Phosphate
2011-10-19, 01:57 PM
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"In some remote corner of the universe, poured out and glittering in innumerable solar systems, there once was a star on which clever animals invented knowledge. That was the highest and most mendacious minute of 'world history' - yet only a minute. After nature had drawn a few breaths the star grew cold, and the clever animals had to die." - Friedrich Nietzsche
Disclaimer: Nietzsche never was a nihilist, he was actually opposed to nihilism and found it pitiable and monstrous at his time. However, he described it best, so yeah. Actually, this class itself is not about a bunch of people that are nihilis-tic per se, so Nietzsche would actually fit (the class, not ther worldview).
Nihilists are people who see the entirety of existence as it really is: utterly pointless. This is the starting point from which many philosophies spring out: that we shouldn't bother with progress since everything is finite, that we are our own masters, that YES, everything is pointless, but it's even MORE pointless to fight our instincts so we should still eat as much as we need, procreate and stay alive, that this existence is UNBEARABLY pointless and we should end it all and free ourselves from causality. True and high members of the Nihilist order disregard such extremist views, or at most use them to their advantage against others, while keeping a clear mind about their condition as mortals and not letting themselves overcome by conservative dread.
Stats: With a high Int, a Nihilist has more skill points, more uses for his abilities, and higher DCs. Dexterity and Constitution also come in handy as he has virtually no way of defending himself directly. He may also need different stats depending on chosen Archetype.
Background: Nihilists are mostly scholars or highly educated nobles, but anyone that seeks knowledge of the true face of this uncaring world is free to join.
Race: Any race that has fatalistic tendencies and doesn't have the insane materialism and practicality of the dwarf may produce Nihilists, except for races that don't tend to die of old age. Those are completely banned from becoming Nihilists, as they cannot comprehend the true tragedy of mortality.
Alignment: Although the vast majority of Nihilists are True Neutral or become True Neutral throughout their careers, they're not forced into it, and one's alignment has absolutely no effect on one's class features as a Nihilist.
Religion: A Nihilist with levels in a class that grants divine caster levels can no longer gain levels in Nihilist, though he keeps his class features. A Nihilist that has a patron deity, however, can't gain levels in Nihilist, loses all class features, and must break free from the deity and stay that way for a month to regain them.
Hit Die: d6
Age: moderate for humans, complex for all other races
Gold: as wizard
Skill Points: 4+int mod (x4 at first level)
Class Skills: Autohypnosis, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (History, Religion, The Planes), Profession, Search, Sense Motive
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +2 | Archetypes, Demoralize
2nd | +1 | +0 | +0 | +3 | Unchosen One
3rd | +2 | +1 | +1 | +3 | Hollowing Gaze (-1), Brutal Logic
4th | +3 | +1 | +1 | +4 | Abyss of Entropy
5th | +3 | +1 | +1 | +4 | Rebellious, Special Ability
6th | +4 | +2 | +2 | +5 | Call to Death
7th | +5 | +2 | +2 | +5 | Meaningless Belonging
8th | +6/+1 | +2 | +2 | +6 | Hollowing Gaze (-2)
9th | +6/+1 | +3 | +3 | +6 | Give up!
10th | +7/+2 | +3 | +3 | +7 | Aura of Doubt, Improved Hollowing Gaze, Special Ability
11th | +8/+3 | +3 | +3 | +7 | Fatalistic Clarity
12th | +9/+4 | +4 | +4 | +8 | Improved Call to Death
13th | +9/+4 | +4 | +4 | +8 | Hollowing Gaze (-3)
14th | +10/+5 | +4 | +4 | +9 | Shared Clarity
15th | +11/+6/+1 | +5 | +5 | +9 | Confinement,Special Ability
16th | +12/+7/+2 | +5 | +5 | +10 | Frailty
17th | +12/+7/+2 | +5 | +5 | +10 | Murderous Desperation
18th | +13/+8/+3 | +6 | +6 | +11 | Greater Call to Death
19th | +14/+9/+4| +6 | +6 | +11 | Evade Reality
20th | +15/+10/+5 | +6 | +6 | +12 | Above All This, Special Ability
[/table]
Weapon and Armor Proficiencies: The Nihilist is proficient with all simple weapons, light armor, and no shields.
