Realms of Chaos
2008-03-02, 09:49 PM
Hello. I have come to present a group of 66 (couldn't think of another 600 :weep: ) vile feats that cover varying degrees of evil and power.
Dark Aura [Vile]
Your presence unnerves and angers natural beings around you
Benefit: All living creatures start one category closer to hostile towards you.
Any animal, magical beast, vermin, or fey to pass within 30 feet of you must make a will save (DC 10 + 1/2 your hit dice + Charisma bonus) or become frightened for 1d4 rounds
You gain a +2 vile bonus on intimidate checks.
Boon of the Favored [Vile]
Your sacrifices to your dark lord grant you greater power.
Prerequisites: Sacrificial Mastery
Benefit: Whenever you sacrifice items worth at least 500 gp/level as part of a sacrifice, you gain a bonus vile feat for one week in addition to the sacrifice’s normal effects, so long as you meet its prerequisites. You may benefit from this ability no more than once per day.
Curse of Blood [Vile]
You can curse those who have harmed you.
Prerequisites: hexblade’s curse class feature, ability to cast 1st-level arcane spells
Benefit: Any creature who successfully damages you with a melee weapon or natural weapon takes a –1 penalty on all saving throws or to their AC for 1 round.
In addition, increase the save DC of your hexblade’s curse class feature by +2.
Bloodfeeder [Vile]
Imitating a vampire, you take an opponent’s blood in battle and drink it to refresh yourself.
Prerequisites: Base Attack Bonus +6
Benefit: As a full-round action, you may make a single attack with a melee weapon. If it hits, the target takes 1d4 points of constitution damage. In addition, you gain 5 temporary hit points on a successful hit. These temporary hit points last up to 5 minutes.
Special: Creatures killed by constitution damage from this source awaken 1d4 weeks later as vampire spawn unless they are revived or their bodies are destroyed sooner. You possess no special control over these vampire spawn, although you may try to rebuke or control them as normal.
Indebted to Darkness [Vile]
You are beyond the point of redemption, having vowed yourself to a dark master
Benefits: You gain a +4 vile bonus on saving throws against compulsion effects.
You are immune to any effect that would change your alignment.
Whenever your alignment would change by natural course, you instead lose 2 points of constitution.
Malign Bond [Vile]
Your unholy bond with your dark master is deeper than most would dare to fathom.
Prerequisite: Indebted to Darkness
Benefit: Once per day, the bond you share with your master allows you to try to shrug off a worldly attack. Whenever you would take damage, you may make a fortitude save (DC= 15 + damage dealt). If you succeed, that damage is converted to nonlethal damage.
In addition, your master can communicate telepathically with you over any distance and even across planar boundaries. This communication is only one way.
Malefic Exposure [Vile]
You’ve been exposed to your master’s essence, protecting you against the forces of good.
Prerequisite: Indebted to Darkness, Malign Bond
Benefit: You gain spell resistance 5 + character level against spells with the good descriptor and Damage Reduction 2/- against creatures with the good subtype.
In addition, you gain a +4 bonus on intimidate checks made against creatures with a good alignment.
Savagery Beyond Death [Vile]
You may continue fighting even after passing through death’s door.
Prerequisites: BAB +12, Diehard
Benefit: When you are knocked to –10 or less hit points by any source, you continue to live for 1 round. During this round, you may take a move action or make a single attack at your highest attack bonus (you may not take a 5-foot step). If this attack hits and knocks its target to 0 or less hit points, you live for an additional round using these rules. You may live for any number of rounds in this way.
Note: While under -10 hit points, you may not be healed through any means, although you may be revived from the dead as if you had died during the previous round.
Insidious Fear [Vile]
You can cause fear in even the most stalwart of foes.
Prerequisite: Intimidate 8 ranks
Benefit: Creatures immune to fear effects are no longer immune to fear effects that you utilize, although they gain a +4 bonus on saves to resist them.
Furthermore, such creatures are no longer immune to your intimidate checks made against them, although they gain a +4 bonus on their opposed check.
Note: Creatures immune to mind-affecting effects are still immune to fear affects.
Fiend Summoner [Vile]
Your skill at summoning fiends is unmatched.
Prerequisite: ability to cast at least one spell of the summoning subschool.
Benefit: Whenever you cast a spell that possesses both the summoning subschool and evil descriptor, you gain a +1 bonus to your caster level.
You may not summon creatures of good alignment using spells of the summoning subschool.
Dark Tongue [Vile]
Your repertoire of fiendish truenames is astounding, if somewhat horrifying.
Prerequisites: Truespeak 5 ranks, ability to speak both infernal and abyssal
Benefit: You gain a +2 Vile bonus on truespeak checks, which increases to a +4 Vile bonus when the target is a demon, devil, or yugoloth.
Bewitching Chant [Vile]
Your enchantments are dangerous to those of sound mind.
Prerequisites: Bardic Music Class Feature
Benefit: Whenever the target of one of your charm or compulsion spells succeeds on their saving throw, you may give up two daily uses of your bardic music to confuse the target for one round as an immediate action. The target may resist this confusion with a successful will save (DC 10 + 1/2 level + charisma modifier)
Unthinkable Depths [Vile]
You have seen further than anyone should ever see, and you have laughed every step of the way.
Benefits: You no longer need to sleep and are immune to fatigue (but not exhaustion).
On the first round of any encounter, you are treated as being confused (as the spell).
Dreams of Eternity [Vile]
You have forced tortured sleep upon those around you, forcing all to see what shouldn’t be fathomed.
Prerequisites: Unthinkable Depths
Benefits: All creatures within a 1000-foot radius of yourself require an extra hour of sleep to gain proper function. Within this radius, all concentration checks take a –2 penalty.
Once per day, as an immediate action, you cause a concentration check to fail. You must declare the use of this ability before the concentration check is rolled and must have a line of sight with the target.
Note: If more than one character with this feat is in the same radius, the effects of this feat do not stack.
Anchored Outside [Vile]
You have shredded your soul to forcefully anchor some of it beyond the multiverse.
Prerequisites: Unthinkable Depths
Benefits: You are immune to any effect that blocks extradimensional travel.
Once per day, as an immediate action, you may remove yourself from the multiverse for 1 round, at the end of which time you return to the same square (or the nearest unoccupied square) and take 1d4 points of wisdom damage. If this is done in response to an attack, that attack suffers a 50% miss chance.
Special: Due to the pull from outside of our multiverse, you take a –4 penalty on saving throws made against effects from the teleportation subschool.
Master From Beyond [Vile]
You have found a worthy master beyond the realms of sanity and work in its name.
Prerequisites: Unthinkable Depths, Cha 15
Benefits: Once per day, you can grant yourself the pseudonatural template for a number of rounds equal to your charisma modifier. You do not gain any spell-like abilities granted by this template.
Sense the Righteous [Vile]
You can identify the forces of good at a glance.
