TEXT: Feats of Sloth
  Feats of Sloth
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               Product No. FO107    customerservice@abandonedarts.com
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  Feats of Sin
  This installment of the More Feats! product line introduces a new kind of feat: the sin feat. Sin feats are designed to  
  represent a character’s vices and moral failings, though they are by no means restricted to evil or non-good characters. 
  Though a few sin feats are supernatural in nature, and some even grant bonuses of the profane type, characters of any 
  faith or alignment may wrestle with sinful vices – grappling with and overcoming such a moral complication often serves 
  to highlight a character’s heroism.
     Many sin feats provide benefits and effects which scale with the number of sin feats that a character possesses.  Where 
  applicable, these scaling bonuses are listed in the description of each feat’s benefits. Some sin feats’ prerequisites require 
  a character to possess some number of other sin feats first, or may allow a character to bypass other prerequisites if they 
  do. For example, a feat might list “Iron Will or one other sin feat” in the prerequisite line. These feats need not share 
  a  theme (like wrath, lust, or greed) with the feat listing the prerequisite; all sin feats are equal to one another for the 
  purposes of fulfilling prerequisites like these.
  ATTENDED [SIN]
  You are attended by a lowly, invisible servant.
  Prerequisite: character level 7th, three other sin feats
  Benefit: You gain a constant unseen servant spell-
  like ability with a caster level equal to your character 
  level. This invisible force is a manifestation of your 
  sloth and lethargy, performing menial tasks for you as 
  you verbally direct. If your unseen servant is dispelled 
  or otherwise destroyed, you can renew it as a free 
  action.
   
  COMBAT PROCRASTINATOR 
  [COMBAT, SIN]
  Though you are hesitant in battle, you always get the 
  job done eventually.
  Benefit: When you use the delay action to 
  significantly reduce your initiative result, you gain a 
  +1 morale bonus on attack rolls, ability checks, and 
  skill checks until the end of your turn. In order to 
  gain this benefit, you must delay your action by an 
  initiative count of at least 15, and at least one other 
  character (ally or enemy) must act in-between your 
  original initiative count and your new one.
  • 
  If you possess two other sin feats, you need only 
  delay by an initiative count of 12 in order to 
  gain these benefits. 
  • 
  If you possess four other sin feats, you need only 
  delay by an initiative count of 9 in order to gain 
  these benefits. 
  • 
  If you possess six other sin feats, you need only 
  delay by an initiative count of 6 in order to gain 
  these benefits.
   
  DEEP SLEEPER [SIN]
  You sleep like the dead.
  Prerequisite: Iron Will or one other sin feat
  Benefit: You gain a +10 profane bonus on Will 
  saving throws while you are asleep or otherwise 
  unconscious.
  HIBERNATE [SIN]
  You can enter a state of magical hibernation.
  Prerequisite: Deep Sleeper and three other sin feats
  Benefit: Whenever you enjoy a full night’s rest 
  and sleep for at least 12 unbroken hours, you may 
  unconsciously choose to enter a state of supernatural 
  hibernation. In this magical sleep state, you exist in 
  suspended animation, and require no food or water. 
  While hibernating, divinatory search by a crystal ball, 
  locate person spell, and similar scrying magic will not 
  detect you, but a discern location spell will. You can 
  remain in this state for a number of months equal to 
  your Constitution score, and may choose to wake as 
  a free action at any time (though you retain a sense of 
  the passage of time, you are no more aware of your 
  surroundings as any other unconscious person would 
  be). After 1 day of hibernation, you gain fast healing 
  1 until you wake, and a +4 profane bonus on saving 
  throws against disease and poison.
   
  LAZY LEADERSHIP [SIN]
  Your followers ought to do as you say, and not as 
  you do.
  Prerequisite: Leadership, two other sin feats
  Benefit: As a full-round action, you can instruct a 
  cohort or follower within 30 ft. who can see, hear, 
  and understand you. If you do, you are staggered for 
  1 round and that cohort or follower may immediately 
  take a single standard action, as you direct.
   