Class Features
Archetypes: At level 1 a Nihilist may choose one of the archetypes below to apply to himself. This decision is definitive.
Exception: If a character's character level is higher than twice his nihilist level, he does not gain the benefit of an archetype.
The Apathetic
You care little for the world around you, keeping it away from your own, meaningless, yet personal life.
An Apathetic can cast Arcane Spells with the spell progression of a Wizard. However, his spells are spontaneous. In order to cast a spell, an Apathetic must have an Int equal to 10+spell level or more. The save DC for his spells is Int based, and he does NOT gain bonus spells from having a high Int. An Apathetic may cast any sor/wiz spell from the Abjuration school that he has a spell slot for.
Your caster level is equal to your class level.
The Warrior of Ardent Denial
You are frustrated and rage against the pointlessness of your own existence.
A Warrior of Ardent Denial gains Diehard as a bonus feat, ignoring prerequisites, gains proficiency with a martial weapon of his choice, gains a Bonus Fighter Feat at levels 5, 10, and 15, and may Rage as a level 1 barbarian Int mod times per day.
The Sadducee
You condescend the fools that hope for immortality and ask for aid from the gods.
A Sadducee may never be turned into an undead against his will and his corpse does not rot. Also, a Sadducee that kills an opponent with fewer HD than him may choose to destroy that opponent's soul upon death. Additionally, a Sadducee gains Spell Resistance 20 + class level against the divine spells of divine casters that have patron deities.
The Awakened
Your epiphany about the meaninglessness of the universe awakened psionic powers within you.
Choose a discipline (Seer, Shaper, Kineticist, Egoist, Nomad, Telepath). You learn all powers from that discipline and you receive all discipline specific skills as class skills. Use Maximum Power Level Known of a Psion for the purpose of determining when you can use a power.
Your power point total is equal to that of a psion of the same level/2 rounded up, and you don't gain more points from having a high Int.
Your manifester level is equal to your class level.
The Erratic
You liken yourself with the entropy of the universe.
You do not instantly fail saves and attack rolls on a 1, you may treat yourself as mindless whenever is more beneficial, and when an opponent rolls for attack or damage against you, he may not add any Insight bonus.
The Anarchist
You believe that cleansing society of what is wrong with it and burning down tradition and law is more important and a more immediate necessity that figuring out what to build on top of the ruins.
An Anarchist can, once per day, remove any condition from any creature except himself. For this purpose, "dead" is not treated as a condition. If the condition removed was supposed to be permanent (such as the confusion from an Insanity spell, or incorporeality), it is merely surpressed for class level rounds. This ability is extraordinary, requires a free action, and has a range equal to line of sight. Additionally, an Anarchist provides himself and all allies within 60 feet with a +4 bonus to Sunder checks.
Demoralize (Psi): A level 1 Nihilist can use Demoralize once per day, treating his manifester level as class level and without paying any power points. Even if he does have a power point pool, a Nihilist cannot augment this ability.
Unchosen One (Sp): Int mod times per day, a Nihilist may use Unchosen One as a free action on an opponent that is within line of sight, no save. For class level rounds, that opponent cannot deal critical damage and does not instantly succeed on attack rolls and saves on a natural 20.
Hollowing Gaze (Su): A level 3 Nihilist can make his opponents realize the futility of their existence with a mere gaze Int mod times per day. This is a mind-affecting ability that allows a Will Save against a DC of 10 + class level/2 + Int mod. It can be used on any target within line of sight, lasts for the entire encounter, and does not stack with itself. If it is failed, the target takes a -1 morale penalty to saves, skill checks, attack and damage rolls, and the DC of his skills is reduced by 1. This increases to 2 at level 8 and 3 at level 3.