Prerequisites: Wisdom 13
Benefits: You may use Detect Good at will as a spell-like ability, using your character level as your caster level.
Master Torturer [Vile]
You can torture a prisoner within an inch of their life.
Prerequisites: BAB +3
Benefits: When you attack a foe, you may choose to make that strike a torturous strike. A torturous strike cannot lower a target’s life to below 0.
In addition, anyone who has been dealt at least one torturous strike takes a –2 penalty on any opposed checks against intimidate checks and on will saves made to resist torture for 24 hours.
Special: A Fighter may select Master Torturer as one of their bonus feats.
Blackened Heart [Vile]
When compared to the depth of your evil, all others seem benevolent
Benefits: For the purposes of your spells and abilities, all creatures without this feat are treated as possessing the good alignment.
You gain a +2 bonus on diplomacy and intimidate checks made against evil targets.
Aura of Entropy [Vile]
You exude unraveling energies to spoil all around you.
Prerequisites: Constitution 13
Benefit: All food-stuffs to come within a 20-foot radius become spoiled. Anyone who eats this food and fails on a DC15 fortitude save becomes nauseated for 1d4 rounds and gains no nutritional benefit either way.
All water to come within a 20-foot radius becomes unsafe to drink. Anyone drinking must make a DC 15 fortitude save or take 1d4 strength damage and gains no nutritional benefit either way. Only groups of water that completely enter your aura are affected, making large bodies of water immune to this ability.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: if you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells.
Note: you still require food and drink to survive. Unlike others, you gain nutritional benefit from the food and water you eat, even if you fail on your saving throw.
Aura of Heresy [Vile]
Your aura prevents intervention by divine forces.
Prerequisites: Aura of Entropy
Benefit: Any holy or unholy symbols to come within a 20-foot radius must make a DC 15 fortitude save or dissolve into acid, dealing 1d2 acid damage to its owner.
Within this area, all creatures are healed or damaged only half as much (rounded down) by affects using either positive or negative energy. Other effects using these energies are unaffected
Lastly, within this area, all turn checks take a -4 penalty.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells
Aura of Blaspheme [Vile]
Your entropic energies weaken those nearby.
Prerequisites: Aura of Entropy
Benefit: All living creatures within a 20-foot radius take a –2 penalty on saving throws.
In addition, within this area, stabilization of dying creatures cannot occur naturally (although a single point of natural healing does the trick).
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. this may keep you from casting some of your spells.
Extort Nature [Vile]
You can gain better performance from an animal by breaking its spirit.
Prerequisites: Handle Animal 6 ranks
Benefit: You may make a special week-long handle animal check to break the spirit of an animal or a magical beast with an intelligence score of 1 or 2. The DC is 15 + Hit Dice for animals or 20 + Hit Dice for magical beasts. At the end of this time, if the check is a success, the target learns an extra trick and any ride checks made involving them gain a +5 bonus. However, the animal is perpetually fatigued and takes a permanent –2 penalty on will saves. If kept away from you for a year, the fatigue is cured.
Insidious Villainy [Vile]
Your villainy is so subtle that it often goes unnoticed
Prerequisites: Charisma 15, Bluff 6 ranks, Deceitful
Benefit: All attempts to magically discern your alignment fail.
For the purposes of all spells and abilities, you are treated as a good-aligned character.
You gain a +2 Vile bonus on bluff, forgery, and sleight of hand checks.
One with Life [Monstrous, Vile]
You can join the web of life once more, if only for a short time.
Prerequisites: Undead type, Evil Brand
Benefit: Whenever you make a melee attack against a living foe and knock them to 0 or less hit points, you gain some qualities of life for the next 24 hours.
You retain your undead immunities but gain immunity to turn and rebuke attempts, holy water, and any other spell or affect that controls, damages, or manipulates undead. Furthermore, you are no longer treated as undead for the purposes of spells with the light descriptor.
Lastly, you gain 2 temporary hit points per hit dice, which last for the 24 hours or until they are lost.
Pall of Twilight [Vile]
You exude an area of supernatural shadows.
Benefit: The area within a 20-foot radius of yourself is illuminated or dimmed to shadowy illumination. By taking a –5 penalty on your check, you may use this illumination as concealment to hide in. By increasing this penalty to –10, you may use this illumination as concealment even against creatures with darkvision or low-light vision.
You gain a +2 bonus on intimidate checks.
Dark Thrall [Vile]
You have submitted yourself to a master.
Benefit: While within 30 feet of your master, you gain the benefits of the alertness feat and +3 hit points. In addition, your master may use you to carry out touch spells or spell-like abilities while you are within this range. Furthermore, you gain the improved evasion ability against your master’s spells and abilities. Lastly, whenever your master takes damage, you gain a +1 bonus on attack, damage rolls, and will saves for 1 round.
When your master is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws for 1 month or until your master if revived, whichever comes first. After 1 month, you may select a new individual to become your master (if they are willing). Your master may possess neither fewer hit dice than you nor an intelligence score of less than 3.
Insidious Compulsion
You have learned how to implant ideas into an enemy’s mind
Prerequisite: Diplomacy 15 ranks
Benefit: You gain a special use for the diplomacy skill. In order to use this ability, you must engage a target in conversation for 1 minute. At the end of this minute, you make a diplomacy check opposed by your target’s will save. Your target adds their ranks in sense motive, if any, as a bonus to this will save. If they succeed, they do not notice the compulsion. If they fail, you may give a suggestion (as the spell), except that it lasts for only 10 minutes, it is extraordinary in nature, and the target believes it to be their own idea. Either way, the target is immune to your use of this ability for 24 hours.
This ability cannot be rushed and may not be performed more than once per hour.
Master of Allure [Vile]
You have learned how to utilize your physical attractiveness to further your aims
Prerequisite: Charisma 15, Bluff 6 ranks, Diplomacy 4 ranks
Benefit: Upon taking this feat, select a gender.
Individuals of the chosen gender start one category closer to helpful towards you unless they would otherwise be hostile.
In addition, individuals of the chosen gender take a –2 penalty on will saves made against your spells or spell-like abilities.
Deformity (Malleable Form) [Deformity, Vile]
Through disfiguring experiments, your bones bend easily and your flex is like wax.
Prerequisite: Willing Deformity
Benefit:At will, you can disguise yourself, as the disguise self spell, by taking 1 point of charisma damage. This disguise is not an illusion.
In addition, you gain a +2 circumstance bonus on escape artist and tumble checks.
Master of Undeath [Vile]
You control more undead by infusing yourself with negative energy.
Prerequisite: Ability to rebuke undead
Benefits: When you choose to rebuke undead, you may increase your effective cleric level by any amount up to your character level by suffering that many negative levels. These negative levels last 24 hours and do not result in level loss.
In addition, you may control more HD in undead than your effective cleric level but you take 1 point of constitution drain for each HD of undead over this maximum. This constitution drain remains for as long as the undead remains in your control.
Master of Pain [Vile]
You revel in your pain, using it to your advantage.
