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Abominable FormEdit

Elder Evils, p. 11) 

[DeformityVile

You revel in the ruination of your flesh, drawing power from your disturbing deformities.

PrerequisiteEdit

Willing Deformity (HH) ,

BenefitEdit

Living creatures with fewer Hit Dice than you that can see your undisguised form are afflicted by disgust. Each such creature must succeed on a Will save (DC 15 + 2 for each deformity feat you possess) or become shaken for a number of rounds equal to your Constitution modifier (minimum 1 round).

SpecialEdit

Your ghastly appearance grants you a +2 circumstance bonus on Intimidate checks

Abyss-Bound SoulEdit

Elder Evils, p. 11) 

[Vile

You have pledged your immortal soul to a particular demon lord in return for a gift that aids your evil works in life.

PrerequisiteEdit

Evil Brand (FCI) , Thrall to Demon (EE) ,

BenefitEdit

Your evil brand incorporates the personal symbol of your demon lord patron, who watches over you from the Abyss. You gain a +2 bonus on saving throws made against spells that have the good descriptor. Additionally, a tiny portion of your patron's power infuses your body, granting you an additional benefit. The exact benefit gained depends on who your patron is, as given below

ApostateEdit

Elder Evils, p. 12) 

[Vile

Your hatred of the gods cloaks you with potent resistance against their works.

PrerequisiteEdit

WIS 15,

BenefitEdit

You gain a profane bonus equal to one-half your character level on saving throws against divine spells. You cannot voluntarily fail a saving throw against a divine spell, even if the spell is harmless.

SpecialEdit

If you are a divine spellcaster with a code of conduct (such as a paladin), selecting this feat violates your code of conduct regardless of your alignment

Chosen of EvilEdit

Elder Evils, p. 12) 

[Vile

Your naked devotion to wickedness causes dark powers to take an interest in your well-being.

PrerequisiteEdit

CON 13, Any other vile feat,

Required forEdit

Enemy of Good (EE) , Slave to Evil (EE) , Master’s Will (EE) ,

BenefitEdit

As an immediate action, you can take 1 point of Constitution damage to gain an insight bonus equal to the number of vile feats you have, including this one. Until the end of your next turn, you can apply this bonus on one attack roll, saving throw, ability check, or skill check. Make this decision before determining the result of the roll

Dark SpeechEdit

Elder Evils, p. 12) 

[Vile

You learn a smattering of the language of truly dark power.

PrerequisiteEdit

Base Will save +5, INT 15, CHA 15,

Required forEdit

Filthy Outburst (EE) ,

BenefitEdit

You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects.

Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed in the table below.

Level (Alignment) Result
1st—4th (non-evil) Listener is shaken for 10 rounds and must flee from you until you are out of sight.
1st—4th (evil) Listener cowers in fear for 10 rounds.
5th—10th (non-evil) Listener is shaken for 10 rounds.
5th—10th (evil) Listener is charmed by you (as charm monster) for 10 rounds.
11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced.
11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change its attitude in the future.

Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost.

Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object.

Dark Unity: You can use the Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage.

SpecialEdit

You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you.

If you cannot take ability damage, you cannot select this feat.

NormalEdit

Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible for an unwilling creature to use the Dark Speech, because the language's pronunciation is so exacting

Dark WhispersEdit

Elder Evils, p. 12) 

[Vile


By whispering foul utterances in the Dark Speech, you can drive your enemies insane.

PrerequisiteEdit

Dark Speech (BV) ,

BenefitEdit

In addition to the basic uses of the Dark Speech, you can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear you. All living creatures within a 30-foot radius that can hear your words must make Will saves (DC 10 + 1/2 your character level + your Cha modifi er). On a failure, creatures with fewer Hit Dice than you are staggered for 1d10 rounds; those with as many or more Hit Dice are confused for 1 round. This is a mind-affecting, supernatural effect.

Whenever you use Dark Speech in this manner, you take 1 point of Charisma damage.

SpecialEdit

You gain a +2 circumstance bonus on saving throws made when someone uses the Dark Speech against you. This bonus stacks with the +4 circumstance bonus from Dark Speech.

If you cannot take ability damage, you cannot select this feat

Deformity (Eyes)Edit

Elder Evils, p. 12) 

[DeformityVile

You have either drilled a hole in your forehead trying to add a third eye, or you have supernaturally scarred one of your regular eyes.

PrerequisiteEdit

Willing Deformity (HH) ,

BenefitEdit

As a supernatural ability, you can use see invisibility for 1 minute per day.

