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Nightmare Harvester (3.5e Feat)

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|date_created=10/5/2024
|status=Complete
|balance=Very High
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'''Archetype Feat Bonus are based on HD.'''
* '''1 HD:''' You are adept with the weapons of the nightmare harvest--the scythe and the whip. You gain proficiency in all weapons with "scythe" in the name, and may wield them as if they were normal scythes when this beneficial to you (such as ignoring strength requirements with the grand scythe). You also gain proficiency in all weapons with "whip" in the name, and gain the feats [[Improved_Whip_Proficiency_(3.5e_Feat)|Improved Whip Proficiency ]] and [[Advanced_Whip_Tactics_(3.5e_Feat)|Advanced Whip Tactics]]. You gain a +2 bonus to Intimidate and a -2 penalty on Diplomacy checks.* '''3 HD:''' You gain the psionic power [[Manifest_Blade_(3.5e_Power)|Manifest Blade]] as a psi-like abilty ability usable at will. Instead of manifesting longswords and short swords, you may manifest whip and scythe weapons (without augmentation). These manifested weapons are made of sickly pale-green ectoplasm and always have the ghost touch quality. You also gain [[Create_Alchemical_Items_(3.5e_Spell)|Create Alchemical Items]] as a spell-like ability usable 3/day. The modifiers from this feat to Intimidate and Diplomacy become +4 and -4, respectively.* '''8 HD:''' You gain the Frightful Presence ability. As a move action or part of a move action, you may twirl your scythe or flourish your whip to active it, forcing all creatures within 30 ft with no more HD than your own to make a Will save (the DC is Charisma based) or be shakened shaken for 4d6 rounds. Creatures with half your HD or fewer are instead frightened if they fail their save. Creatures who succeed at their save are immune to this frightful presence for 24 hours. The modifiers from this feat to Intimidate and Diplomacy become +6 and -6, respectively.
* '''15 HD:''' The terror you incite grips even those who are normally immune (though they gain a +4 bonus on their saves). Additionally, when an Animal, Magical Beast, Plant, Undead or Vermin is under one of your fear effects, you make replicate Charm Monster on it as a supernatural ability at will. The modifiers from this feat to Intimidate and Diplomacy become +8 and -8, respectively.