Benefits: As an immediate action, you may convert all damage from any source into vile damage. If you do so, you gain a vile bonus to your next attack roll, skill check, or saving throw equal to the amount of vile damage taken in this way. If you are immune to vile damage, you cannot use this ability.
Special: Fighters may select Master of Pain as one of their bonus feats.
Worst of the Wicked [Vile]
Having plumbed the deepest depths of evil, no force of darkness can shock you.
Prerequisites: Character level 3
Benefits: You are immune to vile damage.
In addition, you gain a +2 vile bonus on all saving throws made to resist disease, poison, or spells of the necromancy school.
Despot of Darkness [Vile]
You possess the tools to rule over and destroy evil.
Prerequisites: Evil Brand or evil subtype, Worst of the Wicked.
Benefits: In order to attack you or cast spells against you, creatures with the evil subtype must make a will save (DC 10 + 1/2 character level + charisma modifier).
You automatically confirm any critical hits against those with the evil subtype and creatures with the evil subtype take a –2 penalty on saving throws made against your spells and spell-like abilities.
Lastly, you gain a +3 bonus on intimidate checks made against evil targets.
Dark Domain [Vile]
Your god has chosen you as a representative.
Prerequisites: Must worship a god that grants the evil domain, access to one or more of deity’s domains.
Benefits: you instantly gain access to the evil domain. If you already possess it, you gain access to another domain of your choice that your deity offers.
Despoiled Arcana [Vile]
You can access more spells, but they come at great cost
Prerequisites: ability to cast 1st level spells
Benefits: you gain one extra spell slot of each spell level that must be used to cast spells with the evil descriptor. Whenever one of these spell slots is used, you take 2 constitution damage.
Threatening Recruitment [Vile]
Hired help doesn’t charge as much if they think you’ll kill them.
Prerequisites: Intimidate 5 ranks
Benefit: If you successfully demoralize a hireling, they will only charge half price for their services.
Note: If this is performed more than once to a single hireling, the hireling will most likely seek help from the proper authorities at the first opportunity, run away, hinder you in some manner, or steal back proper compensation.
Maligned Spellcasting [Vile]
Your spells absorb the natural taint of your surroundings.
Prerequisite: ability to cast 1st level spells
Benefits: While in a desecrated or unhallowed area, all of your spells gain the evil subtype and are cast at +1 caster level.
Pick from the Body [Vile]
You can pick select bits from a dead creature to gain all of the nutrition you need.
Benefits: With 10 minutes of work, you can eat away at the most edible parts of a slain humanoid, monstrous humanoid, dragon, fey, animal, or magical beast. This both refreshes and hydrates you, removing the need to eat or drink for 24 hours. Furthermore, you are immediately healed of fatigue (exhaustion is not affected).
Consult the Bones [Vile]
You can see patterns in the bones of devoured creatures and gain great insight
Prerequisites: Pick from the Body
Benefits: While using your pick from the body feat, you may extend the time needed by 5 minutes to throw the bones of your prey upon the ground and watch how they fall to gain further insight into all things. At the end of this time, you may make an untrained knowledge check with a +4 bonus. You gain an additional +2 bonus if the target was a dragon or fey. Alternately, you can make a trained knowledge check with these bonuses.
Drink of the Blood [Vile]
You can quench your thirst upon the blood of the fallen to refresh yourself.
Prerequisites: Pick from the Body
Benefits: When using your pick from the body feat, you can extend the time needed by 5 minutes to get your fill of the creatures’s lifeblood. At the end of this time, you heal an amount of health equal to the creature’s hit dice (minimum 1) and are healed of any mundane disease.
Read the Entrails [Vile]
By peering at the entrails of a fallen creature, you gain insight into the future.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 10 minutes to gaze into the future through patterns in the creature’s entrails. Doing so imitates the augury feat with a caster level equal to the creature’s hit dice.
Feast Upon Form [Vile]
You can almost entirely eat a fallen creature to gain more feral features.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 30 minutes to more entirely devour the creature. You gain a +2 Vile bonus to a physical ability score of your choice. In addition, if the target had natural armor, you gain a +1 bonus to your natural armor. Lastly, you gain the scent and low-light vision abilities, if you do not already possess them. All of these benefits last for 24 hours but you can only benefit from one such feeding at a time.
Ooze Master [Vile]
You are adept at fighting and avoiding oozes.
Benefits: You are considered invisible to an ooze’s blindsight
While engulfed by an ooze, you can breathe normally and are immune to all damage you would take for being engulfed. Furthermore, you heal 1 health each round that you are engulfed. Lastly, you are treated as having cover against all attacks while engulfed.
Slaughtering Strike [Vile]
A single powerful blow can end an entire combat.
Prerequisite: Weapon Focus (morningstar), Weapon Specialization (morningstar), Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Fighter level 16th
Benefits: Whenever you confirm a critical hit using a morningstar, you may forego any iterative attacks to convert all damage dealt into vile damage. Furthermore, the target must make a fortitude save (DC= 1/2 damage dealt) or fall dead.
Special:A Fighter may select slaughtering strike as a bonus feat.
Deformity (legs) [Vile]
After a series of questionable grafts and surgeries, your legs twitch and jerk involuntarily.
Prerequisites: Willing Deformity
Benefits: Your speed is increased by 5 feet and you may run indefinitely without need to make constitution checks. You also gain a +2 bonus to jump checks when making a running jump.
However, your legs find it a bit hard to stop moving in combat. While in an encounter, you take a –2 penalty on any attack roll unless you move at least 10 feet before making it.
Deformity (Arms) [Vile]
You have pushed your body past normal limits through inhuman training. The muscles of your arms quiver and pulsate, seemingly independent of each other.
Prerequisites: Willing Deformity
Benefits: At the beginning of an encounter, you fly into a fit of fury, granting you +2 strength and –2 AC for 3 rounds. At the end of this time, you are fatigued.
You grapple opponents and wield weaponry as if you were one size category larger.
Your arms are somewhat unwieldy, imposing a –2 penalty on melee attacks and a –4 penalty on ranged attacks.
Sadistic Onslaught [Vile]
Each successful blow urges you onward to land another.
Prerequisites: BAB +10
Benefits: Whenever you make a full-attack, each successful hit provides a stacking +2 bonus to the attack rolls, damage rolls, and critical confirmation rolls of all iterative attacks.
Special: Fighters may select Sadistic Onslaught as one of their bonus feats.
Darkest Sight [Vile]
You have taught yourself to see everything…everything!
Prerequisites: Wis 15, Alertness
Benefits: As a swift action, you may take 1 point of wisdom damage to gain perfect sight for 1 round. During this round, you gain darkvision out to 120 feet, can see through magical darkness, and can see invisible and ethereal creatures. Furthermore, you can see all figments for what they are. Lastly, you gain a +6 bonus on all spot checks made during this round.