As a Gaze attack, this cannot be used on blind targets.
Brutal Logic: Forcing his foes to see the truth about the world, a Nihilist may add his Int mod to Intimidate attempts.
Abyss Of Entropy (Su): A Nihilist constantly projects an aura of futility around himself, which he can suppress and reactivate at will. This aura has a radius of 10 feet*int mod, and creatures within it, except those that have levels in Nihilist, cannot take 10 on any kind of check, regardless of their feats, features, or traits. This is NOT a mind affecting effect, and therefore mindless creatures are also affected by it.
Rebellious (Ex): For a Nihilist, there is no purpose in anything, especially not in obeying someone else's command. He gains a +6 bonus to resist compulsion effects.
Special Ability: At levels 5, 10, 15 and 20 a Nihilist may choose a special ability from the list below.
Special Abilities are divided into Least, Lesser, Greater, and Ultimate. At level 5 you may pick a Least, at level 10 a Least or a Lesser, at level 15 a Least or a Lesser or a Greater, and at level 20 any ability that is available to your archetype.
Least
Striving
Archetypes: all
You gain full HD (6 points+con mod) for your current level.
Affinity
Archetypes: Apathetic, Awakened
You can communicate telepathically with any willing, friendly target within line of sight.
Exalted Strike
Archetypes: Warrior of Ardent Denial, Sadducee
When performing a melee attack on a target, you may choose to deal maximized damage with your weapon dice. If you are performing a full attack, choose which hit benefits from this bonus. This ability cannot be used for 3 rounds after it was used.
Additionally, if the target was summoned through magic, and is successfully hit, there is a 20% chance that he will get banished.
Perception Scramble
Archetypes: Erratic, Anarchist
Touch attack an opponent as a swift action. If you successfully hit, you can either make that target deaf for Int mod minutes, blind for Int mod rounds or paralyzed for 1 round. This ability can be used at will, but only once per target per encounter.
God is Dead
Archetypes: Sadducee, Anarchist
Int mod times per day, when you strike a divine caster in melee, you can force him to make a Will save against a DC of 15+Int mod. For every point they are below the DC, they lose one of their lowest spell slots and receive 2 more damage from the attack.
Essence of Chaos and Law
Archetypes: Apathetic, Erratic
You can use Detect Law and Detect Chaos once per encounter. If you successfully determine the alignment of an opponent on the ethical scale, and it is not neutral, he is imposed a -4 penalty to attacks made against you permanently.
Second Wind
Archetypes: Awakened, Warrior of Ardent Denial
Once per day, if you are dealt massive damage or drop below 0 hp, you may, as an immediate action, fully heal yourself. The Awakened needs to pay 7 power points to do this, and the Warrior of Ardent Denial is exhausted for 2 rounds afterwards.
Call To Death (Psi): A level 6 Nihilist can use Death Urge once per day, treating his manifester level as class level+1 and without paying any power points. Even if he does have a power point pool, a Nihilist cannot augment this ability.
A level 12 Nihilist using Death Urge as a psi-like ability has its duration increased to 2 rounds and DC increased by 2 (it is not treated as if it was augmented).
A level 18 Nihilist using Death Urge as a psi-like ability has its duration increased to Int mod rounds (minimum 2) and does not allow a save for creatures with lower HD than him.
Meaningless Belonging (Sp): As a standard action ability that has a 60 feet range and can be used at will, the Nihilist can make a foe lose his semblance and racial pride. This ability allows a will save against a DC of 10 + class level/2 + int mod. If the target fails, it loses its special traits and special qualities for int mod minutes.
Give up! (Ex): If a level 9 Nihilist lands a melee or ranged strike on an opponent with 0 hp or less (succeeding on the attack roll), that opponent dies instantly.
Aura of Doubt (Su): A level 10 Nihilist has Demoralize permanently active on him (suppressing and reactivating are full round actions).
