GHOST FEATS
Devouring Touch
Your touch attack is contagious.
Prerequisites: Must have the Hungry Touch Special Attack, Cha 15+
Benefits: If you successfully attack someone with your Hungry Touch, any creature touching them must make a Willpower Save (Save DC is Cha based) or take the same damage the original target does each turn. If a creature saves successfully, it is immune to your Devouring Touch for 24 hours.
Empowered Ghost's Curse
Your curse is powerful.
Prerequisites: Must have the Ghost's Curse Special Attack, 15+ HD.
Benefits: You may cast Greater Bestow Curse as a Supernatural Ability 1/day. You also cast it on anyone 'slaying' you as a final act, and they receive no Saving Throw.
Empowered Necromantic Weapon
You have more skill with your weapon
Prerequisites: Must have the Necromantic Weapon Special Attack, HD 13+.
Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon, and you may take them for your Necromantic Weapon even if you do not have Fighter Levels.
Extra Special Attack
You have a more potent offense than usual.
Prerequisites: Any Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose one additional Special Attack from the list on the Template. If the list has a Attack with limited daily uses, you may choose it instead and gain one more use per day.
Extra Special Quality
You are a more versatile Undead.
Prerequisites: Any Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose one additional Special Quality from the list on the Template. If the list has a Quality with limited daily uses, you may choose it instead and gain one more use per day.
Greater Bestial Rage
Your Rage is improved.
Prerequisites: Bestial Rage, 11+ HD
Benefits: This is identical to the Barbarian Greater Rage ability, plus your claws do damage as if you were one Size Category bigger (4d6 for Colossal).
Improved Flight
You can Fly faster.
Prerequisites: Undead or Deathless with a Flight speed
Benefits: Your Flight speed improves by +10 feet.
Improved Lifebond
You gain bonuses when defending your bonded.
Prerequisites: Lifebond, Divine Protection or Protective Charm ability
Benefits: When fighting within 60 feet of the creature you share a Lifebond with, you get a +2 Sacred Bonus on attack and damage rolls if you are a Deathless (or Profane Bonus if you're undead).
Improved Malevolence
You can use your abilities while possessing a body.
Prerequisites: Malevolence or Possession or Inhabit Shell Special attack, Cha 15+
Benefits: When you possess a body, you gain the use of the Special Attacks and Qualities gained via the template that made you Incorporeal Undead. If you have the Malevolence speial attack, you may use your Special attacks on the body while possessing it, and it gains no save. You may also possess any dead body at will and it gets no save. It re-animates as a skeleton or zombie for the duration of the possession.
Invisibility
You can choose to remain unseen when Manifested.
Prerequisites: Undead or Deathless, 10+ HD
Benefits: You remain invisible even when you attack. This ability is constant, but you can suppress or resume it as a free action.
Living Disguise
You may appear as living mortal.
Prerequisites: Undead or Deathless, 6+ HD
Benefits: When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.
Memory Manipulator
Your Slay Memory attack is more versatile.
Prerequisites: Slay Memory special attack, 12+ HD, Cha 15+
Benefits: You may cast Modify Memory 3/day as a Spell-Like Ability.
Mighty Bestial Rage
Your Rage is improved.
Prerequisites: Greater Bestial Rage, 20 + HD
Benefits: This is identical to the Barbarian Mighty Rage ability, plus your claws do damage as if you were two Size Categories bigger (4d6 for Gargantuan, 6d6 For Colossal).
Versatile Manifestation
You can Manifest as a physical or incorporeal being.
Prerequisites: Undead or Deathless, Manifestation or Corproreal Manifestation Ability, Cha 15+
Benefits: When you Manifest, you can choose to be corporeal or incorporeal. If you choose to manifest physically you regains your Strength score and corporeal attacks. You also regain any natural armor bonus you may have to AC. If you have the Necromantic Armor ability, the Deflection Bonus you get from it becomes an Armor Bonus instead, and is considered to have the Ghost Touch property.
Epic Deep Magic (Epic)
You can a single Epic Spell.
Prerequisites: Deep Magic, Cha 25+, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks
Benefits: You learn one of the following spells: Call Forth the Master, Epic Maelstrom, Epic Storm, or Epic Tsunami.
Epic Iron Skin (Epic)
You become tougher.