While conscious and mobile, you may take 1 point of wisdom damage as an immediate action to retain your dexterity bonus to your AC against a single attack
Special: Unfortunately, you are forced to see much of what you would rather not. You take a –2 penalty on all saving throws made to resist gaze attacks or against pattern or phantasm effects. Furthermore, you may not avert your gaze when dealing with a gaze attack (although you may blind yourself as normal).
Abhorrent Flesh [Deformity, Vile]
Your abundance of flesh provides you with a measure of protection.
Prerequisites: Deformity (Obese)
Benefits: You gain a bonus to your natural armor equal to your constitution bonus (minimum +1). For each point of natural armor gained in this way, your speed is reduced by 5 feet (to a minimum of 5 feet).
In addition, you take damage from falls as if you had only fallen half as far (and thus only take any damage from a fall of at least 20 feet).
Condemned Soul [Vile]
Your soul is marked not for the lower planes but for complete oblivion.
Benefits: your type changes to outsider and you gain both the evil and native subtypes.
Spells and spell-like abilities of the good descriptor that allow spell resistance fail to affect you as if they had failed to overcome your spell resistance.
Special: Upon death, your soul is torn beyond recognition. Raise Dead and Reincarnate spells are insufficient to bring you back to life, although stronger means of revival still work.
Bedeviled Skin [Vile]
Your flesh refuses the soothing grace of the divine.
Prerequisites: Condemned Soul
Benefits: you are immune to healing from positive energy and/or negative energy. In addition, you are immune to healing from any supernatural source.
You gain fast healing 1. This is an extraordinary ability.
Anathema [Vile]
All living things around you wither and die.
Prerequisites: Condemned Soul
Benefits: All living creatures within a 10-foot radius of you must make a fortitude save (DC 10 + 1/2 hit dice + constitution modifier) or take 1 damage and become sickened for 1 round. Plant creatures are not allowed a saving throw.
Blighted Fate [Vile]
When your fate turns sour, all around you know it.
Prerequisites: Condemned Soul
Benefits: Whenever you roll a natural one on any attack roll, skill check, or saving throw, all creatures (other than you) within a 10-foot radius take a –4 penalty on all attack rolls, skill checks, and saving throws for 1 round.
Fate Favors the Wicked [Vile]
You have an unnatural tendency of clinging to life while others think you dead
Prerequisites: Character level 6
Benefits: Whenever you are knocked to 0 or less life, you are automatically stabilized.
Furthermore, While below 0 life, your metabolic functions seem to cease. Deathwatch detects you as dead and it takes a DC 20 heal check to determine that you are alive.
Lastly, coup de grace attempts made against you do not deal any additional damage and you need not make a fortitude save to resist death against a coup de grace.
Coerce Fate [Vile]
You have forced fate to approve of your malign designs.
Prerequisites: Character level 9, Fate Favors the Wicked
Benefit: While committing an evil act, you may take 10 on any attack roll, skill check or saving throw. You may use this ability no more than once per minute.
Whenever you use this ability, however you must place a small curse on yourself. The next time that you must make an attack rolls, skill check or saving throw, you must roll 2d20 and take the lowest result.
Unnatural Fate [Vile]
Luck can no longer doom your dark endeavors.
Prerequisites: Character level 12, Coerce Fate, Fate Favors the Wicked
Benefit: You no longer automatically fail on attack rolls or saving throws on a natural 1.
Whenever you roll a natural 1, you take damage equal to your character level as the forces of probability exact revenge for your disregard.
Overrule Fate [Vile]
You have placed yourself in charge of your own fate.
Prerequisites: Character level 15, Coerce Fate, Fate Favors the Wicked, Unnatural Fate
Benefit: While committing an evil act, you may take 20 on any attack roll, skill check, or saving throw. This natural 20 does not count as an automatic success on attack rolls or skill checks and does not threaten a critical hit.
Whenever you use this ability, your current hit points are halved (rounding down). You can only use this ability while your current hit points are higher than your character level.
Darkness Lives On [Vile]
Even death cannot stop your evil.
Prerequisites: Character level 18, Coerce Fate, Fate Favors the Wicked, Overrule Fate, Unnatural Fate
Benefit: Whenever you would take damage that would lower your health to -10 health or less, you are instead lowered to -9 health and are automatically stabilized. Whenever this occurs, you permanently lose 2 points of constitution. If your constitution would be lowered to 0 in this way, this ability does not function.
Huskshape [Vile]
You can use an animal’s pelt to imitate that animal.
Prerequisites: Wildshape class feature
Benefit: Whenever you slay an animal of your size category, you may spend one hour skinning it. Once skinned, it remains fresh for 1 month (2 months if subjected to a gentle repose spell).
At any time, you may don a skinned hide by spending one minute to do so. Once donned, all benefits remain until either one week has passed or the husk is removed (whichever comes first). While donned, the husk grants the benefits of the wildshape class feature with a few exceptions. First of all, you may still speak, cast spells, or use manufactured weaponry while using huskshape. Secondly, using huskshape does not alter your constitution or dexterity scores. Third any sighted creature within 10 feet of you can automatically discern that you are not actually the animal whose husk you wear. Lastly, you are healed by both positive and negative energy while wearing a husk.
Servant of Self [Vile]
Either through psychosis or magic, you have split yourself into two personas
Benefit: Choose an alignment. Whenever your alignment is discerned, you have a 50% chance of using your chosen alignment in place of your own.
Whenever you are targeted by a mind-affecting effect, you have a 50% chance of ignoring it.
Separation of Selves [Vile]
You have managed to isolate each individual persona you possess to fight longer.
Prerequisites: Servant of Self
Benefit: Once per day, when you are knocked down to 0 or less health, you instantly heal 1d6/2 levels health and instantly assumes the alignment chosen in servant of self. Furthermore, you lose access to all trained-only skills in which you possess ranks.
After using this ability, you regain your previous alignment at the next midnight.
Self Control [Vile]
You have enslaved your other self to your will.
Prerequisites: Servant of Self
Benefit: Twice per day, you can take an extra standard or move action.
You gain a +2 bonus on spot and listen checks.
Self Sacrifice [Vile]
You can sacrifice your other self when it suits you.
Prerequisites: Servant of Self
Benefit: As a full-round action, you can heal 1d4/2 level health by temporarily slaying your other self. Alternately, when you fail a saving throw against a death effect, if your other self is alive, it is temporarily slain instead of you.
While your other self is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws. In addition, you lose the benefits of Servant of Self and all other feats that use it as a prerequisite.
You regain your other self one week after slaying it.
Note: No matter how many times your other self is slain, the new one always possesses the same alignment.
Extra Minion [Vile]
You have gained renown for your great acts of villainy
Prerequisites: Must possess a minion
Benefit: you gain an additional minion, whose CR cannot exceed the lowest CR of all minions you control –1.
Special: You may select this feat multiple times, gaining an additional, weaker minion each time.
Dark Aura [Vile]
Your presence unnerves and angers natural beings around you
Benefit: All living creatures start one category closer to hostile towards you.
