Difference between revisions of "New feats"
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==Natural Caster== | ==Natural Caster== | ||
− | Prerequisite: No levels in mystic or | + | Prerequisite: No levels in mystic, manifest, or sigillant<br> |
− | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or | + | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit. |
==Improved Natural Caster== | ==Improved Natural Caster== | ||
Prerequisite: Natural Caster, Level 6+<br> | Prerequisite: Natural Caster, Level 6+<br> | ||
− | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or | + | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit. |
==Greater Natural Caster== | ==Greater Natural Caster== | ||
Prerequisite: Improved Natural Caster, Level 11+<br> | Prerequisite: Improved Natural Caster, Level 11+<br> | ||
− | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or | + | Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit. |
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==Frugal Focus== | ==Frugal Focus== | ||
Prerequisite: BMB +5<br> | Prerequisite: BMB +5<br> | ||
− | Benefit: Select one school of magic. Spells from this school take one | + | Benefit: Select one school of magic. Spells from this school take one less Source to cast than normal (minimum 1). This feat can be taken multiple times; each time it must apply to a different school. |
==Spell Expertise== | ==Spell Expertise== | ||
Prerequisite: Int 13<br> | Prerequisite: Int 13<br> | ||
− | Benefit: Select one spell, whose spell level is no greater than half your level. You no longer need to roll magic checks to succeed at the spell - simply expend the required amount of | + | Benefit: Select one spell, whose spell level is no greater than half your level. You no longer need to roll magic checks to succeed at the spell - simply expend the required amount of Source. Even if you add metamagic to the spell, you do not need to make a check. This feat can be taken multiple times; each time it must apply to a different spell. |
==Spellbinding== | ==Spellbinding== | ||
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==Improved Combat Casting== | ==Improved Combat Casting== | ||
Prerequisite: Combat Casting, BMB +6<br> | Prerequisite: Combat Casting, BMB +6<br> | ||
− | Benefit: You receive a +4 on concentration checks to retain any | + | Benefit: You receive a +4 on concentration checks to retain any Source you have when you take damage. |
==Greater Combat Casting== | ==Greater Combat Casting== | ||
Prerequisite: Improved Combat Casting, BMB +11<br> | Prerequisite: Improved Combat Casting, BMB +11<br> | ||
− | Benefit: You receive an additional +4 on concentration checks to retain any | + | Benefit: You receive an additional +4 on concentration checks to retain any Source you have when you take damage. |
==Crude Caster== | ==Crude Caster== | ||
Prerequisite: Con 13<br> | Prerequisite: Con 13<br> | ||
− | Benefit: You can consume fos root directly, without preparation, for full effect.<br> | + | Benefit: You can consume fos root directly, without preparation, for full effect, with no risk of a wild surge. Each root consumed provides two doses of fos.<br> |
− | Normal: When fos has not been prepared specially, | + | Normal: When fos has not been prepared specially, each root only provides one dose, and there is a 5% chance per dose used when casting that a wild surge occurs. |
==Stable Source== | ==Stable Source== | ||
Prerequisite: Con 15, BMB +4<br> | Prerequisite: Con 15, BMB +4<br> | ||
− | Benefit: You can hold | + | Benefit: You can hold Source you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.<br> |
− | Normal: You can hold | + | Normal: You can hold Source you have consumed for 1 round per level (2 rounds for manifests) before needing to make a Concentration check. |
==Avert Fate== | ==Avert Fate== | ||
Prerequisite: BMB +8<br> | Prerequisite: BMB +8<br> | ||
Benefit: Whenever you fail a spell that would cause you to have to roll on Table 2C (Severe Effects), you get a -30 to the roll. This increases the chance that you will drop down to Table 2B (Moderate Effects) and avoids the worst effects on Table 2C. | Benefit: Whenever you fail a spell that would cause you to have to roll on Table 2C (Severe Effects), you get a -30 to the roll. This increases the chance that you will drop down to Table 2B (Moderate Effects) and avoids the worst effects on Table 2C. | ||
+ | |||
+ | == Fos Feast == | ||
+ | Prerequisite: Con 15, BMB +2 | ||