SpecialEdit

You take a —2 penalty on Spot and Search checks

Deformity (Face)Edit

Elder Evils, p. 12) 

[DeformityVile

Because of intentional self-mutilation, you have a hideous face.

PrerequisiteEdit

Willing Deformity (HH) ,

BenefitEdit

You gain a +2 circumstance bonus on Intimidate checks and a +2 deformity bonus on Diplomacy checks dealing with evil creatures of a different type

Deformity (Gaunt)Edit

Elder Evils, p. 13) 

[DeformityVile

Through intentional starvation and macabre operations, you are grossly underweight. You have a skeletal appearance, and your weight is now half normal for creatures of your kind.

PrerequisiteEdit

Willing Deformity (HH) ,

BenefitEdit

You gain a +2 bonus to Dexterity and a —2 penalty to Constitution. Furthermore, you gain a +2 circumstance bonus on Escape Artist checks and Intimidate checks

Deformity (Madness)Edit

Elder Evils, p. 13) 

[DeformityVile

You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences.

PrerequisiteEdit

Willing Deformity (HH) ,

Required forEdit

Reflexive Psychosis (EE) ,

BenefitEdit

You take a permanent —4 profane penalty to your Wisdom score to become immune to all mind-affecting spells and abilities.

As an immediate action, you can derive clarity from your madness to add a bonus equal to one-half your character level to a single Will save. Make this decision before determining the results of the saving throw. You must wait 1 minute before you can take this action again

Deformity (Parasite)Edit

Elder Evils, p. 13) 

[DeformityVile

You invite parasites into your body in exchange for a greater hardiness against diseases and poisons.

PrerequisiteEdit

Willing Deformity (HH) ,

BenefitEdit

As an immediate action, you can negate any disease or poison affecting you. On your next turn, you can take only a move action or a standard action as the agitated parasites wriggle in your flesh

Enemy of GoodEdit

Elder Evils, p. 13) 

[Vile

You draw power from your unholy devotion.

PrerequisiteEdit

Chosen of Evil (EE) , Evil Brand (FCI) ,

BenefitEdit

Whenever you cast a spell or use a spell-like ability against a creature of the good subtype or a creature that radiates an aura of good, the save DC, if any, increases by 2.

Evil’s BlessingEdit

Elder Evils, p. 13) 

[Vile

Entities of utter evil and villainy have a stake in your survival.

PrerequisiteEdit

CHA 13,

BenefitEdit

As a standard action, you gain a profane bonus on saving throws equal to your Charisma bonus (minimum +1). This bonus lasts for 5 rounds. During any round in which you deal at least 1 point of damage to a creature of the good subtype or a creature that radiates an aura of good, this bonus is doubled

Filthy OutburstEdit

Elder Evils, p. 13) 

[Vile

You shriek a phrase in the Dark Speech to deafen or torment those around you.

PrerequisiteEdit

Dark Speech (EE) , Base Will save +7,

BenefitEdit

As a swift action, you loose a blistering torrent of foul curses and wicked insults in the Dark Speech. All living creatures within 60 feet that can hear you must succeed on Will saves (DC 10 + 1/2 your character level + your Cha modifi er) or become deafened for a number of rounds equal to your character level. As long as an affected creature is deafened, it takes a —4 profane penalty on saving throws to resist evil spells or spell-like abilities.

Whenever you use Dark Speech in this manner, you take 1d6 points of Charisma damage.

SpecialEdit

If you cannot take ability damage, you cannot select this feat

Harvester of SoulsEdit

Elder Evils, p. 13) 

[Vile

When you deliver a killing blow, you destroy both the flesh and the soul.

PrerequisiteEdit

Base attack bonus +11,

BenefitEdit

Whenever you use the coup de grace action to kill a creature, that creature cannot be restored to life by any means short of a miracle or wish spell until you are slain. You gain 2 temporary hit points per Hit Die of the slain creature. These temporary hit points last for up to 1 hour

Insane DefianceEdit

Elder Evils, p. 13) 

[Vile

You adopt insanity as a shield to turn effects that target your mind against those around you.

PrerequisiteEdit

Base Will save +5,

BenefitEdit

As an immediate action, whenever you are the target of a mind-affecting spell or spell-like ability, you can take 1 point of Wisdom damage to retarget the effect to another creature of your choice within the effect's range. The new target takes a —4 circumstance penalty on its saving throw, if any, against that effect

LichlovedEdit

Elder Evils, p. 13) 

[Vile

By repeatedly consorting with the undead, you gain dread powers.

