INTRODUCTIONSPECIESFEATSGEARSHIPSMISCELLANYDOWNLOAD
STARSCAPE FEATS
Many of the feats presented here are the result of specialized alien physiology, like the Sheyang's ability to project flaming bile or the Scarran's ability to project heat. The Scarran species has developed a powerful gland to produce heat as a natural weapon and defense; few other species, if any, are likely to have developed the same kind of gland. The use of such powers help to make the races of Farscape unique, so most of the feats below are restricted to particular species.
The Unity series of feats stands out because they describe a spiritual trance. Some species are more aware of their spirituality and are able to teach others how to use the trance, but they tend to keep the knowledge within their own species. With the DM's approval, however, other species could conceivably acquire the Unity feats (although they are unlikely to develop Deeper Unity or Ecstatic Unity).
Berserk
(As found in the Farscape core book, without being restricted to warriors.) As a half action during combat, a character with this feat may fly into an unstoppable rage.
Benefit: While in this state, the character gains +2 attack bonus, +2 damage bonus, and suffers a -2 Defense penalty. This state lasts for 3 rounds + the character's Constitution. When the rage wears off, the character's Strength and Constitution are reduced by -2 until the end of the engagement (-1 attack, -1 damage, -1 wound point per level). The character cannot run or charge for the duration.
Deeper Unity
Deeper Unity allows a character to enter a more substantial (and dangerous) Unity bond.
Prerequisite: Initiate Unity
Benefit: Partners can now guide each other through memories, with all of the senses engaged and all sensations relived by both parties. The trance must last continuously for 40 minutes before any benefits can be gained. If the trance is forcibly interrupted (through violence or Will saves), both partners are considered fatigued. During the joining, the participants experience a greater amount of pleasure unless they are sharing hurtful thoughts or emotions.
After 40 consecutive minutes spent in Unity, both partners heal Wound and Vitality points as though they had rested for the day. This benefit may only be gained once per day. Both partners gain a +4 insight bonus on any check made to heal each other's minds (Wisdom, Intelligence, or Charisma damage). They also gain an additional +2 insight bonus to Sense Motive checks regarding each other. These bonuses will last for one day.
Special: It is at this stage that one partner can first attempt to harm another. Those without Deeper Unity cannot attack. Those with this feat can try to steal 2 ranks in any skill based on Wisdom, Intelligence, or Charisma that the target possesses. Unity must be maintained for 40 minutes before any attack can be made. The attacker must make a Concentration check (DC 10 + 1 per character level of the target) to strike. This check is opposed by the target's Will save.
If the attacker fails, the target has a chance to notice the attempt. The target can roll a Sense Motive check versus the attacker's Bluff to notice. If the target notices, they can try to break free from the trance with a Will save (DC 10 + 1 per character level of their attacker).
If the attacker succeeds, they are able to drain 2 ranks in any one qualifying skill they choose. The target must have at least 2 ranks in the skill to be drained. The attacker can try to hide their deed with a Bluff check versus the target's Sense Motive. If the trance is not broken, the attacker can attempt to steal again. Trying to hide the theft gets harder, however; the attacker gains a cumulative -2 penalty to their Bluff check for each attempt. If the target makes their Sense Motive roll, then they can try to break the trance as above. The target will "heal” their ranks back at the rate of 1 rank per day. The attacker will lose 1 rank per day until the stolen ranks are gone.
Flaming Bile
Due to their specialized physiology, Sheyangs can expel and ignite their bile and use it as a weapon.
Prerequisites: Base attack bonus +3 or higher, Sheyang.
Benefit: After 5 minutes of preparation, a Sheyang can expel a gout of flame once per round for every character level they possess. After the last round, the Sheyang must prepare for another five minutes before they are able to use their flame again. The bile is used as a hurled weapon and has a range increment of 30 feet. The damage is 1d6 per every 2 levels of the Sheyang. Attempting to hit targets further away reduces the damage by 1d6 for every range increment after the first. If the character is wounded while preparing or expelling flames, they must make a Fortitude save. Failure results in the Sheyang taking 6d6+1/level of damage.