+ | Benefit: As a move action, you can consume an amount of Source (in the form of fos) equal to twice your Constitution modifier (minimum 2), and as a standard action, up to four times your Constitution modifier (minimum 4). In total, you can hold an amount of Source up to your BMB plus four times your Constitution modifier for up to 1 hour per level. | ||
+ | |||
+ | == Robust Caster == | ||
+ | Prerequisite: BMB +1 | ||
+ | Benefit: Your maximum strain is +1 beyond your ordinary Constitution modifier. | ||
+ | |||
=Hallow feats= | =Hallow feats= | ||
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Benefit: When you use your hallow power to benefit yourself and your allies within 30 feet, the duration is twice as long as ordinary. This can be combined with other feats that affect this use of hallow.<br> | Benefit: When you use your hallow power to benefit yourself and your allies within 30 feet, the duration is twice as long as ordinary. This can be combined with other feats that affect this use of hallow.<br> | ||
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis). | Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis). | ||
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==Frightful Hallow== | ==Frightful Hallow== | ||
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==Hallowed Shroud== | ==Hallowed Shroud== | ||
Prerequisite: hallow class feature, level 5+<br> | Prerequisite: hallow class feature, level 5+<br> | ||
− | Benefit: You may use your hallow power to cause attacks on yourself and all allies within 30’ to have a 20% miss chance, as if they had concealment, instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis). | + | Benefit: You may use your hallow power to cause attacks on yourself and all allies within 30’ to have a 20% miss chance, as if they had concealment, instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis). |
+ | |||
+ | == Hallowed Weapon == | ||
+ | Prerequisite: hallow class feature | ||
+ | Benefit: As a standard action, in place of one of the ordinary uses of hallow, you touch a weapon held by yourself or an immediately adjacent ally, giving it a morale bonus to attack rolls and damage equal to the bonus to saving throws that would normally apply based on your level. | ||
+ | |||
+ | == Ovation (Teamwork) == | ||
+ | Prerequisite: hallow class feature | ||
+ | Benefit: With this feat, if a Voice and Hand both use hallow within 1 round of one another, instead of having separate effects, the first instance of hallow is more effective, receiving a +1 bonus on top of the original bonus. Both priests must have this feat, and both must have the ability to cause the desired hallow effect, and it does not work if they are members of the same class. If both priests are 9th level or higher, the bonus from this feat increases to +2. | ||
+ | |||
+ | == Fist and Song (Teamwork) == | ||
+ | Prerequisite: hallow class feature, Ovation, level 9+ | ||
+ | Benefit: This teamwork feat requires two priests, one Voice and one Hand, who both have the feat. As a full-round action, each priest uses the hallow power but, instead of one of the ordinary effects, a powerful wave of hallowed energy strikes out at a single target within 30 feet. That target takes 8d8 nonlethal damage and must make a Will save (DC 15 + the Voice's Wis modifier + the Hand's Cha modifier) or be shaken (-2 attacks, saves, skill, ability checks) and staggered (only 1 move or standard action per round) for 2d6 rounds. If the save is successful, the target takes half damage and does not suffer the condition effects. | ||
+ | |||
=Corpseborn feats= | =Corpseborn feats= | ||
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Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13<br> | Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13<br> | ||
Benefit: Make a full attack action with your unarmed strike and combine the first attack with a fate touch. If your fate touch is successful, and you hit with any of the subsequent attacks, the opponent is immediately rendered unconscious for 1d6 rounds as they are overwhelmed by their fate. This does not work on mindless opponents or opponents without a nervous system. | Benefit: Make a full attack action with your unarmed strike and combine the first attack with a fate touch. If your fate touch is successful, and you hit with any of the subsequent attacks, the opponent is immediately rendered unconscious for 1d6 rounds as they are overwhelmed by their fate. This does not work on mindless opponents or opponents without a nervous system. | ||
+ | |||
+ | ==Fortune's Bounty== | ||
