TEXT: Feats of Greed
  Feats of Greed
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               Product No. FO106    customerservice@abandonedarts.com
   Presents
   Presents
   Roleplaying Game
   Roleplaying Game
  
  Feats of Sin
  This installment of the More Feats! product line introduces a new kind of feat: the sin feat. Sin feats are designed to  
  represent a character’s vices and moral failings, though they are by no means restricted to evil or non-good characters. 
  Though a few sin feats are supernatural in nature, and some even grant bonuses of the profane type, characters of any 
  faith or alignment may wrestle with sinful vices – grappling with and overcoming such a moral complication often serves 
  to highlight a character’s heroism.
     Many sin feats provide benefits and effects which scale with the number of sin feats that a character possesses.  Where 
  applicable, these scaling bonuses are listed in the description of each feat’s benefits. Some sin feats’ prerequisites require 
  a character to possess some number of other sin feats first, or may allow a character to bypass other prerequisites if they 
  do. For example, a feat might list “Iron Will or one other sin feat” in the prerequisite line. These feats need not share 
  a  theme (like wrath, lust, or greed) with the feat listing the prerequisite; all sin feats are equal to one another for the 
  purposes of fulfilling prerequisites like these.
  CRIMINAL MISCHIEF [SIN]
  You boast a diverse criminal resume.
  Prerequisite: one other sin feat
  Benefit: You gain a +2 profane bonus on Bluff skill 
  checks to create a diversion to hide, Disable Device 
  skill checks made to open locks, and Sleight of Hand 
  skill checks made to pick pockets or lift objects from 
  another’s person.
  • 
  If you possess two other sin feats, you gain the 
  same profane bonus on Disguise skill checks made 
  to change or hide minor details only.
  • 
  If you possess four other sin feats, you gain the 
  same profane bonus on Escape Artist skill checks 
  made to move through tight spaces.
  • 
  If you possess six other sin feats, you gain the same 
  profane bonus on Stealth skill checks performed 
  after sniping.
   
  DIVING DISARM [COMBAT, SIN]
  You can snatch up disarmed opponents’ items quickly.
  Prerequisite: Improved Disarm or one other sin feat
  Benefit: When you successfully disarm an opponent, 
  you can dive into the prone position as an immediate 
  action, grabbing the dropped item as a part of that 
  same action (even if you used a weapon to perform the 
  disarm). If you do not have a free hand in which to hold 
  the item, you may drop any number of held items as a 
  part of the same action.
   
  GLITTERING GREED [SIN]
  You’ve divvied up your opponent’s booty long before 
  his body hits the floor.
  Prerequisite: Appraise 5 ranks
  Benefit: When you attack an opponent wearing or 
  carrying at least 1,000 gp worth of equipment, you 
  gain a +1 morale bonus on the attack roll. You must 
  use the Appraise skill to successfully appraise at least 
  1,000 gp worth of equipment carried or worn by that 
  opponent in order to gain this benefit. If the opponent 
  drops or otherwise loses equipment that would reduce 
  the appraised total below 1,000 gp, you lose this bonus 
  until the apparent value of that opponent’s equipment 
  equals or exceeds 1,000 gp again.
   
  GLORY HOG [COMBAT, SIN]
  Steal the kill, and you steal the glory.
  Prerequisite: Combat Reflexes, Improved Critical (any)
  Benefit: Whenever another creature scores a critical hit 
  against a creature that you threaten, you may attempt an 
  attack of opportunity against the target of that critical hit. 
  This attack of opportunity takes a -5 penalty.
   
  GREEDY SPELL  
  [METAMAGIC, SIN]
  You can extend the life of a spell, albeit at a steep price.
  Prerequisite: two other sin feats
  Benefit: You can alter a spell so that it lasts much longer 
  than usual, but to do so the altered spell must drink 
  up the power of other spells stored in your mind. By 
  sacrificing a prepared spell of an equal or higher-level 
  spell slot, you can extend the duration of your spell by 
  100% of its original duration. There is no limit to how 
  many times you can extend the duration of a spell in this 
  way, though a spell with a duration of “concentration,” 
  “instantaneous,” or “permanent” may not be extended in 
  this way. Using this ability is a free action.
  A greedy spell takes up a spell slot one level higher than 
  the spell’s actual level. Any spell sacrificed to extend the 
  duration of a greedy spell must have a spell level equal 
  to or higher than the greedy spell’s final, modified spell 
  level.
  MINE, MINE, MINE! [COMBAT, SIN]
  You’ll scramble desperately for the object of your desire.
  Prerequisite: Improved Steal
  Benefit: When you attempt a steal maneuver as a 
  standard action but fail to steal an item, you may 
  immediately retry as a move action, taking a -2 penalty 
  on your CMB check. If this second attempt fails, you may 
  try a third time as a swift action, taking a -4 penalty on 
  the attempt.
   Presents...
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  2
  
  • 
  If you possess five other sin feats, these penalties 
  are reduced to -1 and -2, respectively.
  Special: If you possess the Greater Steal feat, you gain 
  no secondary benefit from that feat when you perform a 
  steal maneuver in this way; creatures that you steal an 
  item from immediately notice the theft, as usual.
   
