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Elder Evils

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Benefit: You gain a +2 circumstance bonus on Intimidate<br />

checks and a +2 deformity bonus on Diplomacy checks dealing<br />

with evil creatures of a different type.<br />

Deformity (Gaunt) [Vile, Deformity]<br />

Through intentional starvation and macabre operations,<br />

you are grossly underweight. You have a skeletal appearance,<br />

and your weight is now half normal for creatures of<br />

your kind.<br />

Prerequisite: Willing Deformity.<br />

Benefit: You gain a +2 bonus to Dexterity and a –2 penalty<br />

to Constitution. Furthermore, you gain a +2 circumstance<br />

bonus on Escape Artist checks and Intimidate checks.<br />

Deformity (Madness) [Vile, Deformity]<br />

You revel in madness, embracing your hallucinations, erratic<br />

behavior, and deviant cravings. Your mind cannot be touched<br />

by outside influences.<br />

Prerequisite: Willing Deformity.<br />

Benefit: You take a permanent –4 profane penalty to your<br />

Wisdom score to become immune to all mind-affecting spells<br />

and abilities.<br />

As an immediate action, you can derive clarity from your<br />

madness to add a bonus equal to one-half your character level<br />

to a single Will save. Make this decision before determining<br />

the results of the saving throw. You must wait 1 minute before<br />

you can take this action again.<br />

Deformity (Parasite) [Vile, Deformity]<br />

You invite parasites into your body in exchange for a greater<br />

hardiness against diseases and poisons.<br />

Prerequisite: Willing Deformity.<br />

Benefit: As an immediate action, you can negate any<br />

disease or poison affecting you. On your next turn, you can<br />

take only a move action or a standard action as the agitated<br />

parasites wriggle in your flesh.<br />

Enemy of Good [Vile]<br />

You draw power from your unholy devotion.<br />

Prerequisites: Chosen of Evil, Evil Brand.<br />

Benefit: Whenever you cast a spell or use a spell-like<br />

ability against a creature of the good subtype or a creature<br />

that radiates an aura of good, the save DC, if any, increases<br />

by 2.<br />

Evil’s Blessing [Vile]<br />

Entities of utter evil and villainy have a stake in your<br />

survival.<br />

Prerequisite: Cha 13.<br />

Benefit: As a standard action, you gain a profane bonus on<br />

saving throws equal to your Charisma bonus (minimum +1).<br />

This bonus lasts for 5 rounds. During any round in which<br />

you deal at least 1 point of damage to a creature of the good<br />

subtype or a creature that radiates an aura of good, this bonus<br />

is doubled.<br />

Filthy Outburst [Vile]<br />

You shriek a phrase in the Dark Speech to deafen or torment<br />

those around you.<br />

Prerequisites: Base Will save +7, Dark Speech.<br />

Benefit: As a swift action, you loose a blistering torrent<br />

of foul curses and wicked insults in the Dark Speech. All<br />

living creatures within 60 feet that can hear you must succeed<br />

on Will saves (DC 10 + 1/2 your character level + your<br />

Cha modifier) or become deafened for a number of rounds<br />

equal to your character level. As long as an affected creature<br />

is deafened, it takes a –4 profane penalty on saving throws<br />

to resist evil spells or spell-like abilities.<br />

Whenever you use Dark Speech in this manner, you take<br />

1d6 points of Charisma damage.<br />

Special: If you cannot take ability damage, you cannot<br />

select this feat.<br />

Harvester of Souls [Vile]<br />

When you deliver a killing blow, you destroy both the flesh<br />

and the soul.<br />

Prerequisite: Base attack bonus +11.<br />

Benefit: Whenever you use the coup de grace action to<br />

kill a creature, that creature cannot be restored to life by any<br />

means short of a miracle or wish spell until you are slain.<br />

You gain 2 temporary hit points per Hit Die of the slain<br />

creature. These temporary hit points last for up to 1 hour.<br />

Insane Defiance [Vile]<br />

You adopt insanity as a shield to turn effects that target your<br />

mind against those around you.<br />

Prerequisite: Base Will save +5.<br />

Benefit: As an immediate action, whenever you are the<br />

target of a mind-affecting spell or spell-like ability, you can<br />

take 1 point of Wisdom damage to retarget the effect to<br />

another creature of your choice within the effect’s range.<br />

The new target takes a –4 circumstance penalty on its saving<br />

throw, if any, against that effect.<br />

Special: If you cannot take ability damage, you cannot<br />

select this feat.<br />

Lichloved [Vile]<br />

By repeatedly consorting with the undead, you gain dread<br />

powers.<br />

Prerequisite: Evil Brand.<br />

Benefit: Mindless undead see you as an undead creature.<br />

Becoming more and more like an actual undead creature,<br />

you gain a +1 circumstance bonus on saving throws against<br />

mind-affecting spells and abilities, poison, sleep, paralysis,<br />

stunning, and disease.<br />

Master’s Will [Vile]<br />

The elder evil you serve is fickle in its rewards and<br />

punishments.<br />

Prerequisites: Chosen of Evil or undead type, Evil<br />

Brand.<br />

Benefit: As an immediate action, you can beseech the<br />

elder evil for assistance. Roll 1d20. If the result of the die<br />

roll is an odd number, you gain a +8 bonus on one attack roll,<br />

saving throw, ability check, or skill check for 1 round. If the<br />

result is even, you take 1 point of damage for each Hit Die or<br />

character level you possess.<br />

You must make the decision to use this ability before<br />

making an attack roll, save, or check.<br />

CHAPTER 1<br />

EVIL DOES<br />

NOT SLEEP<br />

13

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