TEXT: 1
  7 Feats For the Undead
  #1 With a BUllet Point
  	
  One	Idea.	One	Page.	One	Dollar
  	
  Sometimes	 rules	 supplements	 read	 like	 the	 world-setting	 bible	 of	 frustrated	
  novelists.	While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	
  paragraphs	of	flavor	text	to	tell	you	swords	are	cool,	magic	is	power,	shadows	are	
  scary,	and	orcs	are	savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	through	a	page	
  of	history	for	every	magic	weapon.	Sometimes	all	that’s	needed	are	a	few	cool	ideas,	
  with	just	enough	information	to	use	them	in	a	game.	Sometimes,	all	you	need	are	
  bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	which	gives	
  the	bare	bones	of	a	set	of	related	options.	It	may	be	five	spells,	six	feats,	eight	magic	
  weapon	special	abilities,	or	any	other	short	set	of	related	rules	we	can	cram	into	about	
  a	page.	Short	and	simple,	these	PDFs	are	for	GMs	and	players	who	know	how	to	
  integrate	new	ideas	into	their	campaigns	without	any	hand-holding,	and	just	need	
  fresh	ideas	and	the	rules	to	support	them.	No	in-character	fiction	setting	the	game	
  world.	No	charts	and	tables.	No	sidebars	of	explanations	and	optional	rules.	Just	one	
  sentence	of	explanation	for	the	High	Concept	of	the	PDF,	then	bullet	points.
  