  MISERLY PARANOIA [SIN]
  You are profoundly paranoid about your possessions.
  Benefit: If any creature steals an item from your person 
  – even a single copper piece – you automatically realize 
  the theft one round later. This benefit applies even if an 
  opponent uses the Greater Steal feat to steal an object 
  without your realizing it. Note that this benefit applies 
  only to items that you wear or carry on your person; 
  you gain no insight about the theft of possessions kept or 
  stored elsewhere.
   
  RAPACIOUS RAGER 
  [COMBAT, SIN]
  Killing and ravaging are all well and good… but nothing 
  beats a little looting!
  Prerequisite: rage class feature, Improved Steal, one 
  other sin feat
  Benefit: Once per rage, you can attempt a steal combat 
  maneuver as a move action.
  • 
  If you possess five other sin feats, you can attempt 
  the maneuver as a swift action instead.
   
  SCHEMING SCRYER [SIN]
  Using scrying magic, you plan the perfect heist.
  Prerequisite: ability to cast scrying, Appraise 
  5 ranks
  Benefit: You can use the Appraise skill to 
  evaluate an object that you view through a 
  scrying spell, and can even determine if an 
  item is magical if your check succeeds by 5 or 
  more, as usual.
   
  Additionally, if you have successfully 
  appraised an item belonging to the target of a 
  scrying spell that you cast, that creature takes 
  a penalty on its saving throw as though you had a 
  “possession or garment” belonging to the creature 
  (assuming that the item in question still belongs to the 
  target).
   
  SPELL HOARDER [SIN]
  All that glitters is not gold. Nothing glitters the way that 
  magic does!
  Prerequisite: ability to cast prepared spells
  Benefit: You gain an additional spell slot of the highest-
  level that you can cast, but you may only use this spell 
  slot to re-prepare an uncast spell from the previous day’s 
  spell preparations. The uncast spell is transferred to this 
  special spell slot. Transferring an uncast spell in this way 
  takes as long as it would ordinarily take to prepare the 
  spell normally.
  Special: You can gain this feat up to three times. It’s 
  effects stack. The second time you select this feat, you 
  must possess at least three other sin feats. The third time 
  you select this feat, you must possess at least six other 
  sin feats.
  Each time you gain this feat, you gain an additional 
  spell slot of the highest level that you can cast at the time 
  that you select this feat. The level of this spell slot does 
  not change thereafter.
   
  SUSPICIOUS MIND [SIN]
  You are inherently suspicious of others’ intentions.
  Prerequisite: Perception 1 rank, Sense Motive 1 rank
  Benefit: Whenever a character attempts to steal an 
  item from you using the Sleight of Hand skill and fails, 
  you automatically notice the attempt. Additionally, if 
  you successfully use the Sense Motive skill to gain a 
  “hunch” about a character, you 
  gain a +5 
  profane 
  bonus on 
  Perception 
  checks 
  made to 
  Feats of Pride
  Feats of Pride
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  notice the successful theft of an item on your person via 
  the Slight of Hand skill. This bonus lasts for as long as 
  you can see the character about whom your “hunch” 
  applies.
  Normal: A character is aware of an attempt to steal 
  an item from his person only if his Perception check 
  exceeds the thief’s Sleight of Hand check (even if the 
  attempted theft is unsuccessful).
   
  THICK AS THIEVES  
  [SIN, TEAMWORK]
  A single word or a simple nod is enough to convey a 
  timely message to your savvy band of thieves.
  Prerequisite: Bluff 1 rank
  Benefit: You can pass simple secret messages to an 
  ally who also possesses this feat without the need for a 
  Bluff skill check. Additionally, you can pass a complex 
  message with a DC 15 Bluff check.
  Alternately, you can use gestures to pass a secret 
  message to such an ally within 30 ft. without speaking 
  at all, provided that ally can see you. Passing a message 
  in this way requires the usual skill check, though an 
  observer must be within 30 ft. and able to see you in 
  order to attempt to decipher such a message in the usual 
  way.
   
  TIGHTFISTED [SIN]
  Your foes will have to pry your most prized possession 
  from your cold, dead hands. And even then…
  Benefit: You can spend 1 minute obsessing over an 
  object in order to gain special benefits against opponents 
  that would take it from you. You gain a +10 bonus to 
  your CMD to keep from being disarmed of that object, 
  or to keep it from being stolen. This bonus does not stack 
  with the bonus granted by a locked gauntlet. If the object 
  is hidden on your person using the Sleight of Hand skill, 
  opponents searching you take a -2 penalty on Perception 
  checks to find it.
  Additionally, you will not drop such an object if you are 
  holding it when you are stunned, rendered unconscious, 
  or even killed. Opponents attempting to pry the item 
  from your hand by force must succeed at a Strength 
  check with a DC equal to 10 + your size modifier, even 
  if you are helpless, unconscious, or dead.
  You may obsess over only one object at a time. 
  Obsessing over another object in order to gain this 
  benefit ends the benefit as it applies to any previously-
  affected object.
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  Abandoned Arts Presents: Feats of Greed 2016, Daron Woodson; Author: Daron Woodson; 
  Artist: Rick Hershey; Layout: Troy Daniels.
  4
  
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