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Exemplars of Evil

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CHAPTER 1<br />

GREAT<br />

VILLAINS<br />

20<br />

Illus. by W. Mahy<br />

ALTERNATIVE<br />

CLASS FEATURES<br />

Villains need specialized skills to fulfill their wicked plots,<br />

and so they might develop slightly atypical abilities<br />

as they grow in power. These unusual talents reflect<br />

their sinister character and their exposure<br />

to fell magic and abominable creatures. This<br />

section provides alternative class<br />

features for some <strong>of</strong> the classes in<br />

the Player’s Handbook and other<br />

sources.<br />

Alternative class features replace<br />

class features found in the<br />

original class description. If a villain<br />

has already reached or passed<br />

the level at which he can take the<br />

feature, he can use the retraining<br />

option (Player’s Handbook II<br />

page 192) to gain an alternative<br />

class feature in place <strong>of</strong> a normal<br />

feature that was gained<br />

at that level.<br />

Unless otherwise indicated,<br />

the alternative<br />

class features detailed<br />

below are extraordinary<br />

abilities.<br />

BLASPHEMOUS<br />

INCANTATION<br />

Not all evil deities or fiendish<br />

powers are concerned<br />

with undead. Some grant their<br />

mortal servants the ability to channel their<br />

unholy will in the form <strong>of</strong> a blasphemous<br />

incantation.<br />

Class: Cleric.<br />

Level: 1st (cleric).<br />

Special Requirement: To select this class feature, you<br />

must be evil. If your alignment changes to something other<br />

than evil, you lose access to this class feature until your<br />

alignment is restored to evil.<br />

Replaces: If you select this alternative class feature, you<br />

lose the ability to rebuke undead.<br />

Benefit: You can call upon your evil master to smite your<br />

enemies. All good creatures within 30 feet must succeed on<br />

Fortitude saves (DC 10 + 1/2 your caster level + your Cha<br />

modifier) or become sickened for a number <strong>of</strong> rounds equal<br />

to your Charisma modifier (minimum 1 round).<br />

You can utter a blasphemous incantation a number <strong>of</strong> times<br />

per day equal to 3 + your Cha modifier. If you have 5 or more<br />

ranks in Knowledge (religion), the DC <strong>of</strong> the Fortitude save<br />

increases by 2.<br />

Blasphemous incantation is a supernatural ability.<br />

CELESTIAL SLAYER<br />

Rangers specialize in hunting and defeating certain sorts <strong>of</strong><br />

foes. Sometimes, a ranger’s choice <strong>of</strong> enemy—as well as his<br />

single-minded pursuit <strong>of</strong> that enemy’s destruction—draws<br />

the dread attention <strong>of</strong> evil entities from the Lower Planes.<br />

Favored <strong>of</strong> the Fiends gives<br />

a cultist fearsome claws<br />

The character becomes better able to resist and combat the<br />

forces <strong>of</strong> good, at the expense <strong>of</strong> his soul.<br />

Class: Ranger.<br />

Level: 1st.<br />

Special Requirement: To select this alternative<br />

class feature, you must be evil. If your alignment<br />

changes to something other than evil, you lose<br />

access to this class feature until your alignment<br />

is restored to evil.<br />

Replaces: If you select this class feature,<br />

you do not gain wild empathy, animal<br />

companion, or woodland stride.<br />

Benefit: You gain spell resistance<br />

equal to 10 + your class level against<br />

spells and spell-like effects that<br />

have the good descriptor.<br />

In addition, when you roll to<br />

confirm a critical hit against a<br />

creature <strong>of</strong> the good subtype,<br />

you gain a +4 competence<br />

bonus on the roll.<br />

FAVORED OF<br />

THE FIENDS<br />

Cultists <strong>of</strong> archdevils and<br />

demon princes are uncommon and secretive,<br />

but they are a potent force for evil<br />

in the world. On occasion, when a servant<br />

proves his devotion to his vile masters, he<br />

undergoes a pr<strong>of</strong>ound transformation.<br />

Class: Favored soul (Complete<br />

Divine page 6).<br />

Level: 3rd.<br />

Replaces: If you select this class<br />

feature, you do not gain the Weapon Focus feat<br />

at 3rd level, nor do you gain the Weapon Specialization<br />

feat at 12th level.<br />

Benefit: Your nails lengthen into ragged<br />

claws and your teeth extend into sharp fangs,<br />

dealing damage as indicated on the following table.<br />

Size Bite Damage Claw Damage<br />

Fine 1 —<br />

Diminutive 1d2 1<br />

Tiny 1d3 1d2<br />

Small 1d4 1d3<br />

Medium 1d6 1d4<br />

Large 1d8 1d6<br />

Huge 2d6 1d8<br />

Gargantuan 3d6 2d6<br />

Colossal 4d6 3d6<br />

Your claws are your primary natural weapons. When you<br />

are not wielding a weapon, you can use your claws when<br />

making an attack action. When making a full attack, you<br />

can use both claws and your bite. When wielding a weapon,<br />

you can use the weapon as your primary attack and your<br />

bite as a natural secondary attack. In addition, if you have a<br />

free hand, you can also attack with a claw as an extra natural<br />

secondary attack.<br />

Your natural attacks count as if they were evil-aligned for<br />

the purpose <strong>of</strong> overcoming damage reduction.

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