Prerequisites: Iron Skin
Benefits: Your DR becomes DR 10/-.
Epic Protective Charm (Epic)
You become tougher.
Prerequisites: Protective Charm, Cha 20+
Benefits: The Bonus to Saves from your Protective Charm increases to +4 or equal to your Charisma Modifier, whichever is higher.
The following Feats are for Deathless:
Deathsense
You can sense Undead.
Prerequisites: Deathless, Cha 13+
Benefits: Undead creatures you can see appear as roving shadows with glowing eyes to you.
Hallowed Aura
Undead are less effective near you.
Prerequisites: Hallowed Presence
Benefits: Undead within 60 feet of you gain a -2 Penalty to their attack rolls and saving throws.
Hallowed Presence
Undead are easier to turn near you.
Prerequisites: Deathless, Cha 15+
Benefits: Undead within 60 feet of you have their Turn Resistance lowered by -4.
Negative Energy Resistance
Can resist negative energy.
Prerequisites: Deathless type
Benefits: You gain resistance 10 against negative energy effects, such as Inflict spells.
The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Bolster Resistance, Contagious Paralysis, Corpsecrafter, Corrupted Wild Shape, Daunting Presence, Deadly Chill, Death Master (change Type Prerequisite to Deathless or Undead), Destruction Retribution, Empowered Ability Damage (change Type Prerequisite to Deathless or Undead), Endure Sunlight, Energize Spell (Deathless only), Enervate Spell, Eviscerator (change Type Prerequisite to Deathless or Undead), Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Ghost Scarred, Hardened Flesh, Improved Energy Drain, Improved Paralysis (change Type Prerequisite to Deathless or Undead), Improved Turn Resistance (change Type Prerequisite to Deathless or Undead), Life Drain, Lifebond (change Type Prerequisite to Deathless or Undead), Lifesense, Necromantic Might, Necromantic Presence, Necropotent, Necrotic Reserve, Nimble Bones, Positive Energy Resistance, Profane Lifeleech, Profane Vigor, Quicken Manifestation, Requiem, Spell Drain, Undead Leadership, Unquenchable Flame of Life.
The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Improved Flyby Attack, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze.
The following Feats from Ghostwalk may be taken as Ghost Feats: Ectoplasm, Ethereal Sidestep, Ghost Healing, Ghost-Touch Spell, Greater Witchlight, Incorporeal Spell Targeting, Incorporeal Target Fighting, Witchlight.
The following Feats from the Monster Manual may be taken as Ghost Feats: Flyby Attack.
The following Feats from Magic of Incarnum may be taken as Ghost Feats: Undead Meldshaper.
The following are updated Feats from Ghostwalk:
Enervating Touch
Your Corrupting Touch has a new effect.
Prerequisites: Corrupting Touch special attack, Non-Good Alignment, Cha 15+
Benefits: Instead of the usual effect, when you successfully attack a living creature with your Corrupting Touch, it gains one negative level. The save DC to remove the level is Charisma-based. For each such negative level bestowed, the ghost gains 5 temporary hit points.
Ethereal Sidestep
You have a limited teleport ability.
Prerequisites: Incorporeal Undead or Deathless, Wis 13+
Benefits: As a standard action, you can transfer yourself up to 30 feet from your current position, as the spell dimension door.
Freezing Touch
Your Corrupting Touch has a new effect.
Prerequisites: Corrupting Touch special attack
Benefits: When you attack a creature with your Corrupting Touch, you may choose to do cold damage instead of negative energy damage.
Grand Malevolence (Epic)
You can possess multiple creatures.
Prerequisites: Iron Will, Improved Malevolence, Cha 17+
Benefits: As the Improved Malevolence feat, except that you can possess a number of creatures equal to your Charisma bonus. Each possession attempt takes a standard action, requires you to move into the target’s square (drawing an attack of opportunity), and affects one creature. After the first possession you must make a touch attack on each creature after the first. You may divide your actions among your hosts in any way you see fit. Distance is not a factor. For example, if you are possessing a dwarf, an elf, and a human, you could have the dwarf reload his crossbow
(a move-equivalent action), have the elf attack (a standard action), and have the human take a 5-foot step. Alternatively, you could have the dwarf take a 5-foot step and the elf do a full attack (a full
round action), leaving the human with no actions for the round. Since relaxing control on a host is a free action, you can allow any or all of your hosts to act normally in the same round without penalty. When you leave your last possessed host, your ghost touch equipment reappears with your reformed ghost body.