Ecstatic Unity
Ecstatic Unity allows the character to enter into a Unity bond so intense it is regularly described as orgasmic, if it is described at all. Only powerful mystics are able to create such a trance, through which so much can be given - or lost.
Prerequisites: Initiate Unity, Deeper Unity.
Benefit: Ecstatic Unity is an exhilarating eternity of sensation. The reason that this type of Unity seems to last forever is that it actually takes the partners' minds outside the flow of time. The trance must last for 1 hour before any benefits can be gained or any attacks can be made. During this time, the participants will experience such an amount of pleasure that physical intimacies may be regarded as entirely unnecessary. If the trance is forcibly interrupted, both partners are considered staggered.
The partners can relive repressed memories and can even explore each other's dreams and subconscious minds. Partners who wish to hide particular events or shield their emotions must make a successful Bluff check versus their opponent's Sense Motive. Both participants have a -4 penalty to their Bluff checks made during this trance. If one does not have Unity feats, the penalties stack for a total of -8.
When the trance is over, the partners are healed of all regular bodily damage (Wound and Vitality Points), as well as most diseases (DM's discretion). Both will be immune to poisons and toxins for 12 hours.
Special: The dark secret of this trance is that it can be fatal. One participant can attack another until the balance of mind, body, and soul is destroyed. A participant must have the Ecstatic Unity feat to attack in this fashion. The attacker makes a Concentration check DC 10 + 1 per character level of the target to strike. This check is opposed by the target's Will save.
If the attacker succeeds, the target suffers two negative levels. This attack acts as per the psionic power Mindwipe in the Expanded Psionics Handbook (see page 121), with these exceptions: the range is reduced to 0 feet, and the saving throw required is Will. It does not take power points to activate this power during Unity, but power points can be spent to make the attack more powerful as covered in the power's description.
If the target succeeds in their Will save, they automatically know the terrible truth about their partner. Anyone trying to end this type of Unity has a -4 penalty to do so; such a deep trance is difficult to pull out of. If the trance is not broken, the attacker can try again and again until the target breaks free or dies.
Gravity Shift
Kalish are able to shift their center of gravity after 30 seconds of preparation. This allows them to climb walls very easily.
Prerequisites: Base attack bonus +3 or higher, Kalish.
Benefit: Kalish automatically succeed at any Climb check they make, with one exception: if they take damage while climbing, they must succeed at a normal Climb check. If they fail, the Kalish loses their balance and takes any due falling damage.
Heat Wave
The character delivers a line of intense heat channeled through their specialized heat gland.
Prerequisites: Base attack +3 or higher, Scarran or Disfavored with a functioning heat gland.
Benefit: The character rolls a melee touch attack as a full round action. If successful, the target must succeed at a Reflex save (DC 10 + Scarran's Constitution modifier + 1 per Scarran's character level). This attack does 1d8 points of damage for every 2 character levels the Scarran possesses and has a range increment of 30 feet. Attempting to hit targets further away reduces the damage by 1d8 for every range increment after the first.
Initiate Unity
The bearer of this feat can initiate a shared spiritual trance known as Unity with one other willing, sentient being.
Prerequisites: Wisdom 13+, Delvian, Banik, other species at DM's discretion.
Benefit: A character only needs this feat to start Unity; anyone willing can experience it. A character with this feat must succeed at a Concentration check (DC 10) in order to begin the process.
Initiate Unity allows a character to enter the shallowest Unity bond, which creates a telepathic link even if no common language is shared. The bond is also emotional in nature. The trance must last continuously for 20 minutes before any benefits can be gained. If the trance is forcibly interrupted (through violence or Will saves), both partners are considered fatigued. During Unity, the participants experience a gentle pleasure unless they are sharing hurtful thoughts or emotions.