+ | Prerequisite: fortune class feature, Bluff 5 ranks<br> | ||
+ | Benefit: You can use your fortune ability 2 additional times a day. | ||
+ | |||
+ | ==Fortune's Quarry== | ||
+ | Prerequisite: fortune class feature, BAB +4<br> | ||
+ | Benefit: Instead of targeting all individuals within 30 ft., you can aim your fortune or misfortune power at a specific individual (within 30 ft) and cause them to have an additional +2/-2 modifier to skill checks, attacks, and saves for the next round, in addition to the usual bonus or penalty of the power. | ||
+ | |||
+ | ==Fortune's Source== | ||
+ | Prerequisite: fortune class feature, BMB +3<br> | ||
+ | Benefit: Your use of the fortune / misfortune power applies also to magic checks as well as attacks, saves, and skills. | ||
+ | |||
+ | ==Fearful Fortune== | ||
+ | Prerequisite: fortune class feature, BAB +7<br> | ||
+ | Benefit: Targets affected by your misfortune are also frightened (Will save DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). Targets affected by your fortune are immune to fear effects. | ||
+ | |||
+ | ==Fortune's Hex== | ||
+ | Prerequisite: fortune class feature, BAB +4<br> | ||
+ | Benefit: You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours in addition to the ordinary penalty. | ||
+ | |||
+ | ==Improved Fortune's Hex== | ||
+ | Prerequisite: fortune class feature, Fortune's Hex, BAB +7<br> | ||
+ | You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours, and whenever they make a check during that period, they must also roll twice and take the worse of the two rolls. | ||
+ | |||
+ | =Hithkindred feats= | ||
+ | |||
+ | ==Grievous Bleed== | ||
+ | Prerequisite: Weapon focus (pfethe), BAB +4<br> | ||
+ | Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 2 bleed damage rather than the 1 that the weapon normally allows. | ||
+ | |||
+ | ==Improved Grievous Bleed== | ||
+ | Prerequisite: Weapon focus (pfethe), Grievous Bleed, BAB +9<br> | ||
+ | Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 1d4+1 bleed damage rather than the 1 that the weapon normally allows. | ||
+ | |||
+ | ==Pfethe Mastery== | ||
+ | Prerequisite: Weapon focus (pfethe), BAB +4<br> | ||
+ | Benefit: You receive +2 to all damage rolls when attacking with the pfethe. | ||
+ | |||
+ | ==Staggering Critical== | ||
+ | Prerequisite: Weapon focus (pfethe), BAB +4<br> | ||
+ | Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is staggered for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) to reduce the duration to 1 round. | ||
+ | |||
+ | ==Improved Staggering Critical== | ||
+ | Prerequisite: Weapon focus (pfethe), Staggering Critical, BAB +9<br> | ||
+ | Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is stunned for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) and if the save is successful, the target is merely staggered for 1d4+1 rounds. | ||
+ | |||
+ | ==Piercing Critical== | ||
+ | Prerequisite: Weapon Focus (pfethe), Str 13, BAB +4<br> | ||
+ | Benefit: Whenever you inflict bleed damage with a pfethe (normally through a critical attack) on a target with natural armor, you reduce the target's natural armor bonus by your Strength bonus for as long as the bleeding continues (to a minimum of 0). | ||
+ | |||
+ | ==Rugged Hide== | ||
+ | Prerequisite: hithkindred level 3, Con 13<br> | ||
+ | Benefit: You gain +1 natural armor bonus to AC. | ||
+ | |||
+ | ==Improved Rugged Hide== | ||
+ | Prerequisite: hithkindred level 7, Rugged Hide, Con 15<br> | ||
+ | Benefit: You gain an additional +1 natural armor bonus to AC. | ||
+ | |||
+ | ==Withering Strike== | ||
+ | Prerequisite: Weapon Focus (pfethe), withering touch class feature, leech class feature, BAB +9<br> | ||
+ | Benefit: Whenever you strike an opponent with the pfethe you can use one of your withering touch attacks through the weapon, delivering both weapon damage and additional withering (lethal or nonlethal) damage. If you choose to do lethal damage, you may apply one-half of the damage of the withering touch (not the pfethe) as healing to yourself. | ||
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Latest revision as of 17:07, 4 January 2025
Magic feats
Natural Caster
Prerequisite: No levels in mystic, manifest, or sigillant
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit.
Improved Natural Caster
Prerequisite: Natural Caster, Level 6+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit.
Greater Natural Caster
Prerequisite: Improved Natural Caster, Level 11+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic, manifest, or sigillant you lose this benefit.