Improved Deflection
Your Deflection Bonus to AC from your Ghost Template improves.
Prerequisites: Deflection Bonus to Armor Class.
Benefits: Your Deflection Bonus to Armor Class improves by +1. This Feat may be taken multiple times, and it's effects stack. If you manifest physically, this improves your Natural Armor Bonus to AC by +1.
Nauseating Touch
Your Corrupting Touch has a new effect.
Prerequisites: Corrupting Touch Special attack, Cha 13+
Benefits: When you attack a creature with your Corrupting Touch, instead of damage you may Nauseate them for (1d4 plus Charisma modifier) rounds if they fail a Fortitude Save (Save DC is Cha based).
Call Forth the Master
Conjuration (Summon)
Spellcraft DC: 70
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 rounds (D)
Saving Throw: Willpower negates (see text)
Spell Resistance: Yes (see text)
To Develop: 630,000 GP, 13 days, 25,200 XP, Seeds: Summon (DC 14), summon CR 30 Undead (+66 DC), summoner has no control over the summoned (-10)
Upon casting this spell you summon a CR 30 Elder Evil that happens to be a nearly god tier, undead, alien monstrosity that is responsible for creating Ghosts of the Deeps in your campaign. Examples of which I will make at some point depending on how many requests I get.
Epic Maelstrom
Conjuration (Creation)
Spellcraft DC: 90
Components: V, S
Casting Time: 1 Minute
Range: 1500 ft.
Effect: Whirlpool 120 ft. wide and 60 ft. deep
Duration: 32 rounds
Saving Throw: Reflex Half
Spell Resistance: No
To Develop: 810,000 GP, 16 days, 32,400 XP, Seeds: Conjure (DC 21) and Energy (DC 19), increased area (+18 DC), increased range (+8 DC), increased duration (+12 DC), no Spell Resistance allowed (+10 DC), +1 Save DC (+2 DC)
This spell causes a deadly vortex to form in water. A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in. These creatures take 2d6+20 points of damage upon being sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw. Once inside, creatures and objects take 2d6+20 points of battering damage each round. They remain trapped for 2d4 rounds. Subjects of Large or smaller size are ejected from the bottom of the vortex. Huge, Gargantuan, or Colossal subjects are ejected from the top.
Epic Storm
Transmutation
Spellcraft DC: 88
Components: V, S
Casting Time: 1 Minute
Range: 9600 ft. (10, 240 ft. radius centered on caster)
Effect: 1 storm
Duration: 20 Hours
Saving Throw: Reflex Half
Spell Resistance: No
To Develop: 79,200 GP, 16 days, 31,680 XP, Seeds: Transform (DC 21) and Energy (DC 25), +9 minutes casting time (-18 spell DC), 10240 ft. radius (+38 DC), increased range (+10 DC), no Spell Resistance allowed (+10 DC)
For the duration of the spell rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.
Anything within the spells area of effect has a 50% chance per round of taking 2d6+20 bludgeoning, cold, electricity or sonic damage.
Epic Tsunami
Conjuration (Creation)
Spellcraft DC: 100
Components: V, S
Casting Time: 1 Minute
Range: 600 ft.
Effect: wave 400 ft. wide by 10 feet long by 60 feet high
Duration: 128 Rounds
Saving Throw: Reflex Half
Spell Resistance: No
To Develop: 900,000 GP, 18 days, 36,000 XP, Seeds: Afflict (DC 14), Conjure (DC 21) and Energy (DC 19), increased range (+2 DC), no spell resistance allowed (+10 DC), +10d6 damage (+20 DC), increased duration (+16 DC)
This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 20d6 points of bludgeoning damage to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Colossal or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC is the same as the spell Save DC +10) to cast a spell. Creatures caught in a tsunami take a -4 penalty to Dexterity and a -2 penalty on attack rolls. They can escape the wave by making successful Swim checks (DC is same as Spell Save DC), as long as they end their movement outside the effect of the tsunami.
Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami's movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim. Extracting a victim in this manner requires a Strength check (DC is same as Spell Save DC).
A tsunami's progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.
Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a -4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell's initial range.