Unity partners must press forehead to forehead throughout the experience, during which both are considered stunned. A character without Unity feats has a penalty of -4 on all skill checks during a Unity trance. After 20 consecutive minutes, the partners gain a +2 enhancement bonus to Wisdom, Intelligence, or Charisma. Both partners must take the same type of bonus, or no bonus is gained. Both participants gain a +4 insight bonus on any First Aid checks made to heal one another. They also gain a +2 insight bonus to Sense Motive checks regarding each other. All of these bonuses last for one day.
Those who are taught the ways of Unity tend to view the experience as sacred and intimate. Some healers will enter into Unity with a stranger in order to save them, but generally Unity is a practice reserved for friends and lovers.
Limb Regeneration
The Kalish can regenerate lost limbs.
Prerequisites: Base attack bonus +3 or higher, Kalish.
Benefit: The severed limb in question must be bound to its stump until it is healed. The limb must be intact. If it is removed from the stump, the limb must be bound again and the healing process must start over as from the first day. This ability does not grant greater healing rates, nor does it apply to decapitation.
Luxan Hyper Rage
As a standard action, a Luxan with this feat can fly into an unstoppable rage. Note that this feat can be activated outside of combat.
Prerequisite: Luxan.
Benefit: While in this state, the character gains +2 attack bonus, +2 damage bonus, and suffers a -2 Defense penalty. Luxan Hyper Rage lasts for double the duration of the Berserk rage. After that time, the character must succeed at a Will save to calm down (no more than one attempt per round). If the rage continues for more rounds than the character's Constitution, then at the end of that duration the character will fall unconscious. If the character succeeds at a Will save before then, the same penalties apply as for a Berserk rage.
Noetic Eye Control
Traskans possess a third eye that perceives only information of a spiritual nature. Over the years, Traskans learn to control the abilities of their special eye and benefit from what they see.
Prerequisites: Base attack bonus +3, Traskan.
Benefit: When the noetic eye is opened, the Traskan gains +2 to Sense Motive checks. They also gain +1 manifester level to any psionic powers with the Clairsentience or Telepathy descriptor.
Special: The noetic eye is very sensitive to injury and allergens. Whenever the eye is open the Traskan must succeed at a Fortitude save (DC 15 + 1 per character level) or have an allergic response for a number of rounds equal to 10 - their Constitution modifier. During this time, they suffer a -2 penalty to all rolls as they are distracted by the irritation of their noetic eye. Critical failures made while the eye is open are the result of some injury to it, which causes 1d4 + 1 per level points of damage. The Traskan will not be able to use the eye for 24 hours after such an injury.
Shriek
Interions are able to project their voices higher in range than most other species. This ability is thought to have originally developed as a defense mechanism, since it weakens enemies and even objects.
Prerequisites: Base attack bonus +3 or higher, Interion.
Benefit: An Interion's shriek targets an area no larger than 3 feet in diameter. It can be projected up to 15 feet + 5 feet for every character level of the Interion. The shriek can go on for as many rounds as the Interion's Constitution modifier, but the Interion must succeed at a Concentration check (DC 15) each round or the shriek ends. Each round the shriek sounds out, it deals 1d8 + the Interion's level of damage to all inanimate objects made of glass and metal. All characters who can hear and are within the shriek's radius must succeed at a Fortitude save (DC 10 + the Interion's level) or they are reduced to one half action per turn and take 1d6 + the Interion's level of subdual damage. While shrieking, an Interion can take no other action and loses their Dexterity bonus to Defense. After the Interion has shrieked for a number of rounds equal to their Constitution modifier, they must rest for one minute before they are able to do so again. When an Interion is surprised in combat, they must make a Will save (DC 20) or scream involuntarily.
Tongue Sting
The character delivers a sting through their tongue.
Prerequisites: Base attack +3 or higher, Luxan.
Benefit: The character rolls an unarmed attack. If successful, the target must succeed at a Fortitude save (DC 10 + Luxan's Constitution modifier + 1 per Luxan's character level) or be knocked unconscious for 1d8 rounds. (DMs may choose to make the period of unconsciousness longer in a non-combat situation.) The Luxan must be within 6 feet of the target to use this feat.