Improved Hollowing Gaze (Su): If a Nihilist uses Hollowing Gaze on an opponent affected by Abyss of Entropy, and that opponent fails his Will Save, he receives 1d4 Charisma damage, and 1 Charisma damage even if he succeeds.
Fatalistic Clarity (Sp): A level 11 Nihilist can discern things for what they really are, devoid of personal interpretation. He can cast True Seeing as a wizard of his level Int mod times per day, with a duration of Int mod minutes. Additionally, while he watches an opponent with Fatalistic Clarity, that opponent takes a -2 penalty to all saves.
Shared Clarity (Sp/Psi): When a Nihilist watches a creature with Fatalistic Clarity, he can share his naked view of the world with that creature, which is equivalent to casting either Insanity or Insanity, Psionic using his class level as caster level or manifester level on that creature, Int mod times per day.
Confinement (Sp): A Nihilist makes one of his foes feel alone and secluded. That foe cannot heal, not even naturally, for 1 round. This ability can be used as a free action, once per round.
Existential Frailty (Psi): Glimpse not the glimmer of a dragon's scales, but stare into the millenia his existence has endured. A level 16 Nihilist bypasses any kind of DR. Also, as an immediate action, he can make an ally ignore DR for 1 round.
Murderous Desperation: A high level Nihilist can turn the souls of opponents he kills into vengeful and destructive forces. Int mod times per day, when a Nihilist kills a creature (except with Wail of the Banshee), he can cast Wail of the Banshee, with the following annotations:
The center of the spell's area is the body of the dead creature
For targets (one living creature/level) use the HD of the dead creature (DC is still calculated normally, and so is spell resistance).
Evade Reality (Psi): Once per day, a level 19 Nihilist can use Microcosm with a manifester level equal to his class level. Also, he can give up his Microcosm use for the day to not physically age for a day.
Above All This: A level 20 detaches himself from the pointless cycle of life and death. His type changes to native outsider, he ignores racial requirements for this class, he becomes immune to death effects and can no longer take ability damage or drain to Int, Wis and Con.
"In some remote corner of the universe, poured out and glittering in innumerable solar systems, there once was a star on which clever animals invented knowledge. That was the highest and most mendacious minute of 'world history' - yet only a minute. After nature had drawn a few breaths the star grew cold, and the clever animals had to die." - Friedrich Nietzsche
Disclaimer: Nietzsche never was a nihilist, he was actually opposed to nihilism and found it pitiable and monstrous at his time. However, he described it best, so yeah. Actually, this class itself is not about a bunch of people that are nihilis-tic per se, so Nietzsche would actually fit (the class, not ther worldview).
Nihilists are people who see the entirety of existence as it really is: utterly pointless. This is the starting point from which many philosophies spring out: that we shouldn't bother with progress since everything is finite, that we are our own masters, that YES, everything is pointless, but it's even MORE pointless to fight our instincts so we should still eat as much as we need, procreate and stay alive, that this existence is UNBEARABLY pointless and we should end it all and free ourselves from causality. True and high members of the Nihilist order disregard such extremist views, or at most use them to their advantage against others, while keeping a clear mind about their condition as mortals and not letting themselves overcome by conservative dread.
Stats: With a high Int, a Nihilist has more skill points, more uses for his abilities, and higher DCs. Dexterity and Constitution also come in handy as he has virtually no way of defending himself directly. He may also need different stats depending on chosen Archetype.
Background: Nihilists are mostly scholars or highly educated nobles, but anyone that seeks knowledge of the true face of this uncaring world is free to join.
Race: Any race that has fatalistic tendencies and doesn't have the insane materialism and practicality of the dwarf may produce Nihilists, except for races that don't tend to die of old age. Those are completely banned from becoming Nihilists, as they cannot comprehend the true tragedy of mortality.
Alignment: Although the vast majority of Nihilists are True Neutral or become True Neutral throughout their careers, they're not forced into it, and one's alignment has absolutely no effect on one's class features as a Nihilist.