Any animal, magical beast, vermin, or fey to pass within 30 feet of you must make a will save (DC 10 + 1/2 your hit dice + Charisma bonus) or become frightened for 1d4 rounds
You gain a +2 vile bonus on intimidate checks.
Boon of the Favored [Vile]
Your sacrifices to your dark lord grant you greater power.
Prerequisites: Sacrificial Mastery
Benefit: Whenever you sacrifice items worth at least 500 gp/level as part of a sacrifice, you gain a bonus vile feat for one week in addition to the sacrifice’s normal effects, so long as you meet its prerequisites. You may benefit from this ability no more than once per day.
Curse of Blood [Vile]
You can curse those who have harmed you.
Prerequisites: hexblade’s curse class feature, ability to cast 1st-level arcane spells
Benefit: Any creature who successfully damages you with a melee weapon or natural weapon takes a –1 penalty on all saving throws or to their AC for 1 round.
In addition, increase the save DC of your hexblade’s curse class feature by +2.
Bloodfeeder [Vile]
Imitating a vampire, you take an opponent’s blood in battle and drink it to refresh yourself.
Prerequisites: Base Attack Bonus +6
Benefit: As a full-round action, you may make a single attack with a melee weapon. If it hits, the target takes 1d4 points of constitution damage. In addition, you gain 5 temporary hit points on a successful hit. These temporary hit points last up to 5 minutes.
Special: Creatures killed by constitution damage from this source awaken 1d4 weeks later as vampire spawn unless they are revived or their bodies are destroyed sooner. You possess no special control over these vampire spawn, although you may try to rebuke or control them as normal.
Indebted to Darkness [Vile]
You are beyond the point of redemption, having vowed yourself to a dark master
Benefits: You gain a +4 vile bonus on saving throws against compulsion effects.
You are immune to any effect that would change your alignment.
Whenever your alignment would change by natural course, you instead lose 2 points of constitution.
Malign Bond [Vile]
Your unholy bond with your dark master is deeper than most would dare to fathom.
Prerequisite: Indebted to Darkness
Benefit: Once per day, the bond you share with your master allows you to try to shrug off a worldly attack. Whenever you would take damage, you may make a fortitude save (DC= 15 + damage dealt). If you succeed, that damage is converted to nonlethal damage.
In addition, your master can communicate telepathically with you over any distance and even across planar boundaries. This communication is only one way.
Malefic Exposure [Vile]
You’ve been exposed to your master’s essence, protecting you against the forces of good.
Prerequisite: Indebted to Darkness, Malign Bond
Benefit: You gain spell resistance 5 + character level against spells with the good descriptor and Damage Reduction 2/- against creatures with the good subtype.
In addition, you gain a +4 bonus on intimidate checks made against creatures with a good alignment.
Savagery Beyond Death [Vile]
You may continue fighting even after passing through death’s door.
Prerequisites: BAB +12, Diehard
Benefit: When you are knocked to –10 or less hit points by any source, you continue to live for 1 round. During this round, you may take a move action or make a single attack at your highest attack bonus (you may not take a 5-foot step). If this attack hits and knocks its target to 0 or less hit points, you live for an additional round using these rules. You may live for any number of rounds in this way.
Note: While under -10 hit points, you may not be healed through any means, although you may be revived from the dead as if you had died during the previous round.
Insidious Fear [Vile]
You can cause fear in even the most stalwart of foes.
Prerequisite: Intimidate 8 ranks
Benefit: Creatures immune to fear effects are no longer immune to fear effects that you utilize, although they gain a +4 bonus on saves to resist them.
Furthermore, such creatures are no longer immune to your intimidate checks made against them, although they gain a +4 bonus on their opposed check.
Note: Creatures immune to mind-affecting effects are still immune to fear affects.
Fiend Summoner [Vile]
Your skill at summoning fiends is unmatched.
Prerequisite: ability to cast at least one spell of the summoning subschool.
Benefit: Whenever you cast a spell that possesses both the summoning subschool and evil descriptor, you gain a +1 bonus to your caster level.
You may not summon creatures of good alignment using spells of the summoning subschool.
Dark Tongue [Vile]
Your repertoire of fiendish truenames is astounding, if somewhat horrifying.
Prerequisites: Truespeak 5 ranks, ability to speak both infernal and abyssal
Benefit: You gain a +2 Vile bonus on truespeak checks, which increases to a +4 Vile bonus when the target is a demon, devil, or yugoloth.
Bewitching Chant [Vile]
Your enchantments are dangerous to those of sound mind.
Prerequisites: Bardic Music Class Feature
Benefit: Whenever the target of one of your charm or compulsion spells succeeds on their saving throw, you may give up two daily uses of your bardic music to confuse the target for one round as an immediate action. The target may resist this confusion with a successful will save (DC 10 + 1/2 level + charisma modifier)
Unthinkable Depths [Vile]
You have seen further than anyone should ever see, and you have laughed every step of the way.
Benefits: You no longer need to sleep and are immune to fatigue (but not exhaustion).
On the first round of any encounter, you are treated as being confused (as the spell).
Dreams of Eternity [Vile]
You have forced tortured sleep upon those around you, forcing all to see what shouldn’t be fathomed.
Prerequisites: Unthinkable Depths
Benefits: All creatures within a 1000-foot radius of yourself require an extra hour of sleep to gain proper function. Within this radius, all concentration checks take a –2 penalty.
Once per day, as an immediate action, you cause a concentration check to fail. You must declare the use of this ability before the concentration check is rolled and must have a line of sight with the target.
Note: If more than one character with this feat is in the same radius, the effects of this feat do not stack.
Anchored Outside [Vile]
You have shredded your soul to forcefully anchor some of it beyond the multiverse.
Prerequisites: Unthinkable Depths
Benefits: You are immune to any effect that blocks extradimensional travel.
Once per day, as an immediate action, you may remove yourself from the multiverse for 1 round, at the end of which time you return to the same square (or the nearest unoccupied square) and take 1d4 points of wisdom damage. If this is done in response to an attack, that attack suffers a 50% miss chance.
Special: Due to the pull from outside of our multiverse, you take a –4 penalty on saving throws made against effects from the teleportation subschool.
Master From Beyond [Vile]
You have found a worthy master beyond the realms of sanity and work in its name.
Prerequisites: Unthinkable Depths, Cha 15
Benefits: Once per day, you can grant yourself the pseudonatural template for a number of rounds equal to your charisma modifier. You do not gain any spell-like abilities granted by this template.
Sense the Righteous [Vile]
You can identify the forces of good at a glance.
Prerequisites: Wisdom 13
Benefits: You may use Detect Good at will as a spell-like ability, using your character level as your caster level.
Master Torturer [Vile]
You can torture a prisoner within an inch of their life.
Prerequisites: BAB +3
Benefits: When you attack a foe, you may choose to make that strike a torturous strike. A torturous strike cannot lower a target’s life to below 0.
