Pact of Greed (3.5e Feat)

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Fiendish Pact [Vile][edit]

You have made a pact with Dispater to sacrifice all of your wealth to him, in exchange for great power.
Prerequisite: Evil Alignment
Benefit: You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus Vile feats, all depending on your character level.
Special: To keep this pact, you must sacrifice all of your possessions to Dispater, worth at least your WBL, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons made of iron, a spell component pouch (with no expensive spell components), and simple clothes. You may eat and carry any food you steal.

Pact of Greed

AC Bonus (Su): A 1st-level character who makes a Pact of Greed receives a +4 profane bonus to his Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore this bonus. This does not stack with an armor bonus.

Bonus Vile Feats: At 1st level, a character who makes a Pact of Greed gets a bonus profane feat, and another bonus feat at 2nd level and every 2 levels thereafter. Unlike the other benefits of a Pact of Greed, a character does not gain these bonus feats retroactively when he takes the Vow of Poverty feat; he only gains those bonus feats that apply for the levels he gains after swearing his vow. Thus, the bonus feat gained at 1st level is available only to those that take both Fiendish Pact and Pact of Greed at 1st level.

Endure Elements (Ex): A 3rd-level character who makes a Pact of Greed is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide), and is immune to Dis' burning streets.

Desecrated Strike (Su): At 4th level, a character who makes a Pact of Greed gains a +1 enhancement bonus on all his attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level. At 10th level, any weapon damage the character deals is also considered to be evil-aligned, so that it can bypass the damage reductions of some good outsiders.

Sustenance (Ex): At 5th-level character who makes a Pact of Greed doesn't need to eat or drink. Deflection (Su): A 6th-level character who makes a Pact of Greed receives a +1 deflection bonus to his Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.

Resistance (Ex): At 7th level, a character who makes a Pact of Greed gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.

Ability Score Enhancement (Ex): At 7th level, a character who makes a Pact of Greed gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.

Natural Armor (Ex): At 8th level, a character who makes a Pact of Greed gains a +1 natural armor bonus, or his existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.

Mind Shielding (Ex): Also at 8th level, a character who makes a Pact of Greed becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.

Damage Reduction (Su): A character who makes a Pact of Greed gains damage reduction 5/magic at 10th level. At 15th level, this improves to 5/good, and at 19th level to 10/good.

Greater Sustenance (Ex): Once he attains 12th level, an ascetic character doesn't need to breathe.

Energy Resistance (Ex): At 13th level, an ascetic gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.

Freedom of Movement (Ex): At 14th level, an ascetic can act as if continually under the effect of a freedom of movement spell.

Regeneration (Ex): At 17th level, an ascetic heals 1 point of damage per level per hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

True Seeing (Su): At 18th level, an ascetic gains a continuous true seeing ability, as the spell.


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