Religion: A Nihilist with levels in a class that grants divine caster levels can no longer gain levels in Nihilist, though he keeps his class features. A Nihilist that has a patron deity, however, can't gain levels in Nihilist, loses all class features, and must break free from the deity and stay that way for a month to regain them.
Hit Die: d6
Age: moderate for humans, complex for all other races
Gold: as wizard
Skill Points: 4+int mod (x4 at first level)
Class Skills: Autohypnosis, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (History, Religion, The Planes), Profession, Search, Sense Motive
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +2 | Archetypes, Demoralize
2nd | +1 | +0 | +0 | +3 | Unchosen One
3rd | +2 | +1 | +1 | +3 | Hollowing Gaze (-1), Brutal Logic
4th | +3 | +1 | +1 | +4 | Abyss of Entropy
5th | +3 | +1 | +1 | +4 | Rebellious, Special Ability
6th | +4 | +2 | +2 | +5 | Call to Death
7th | +5 | +2 | +2 | +5 | Meaningless Belonging
8th | +6/+1 | +2 | +2 | +6 | Hollowing Gaze (-2)
9th | +6/+1 | +3 | +3 | +6 | Give up!
10th | +7/+2 | +3 | +3 | +7 | Aura of Doubt, Improved Hollowing Gaze, Special Ability
11th | +8/+3 | +3 | +3 | +7 | Fatalistic Clarity
12th | +9/+4 | +4 | +4 | +8 | Improved Call to Death
13th | +9/+4 | +4 | +4 | +8 | Hollowing Gaze (-3)
14th | +10/+5 | +4 | +4 | +9 | Shared Clarity
15th | +11/+6/+1 | +5 | +5 | +9 | Confinement,Special Ability
16th | +12/+7/+2 | +5 | +5 | +10 | Frailty
17th | +12/+7/+2 | +5 | +5 | +10 | Murderous Desperation
18th | +13/+8/+3 | +6 | +6 | +11 | Greater Call to Death
19th | +14/+9/+4| +6 | +6 | +11 | Evade Reality
20th | +15/+10/+5 | +6 | +6 | +12 | Above All This, Special Ability
[/table]
Weapon and Armor Proficiencies: The Nihilist is proficient with all simple weapons, light armor, and no shields.
Class Features
Archetypes: At level 1 a Nihilist may choose one of the archetypes below to apply to himself. This decision is definitive.
Exception: If a character's character level is higher than twice his nihilist level, he does not gain the benefit of an archetype.
The Apathetic
You care little for the world around you, keeping it away from your own, meaningless, yet personal life.
An Apathetic can cast Arcane Spells with the spell progression of a Wizard. However, his spells are spontaneous. In order to cast a spell, an Apathetic must have an Int equal to 10+spell level or more. The save DC for his spells is Int based, and he does NOT gain bonus spells from having a high Int. An Apathetic may cast any sor/wiz spell from the Abjuration school that he has a spell slot for.
Your caster level is equal to your class level.
The Warrior of Ardent Denial
You are frustrated and rage against the pointlessness of your own existence.
A Warrior of Ardent Denial gains Diehard as a bonus feat, ignoring prerequisites, gains proficiency with a martial weapon of his choice, gains a Bonus Fighter Feat at levels 5, 10, and 15, and may Rage as a level 1 barbarian Int mod times per day.
The Sadducee
You condescend the fools that hope for immortality and ask for aid from the gods.
A Sadducee may never be turned into an undead against his will and his corpse does not rot. Also, a Sadducee that kills an opponent with fewer HD than him may choose to destroy that opponent's soul upon death. Additionally, a Sadducee gains Spell Resistance 20 + class level against the divine spells of divine casters that have patron deities.
The Awakened
Your epiphany about the meaninglessness of the universe awakened psionic powers within you.
Choose a discipline (Seer, Shaper, Kineticist, Egoist, Nomad, Telepath). You learn all powers from that discipline and you receive all discipline specific skills as class skills. Use Maximum Power Level Known of a Psion for the purpose of determining when you can use a power.
