Kingmaker (3.5e Feat)
Kingmaker [General]
3e Summary::Woken with a swirling mind beset by loss of all memories, unnatural desires for power and authority, your character has been set on a path carved out long ago in the hopes of rediscovering past and obtaining glory.
Prerequisite: Can only take this feat at 1st-level.
Benefit: Is one of the secret offspring of The Dark Prince Graz'zt
Normal: * Character gains the Fiendish Template with the following changes:
- Height will become 9'0" (Size Category Large)
- Skin will become Obsidian Black; appears as a lithe, muscular humanoid.
- Eyes become glass-green colored and feline (vertical pupils make it less likely for the character to get blinded by sudden changes in light levels); eyesight changes to Lowlight Vision.
- Hair will appear on the character (whether they began with hair or not) 8" below the ear as thick polished raven-black colored waves that cannot be shaved or cut unless by a magical weapon made of Alchemical Silver, in which doing so saps all magic capabilities from the character until hair has been made to regrow; only by bathing in the blood of a virgin under a pale full moon filled with the petals of Lilies that have been soaked in the tears of a Basilisk can the the magical hair be made to return. While hair remains, it grants the character a Spell Resistance of 6 + character level, and Immunity to magical sleep effects.
- Character will grow a pair of medium-sized bat-wings that grant Hover instead of flight.
- Character will grow (or replace if tail already exists) a 10-foot long prehensile tail tipped with a spike-like stinger; the stinger acts as a natural weapon that carries a poison which inflicts initial an initial damage of 1d6 Con and a secondary damage will curse the target with Symbol of Sleep. The save DC is Constitution based. You may only inject a number of doses of poison per day equal to your Constitution bonus.
- Language gained: Telepathy
Special: A character who takes this feat will become madly infatuated with becoming royalty of a nation at any and all costs; the DM will roll a 1d6 to determine which nation in particular that character becomes obsessed with, as well as, roll a 1d6 for whenever the character encounters royalty to see what their new disposition towards them becomes.
- Note: A character doesn't lose aspiration towards other goals and interests along their journey, they are however magically lured and captivated by their ancestral obsession once its been triggered, and will find making actions extremely difficult under constant such airs of influence that cause such a reaction. Once satiated, the character can continue exploring new hobbies and interests, though they'll never see the desire to be rid of their obsession and will seek instead to pass it onto their offspring.
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