Frugal Focus
Prerequisite: BMB +5
Benefit: Select one school of magic. Spells from this school take one less Source to cast than normal (minimum 1). This feat can be taken multiple times; each time it must apply to a different school.
Spell Expertise
Prerequisite: Int 13
Benefit: Select one spell, whose spell level is no greater than half your level. You no longer need to roll magic checks to succeed at the spell - simply expend the required amount of Source. Even if you add metamagic to the spell, you do not need to make a check. This feat can be taken multiple times; each time it must apply to a different spell.
Spellbinding
Prerequisite: Cha 13
Benefit: You substitute Charisma for Intelligence as the key ability for magic checks.
Improved Combat Casting
Prerequisite: Combat Casting, BMB +6
Benefit: You receive a +4 on concentration checks to retain any Source you have when you take damage.
Greater Combat Casting
Prerequisite: Improved Combat Casting, BMB +11
Benefit: You receive an additional +4 on concentration checks to retain any Source you have when you take damage.
Crude Caster
Prerequisite: Con 13
Benefit: You can consume fos root directly, without preparation, for full effect, with no risk of a wild surge. Each root consumed provides two doses of fos.
Normal: When fos has not been prepared specially, each root only provides one dose, and there is a 5% chance per dose used when casting that a wild surge occurs.
Stable Source
Prerequisite: Con 15, BMB +4
Benefit: You can hold Source you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.
Normal: You can hold Source you have consumed for 1 round per level (2 rounds for manifests) before needing to make a Concentration check.
Avert Fate
Prerequisite: BMB +8
Benefit: Whenever you fail a spell that would cause you to have to roll on Table 2C (Severe Effects), you get a -30 to the roll. This increases the chance that you will drop down to Table 2B (Moderate Effects) and avoids the worst effects on Table 2C.
Fos Feast
Prerequisite: Con 15, BMB +2 Benefit: As a move action, you can consume an amount of Source (in the form of fos) equal to twice your Constitution modifier (minimum 2), and as a standard action, up to four times your Constitution modifier (minimum 4). In total, you can hold an amount of Source up to your BMB plus four times your Constitution modifier for up to 1 hour per level.
Robust Caster
Prerequisite: BMB +1 Benefit: Your maximum strain is +1 beyond your ordinary Constitution modifier.
Hallow feats
Extra Hallow
Prerequisite: hallow class feature
Benefit: You can use your hallow power two additional times per day.
Extended Hallow
Prerequisite: hallow class feature
Benefit: When you use your hallow power to benefit yourself and your allies within 30 feet, the duration is twice as long as ordinary. This can be combined with other feats that affect this use of hallow.
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis).
Frightful Hallow
Prerequisite: hallow class feature, Cha 15, level 3+
Benefit: When you use the hallow feature to grant yourself and allies a bonus to saving throws, any enemies within 30’ must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) for the duration of the effect.
Hallowed Shroud
Prerequisite: hallow class feature, level 5+
Benefit: You may use your hallow power to cause attacks on yourself and all allies within 30’ to have a 20% miss chance, as if they had concealment, instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis).
Hallowed Weapon
Prerequisite: hallow class feature Benefit: As a standard action, in place of one of the ordinary uses of hallow, you touch a weapon held by yourself or an immediately adjacent ally, giving it a morale bonus to attack rolls and damage equal to the bonus to saving throws that would normally apply based on your level.
Ovation (Teamwork)
Prerequisite: hallow class feature Benefit: With this feat, if a Voice and Hand both use hallow within 1 round of one another, instead of having separate effects, the first instance of hallow is more effective, receiving a +1 bonus on top of the original bonus. Both priests must have this feat, and both must have the ability to cause the desired hallow effect, and it does not work if they are members of the same class. If both priests are 9th level or higher, the bonus from this feat increases to +2.
Fist and Song (Teamwork)
Prerequisite: hallow class feature, Ovation, level 9+ Benefit: This teamwork feat requires two priests, one Voice and one Hand, who both have the feat. As a full-round action, each priest uses the hallow power but, instead of one of the ordinary effects, a powerful wave of hallowed energy strikes out at a single target within 30 feet. That target takes 8d8 nonlethal damage and must make a Will save (DC 15 + the Voice's Wis modifier + the Hand's Cha modifier) or be shaken (-2 attacks, saves, skill, ability checks) and staggered (only 1 move or standard action per round) for 2d6 rounds. If the save is successful, the target takes half damage and does not suffer the condition effects.
