Venau Knight Racial Feats
Survivor of the Platinum Apocalypse:
Prerequisites: Venau Knight, ‘Caledonian Remnant' alternate racial trait, Character level 8th
Effects: Gain the Sacrilegious Aura Supernatural ability as per the Graveknight Template.
Some amongst the Remnants of the old country managed to survive the terrible, horrible night that marked the death of the country, on that fateful night. Their lich king gone and nowhere to be found, they were forced to do naught but watch as the nation they had so proudly strived to build alongside their king who had finally discovered love inside his heart, was reduced to ruin and rubble by the servants of the Platinum Dragon. They refer to the night where they lost all they knew as ‘The Platinum Apocalypse’, where the Platinum Dragon’s followers swept into the country alongside great dragons once their king had left on one of his famous journeys, burning and destroying all they could until all was reduced to a smouldering ruin. Those precious, precious few who managed to survive the wrath of the Dragon god’s followers were consumed with rage, with sorrow, and grief...both at the followers of Bahamut which slaughtered them like pigs, and their lord, who returned home to a country in ruins, his flippant attitude ensuring his own country’s damnation. Seething with evil and negative energy, these undead stalk the lands, hunting the followers of the divine at every opportunity…
Absolute Zero Soul:
Prerequisites: Venau Knight, 'Uttercold Soul' Alternate Racial Trait, Character level 8th
Effects: The range of the immunity granting from Uttercold Soul increases from 10ft to 20ft. The dice you deal on a hit increases from 1d4 to 2d4.
As they grow in power, those Venau Knights born with souls as frozen as Uttercold grow in power even more and learn to better harness their gift.
Undead of the Abyssal Trench:
Prerequisites: Venau Knight, 'Drowned Dead' alternate racial trait, Character Level 1 only
Effects: Starting Languages replaced with Necril and Aklo. You may take Common as a bonus language with high INT. You also become capable of moving at normal speed underwater and gain Regeneration 2, negated by Electricity damage.
Amongst the undead who wash up on the shores of Venau, there are, rarely, a few who do not wash up as the rest of their kin do, but stride from the ocean with nary a scrap of flesh on their forms. Speaking language that few understand, these Undead are those unfortunate sailors who meet their demise out on the high seas, in the deepest waters where their corpses fall for days until they reach the bottom...Crawling out from the deepest depths of the ocean between the west and east continents referred to by the students of oceanography as ‘The Abyssal Trenches’ due to their immense depth, these undead are at home in the water, capable of movement as if they were on land. Whatever they encounter down below, they nonetheless seem gifted by it, as their flesh knits back together with poisonous, brackish seawater each time they recieve wounds…
Kinslayer Banelord:
Prerequisites: Venau Knight, 'Kinslayer' alternate racial trait, Character level 9th
Effects: Your attacks, spells, and effects become capable of piercing all undead immunities.
Special: If an undead has a vulnerability, you become aware of it once you get within 30ft of them. If they have multiple, you learn one at random.
Among the ranks of the Mysterious Kinslayers, who are said to hunt by naught but the pale light of the moon, there are the first of their order, the end and beginning of all who they are tasked to exterminate. Tales are spun of the might of the Banelords, who, with naught but a glance, can tear apart the secrets of their prey’s very essence, to force those undead who have long since gone mad to remember what it is to be mortal...and to be weak. They rend through the immunities of their undead kin they are tasked to slay with impunity, such that even more powerful undead give them wide berths.
Kinslayer Bonegrinder:
Prerequisites: Venau Knight, 'Kinslayer' alternate racial trait, Character level 6th
Effects: Your attacks count as all damage types(Bludgeoning, Piercing, Slashing, etc.) for the purposes of overcoming DR.
The second of the ranks of the Kinslayers, the mysterious Bonegrinders are said to be the rank and file of the mysterious group, learning the ways of undead hunting from their more experienced comrades...stories are told of their ability to wield any weapon with the finesse of an expert, of their power to turn any weapon into a bludgeon capable of shattering stone...the secrets of such a technique, if they exist, are closely guarded, but in the undead hunts their order partakes in, they are the first wall which their prey face.
Kinslayer Mindtracker:
Prerequisites: Venau Knight, 'Kinslayer' alternate racial trait, Character level 9th
Effects: Gain Thoughtsense(60ft) and you automatically learn if the target has the undead type, or is treated as an undead. No ability or effect which would prevent you from detecting a creature's type or would return a false one can prevent this ability from working.
Special: If an undead has a dependency or similar requirement for their continued existence, you become aware of it once you get within 30ft of them. If they have multiple, you learn one at random.
The third and most secretive amongst the ranks of the Kinslayers, the near mythical hunting band said to be employed by Barkhan himself, the very existence of the Mindtrackers is spoken of only in legend and superstition, of fear and mistrust. Said to be the highest echelon of their order, the Mindtrackers are the indelible trackers of the Kinslayers. Following their prey across snowbank, icefield, blizzard, or sleetstorm, come rain or wind or ice, the Mindtrackers track their prey by more than sight...to escape their gaze, impossible; to hide from them, unthinkable; They are the all-seeing eyes of their order, and ensure none escape them once they have been marked.
