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CHAPTER 1<br />
EVIL DOES<br />
NOT SLEEP<br />
12<br />
Each such creature must succeed on a Will save (DC 15 + 2<br />
for each deformity feat you possess) or become shaken for a<br />
number of rounds equal to your Constitution modifier<br />
(minimum 1 round).<br />
Special: Your ghastly appearance grants you a +2 circumstance<br />
bonus on Intimidate checks.<br />
Apostate [Vile]<br />
Your hatred of the gods cloaks you with potent resistance<br />
against their works.<br />
Prerequisite: Wis 15.<br />
Benefit: You gain a profane bonus equal to one-half your<br />
character level on saving throws against divine spells. You<br />
cannot voluntarily fail a saving throw against a divine spell,<br />
even if the spell is harmless.<br />
Special: If you are a divine spellcaster with a code of<br />
conduct (such as a paladin), selecting this feat violates your<br />
code of conduct regardless of your alignment.<br />
Chosen of Evil [Vile]<br />
Your naked devotion to wickedness causes dark powers to<br />
take an interest in your well-being.<br />
Prerequisites: Con 13, any other vile feat.<br />
Benefit: As an immediate action, you can take 1 point<br />
of Constitution damage to gain an insight bonus equal<br />
to the number of vile feats you have, including this one.<br />
Until the end of your next turn, you can apply this bonus<br />
on one attack roll, saving throw, ability check, or skill<br />
check. Make this decision before determining the result<br />
of the roll.<br />
Dark Speech [Vile]<br />
You learn a smattering of the language of truly dark power.<br />
Prerequisites: Will save bonus +5, Int 15, Cha 15.<br />
Benefit: You can use the Dark Speech to bring loathing<br />
and fear to others, to help cast evil spells and create evil magic<br />
items, and to weaken physical objects.<br />
Dread: Whenever you use Dark Speech in this manner,<br />
you take 1d4 points of Charisma damage, and every other<br />
creature in a 30-foot radius must attempt a Will save (DC 10<br />
+ 1/2 your character level + your Cha modifier). The result of<br />
a failed save by a listener depends on the listener’s character<br />
level and alignment, as detailed in the table below.<br />
Level (Alignment) Result<br />
1st–4th (non-evil) Listener is shaken for 10 rounds and<br />
must flee from you until you are<br />
out of sight.<br />
1st–4th (evil) Listener cowers in fear for 10 rounds.<br />
5th–10th (non-evil) Listener is shaken for 10 rounds.<br />
5th–10th (evil) Listener is charmed by you (as charm<br />
monster) for 10 rounds.<br />
11th+ (non-evil) Listener is filled with loathing for you<br />
but is not otherwise influenced.<br />
11th+ (evil) Listener is impressed, and you gain a<br />
+2 competence bonus on attempts to<br />
change its attitude in the future.<br />
Power: Whenever you use Dark Speech in this manner,<br />
you take 1d4 points of Charisma damage. By incorporating<br />
the Dark Speech into the verbal component of a spell, you<br />
increase its effective caster level by 1. By using it during the<br />
creation of an evil magic item, you increase its caster level<br />
by 1 without increasing the cost.<br />
Corruption: As a full-round action, you can whisper vile<br />
words at an inanimate object and reduce its hardness by half.<br />
This use does not drain you, but you cannot use the ability<br />
more than once on a single object.<br />
Dark Unity: You can use the Dark Speech to establish<br />
a hive mind in any swarm of vermin or animals with<br />
an Intelligence score of 2 or lower. Thereafter, you can<br />
give the swarm one command as per the suggestion spell<br />
(caster level equals your Hit Dice). Whenever you infuse<br />
a swarm in this manner, you take 1d4 points of Constitution<br />
damage.<br />
Normal: Attempting to utter a word of Dark Speech always<br />
ends in immediate death for a speaker who is not trained in<br />
its dark power. It is impossible for an unwilling creature to<br />
use the Dark Speech, because the language’s pronunciation<br />
is so exacting.<br />
Special: You gain a +4 circumstance bonus on saving<br />
throws made when someone uses the Dark Speech against<br />
you.<br />
Special: If you cannot take ability damage, you cannot<br />
select this feat.<br />
Dark Whispers [Vile]<br />
By whispering foul utterances in the Dark Speech, you can<br />
drive your enemies insane.<br />
Prerequisite: Dark Speech.<br />
Benefit: In addition to the basic uses of the Dark Speech,<br />
you can whisper words of incredible wickedness to form<br />
grotesque visions in the minds of those who hear you. All<br />
living creatures within a 30-foot radius that can hear your<br />
words must make Will saves (DC 10 + 1/2 your character<br />
level + your Cha modifier). On a failure, creatures with fewer<br />
Hit Dice than you are staggered for 1d10 rounds; those with<br />
as many or more Hit Dice are confused for 1 round. This is a<br />
mind-affecting, supernatural effect.<br />
Whenever you use Dark Speech in this manner, you take<br />
1 point of Charisma damage.<br />
Special: You gain a +2 circumstance bonus on saving<br />
throws made when someone uses the Dark Speech against<br />
you. This bonus stacks with the +4 circumstance bonus from<br />
Dark Speech.<br />
Special: If you cannot take ability damage, you cannot<br />
select this feat.<br />
Deformity (Eyes) [Vile, Deformity]<br />
You have either drilled a hole in your forehead trying to add<br />
a third eye, or you have supernaturally scarred one of your<br />
regular eyes.<br />
Prerequisite: Willing Deformity.<br />
Benefit: As a supernatural ability, you can use see invisibility<br />
for 1 minute per day.<br />
Special: You take a –2 penalty on Spot and Search checks.<br />
Deformity (Face) [Vile, Deformity]<br />
Because of intentional self-mutilation, you have a hideous<br />
face.<br />
Prerequisite: Willing Deformity.