Exemplars of Evil
Exemplars of Evil
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.