Keeper of the Maddening Truth:
Prerequisites: Venau Knight, Character level 5th
Effects: 1/day, you may speak the Maddening Truth, a truth said to be so despicable, so vile, and so horrible it forces all enemies within 60ft of you that can hear your words to make a will save(DC 10+ 1/2 WISMOD + 1/2 level) or receive the effects of the Confusion Spell for 1d4 rounds.
Special: You may use this ability up to three times a day, but each time above the first you use it, you receive 1 WIS damage.
Deep within the subterranean depths of the infamous superdungeon that is said to lie beneath Venau, Tartarus, it is said that, below the five layers of the underworld and within the blackest pits of Cocytus, the fifth and final layer of Tartarus, is said to the barest truths of mortal existence. While the mere existence of Tartarus cannot be proven to be anything but a fable, tales tell of those poor souls unfortunate enough to learn such a secret, of souls stained black as pitch by the truth, unable to speak or tell it to anyone, and unable to make themselves forget. The mere act of speaking such a thing, such a bare, bleak truth, is said to inflict insanity in those who hear it...and even those who manage to withstand such an effect find the words slipping from their mind, unable to remember what was recalled, or said…
Tartarus Escapee:
Prerequisites: Venau Knight, Character level 6th, Cannot have the ‘Tartarus Jailor’ racial feat
Effects: Increase all forms of movement by 15ft. Your darkvision now works in supernatural darkness. The DCs on skill checks made to track you rises by 10, and any divination spell cast to locate you has its DC you need to pass lowered by 4.
Amongst the rumors that circulate amidst the villages, cities, and towns of Venau about a mysterious superdungeon that lies beneath the country, a black abyss from which no soul could ever hope to find or even escape, the five layers within it comparable to the layers of hell itself, there are occasionally rumors of humanoids seen wandering the snowy wastes. Emaciated, shriveled, and with eyes as soulless and lifeless as those of the dead and damned, these creatures have bodies covered in gashes, tears, and cuts, all of which have been healed over time and again...immune to any effect which would strive to inflict fear upon them, they claim to have escaped from a horrible prison, one worse than any being could bear...
Tartarus Jailor:
Prerequisites: Venau Knight, Character level 6th, Cannot have the ‘Tartarus Escapee’ racial feat
Effects: Gain an insight bonus to intimidate checks and CMB checks equal to half your HD (minimum +1). In addition, you gain an aura(30ft) that causes all enemies within it to take a -4 to all saving throws against fear effects and to their CMD against your combat maneuvers.
Rarely seen, there are tales of humanoids who emerge from the snowy plains in a shroud of night, each appearing on a hunt for one of the similar humanoids who claim to have escaped from some such prison...wrapped in terror and wielding fear as a weapon, these beings rarely interact with creatures other than their target, and are said to vanish once they have been captured or killed...
Tartarean Fearmonger:
Prerequisites: Venau Knight, Character level 10th, 'Tartarus Jailor' Racial Feat
Effects: A creature you designate as a free action within your natural reach is no longer immune to fear effects. You can have one creature affected by this at a time, which increases by one creature every 4HD above 10HD.
Masters in sowing terror, the mythical boogeymen who serve the lord of the terrifying superdungeon beneath Venau are so skilled in wielding fear that they can strip away a creature's natural defenses against it for a short time.
Queen of the Tartarus Labyrinth:
Prerequisites: Venau Knight, ‘Member of the Royal Harem’ alternate racial trait, Character level 9th
Effects: You can gain immunity to maze spells and you can never become lost.
Special: Depending on which effect you chose for the ‘Member of the Royal Harem’ alternate racial trait, gain one of the following effects:
- Harem Escapee: For a number of rounds per day equal to half your HD, you can
hide yourself from detection by any supernatural sense such as blindsense,
blindsight, thoughtsense, etc. This does not hide you from mundane senses.
- Bride of the Mad Lich King: Your gaze
carries the weight of ultimate horror within it, and you gain a gaze attack out
to 30ft. All targets you use this attack against must make a will save (DC 10 +
½ HD + Cha Modifier) or become frightened. If they fail by 5 or more, they are
panicked instead. If they fail by 10 or more, they are paralyzed by absolute
terror for 1d3 rounds. If they fail by 20 or more, they are instead affected by
the spell dominate monster with no saving throw.
Special: Can only be taken by females.
Whispered of only in rumor by those shriveled few who wander the snowdrifts with soulless eyes, the mysterious ‘queens’ of the infinite labyrinth are said to rule the terrifying complex for some mysterious force, commanding the jailors and ruling each of the five levels with the force of their gaze alone. Feared and reviled by all who speak of them, they seem to be the rulers of such a place, if it exists...though, they are said to serve a darker master...
Marrowwood Drifter:
Prerequisites: Venau Knight, Character level 5th
Effects: Gain a +4 on all will saves made to disbelieve illusions. On any effect in which failing a saving throw would mean death, you may roll twice and take the higher result.