In addition, anyone who has been dealt at least one torturous strike takes a –2 penalty on any opposed checks against intimidate checks and on will saves made to resist torture for 24 hours.
Special: A Fighter may select Master Torturer as one of their bonus feats.
Blackened Heart [Vile]
When compared to the depth of your evil, all others seem benevolent
Benefits: For the purposes of your spells and abilities, all creatures without this feat are treated as possessing the good alignment.
You gain a +2 bonus on diplomacy and intimidate checks made against evil targets.
Aura of Entropy [Vile]
You exude unraveling energies to spoil all around you.
Prerequisites: Constitution 13
Benefit: All food-stuffs to come within a 20-foot radius become spoiled. Anyone who eats this food and fails on a DC15 fortitude save becomes nauseated for 1d4 rounds and gains no nutritional benefit either way.
All water to come within a 20-foot radius becomes unsafe to drink. Anyone drinking must make a DC 15 fortitude save or take 1d4 strength damage and gains no nutritional benefit either way. Only groups of water that completely enter your aura are affected, making large bodies of water immune to this ability.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: if you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells.
Note: you still require food and drink to survive. Unlike others, you gain nutritional benefit from the food and water you eat, even if you fail on your saving throw.
Aura of Heresy [Vile]
Your aura prevents intervention by divine forces.
Prerequisites: Aura of Entropy
Benefit: Any holy or unholy symbols to come within a 20-foot radius must make a DC 15 fortitude save or dissolve into acid, dealing 1d2 acid damage to its owner.
Within this area, all creatures are healed or damaged only half as much (rounded down) by affects using either positive or negative energy. Other effects using these energies are unaffected
Lastly, within this area, all turn checks take a -4 penalty.
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. This may keep you from casting some of your spells
Aura of Blaspheme [Vile]
Your entropic energies weaken those nearby.
Prerequisites: Aura of Entropy
Benefit: All living creatures within a 20-foot radius take a –2 penalty on saving throws.
In addition, within this area, stabilization of dying creatures cannot occur naturally (although a single point of natural healing does the trick).
This aura cannot be willingly suppressed and persists even while you are unconscious.
Special: If you possess a divine caster level when taking this feat, it is reduced by 2, to a minimum of 1. this may keep you from casting some of your spells.
Extort Nature [Vile]
You can gain better performance from an animal by breaking its spirit.
Prerequisites: Handle Animal 6 ranks
Benefit: You may make a special week-long handle animal check to break the spirit of an animal or a magical beast with an intelligence score of 1 or 2. The DC is 15 + Hit Dice for animals or 20 + Hit Dice for magical beasts. At the end of this time, if the check is a success, the target learns an extra trick and any ride checks made involving them gain a +5 bonus. However, the animal is perpetually fatigued and takes a permanent –2 penalty on will saves. If kept away from you for a year, the fatigue is cured.
Insidious Villainy [Vile]
Your villainy is so subtle that it often goes unnoticed
Prerequisites: Charisma 15, Bluff 6 ranks, Deceitful
Benefit: All attempts to magically discern your alignment fail.
For the purposes of all spells and abilities, you are treated as a good-aligned character.
You gain a +2 Vile bonus on bluff, forgery, and sleight of hand checks.
One with Life [Monstrous, Vile]
You can join the web of life once more, if only for a short time.
Prerequisites: Undead type, Evil Brand
Benefit: Whenever you make a melee attack against a living foe and knock them to 0 or less hit points, you gain some qualities of life for the next 24 hours.
You retain your undead immunities but gain immunity to turn and rebuke attempts, holy water, and any other spell or affect that controls, damages, or manipulates undead. Furthermore, you are no longer treated as undead for the purposes of spells with the light descriptor.
Lastly, you gain 2 temporary hit points per hit dice, which last for the 24 hours or until they are lost.
Pall of Twilight [Vile]
You exude an area of supernatural shadows.
Benefit: The area within a 20-foot radius of yourself is illuminated or dimmed to shadowy illumination. By taking a –5 penalty on your check, you may use this illumination as concealment to hide in. By increasing this penalty to –10, you may use this illumination as concealment even against creatures with darkvision or low-light vision.
You gain a +2 bonus on intimidate checks.
Dark Thrall [Vile]
You have submitted yourself to a master.
Benefit: While within 30 feet of your master, you gain the benefits of the alertness feat and +3 hit points. In addition, your master may use you to carry out touch spells or spell-like abilities while you are within this range. Furthermore, you gain the improved evasion ability against your master’s spells and abilities. Lastly, whenever your master takes damage, you gain a +1 bonus on attack, damage rolls, and will saves for 1 round.
When your master is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws for 1 month or until your master if revived, whichever comes first. After 1 month, you may select a new individual to become your master (if they are willing). Your master may possess neither fewer hit dice than you nor an intelligence score of less than 3.
Insidious Compulsion
You have learned how to implant ideas into an enemy’s mind
Prerequisite: Diplomacy 15 ranks
Benefit: You gain a special use for the diplomacy skill. In order to use this ability, you must engage a target in conversation for 1 minute. At the end of this minute, you make a diplomacy check opposed by your target’s will save. Your target adds their ranks in sense motive, if any, as a bonus to this will save. If they succeed, they do not notice the compulsion. If they fail, you may give a suggestion (as the spell), except that it lasts for only 10 minutes, it is extraordinary in nature, and the target believes it to be their own idea. Either way, the target is immune to your use of this ability for 24 hours.
This ability cannot be rushed and may not be performed more than once per hour.
Master of Allure [Vile]
You have learned how to utilize your physical attractiveness to further your aims
Prerequisite: Charisma 15, Bluff 6 ranks, Diplomacy 4 ranks
Benefit: Upon taking this feat, select a gender.
Individuals of the chosen gender start one category closer to helpful towards you unless they would otherwise be hostile.
In addition, individuals of the chosen gender take a –2 penalty on will saves made against your spells or spell-like abilities.
Deformity (Malleable Form) [Deformity, Vile]
Through disfiguring experiments, your bones bend easily and your flex is like wax.
Prerequisite: Willing Deformity
Benefit:At will, you can disguise yourself, as the disguise self spell, by taking 1 point of charisma damage. This disguise is not an illusion.
In addition, you gain a +2 circumstance bonus on escape artist and tumble checks.
Master of Undeath [Vile]
You control more undead by infusing yourself with negative energy.
Prerequisite: Ability to rebuke undead
Benefits: When you choose to rebuke undead, you may increase your effective cleric level by any amount up to your character level by suffering that many negative levels. These negative levels last 24 hours and do not result in level loss.
In addition, you may control more HD in undead than your effective cleric level but you take 1 point of constitution drain for each HD of undead over this maximum. This constitution drain remains for as long as the undead remains in your control.
Master of Pain [Vile]
You revel in your pain, using it to your advantage.