  LETHARGIC LITANY [SIN]
  Your droning, monotonous verse is enough to lull 
  and stupefy listeners.
  Prerequisite: ability to cast divine spells, Knowledge 
  (religion) 3 ranks
  Benefit: Reciting rote dogma and religious verse 
  relevant to your divine patron, you can lull opponents 
  into a lethargic stupor. By speaking for one full round, 
  opponents within 60 ft. who can see and hear you 
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  must succeed on a DC 10 Will saving throw or suffer 
  the effects of a lullaby spell with a caster level equal 
  to your character level. Each consecutive round that 
  you maintain this performance, the DC of this effect is 
  increased by +1. This is a supernatural ability.
  • 
  If you possess two other sin feats, the DC for this 
  lullaby effect starts at 11.
  • 
  If you possess four other sin feats, each 
  consecutive round adds +2 to the DC instead.
  • 
  If you possess six other sin feats the DC for this 
  lullaby effect starts at 12.
   
  SLOTHFUL SPELL  
  [METAMAGIC, SIN]
  Your shorthand is sinfully sloppy.
  Prerequisite: ability to cast prepared spells
  Benefit: You may prepare a spell in such a sloppy, 
  shorthanded way that it becomes easy to mentally 
  overwrite or edit. A slothful spell, if cast normally, is 
  not altered or improved in any way by this metamagic 
  feat. The spell slot that a slothful spell occupies, 
  however, is considered to be an empty spell slot for 
  the purposes of preparing a new spell in its place. If 
  a new spell is written into a slothful spell’s slot, the 
  slothful spell is erased from your mind and the new 
  spell is prepared in its place in the usual way.
  A slothful spell takes up a spell slot two levels higher 
  than the spell’s actual level.
   
  SLOTHFUL SPRAWL [SIN]
  Your sin shields you from harm, and from effort.
  Prerequisite: two other sin feats
  Benefit: You can settle into a lazy, lounging prone 
  position as a move action. If you are already prone, 
  you may also settle into a more luxurious position as 
  a move action. While you rest comfortably prone in 
  this way, you gain a +2 profane bonus to your Armor 
  Class against melee attacks. You need not rest prone 
  on the ground in this way; for example, servants 
  might carry your prone form upon a throne or sedan 
  chair.
   
  SLUGGISH STROLL [SIN]
  You can’t be bothered to pick up the pace.
  Benefit: As long as you move no more than 10 ft. 
  on your turn and make no attacks, cast no spells, 
  and take no actions which would break an invisibility 
  spell, your idle calm lends you a sense of confidence 
  and severity, granting you a +1 profane bonus to 
  Armor Class until the start of your next turn, and on 
  Bluff and Intimidate skill checks made before the start 
  of your next turn. If you cast a spell or take any action 
  that would break an invisibility spell before that time, 
  you lose these benefits immediately.
  If you possess five other sin feats, the Armor Class 
  bonus granted by this spell is increased to +2.
   
  WEARISOME WARRIOR  
  [COMBAT, SIN]
  Slogging away at your opponent, you rain blow after 
  blow down with a monotonous rhythm.
  Prerequisite: base attack bonus +3
  Benefit: As long as you perform the same attack 
  over and over again, you gain a +1 profane bonus 
  on attack and damage rolls when making such 
  an attack. In order to gain this 
  benefit, you must perform 
  a melee attack which 
  is identical to the last 
  melee attack that 
  you performed. 
  The attack must 
  be against the 
  same 
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  target, made with the same weapon, executed 
  with the same feats (Combat Expertise, Power 
  Attack, etc.), and in the same way (using a combat 
  maneuver, fighting defensively, etc.) as the last melee 
  attack that you made, which must have been made 
  by no more than 1 round before.
   
  THY WILL BE DONE [SIN]
  Your conjured servants carry out your bidding 
  without instruction.
  Prerequisite: Spell Focus (conjuration)
  Benefit: You gain a special form of telepathy with 
  summoned creatures that you control, ensuring 
  that such creatures obey your commands without a 
  spoken word, even if you do not share a language 
  with such a creature. Moreover, this special telepathy 
  allows you to communicate even with mindless 
  creatures that you summon and control.
  YAWN [SIN, TEAMWORK]
  Your mind is lethargic, and difficult for hostile forces 
  to navigate.
  Prerequisite: character level 5th, one other sin feat
  Benefit: You can yawn as a standard action, gaining 
  the partial benefits of a mind blank spell until the 
  start of your next turn. The bonus granted by this 
  spell begins at +2. When you yawn, any ally that also 
  possesses this feat that can see and hear you may 
  also yawn as an immediate action, gaining the same 
  benefits. For each ally that yawns with you, the bonus 
  granted by this feat is increased by +2, to a maximum 
  of +8.
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  Abandoned Arts Presents: Feats of Sloth 2016, Daron Woodson; Author: Daron Woodson; 
  Artist: Rick Hershey; Layout: Troy Daniels.
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