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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