PrerequisiteEdit

Evil Brand (FCI) ,

BenefitEdit

Mindless undead see you as an undead creature. Becoming more and more like an actual undead creature, you gain a +1 circumstance bonus on saving throws against mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and disease

Master’s WillEdit

Elder Evils, p. 13) 

[Vile

The elder evil you serve is fickle in its rewards and punishments.

PrerequisiteEdit

Chosen of Evil (EE) (or undead type) , Evil Brand (FCI) ,

BenefitEdit

As an immediate action, you can beseech the elder evil for assistance. Roll 1d20. If the result of the die roll is an odd number, you gain a +8 bonus on one attack roll, saving throw, ability check, or skill check for 1 round. If the result is even, you take 1 point of damage for each Hit Die or character level you possess.

You must make the decision to use this ability before making an attack roll, save, or check

Murderous IntentEdit

Elder Evils, p. 14) 

[Vile

Your favored enemies fear your savagery and inhumanity.

PrerequisiteEdit

Base attack bonus +9, favored enemy (any one),

BenefitEdit

Choose one creature of a type or subtype you have selected as a favored enemy. As a full-round action, you can make a single melee attack against the chosen creature. If you deal at least 1 point of damage, that creature must make a Will save (DC 10 + 1/2 your character level + your Cha modifier). On a failure, it is overcome with dread and can take only a move action or a standard action on its next turn.

You automatically confirm any critical threats made against a favored enemy

Reflexive PsychosisEdit

Elder Evils, p. 14) 

[DeformityVile

In the face of adversity, you withdraw into the haunted corridors of your mind.

PrerequisiteEdit

Deformity (Madness) (EE) ,

BenefitEdit

As an immediate action, you can gain damage reduction 5/— for 1 round. After using this ability, you are confused until the end of your next turn

Slave to EvilEdit

Elder Evils, p. 14) 

[Vile

You have pledged your soul to an elder evil. You gain benefits that grow more powerful as your master's sign intensifies.

PrerequisiteEdit

Chosen of Evil (EE) ,

BenefitEdit

You gain an aura of evil as if you were an evil outsider (see detect evil, PH 218). Whenever you are the target of an evil spell, decrease all variable numeric effects of the spell to their minimum possible values. In addition, your abilities increase with the intensity of your master's sign. All effects are cumulative.

Faint: You gain a +2 profane bonus on saves against divine spells. Moderate: You gain a +1 insight bonus on attack rolls and damage rolls against divine spellcasters. Strong: You gain spell resistance equal to 11 + your character level against divine spells. If you already have spell resistance, it increases by 5 against divine magic. Overwhelming: All divine spells cast within 30 feet of you are impeded, meaning that a divine spellcaster must succeed on a Spellcraft check (DC 20 + spell level) or lose the spell or spell slot with no effect

Thrall to DemonEdit

Elder Evils, p. 14) 

[Vile

You formally become a supplicant to a demon lord. In return for your obedience, you gain a small measure of that demon lord's power.

PrerequisiteEdit

Chaotic evil alignment,

Required forEdit

Abyss-Bound Soul (EE) ,

BenefitEdit

Once per day, while performing an evil act, you can call upon your demonic patron and gain a +1 luck bonus on any one attack roll, saving throw, ability check, skill check, or level check

Vile Ki StrikeEdit

Elder Evils, p. 14) 

[Vile

You can focus evil power into your unarmed strike.

PrerequisiteEdit

Improved Unarmed Strike (PH) , CHA 15,

BenefitEdit

Each time you deal damage with your unarmed strike, you deal an extra 1 point of vile damage

Vile Martial StrikeEdit

Elder Evils, p. 14) 

[Vile

You can focus evil power into your weapon blows.

PrerequisiteEdit

Weapon Focus (PH) (with the specified weapon) , CHA 15,

BenefitEdit

Each time you deal damage with a specific kind of weapon, you deal an extra 1 point of vile damage.

SpecialEdit

You can take this feat more than once, selecting a different weapon each time

Vile Natural AttackEdit

Elder Evils, p. 14) 

[Vile

You can focus evil power into your natural attacks.

PrerequisiteEdit

Base attack bonus +5, Natural attack that deals at least 1d8 points of damage,

BenefitEdit

Each time you deal damage with your natural attack, you deal an extra 1 point of vile damage

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