Corpseborn feats
Chameleon Strike
Prerequisite: Improved Unarmed Strike, social invisibility class feature, Stealth 3 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for one round. As long as you continue to make unarmed attacks only, you may roll Stealth checks each round to maintain your concealment.
Normal: You lose the benefit of Stealth immediately once you make an attack roll.
Improved Chameleon Strike
Prerequisite: Chameleon Strike, social invisibility class feature, Stealth 8 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for as long as you continue to make unarmed attacks against that opponent. You do not need to roll additional Stealth checks after the first one.
Sloth Strike
Prerequisite: Improved Unarmed Strike, Bluff 3 ranks, BAB +4
Benefit: When you attack an opponent with an unarmed strike, delay your initiative by 4 to receive a +2 circumstance bonus to your attack.
Enervating Strike
Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13
Benefit: Make a full attack action with your unarmed strike and combine the first attack with a fate touch. If your fate touch is successful, and you hit with any of the subsequent attacks, the opponent is immediately rendered unconscious for 1d6 rounds as they are overwhelmed by their fate. This does not work on mindless opponents or opponents without a nervous system.
Fortune's Bounty
Prerequisite: fortune class feature, Bluff 5 ranks
Benefit: You can use your fortune ability 2 additional times a day.
Fortune's Quarry
Prerequisite: fortune class feature, BAB +4
Benefit: Instead of targeting all individuals within 30 ft., you can aim your fortune or misfortune power at a specific individual (within 30 ft) and cause them to have an additional +2/-2 modifier to skill checks, attacks, and saves for the next round, in addition to the usual bonus or penalty of the power.
Fortune's Source
Prerequisite: fortune class feature, BMB +3
Benefit: Your use of the fortune / misfortune power applies also to magic checks as well as attacks, saves, and skills.
Fearful Fortune
Prerequisite: fortune class feature, BAB +7
Benefit: Targets affected by your misfortune are also frightened (Will save DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). Targets affected by your fortune are immune to fear effects.
Fortune's Hex
Prerequisite: fortune class feature, BAB +4
Benefit: You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours in addition to the ordinary penalty.
Improved Fortune's Hex
Prerequisite: fortune class feature, Fortune's Hex, BAB +7
You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours, and whenever they make a check during that period, they must also roll twice and take the worse of the two rolls.
Hithkindred feats
Grievous Bleed
Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 2 bleed damage rather than the 1 that the weapon normally allows.
Improved Grievous Bleed
Prerequisite: Weapon focus (pfethe), Grievous Bleed, BAB +9
Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 1d4+1 bleed damage rather than the 1 that the weapon normally allows.
Pfethe Mastery
Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: You receive +2 to all damage rolls when attacking with the pfethe.
Staggering Critical
Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is staggered for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) to reduce the duration to 1 round.
Improved Staggering Critical
Prerequisite: Weapon focus (pfethe), Staggering Critical, BAB +9
Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is stunned for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) and if the save is successful, the target is merely staggered for 1d4+1 rounds.
Piercing Critical
Prerequisite: Weapon Focus (pfethe), Str 13, BAB +4
Benefit: Whenever you inflict bleed damage with a pfethe (normally through a critical attack) on a target with natural armor, you reduce the target's natural armor bonus by your Strength bonus for as long as the bleeding continues (to a minimum of 0).
Rugged Hide
Prerequisite: hithkindred level 3, Con 13
Benefit: You gain +1 natural armor bonus to AC.
Improved Rugged Hide
Prerequisite: hithkindred level 7, Rugged Hide, Con 15
Benefit: You gain an additional +1 natural armor bonus to AC.
Withering Strike
Prerequisite: Weapon Focus (pfethe), withering touch class feature, leech class feature, BAB +9
Benefit: Whenever you strike an opponent with the pfethe you can use one of your withering touch attacks through the weapon, delivering both weapon damage and additional withering (lethal or nonlethal) damage. If you choose to do lethal damage, you may apply one-half of the damage of the withering touch (not the pfethe) as healing to yourself.