  2
  The high ConCepT:	Seven	feats	designed	
  to	 augment	 the	 options	 and	 utility	 of	
  creatures	of	the	undead	type	(such	as	those	
  found	in	Mythic Menagerie: Kingdom of Graves,	
  but	useable	by	a	wide	range	of	other	undead),	
  that	can	also	just	be	used	as	additional	undead	
  powers	(increasing	an	undead’s	CR	by	1	for	
  every	2	bonus	feats	taken).
  DisTurbing MoveMenTs
  The	disjointed,	uneven,	jerky	way	you	move	
  strains	the	minds	of	those	who	see	you.
  Prerequisites:	2	HD,	undead	type,	Cha	13.
  Benefit:	 The	 obviously	 unnatural	 style	 of	
  your	 movements	 is	 unsettling	 if	 seen	 clearly.	
  Whenever	you	take	a	full	attack	action	or	a	full	
  move	action,	all	non-undead	within	30	feet	who	
  are	able	to	see	you	must	make	Will	saves	(DC	10	
  +1/2	your	HD	+	your	Cha	modifier)	or	be	shaken	
  for	2d4	rounds.	This	ability	does	not	stack	with	
  other	 fear	 effects	 (it	 never	 creates	 conditions	
  worse	than	shaken),	and	a	creature	can	only	fail	
  its	saving	throw	against	this	ability	once	per	day.	
  This	is	a	mind-affecting	fear	effect.
  FulMinaTe
  You	explode.
  Prerequisites:	2	HD,	undead	type,	corporeal	
  body.
  Benefit:	When	you	are	reduced	to	10	or	fewer	
  hit	points,	you	explode.	You	deal	1d6	fire	damage	
  per	2	HD,	in	a	30	ft.	radius.	Creatures	and	objects	
  in	this	radius	may	make	a	Reflex	save	(DC	10	+1/2	
  your	HD	+	your	Cha	modifier)	for	1/2	damage.	
  If	your	pieces	aren’t	found	and	destroyed	(dealt	
  damage	equal	to	your	remaining	hit	points)	your	
  corpse	reforms	in	2d12	hours.
  MisT Walk
  You	can	often	get	ahead	of	your	prey,	even	
  though	you	always	seem	to	be	walking	slowly.
  Prerequisites:	
  12	
  HD,	
  undead	
  type,	
  incorporeal	or	gaseous	form.
  Benefit:	You	gain	the	ability	to	travel	between	
  darkness	and	shadow	as	if	by	means	of	a	dimension 
  door	 spell.	 The	 limitation	 is	 that	 the	 magical	
  transport	 must	 begin	 and	 end	 in	 an	 area	 with	
  no	more	than	dim	light.	You	can	teleport	up	to	a	
  total	of	twice	your	movement	rate	as	a	standard	
  action,	or	up	to	four	times	your	movement	rate	as	
  a	full	round	action.
  puTriD spray
  When	you	are	damaged,	you	spray	a	putrid	
  fluid	from	your	rotting	flesh.
  Prerequisites:	3	HD,	undead	type,	corporeal	
  body.
  Benefit:	When	you	take	hp	damage,	you	can	
  spray	all	adjacent	spaces	with	a	putrid	 puss	as	
  an	immediate	action.	Creatures	in	this	area	must	
  make	Reflex	saves	(DC	10	+1/2	your	HD	+	your	
  Cha	modifier)	or	be	exposed	to	the	slimy	doom	
  disease,	 except	 its	 save	 DC	 is	 the	 same	 as	 this	
  ability’s	Reflex	save,	and	a	creature	killed	by	it	
  becomes	an	undead	of	the	same	type	as	you.	(See	
  the Pathfinder Roleplaying Game Core Rulebook	for	
  more	information	on	slimy	doom.)	You	may	use	
  this	ability	once	per	day,	plus	once	per	day	for	
  every	4	HD	you	possess.
  shaDoW Minion
  You	 can	 send	 your	 shadow	 out	 to	 do	 your	
  bidding.
  Prerequisite:	7	HD,	undead	type,	Cha	13.
  Benefit:	As	a	standard	action,	you	can	detach	
  your	shadow	and	have	it	act	as	your	loyal	agent.	
  Your	 shadow	 acts	 as	 a	 shadow	 (the	 undead	
  creature)	totally	loyal	to	you,	with	HD	equal	to	
  the	level	of	cohort	you	would	receive	if	you	had	
  the	 Leadership	 feat.	 Your	 shadow	 can	 reattach	
  itself	 to	 you	 as	 a	 swift	 action,	 and	 is	 immune	
  to	 damage	 and	 all	 effects	 while	 acting	 as	 your	
  normal	shadow.	It	heals	hp	equal	to	your	HD	for	
  every	24	hours	it	remains	attached	to	you.	If	your	
  shadow	is	destroyed,	you	have	no	shadow	for	30	
  days,	after	which	is	returns	and	can	once	again	
  be	sent	out.
  sTaggering ConsequenCes
  Energy	 damage	 tends	 to	 stick	 to	 you,	 and	
  harm	those	around	you.
  Prerequisites:	6	HD,	undead	type,	corporeal	
  body.
  Benefit:	When	you	take	acid,	cold,	electricity,	
  or	 fire	 damage,	 your	 body	 becomes	 engulfed	
  in	energy	of	that	type	(acid	clings	to	your	skin	
  and	is	splattered	as	you	move	about,	ice	forms	a	
  mist	around	you,	you	become	a	walking	lighting	
  rod,	 or	 you	 burst	 into	 flames).	 You	 deal	 1d6	
  damage	of	the	same	energy	type	to	all	creatures	
  in	adjacent	spaces.	No	creature	can	be	damaged	
  by	this	more	than	once	per	round.	This	gives	you	
  no	immunity	to	the	energy	damage,	it	just	creates	
  a	 damaging	 aura	 around	 you.	 You	 continue	 to	
  have	this	damaging	aura	for	1	round	per	die	of	
  energy	damage	dealt	to	you.
  Weapon binD
  Your	 animate	 corpse	 often	 catches	 on	
  weapons	stuck	in	it.
  Prerequisites:	3	HD,	undead	type,	corporeal	
  body.
  Benefit:	 The	 weapons	 of	 your	 foes	 often	
  get	 stuck	 in	 your	 body,	 forcing	 them	 to	 take	
  extra	 time	 to	 pull	 their	 weapons	 free.	 When	 a	
  foe	 successfully	 attacks	 you	 with	 a	 held	 melee	
  weapon,	as	an	immediate	action	you	may	make	
  a	CMB	check	against	the	foe.	You	gain	a	+4	bonus	
  to	your	CMB	check	against	piercing	weapons	and	
  take	a	-4	penalty	against	bludgeoning	weapons.	
  On	 a	 successful	 check,	 the	 weapon	 is	 stuck	 in	
  your	 dead	 flesh,	 and	 cannot	 be	 used	 until	 it	 is	
  freed.	Freeing	a	weapon	requires	a	wielder	take	a	
  standard	action	to	make	a	Strength	check	(DC	10	
  +1/2	your	HD	+	your	Str	modifier)	or	a	successful	
  CMB	check	against	your	CMD.	You	may	use	this	
  ability	once	per	day,	plus	once	per	day	for	every	
  4	HD	you	possess.
  
  3
  3
  We err on the side oF aWesome!
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  #1 With a Bullet Point: 7 Feats for the Undead.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  The	Geniuses
  Art:
  The	Forge	Studios,	Smith,	
  Mario	Zuccarello
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 7 Feats For The Undead.pdf