Your power point total is equal to that of a psion of the same level/2 rounded up, and you don't gain more points from having a high Int.
Your manifester level is equal to your class level.
The Erratic
You liken yourself with the entropy of the universe.
You do not instantly fail saves and attack rolls on a 1, you may treat yourself as mindless whenever is more beneficial, and when an opponent rolls for attack or damage against you, he may not add any Insight bonus.
The Anarchist
You believe that cleansing society of what is wrong with it and burning down tradition and law is more important and a more immediate necessity that figuring out what to build on top of the ruins.
An Anarchist can, once per day, remove any condition from any creature except himself. For this purpose, "dead" is not treated as a condition. If the condition removed was supposed to be permanent (such as the confusion from an Insanity spell, or incorporeality), it is merely surpressed for class level rounds. This ability is extraordinary, requires a free action, and has a range equal to line of sight. Additionally, an Anarchist provides himself and all allies within 60 feet with a +4 bonus to Sunder checks.
Demoralize (Psi): A level 1 Nihilist can use Demoralize once per day, treating his manifester level as class level and without paying any power points. Even if he does have a power point pool, a Nihilist cannot augment this ability.
Unchosen One (Sp): Int mod times per day, a Nihilist may use Unchosen One as a free action on an opponent that is within line of sight, no save. For class level rounds, that opponent cannot deal critical damage and does not instantly succeed on attack rolls and saves on a natural 20.
Hollowing Gaze (Su): A level 3 Nihilist can make his opponents realize the futility of their existence with a mere gaze Int mod times per day. This is a mind-affecting ability that allows a Will Save against a DC of 10 + class level/2 + Int mod. It can be used on any target within line of sight, lasts for the entire encounter, and does not stack with itself. If it is failed, the target takes a -1 morale penalty to saves, skill checks, attack and damage rolls, and the DC of his skills is reduced by 1. This increases to 2 at level 8 and 3 at level 3.
As a Gaze attack, this cannot be used on blind targets.
Brutal Logic: Forcing his foes to see the truth about the world, a Nihilist may add his Int mod to Intimidate attempts.
Abyss Of Entropy (Su): A Nihilist constantly projects an aura of futility around himself, which he can suppress and reactivate at will. This aura has a radius of 10 feet*int mod, and creatures within it, except those that have levels in Nihilist, cannot take 10 on any kind of check, regardless of their feats, features, or traits. This is NOT a mind affecting effect, and therefore mindless creatures are also affected by it.
Rebellious (Ex): For a Nihilist, there is no purpose in anything, especially not in obeying someone else's command. He gains a +6 bonus to resist compulsion effects.
Special Ability: At levels 5, 10, 15 and 20 a Nihilist may choose a special ability from the list below.
Special Abilities are divided into Least, Lesser, Greater, and Ultimate. At level 5 you may pick a Least, at level 10 a Least or a Lesser, at level 15 a Least or a Lesser or a Greater, and at level 20 any ability that is available to your archetype.
Least
Striving
Archetypes: all
You gain full HD (6 points+con mod) for your current level.
Affinity
Archetypes: Apathetic, Awakened
You can communicate telepathically with any willing, friendly target within line of sight.
Exalted Strike
Archetypes: Warrior of Ardent Denial, Sadducee
When performing a melee attack on a target, you may choose to deal maximized damage with your weapon dice. If you are performing a full attack, choose which hit benefits from this bonus. This ability cannot be used for 3 rounds after it was used.
Additionally, if the target was summoned through magic, and is successfully hit, there is a 20% chance that he will get banished.
Perception Scramble
Archetypes: Erratic, Anarchist
Touch attack an opponent as a swift action. If you successfully hit, you can either make that target deaf for Int mod minutes, blind for Int mod rounds or paralyzed for 1 round. This ability can be used at will, but only once per target per encounter.
