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Add a frisson of fear to your game with Heroes of Horror. This supplement goes over the techniques of terror within D&D and can become a valuable resource to both DMs and players who prefer a more chilling side to their adventures. Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness and tension into their existing campaigns. Players can develop heroes or antiheroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror, including rules for dread and tainted characters, as well as plenty of new horrific monsters and adventure seeds. Different types and genres of horror are discussed in detail. Our sneak peek gives you a look at villains, the archivist class, deformity feats, summon undead spells, and the cadaver golem.

Feats
Deformity (Skin) [Vile]
Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide.
Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain a +1 natural armor bonus.
Special: You can take this feat more than once. Its effects stack.
Deformity (Tall) [Vile]
Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height.
Prerequisites: Evil alignment, Willing Deformity, Medium size.
Benefit: Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with nonreach weapons.
Special: You are a larger and clumsier target than you were before undergoing the height extension, giving you -1 to your AC. You also take a -2 penalty on Hide checks.
Deformity (Teeth) [Vile]
By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack.
Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain a bite attack that can be used as a natural weapon to deal damage equal to 1d4 + your Strength modifier. If you attack with other weapons, you can use your bite as a secondary attack (taking a -5 penalty on your attack roll) for 1d4 + half Strength modifier damage. In addition, you gain a +1 bonus on Intimidate checks.
Deformity (Tongue) [Vile]
Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue becomes hideous to behold but oddly sensitive to the environment.
Prerequisites: Evil alignment, Willing Deformity.
Benefit: You gain the ability to sense your surroundings by taste, much as a serpent can. You gain the blindsense ability out to a range of 30 feet.
Willing Deformity [Vile]
Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body.
Prerequisite: Evil alignment.
Benefit: You gain a +3 bonus on Intimidate checks.

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