Benefits: As an immediate action, you may convert all damage from any source into vile damage. If you do so, you gain a vile bonus to your next attack roll, skill check, or saving throw equal to the amount of vile damage taken in this way. If you are immune to vile damage, you cannot use this ability.
Special: Fighters may select Master of Pain as one of their bonus feats.
Worst of the Wicked [Vile]
Having plumbed the deepest depths of evil, no force of darkness can shock you.
Prerequisites: Character level 3
Benefits: You are immune to vile damage.
In addition, you gain a +2 vile bonus on all saving throws made to resist disease, poison, or spells of the necromancy school.
Despot of Darkness [Vile]
You possess the tools to rule over and destroy evil.
Prerequisites: Evil Brand or evil subtype, Worst of the Wicked.
Benefits: In order to attack you or cast spells against you, creatures with the evil subtype must make a will save (DC 10 + 1/2 character level + charisma modifier).
You automatically confirm any critical hits against those with the evil subtype and creatures with the evil subtype take a –2 penalty on saving throws made against your spells and spell-like abilities.
Lastly, you gain a +3 bonus on intimidate checks made against evil targets.
Dark Domain [Vile]
Your god has chosen you as a representative.
Prerequisites: Must worship a god that grants the evil domain, access to one or more of deity’s domains.
Benefits: you instantly gain access to the evil domain. If you already possess it, you gain access to another domain of your choice that your deity offers.
Despoiled Arcana [Vile]
You can access more spells, but they come at great cost
Prerequisites: ability to cast 1st level spells
Benefits: you gain one extra spell slot of each spell level that must be used to cast spells with the evil descriptor. Whenever one of these spell slots is used, you take 2 constitution damage.
Threatening Recruitment [Vile]
Hired help doesn’t charge as much if they think you’ll kill them.
Prerequisites: Intimidate 5 ranks
Benefit: If you successfully demoralize a hireling, they will only charge half price for their services.
Note: If this is performed more than once to a single hireling, the hireling will most likely seek help from the proper authorities at the first opportunity, run away, hinder you in some manner, or steal back proper compensation.
Maligned Spellcasting [Vile]
Your spells absorb the natural taint of your surroundings.
Prerequisite: ability to cast 1st level spells
Benefits: While in a desecrated or unhallowed area, all of your spells gain the evil subtype and are cast at +1 caster level.
Pick from the Body [Vile]
You can pick select bits from a dead creature to gain all of the nutrition you need.
Benefits: With 10 minutes of work, you can eat away at the most edible parts of a slain humanoid, monstrous humanoid, dragon, fey, animal, or magical beast. This both refreshes and hydrates you, removing the need to eat or drink for 24 hours. Furthermore, you are immediately healed of fatigue (exhaustion is not affected).
Consult the Bones [Vile]
You can see patterns in the bones of devoured creatures and gain great insight
Prerequisites: Pick from the Body
Benefits: While using your pick from the body feat, you may extend the time needed by 5 minutes to throw the bones of your prey upon the ground and watch how they fall to gain further insight into all things. At the end of this time, you may make an untrained knowledge check with a +4 bonus. You gain an additional +2 bonus if the target was a dragon or fey. Alternately, you can make a trained knowledge check with these bonuses.
Drink of the Blood [Vile]
You can quench your thirst upon the blood of the fallen to refresh yourself.
Prerequisites: Pick from the Body
Benefits: When using your pick from the body feat, you can extend the time needed by 5 minutes to get your fill of the creatures’s lifeblood. At the end of this time, you heal an amount of health equal to the creature’s hit dice (minimum 1) and are healed of any mundane disease.
Read the Entrails [Vile]
By peering at the entrails of a fallen creature, you gain insight into the future.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 10 minutes to gaze into the future through patterns in the creature’s entrails. Doing so imitates the augury feat with a caster level equal to the creature’s hit dice.
Feast Upon Form [Vile]
You can almost entirely eat a fallen creature to gain more feral features.
Prerequisites: Pick from the Body
Benefits: When you are using your pick from the body feat, you can extend the time needed by 30 minutes to more entirely devour the creature. You gain a +2 Vile bonus to a physical ability score of your choice. In addition, if the target had natural armor, you gain a +1 bonus to your natural armor. Lastly, you gain the scent and low-light vision abilities, if you do not already possess them. All of these benefits last for 24 hours but you can only benefit from one such feeding at a time.
Ooze Master [Vile]
You are adept at fighting and avoiding oozes.
Benefits: You are considered invisible to an ooze’s blindsight
While engulfed by an ooze, you can breathe normally and are immune to all damage you would take for being engulfed. Furthermore, you heal 1 health each round that you are engulfed. Lastly, you are treated as having cover against all attacks while engulfed.
Slaughtering Strike [Vile]
A single powerful blow can end an entire combat.
Prerequisite: Weapon Focus (morningstar), Weapon Specialization (morningstar), Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Fighter level 16th
Benefits: Whenever you confirm a critical hit using a morningstar, you may forego any iterative attacks to convert all damage dealt into vile damage. Furthermore, the target must make a fortitude save (DC= 1/2 damage dealt) or fall dead.
Special:A Fighter may select slaughtering strike as a bonus feat.
Deformity (legs) [Vile]
After a series of questionable grafts and surgeries, your legs twitch and jerk involuntarily.
Prerequisites: Willing Deformity
Benefits: Your speed is increased by 5 feet and you may run indefinitely without need to make constitution checks. You also gain a +2 bonus to jump checks when making a running jump.
However, your legs find it a bit hard to stop moving in combat. While in an encounter, you take a –2 penalty on any attack roll unless you move at least 10 feet before making it.
Deformity (Arms) [Vile]
You have pushed your body past normal limits through inhuman training. The muscles of your arms quiver and pulsate, seemingly independent of each other.
Prerequisites: Willing Deformity
Benefits: At the beginning of an encounter, you fly into a fit of fury, granting you +2 strength and –2 AC for 3 rounds. At the end of this time, you are fatigued.
You grapple opponents and wield weaponry as if you were one size category larger.
Your arms are somewhat unwieldy, imposing a –2 penalty on melee attacks and a –4 penalty on ranged attacks.
Sadistic Onslaught [Vile]
Each successful blow urges you onward to land another.
Prerequisites: BAB +10
Benefits: Whenever you make a full-attack, each successful hit provides a stacking +2 bonus to the attack rolls, damage rolls, and critical confirmation rolls of all iterative attacks.
Special: Fighters may select Sadistic Onslaught as one of their bonus feats.
Darkest Sight [Vile]
You have taught yourself to see everything…everything!
Prerequisites: Wis 15, Alertness
Benefits: As a swift action, you may take 1 point of wisdom damage to gain perfect sight for 1 round. During this round, you gain darkvision out to 120 feet, can see through magical darkness, and can see invisible and ethereal creatures. Furthermore, you can see all figments for what they are. Lastly, you gain a +6 bonus on all spot checks made during this round.