God is Dead
Archetypes: Sadducee, Anarchist
Int mod times per day, when you strike a divine caster in melee, you can force him to make a Will save against a DC of 15+Int mod. For every point they are below the DC, they lose one of their lowest spell slots and receive 2 more damage from the attack.
Essence of Chaos and Law
Archetypes: Apathetic, Erratic
You can use Detect Law and Detect Chaos once per encounter. If you successfully determine the alignment of an opponent on the ethical scale, and it is not neutral, he is imposed a -4 penalty to attacks made against you permanently.
Second Wind
Archetypes: Awakened, Warrior of Ardent Denial
Once per day, if you are dealt massive damage or drop below 0 hp, you may, as an immediate action, fully heal yourself. The Awakened needs to pay 7 power points to do this, and the Warrior of Ardent Denial is exhausted for 2 rounds afterwards.
Call To Death (Psi): A level 6 Nihilist can use Death Urge once per day, treating his manifester level as class level+1 and without paying any power points. Even if he does have a power point pool, a Nihilist cannot augment this ability.
A level 12 Nihilist using Death Urge as a psi-like ability has its duration increased to 2 rounds and DC increased by 2 (it is not treated as if it was augmented).
A level 18 Nihilist using Death Urge as a psi-like ability has its duration increased to Int mod rounds (minimum 2) and does not allow a save for creatures with lower HD than him.
Meaningless Belonging (Sp): As a standard action ability that has a 60 feet range and can be used at will, the Nihilist can make a foe lose his semblance and racial pride. This ability allows a will save against a DC of 10 + class level/2 + int mod. If the target fails, it loses its special traits and special qualities for int mod minutes.
Give up! (Ex): If a level 9 Nihilist lands a melee or ranged strike on an opponent with 0 hp or less (succeeding on the attack roll), that opponent dies instantly.
Aura of Doubt (Su): A level 10 Nihilist has Demoralize permanently active on him (suppressing and reactivating are full round actions).
Improved Hollowing Gaze (Su): If a Nihilist uses Hollowing Gaze on an opponent affected by Abyss of Entropy, and that opponent fails his Will Save, he receives 1d4 Charisma damage, and 1 Charisma damage even if he succeeds.
Fatalistic Clarity (Sp): A level 11 Nihilist can discern things for what they really are, devoid of personal interpretation. He can cast True Seeing as a wizard of his level Int mod times per day, with a duration of Int mod minutes. Additionally, while he watches an opponent with Fatalistic Clarity, that opponent takes a -2 penalty to all saves.
Shared Clarity (Sp/Psi): When a Nihilist watches a creature with Fatalistic Clarity, he can share his naked view of the world with that creature, which is equivalent to casting either Insanity or Insanity, Psionic using his class level as caster level or manifester level on that creature, Int mod times per day.
Confinement (Sp): A Nihilist makes one of his foes feel alone and secluded. That foe cannot heal, not even naturally, for 1 round. This ability can be used as a free action, once per round.
Existential Frailty (Psi): Glimpse not the glimmer of a dragon's scales, but stare into the millenia his existence has endured. A level 16 Nihilist bypasses any kind of DR. Also, as an immediate action, he can make an ally ignore DR for 1 round.
Murderous Desperation: A high level Nihilist can turn the souls of opponents he kills into vengeful and destructive forces. Int mod times per day, when a Nihilist kills a creature (except with Wail of the Banshee), he can cast Wail of the Banshee, with the following annotations:
The center of the spell's area is the body of the dead creature
For targets (one living creature/level) use the HD of the dead creature (DC is still calculated normally, and so is spell resistance).
Evade Reality (Psi): Once per day, a level 19 Nihilist can use Microcosm with a manifester level equal to his class level. Also, he can give up his Microcosm use for the day to not physically age for a day.
Above All This: A level 20 detaches himself from the pointless cycle of life and death. His type changes to native outsider, he ignores racial requirements for this class, he becomes immune to death effects and can no longer take ability damage or drain to Int, Wis and Con.