The mysterious Marrowwood which looms ominously over the western lands over the western lands of Venau is known far and wide for being a forest of the supernatural, the trees there dead and leafless for the most part, their appearance that of stark white bone...and the insides of their trunks follow of a substance resembling bone marrow. Said to be a haunted forest where the realms beyond leak into the mortal, many travelers have claimed to experience horrible, twisted things, the trees bending and twisting as creatures, objects, and things appear in the woods around them, seeking to drive them mad...the select few who can survive in this forest and maintain their sanity, living there amongst the trees of bone and fey creatures, have learned the ins and outs of surviving in such a maddening, frightening place where death waits around every corner, learning how to recognize reality from illusion and, most impressively, have learned how to hold onto life more tenaciously than most.
Mortheim Azure Archivist:
Prerequisites: Venau Knight, Character level 8th
Effects: Gain the permanent effect of the spell Read Magic, and treat all knowledge skills as class skills. Once per day, you can treat any skill check you make as having a +10 insight bonus.
Though the more famous institution of learning to the public in Venau is the Mortheim national library, open to the public and containing countless untold bookshelves of free public knowledge as it is, perhaps the more famous to the magically-inclined is a conclave of mages that reside in the floating tower they dub the ‘Azure Spire’ that drifts around Mortheim and, rarely, the rest of Venau, is the ‘Azure Archive’. A cabal of mages that hold no official alignment to Venau, the Azure Archivists, as they call themselves, collect only the most secretive, magical, and otherwise desirable knowledge, preferring instead to use their knowledge to better protect the position of magic users wherever their tower takes them. The Archivists who venture out from the Azure Spire are savants of knowledge, and are capable of reading and understanding the very essence of magic at but a glance. Clad in robes as blue as the ocean and hungry for only the most esoteric of knowledge to add to the collection of the Archive, they can be found anywhere knowledge can be found, though they remain notoriously secretive about their order, turning away any questions and newcomers with equal sternness.
World's End Seafarer:
Prerequisites: Venau Knight, Character level 6th
Effects: You gain a swim speed equal to your base land speed. In addition, you gain + 2 luck bonus to AC when on the water terrain(Above and below the surface.)
Among the dead who stalk Venau’s snowbanks and serve in its navy, none are as known nor as sought after by other countries and seafarers alike as the dead who sail the dangerous, peril-wracked waters of the worlds end ocean. Having sailed the dangerous waters of the ocean at the end of the world, they are innately familiar with the ocean, both with swimming within it as adeptly as a shark and with breathing underwater, their bodies adapting to the terrain they live their entire lives on and in. To this end, they also find themselves harder to hit when they are on or in the water, their often several lifetimes of battle and strife on the ocean making them harder to hit.
Rider on the Maelstrom:
Prerequisites: Venau Knight, Character level 10th
Effects: 1/day as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path take an amount of damage equal to (1d6 per two HD, max 10d6) Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points.
Special: You gain immunity to wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather.
The single most famous seafaring unit in the entire history of the Venau Navy, the Riders on the Maelstrom are a group of the most hardened, most capable and experienced sailors in the history of the navy, their entire unit based in and around the massive whirlpool known as ‘Obliteration Reef’, sailing the misty, roiling ocean waters that so potently rend the seas asunder like deft experts. Due to this experience sailing in the most treacherous of conditions, they have become one with the storm they navigate each and every day of their lives. Able to turn into living lightning and shooting across the battlefield, they also stand as firm as steel even in the most dangerous of storms, immune to harsh winds and weather, their eyes able to pierce even the most dense of fog and mist.
Uttercold Transmuter:
Prerequisites: Venau Knight, Character level 4th
Effects: You can transform an amount of elemental damage you deal through any direct means into cold damage that bypasses all immunities and resistances equal to three times your HD. This limit refreshes at the beginning of each day.
Special: If you take this feat twice, this amount doubles.
Charged with Uttercold and have learned to utilize it, some rare Venau Knights learn the secrets of how to change other elements into Uttercold as well, to better strike down their foes.
Powerful Animation:
Prerequisites: Venau Knight, 'Well-Crafted' Alternate Racial Trait, Must have the Undead type, Character level 7th
Effects: You can go up to an amount of negative HP before dying equal to your Charisma Score as if you were a living creature, but while at negative HP you begin to leak your animating necromantic energy into the surrounding area, dealing 1d4 points of untyped damage to yourself at the beginning of each of your turns so long as you remain at negative HP and are not stabilized as your animating energy begins to evaporate. You automatically deal twice the damage you take each turn to all living creatures within a 10ft radius around you with no save while you are dying in this way.
In a miraculous feat of Necromancy, Barkhan the Eternal became the first Necromancer in living memory to successfully create an Undead so well-made and durable that they are not automatically destroyed when taking enough damage as other Undead are...instead, their animating necromantic energy is so powerful that is lingers even as they are "slain", allowing them or others to stabilize them and allow them to return to life.
© 2019 Jacob Wrightsman
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