While conscious and mobile, you may take 1 point of wisdom damage as an immediate action to retain your dexterity bonus to your AC against a single attack
Special: Unfortunately, you are forced to see much of what you would rather not. You take a –2 penalty on all saving throws made to resist gaze attacks or against pattern or phantasm effects. Furthermore, you may not avert your gaze when dealing with a gaze attack (although you may blind yourself as normal).
Abhorrent Flesh [Deformity, Vile]
Your abundance of flesh provides you with a measure of protection.
Prerequisites: Deformity (Obese)
Benefits: You gain a bonus to your natural armor equal to your constitution bonus (minimum +1). For each point of natural armor gained in this way, your speed is reduced by 5 feet (to a minimum of 5 feet).
In addition, you take damage from falls as if you had only fallen half as far (and thus only take any damage from a fall of at least 20 feet).
Condemned Soul [Vile]
Your soul is marked not for the lower planes but for complete oblivion.
Benefits: your type changes to outsider and you gain both the evil and native subtypes.
Spells and spell-like abilities of the good descriptor that allow spell resistance fail to affect you as if they had failed to overcome your spell resistance.
Special: Upon death, your soul is torn beyond recognition. Raise Dead and Reincarnate spells are insufficient to bring you back to life, although stronger means of revival still work.
Bedeviled Skin [Vile]
Your flesh refuses the soothing grace of the divine.
Prerequisites: Condemned Soul
Benefits: you are immune to healing from positive energy and/or negative energy. In addition, you are immune to healing from any supernatural source.
You gain fast healing 1. This is an extraordinary ability.
Anathema [Vile]
All living things around you wither and die.
Prerequisites: Condemned Soul
Benefits: All living creatures within a 10-foot radius of you must make a fortitude save (DC 10 + 1/2 hit dice + constitution modifier) or take 1 damage and become sickened for 1 round. Plant creatures are not allowed a saving throw.
Blighted Fate [Vile]
When your fate turns sour, all around you know it.
Prerequisites: Condemned Soul
Benefits: Whenever you roll a natural one on any attack roll, skill check, or saving throw, all creatures (other than you) within a 10-foot radius take a –4 penalty on all attack rolls, skill checks, and saving throws for 1 round.
Fate Favors the Wicked [Vile]
You have an unnatural tendency of clinging to life while others think you dead
Prerequisites: Character level 6
Benefits: Whenever you are knocked to 0 or less life, you are automatically stabilized.
Furthermore, While below 0 life, your metabolic functions seem to cease. Deathwatch detects you as dead and it takes a DC 20 heal check to determine that you are alive.
Lastly, coup de grace attempts made against you do not deal any additional damage and you need not make a fortitude save to resist death against a coup de grace.
Coerce Fate [Vile]
You have forced fate to approve of your malign designs.
Prerequisites: Character level 9, Fate Favors the Wicked
Benefit: While committing an evil act, you may take 10 on any attack roll, skill check or saving throw. You may use this ability no more than once per minute.
Whenever you use this ability, however you must place a small curse on yourself. The next time that you must make an attack rolls, skill check or saving throw, you must roll 2d20 and take the lowest result.
Unnatural Fate [Vile]
Luck can no longer doom your dark endeavors.
Prerequisites: Character level 12, Coerce Fate, Fate Favors the Wicked
Benefit: You no longer automatically fail on attack rolls or saving throws on a natural 1.
Whenever you roll a natural 1, you take damage equal to your character level as the forces of probability exact revenge for your disregard.
Overrule Fate [Vile]
You have placed yourself in charge of your own fate.
Prerequisites: Character level 15, Coerce Fate, Fate Favors the Wicked, Unnatural Fate
Benefit: While committing an evil act, you may take 20 on any attack roll, skill check, or saving throw. This natural 20 does not count as an automatic success on attack rolls or skill checks and does not threaten a critical hit.
Whenever you use this ability, your current hit points are halved (rounding down). You can only use this ability while your current hit points are higher than your character level.
Darkness Lives On [Vile]
Even death cannot stop your evil.
Prerequisites: Character level 18, Coerce Fate, Fate Favors the Wicked, Overrule Fate, Unnatural Fate
Benefit: Whenever you would take damage that would lower your health to -10 health or less, you are instead lowered to -9 health and are automatically stabilized. Whenever this occurs, you permanently lose 2 points of constitution. If your constitution would be lowered to 0 in this way, this ability does not function.
Huskshape [Vile]
You can use an animal’s pelt to imitate that animal.
Prerequisites: Wildshape class feature
Benefit: Whenever you slay an animal of your size category, you may spend one hour skinning it. Once skinned, it remains fresh for 1 month (2 months if subjected to a gentle repose spell).
At any time, you may don a skinned hide by spending one minute to do so. Once donned, all benefits remain until either one week has passed or the husk is removed (whichever comes first). While donned, the husk grants the benefits of the wildshape class feature with a few exceptions. First of all, you may still speak, cast spells, or use manufactured weaponry while using huskshape. Secondly, using huskshape does not alter your constitution or dexterity scores. Third any sighted creature within 10 feet of you can automatically discern that you are not actually the animal whose husk you wear. Lastly, you are healed by both positive and negative energy while wearing a husk.
Servant of Self [Vile]
Either through psychosis or magic, you have split yourself into two personas
Benefit: Choose an alignment. Whenever your alignment is discerned, you have a 50% chance of using your chosen alignment in place of your own.
Whenever you are targeted by a mind-affecting effect, you have a 50% chance of ignoring it.
Separation of Selves [Vile]
You have managed to isolate each individual persona you possess to fight longer.
Prerequisites: Servant of Self
Benefit: Once per day, when you are knocked down to 0 or less health, you instantly heal 1d6/2 levels health and instantly assumes the alignment chosen in servant of self. Furthermore, you lose access to all trained-only skills in which you possess ranks.
After using this ability, you regain your previous alignment at the next midnight.
Self Control [Vile]
You have enslaved your other self to your will.
Prerequisites: Servant of Self
Benefit: Twice per day, you can take an extra standard or move action.
You gain a +2 bonus on spot and listen checks.
Self Sacrifice [Vile]
You can sacrifice your other self when it suits you.
Prerequisites: Servant of Self
Benefit: As a full-round action, you can heal 1d4/2 level health by temporarily slaying your other self. Alternately, when you fail a saving throw against a death effect, if your other self is alive, it is temporarily slain instead of you.
While your other self is slain, you take a –2 penalty on all attack rolls, skill checks, and saving throws. In addition, you lose the benefits of Servant of Self and all other feats that use it as a prerequisite.
You regain your other self one week after slaying it.
Note: No matter how many times your other self is slain, the new one always possesses the same alignment.
Extra Minion [Vile]
You have gained renown for your great acts of villainy
Prerequisites: Must possess a minion
Benefit: you gain an additional minion, whose CR cannot exceed the lowest CR of all minions you control –1.
Special: You may select this feat multiple times, gaining an additional, weaker minion each time.