Building Character: Feats for Gnolls
The gnolls of Midgard are a bloody and ferocious lot. These feats are designed to make gnoll player characters and nonplayer characters as terrifying and fierce as can be. Note that they are designed for and refer to gnolls, but they are appropriate for any savage warrior race (barbarians, orcs, ogres, trolls, goblins, and so on).
You intimidate your enemies with gruesome displays of self-mutilation.
Benefit: By taking a standard action and drawing blood through self-inflicted wounds to visible portions of its own body (in other words, slicing one’s own face or arms), you gain an Intimidate bonus equal to the number of hit points sacrificed (maximum +6) to any creature within line of sight, for a number of rounds equal to the bonus. Creatures immune to fear and other mind-affecting abilities and effects (for example, constructs) are immune to this ability.
You consume the power of your slain enemies by devouring their flesh and organs.
Benefit: By eating the organs of a recently slain humanoid enemy, you may take a standard action and regain 1d3 hp per Hit Die of the creature consumed.
Devouring the flesh and organs of your slain enemies gives you great power.
Benefit: You take a standard action and consume the entrails of a recently slain humanoid enemy. Instead of regaining hit points, you may choose to gain the benefits of a death knell spell for 5 minutes per HD of the creature consumed.
Devouring the flesh and organs of your slain enemies gives you the ability to defy Death itself.
Prerequisite: Devour, Devour Power
Benefit: You take a standard action and consume the entrails of a recently slain humanoid enemy. Instead of regaining hit points or gaining the death knell effect, you may choose to gain the benefits of a death ward spell for 2 minutes per HD of the creature consumed.
You can shape the flesh of creatures to your liking.
Prerequisite: Ability to cast 5th-level spells or create 5th-level extracts, Knowledge (nature [5 ranks]), Spellcraft (5 ranks)
Benefit: You may take 24 hours to permanently alter the physical attributes of a living humanoid creature. You must work for the full 24 hours in a private area with no interruption. If you are interrupted (in other words, you are attacked in melee or you have a damaging spell cast on you), the subject must make a DC 30 Fortitude save or take 3d6 damage and take 1 point of Constitution damage.
If you complete the alteration period (even after an interruption) and a successful DC 25 Spellcraft check, the operation is a success. If the Spellcraft check fails, the subject must make a DC 25 Fortitude save or immediately die (they may be raised or resurrected normally) and the alteration fails. If successful, you may add one of the following physical attributes to the subject at 9th level and every three levels you gain beyond 9th: burrow (10 feet), blindsense (10 feet), climb (30 feet), darkvision (30 feet), extra arm (+2 bonus to CMB/CMD for grapple checks and can tack Multiattack feat), extra legs (+10 feet to base speed and +2 bonus to CMD vs. trip attacks), fly (30 feet, poor maneuverability), low-light vision, natural bite attack (1d4), natural claw attack (1d6), scent, swim (30 feet).
Fleshcrafting can be attempted only once per month on the same creature (any attempts in the same 30 days results in the immediate death of the subject) and each successive attempt on the same creature increases the Fortitude and Spellcraft DCs by 5.
You are an expert at hunting monstrous creatures
Prerequisite: Base attack bonus +5, proficiency with martial weapons, Survival (5 ranks)
Benefit: You gain a +2 bonus to your attack rolls and damage rolls against magical beasts and monstrous humanoids.
You are an unparalleled at hunting monstrous creatures
Prerequisite: Base attack bonus +7, Monster Hunter feat, Survival (9 ranks)
Benefit: You gain an additional +2 bonus to your attack rolls and damage rolls against magical beasts and monstrous humanoids. You also gain a +2 bonus to your attack rolls and damage rolls against aberrations and dragons. Your critical hit threat range against all these creatures increases by one.
You were raised and educated in civilized society instead of feral tribal lands.
Benefit: You gain a +2 to all Knowledge checks, and Knowledge (local) is a class skill for you, but you take a –2 penalty to all Intimidate and Survival checks.