Deformity (Teeth) [Vile]

 

The character has filed her teeth to points or capped (or replaced) them with sharp metal.

 

Prerequisite: Willing Deformity

 

Benefit: A human or demihuman with this Feat gains a Bite attack for 1d3 damage (Crit x2), and can add up to half of her strength bonus to damage rolls with this attack.  A creature that already has a Bite attack increases one step in damage, per the chart on MM p. 14.

 

Special: Unless the creature already has a Bite attack, it still counts as an Unarmed attack and provokes an AoO unless it takes Improved Unarmed Strike.  Unless the creature already has a Bite attack, or takes the Multiattack Feat, it does not gain any additional attacks, simply an additional means of scoring damage. This Feat cannot be taken multiple times.

 

 

Disease-based Feats

 

Plague Summons  [Metamagic]

 

Allows any creature summoned by the casters Summon Natures Ally spells (only) to be automatically infected with Filth Fever, transmitting it through any attack.

 

Enhancing a Summon Nature's Ally with this Feat does not increase the spell level.

 

If taken to enhance a Spell-like ability, it is usable five times / day for each relevant Summon Nature's Ally spell, plus an additional five uses / day for each additional time the Feat is taken.

 

Special: for each spell (but not Spell-like Ability) modified by this Feat, the caster must include a flask or dollop of filth or dung, which is expended as part of the material components for the summons.

 

 

Contagious Conjuration  [Metamagic, Vile]

 

Allows any creature summoned by the casters Summon Monsters or Summon Natures Ally spells (or Astral Construct power, as a Metapsionic Feat) to be automatically infected with an Injury or Contact disease of the casters choice, transmitting it through any attack.

 

Enhancing a conjuration spell with this Feat increases the spell level by one.

 

If taken to enhance a Spell-like ability, it is usable five times / day for each relevant Summon Monster or Summon Nature's Ally spell (or Astral Construct Power), plus an additional five uses / day for each additional time the Feat is taken.

 

Special: The caster must be infected with the disease to be transmitted, although he need not be suffering any effects from it.  If the caster is infected with multiple diseases, he may choose to pass on any or all of the disease affecting him with a single use of this Feat.  [Alternately, any Fiendish summons can be imbued with either Devil Chills or Demon Fever without the caster needing to be infected with either so long as the caster has either the Disciple of Darkness or Thrall to Demons Feat, respectively.]

 

 

Decaying Animation  [Metamagic, Vile]

 

Allows any undead summoned or created by the caster, using either a Summon Undead spell (MoF p 125-126, not OGC), Summon Shadow, Animate Dead, Create Undead or Create Greater Undead (or similar spells, at the GM's discretion), or a traditional Summon Monster spell modified by the Dark Summons Feat (NL, p 71-72, OGC, reprinted below), to be imbued with Mummy Rot for the duration of the spell (which may be permanant, in the case of animation / creation spells).

 

Enhancing an undead conjuration or animation with this Feat increases the spell level by one.

 

If taken to enhance a Spell-like ability, it is usable five times / day for each relevant undead-summoning / creating spell-like power, plus an additional five uses / day for each additional time the Feat is taken.

 

Special: The caster must be undead, or possess the Lichloved Feat, and in the case of permanant undead animations (Animate Dead, Create Undead or Create Greater Undead, for instance), must have the heart of an undead Mummy (which must still be animate, not destroyed) in a canopic jar on his person as an additional Focus component. If the caster *is* an undead Mummy, it need not have the canopic jar at hand, but must retain possession of it.

 

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Dark Summons  [General]  From Necromancer's Legacy, p 71-72

 

You may summon undead in addition to outsiders with your Summon Monster spells

 

Prerequisites: Spellcaster level 4+, Evil alignment

 

Benefit:  Add the following creatures to your Summon Monster options;

 

Summon Monster I - Medium-size Skeleton, Small Zombie

Summon Monster II - Large Skeleton, Medium-size Zombie

Summon Monster III - Ghoul, Huge Skeleton, Large Zombie

Summon Monster IV - Allip, Ghast, Huge Zombie, Restless Ghoul*, Shadow

Summon Monster V - Bloody Lord*, Mummy, Wight

Summon Monster VI - Gargantuan Zombie, Gargantuan Skeleton, Vampire Spawn, Wraith

Summon Monster VII - Spectre

Summon Monster IX - Alabaster Maiden*, Colossal Skeleton

Summon Monster X - Colossal Zombie

 

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