New Feats

Zagyg’s Favor [General Feat]
It’s not that you’re insane, it’s just that “normal” people don’t understand the world the way you do. Either way, you’re difficult to dominate effectively.
Prerequisites: Must worship Zagyg
Benefit: You receive a +4 bonus on Will saves against compulsion effects.
Credits: This feat first appeared in Dragon Magazine #319.


The Mad God’s Blessing [General Feat]
Prerequisites: Must worship Zagyg
Effect: You are mad, but in addition to the normal debilitating effects of madness Zagyg has granted you a variant with some benefits. When you select this feat, choose one of the following insanities to suffer from:

  • Amnesia: You retain all of your class features and abilities, although you still have no memory of your life before you became an amnesiac. In addition, once per day you can try to ‘forget’ a single mind-affecting effect you are suffering from by taking a second save against it one round after the first. If you succeed, the affliction is lifted as if you succeeded on the original save.
  • Mania: You draw strength from the object of your obsession. When confronted with it instead of being sickened or fascinated you enter a monomaniacal focused state: for one round per two full character levels you gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. When the focused state ends you are fatigued for a number of rounds equal to twice as many rounds are you were focused.
  • Multiple Personality Disorder: You have one more extra personality than normal, a so-called ‘shield personality’ that any of your other personalities can switch to as a free action. While the shield personality is in charge of your body you can’t take any actions except to switch away from it (bringing a random personality to the fore) but any mind-affecting effects used against you affect the shield personality only – when you switch away again those effects are suppressed.
  • Paranoia: Your constant wariness gives you a +4 morale bonus on Perception checks to spot ambushes or hidden dangers, and a +4 bonus on Sense Motive checks when opposing Bluff.
  • Phobia: You are no longer in danger of becoming frightened by the object of your phobia. (You are still shaken by its presence, though.) Rather, your jumpy nature grants you a +4 morale bonus on initiative checks when the subject of your phobia is present.
  • Psychosis: Your detachment from the nature of your crimes means that all alignment-detecting abilities register you as true neutral.
  • Schizophrenia: When you fail your Will save under stress you are only confused for one round. In addition, your warped visions are sometimes prophetic in nature: you can use augury once per day as a spell-like ability.

Special: The insanity granted by this feat cannot be cured while you still have the feat. If you ever lose this feat or fall out of favor with Zagyg, your madness reverts at once to its debilitating form.
Credits: This feat will be printed in the upcoming Purple Mountain Level 10 by Purple Duck Games.


Focused Obsession [General Feat]
Your ability to focus on one puzzle to the exclusion of all else borders on insanity – but the results cannot be denied.
Prerequisites: Int 13+, Must worship Zagyg
Effect: When making a Knowledge check, you may take 1 point of Wisdom damage to gain a +5 untyped bonus on the result of the check. This also allows you to bypass the normal DC restriction on untrained Knowledge checks. The Wisdom damage heals at the normal rate.

Special: The Wisdom damage cannot be prevented, but it can be healed. If something prevents you from taking Wisdom damage you cannot gain the benefits of this feat.
Credits: This feat will be printed in the upcoming Purple Mountain Level 10 by Purple Duck Games.


Savant [General Feat]
You can see patterns where all others see nothing but chaos.
Prerequisites: Int 13+, Focused Obsession
Effect: You can take Wisdom damage in exchange for a hint from the GM regarding your current situation. The kind of hint you get depends on how much Wisdom damage you are willing to spend: 1 point gets you the equivalent of a successful skill check – whether or not someone is lying, for example; 2 points gets you the equivalent of an augury spell; 3 will get you the equivalent of a divination spell; 4 will get you a commune spell. Use your character level as the caster level where necessary.
Special: The Wisdom damage cannot be prevented, but it can be healed. If something prevents you from taking Wisdom damage you cannot gain the benefits of this feat.
Credits: This feat will be printed in the upcoming Purple Mountain Level 10 by Purple Duck Games.

New Feats

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