since ghosts make up the majority of creatures in Ravenloft’s Near Ethereal, folklore views this as the ability to see the dead.
Prerequisite: You must have had a brush with death (been reduced to negative hit points or been slain and brought back to life).
Benefit: You can see creatures that are ethereal as if they were normally visible. Unlike the see invisibility spell, this capacity does not reveal illusions or allow you to see invisible or astral creatures. Your ability to see ethereal creatures is limited only by your own visual range. You are vulnerable to gaze attacks from ethereal creatures. You have no special ability to hear or physically affect ethereal creatures. This is a supernatural ability.
Special: You are strangely attuned to the Ethereal Plane. Ethereal creatures can see you unusually clearly and must succeed at a Perception check (DC 15) to realize that you are not actually in the Near Ethereal as well. These creatures may be drawn to you out of curiosity, desperation or malice.
The spirit of a friend, ally or loved one has returned from the grave to watch over you as a geist.
Prerequisite:For obvious reasons, someone close to you must have died.
Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who can see ethereal creatures may spot the geist lurking near you, but it is otherwise invisible and intangible. The geist acts as a second pair of eyes and ears when it manifests, allowing you a second roll on Perception checks. The geist can also inform you of events that take place in your presence while you are asleep or unconscious, or it can simply offer companionship.
Special: The geist communicates through phantasms; it cannot affect physical objects. You can ask the geist to manifest whenever you are alone. The geist immediately vanishes if another intelligent creature ever enters the scene. You can summon the gest as often as you want, but each time it manifests it deals 1 point of temporary Charisma damage as it unconsciously draws strength from you.
Mesmerism, hypnotism and the treatment of psychological disorders are all useful skills in the world of Ravenloft.
Prerequisites: Heal 3 Ranks, Wisdom 13+, Knowledge (religion) or Sense Motive 1 Rank
Benefits: You can use the Heal skill for additional purposes (see Hypnosis in the Skills section under Heal). Additionally, you gain a +2 insight bonus on madness saves
Like an experienced investigator or a veteran of the Dead Man’s Campaign, you have been hardened against the horrors of the world by cruel experience.
Benefit: You gain a +4 bonus to all Horror saves
The leadership feat is altered in Ravenloft. When applying modifiers to your leadership score ignore the modifiers for cruelty and recruiting a cohort of a different alignment. Tyrants can easily attract followers and lieutenants. When attracting a cohort or follower they may be of any alignment and you are unaware of their alignment.
An adaptable mind keeps your sanity resilient.
Benefit: You gain a +4 bonus to all Madness saves
Things Man was not Meant to Know!
Benefit: You get a +2 bonus on all knowledge (dungeoneering) and Knowledge (religion) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Voice of Wrath
The unseen forces of vengeance heed your commands.
Benefit: You gain a +4 bonus on all curse checks.