Feats of Villainy

December 17th, 2013

Joshua Zaback

Extraordinary Feats Archive

            In the history of Extraordinary Feats, we’ve covered a lot of things that are typically thought of as being villainous, from dirty fighting, to poison use, and even vile necromancy. So you might be thinking, now that it’s Villain Week, what is there left to cover?

            The answer is in the true spirit of our recently released tome, Insidious Intentions: The Book of Villainy, Volume I, which contains numerous archetypes for all the sick and depraved things you’ve always wanted to do in the Pathfinder game. From dismembering creatures to devouring people, to ritual sacrifice as well as dread summons, the archetypes presented in this book are depraved, violent, and frankly not appropriate for all audiences—quite like today’s feats. So if you don’t like themes of cannibalism, experimental surgery, or stalking, then you might want to turn back now, before it’s too late.



Bloody Massacre (Combat)
Broken and bleeding, your foes know naught but anguish as you rip their flesh and shatter their bones, condemning them to a painful death.
Prerequisite: Power Attack.
Benefit: Whenever you use the Power Attack feat and attack a character who is suffering bleed damage, the amount of additional damage that the attack deals as a result of the Power Attack feat doubles. If this additional damage is greater than the amount of bleed damage that the target is already suffering, then the amount of bleed damage he is suffering increases to be equal to that amount, instead.



Curse Kin
By spilling the blood of a loved one, you can curse your enemy, regardless of distance.
Prerequisite: Ability to cast bestow curse as a spell or spell-like ability.
Benefit: Whenever you successfully kill a character using the coup de grace action, you may cast bestow curse as an immediate action, targeting a family member of the character you killed. In order to use this ability, you must be able to cast bestow curse through some other means (such as by having a remaining use of a spell-like ability or by expending a prepared spell or spontaneous spell slot) and must know the name of the character you wish to affect, although you can affect the target regardless of distance. The target gains a +4 bonus on his saving throw to resist the effect.



Some would call it unhealthy, but they just don’t understand that through close observation you have achieved a greater degree of intimacy with a stranger than even their closest friends.
Prerequisites: Sense Motive or Survival 1 rank, Stealth 1 rank.
Benefit: In order to benefit from this feat, you must spend at least 10 minutes each day observing a single character without him noticing you, or spend at least 1 hour observing a character that is aware of your presence. For each day you spend observing a target in this fashion, you gain a cumulative +2 bonus on Survival checks made to track that character, as well as on Sense Motive checks made against that character, and you gain half this bonus on all Bluff and Diplomacy skill checks made against that character. The bonus granted to any given skill in this way cannot exceed the number of ranks that you possess in that skill. You can only gain the bonuses granted by this skill for one character at any given time, and observing a different character immediately causes all bonuses for all previous characters to be lost.



Organ Harvest
Though they called you insane, you persevered in your craft and have learned to harvest the body parts and organs from both the living and dead with ease.
Prerequisite: Heal 1 rank.
Benefit: You can extract body parts or organs from a living or recently deceased body. In order to harvest body parts from a recently deceased body, the creature must have been dead for no more than 1 day per rank in Heal you possess. In order to use this ability on a living character, the target must be helpless. As a full-round action, you can attempt to remove a single body part or organ from the target. This requires a successful Heal check with a DC equal to 10 + the target’s Hit Dice. If the target is deceased, you gain a +10 bonus on this skill check. If the check is successful, you remove the organ and can choose to preserve it for a number of days equal to the number of ranks you possess in the Heal skill. At the end of this period, you can expend 10 gp worth of forbidden salves to preserve the organ for an additional 1 week. Harvesting a body part or organ in this fashion deals no damage to the target of this ability, though if the removed organ was necessary to the creature’s continued life, he suffers 10 points of damage each round until either the organ is restored (such as through a regeneration spell) or he dies. A character whose limbs are removed in this fashion loses use of that appendage until it is restored to him (such as by a regeneration spell).



Tainted Eidolon
You fill your eidolon with wicked otherworldly power filling it with the strength of malice.
Prerequisite: Eidolon class feature.
Benefit: When you summon your eidolon, you can infuse it with dark power as a swift action. If you do, the eidolon gains a number of temporary evolution points equal to your Charisma modifier, which last for a number of rounds equal to your summoner level. This sinister power comes with some risk however, and each round there is a 5% chance per bonus evolution point granted in this way that the eidolon becomes overcome with malice and turns on you, attacking you to the best of its ability.