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Elder Evils

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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.

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