TEXT:  
   
   
   
  1 
   
  
   
    
   
   
   
  Product Identity/Open Game Content 
  This product is compliant with the Open Game License (OGL) 
  and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying 
  game. 
  Product Identity: The following items are hereby identified 
  as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All 
  trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, 
  artwork, and trade dress. (Elements that have previously been 
  designated as Open Game Content or are in the public domain 
  are not included in this declaration.) 
  Open Content: Except for material designated as Product 
  Identity (see above), all text within this product is declared 
  Open Game Content, as defined in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be 
  reproduced in any form without written permission. 
  The World of Thundain is © 2014 d20pfsrd.com 
  Publishing/Open Gaming LLC. 
  Creative Commons 
  In addition to the Open Game License, this work is licensed 
  under the Creative Commons Attribution-Share Alike 3.0 
  License. 
  Credits 
  Authors Clinton J. Boomer & Peter K. Ullman 
  Layout & Editing John Reyst 
  Art & Illustrations 
  Cover Image: Blood Skull by Martin SoulStealer 
  Other Art (some images Public Domain) 
  Victoria Frances Wallpaper3 by Favo by sinfulndelicious 
  sehari sebelum ayahku menikah (lagi) by iwan-harmaen 
  Image Portfolio © Louis Porter, Jr. Design (Jack Holliday) 
  "ERGames's Portrait and Image Pack" Copyright 2004-2006 by 
  Eastern Raider Games and Peter Szabo Gabor 
  Table of Contents 
  Essays on Evil ..........................................................1 
  Archetypes of Evil ...................................................8 
  Darkwater Spellbinder (Wizard Archetype) ......8 
  Traitor to the faith (Ex-Antipaladin/Ex-Paladin 
  Archetype) ......................................................... 10 
  Gateway of Godhood (Summoner Archetype) . 14 
  Herald of Godhood (Summoner Archetype) .... 16 
  Hand of Pestilence (Antipaladin Archetype) .. 17 
  Vile Virtuoso (Bard Archetype) ....................... 19 
  Blood Rites ............................................................ 22 
  Foul Magic ............................................................ 28 
  Feats of Wickedness ............................................. 33 
  Monsters of Malice ............................................... 40 
  Appendix 1: Oathbreaker Template (CR +0) ...... 49 
  Appendix 2: Surgery and Sanity ......................... 64 
  Legal ...................................................................... 67 
   
   
   
  2 
   
  
   
  About the Authors 
  Clinton J. Boomer, known to his friends as 
  'Booms,' began writing before the time of his own 
  recollection. He was first published professionally 
  in the Ennie Award-winning Pathfinder Chronicles 
  Campaign Setting from Paizo Publishing after 
  placing in the Final Four of Paizo's inaugural RPG 
  Superstar! Competition. Boomer is a writer, 
  filmmaker, gamer and bartender; his short comedic 
  films, the "D&D PHB PSAs," have over 3,500 
  subscribers on YouTube and and have been viewed 
  more than a million and a half times. His fiction 
  novel The Hole Behind Midnight was released in 
  2011. 
  Peter K. Ullmann leads the adventurous life of a 
  musician, actor, activist and public school teacher a 
  stone's throw away from the nation's capital. His 
  first forays into worlds of magic, elves, dragons and 
  mystery were through the world of the Dungeons 
  and Dragons red box (and subsequent blue, teal, 
  black and gold box sets), and the journey continued 
  through the worlds of White Wolf's Werewolf and 
  Changeling settings before plunging headlong into 
  the creation of Exalted. After working for White 
  Wolf's Exalted line as a freelancer and layout artist, 
  Peter moved on to Pathfinder, where he currently 
  writes as a freelance writer for d20pfsrd.com 
  Publishing. 
  About this Book 
  Ultimate Evil is the largest project d20pfsrd.com Publishing has attempted yet, so large I had to wrangle 
  TWO authors to handle it all and when it was my turn to edit and lay it out it still took months to complete. 
  Some things to note about this book (as well as most other d20pfsrd.com Publishing products)… In addition 
  to all of the 100% new content written by the authors, we’ve included a collection of content from other 
  publishers which we feel is of special interest or use by evil characters. Additionally, this book makes 
  occasional reference to the Thundain Campaign Setting such as referencing names of gods or places. The 
  World of Thundain is © 2014 Open Gaming LLC and is the home campaign setting I use. 
  − 
  John 
  3 
   
  
   
   
   
   
   
  This is the excellent foppery of the world, that, 
  when we are sick in fortune,--often the surfeit 
  of our own behavior,--we make guilty of our 
  disasters the sun, the moon, and the stars: as 
  if we were villains by necessity; fools by 
  heavenly compulsion; knaves, thieves, and 
  treachers, by spherical predominance; drunkards, 
  liars, and adulterers, by an enforced obedience of 
  planetary influence; and all that we are evil in, 
  by a divine thrusting on: an admirable evasion 
  of whoremaster man, to lay his goatish 
  disposition to the charge of a star! 
  -- King Leer, Act 1, Scene 2 
  4 
   
  
   
  ESSAYS ON EVIL 
  by Clinton J. Boomer
  All great and memorable malefactors are the 
  tragic hero of their own tale, from a certain 
  perspective: sometimes making hard choices that 
  others are too weak to comprehend, sometimes 
  victims of circumstances and hungers yet beyond 
  their control, and sometimes misunderstood 
  prophets of a painful, pessimistic but fundamental 
  and ultimate truth. 
  In a different game, they would be the PCs. 
  Great fictional antagonists aren’t just a collection 
  of awesome powers, sneering taunts, a 
  cool wardrobe and the ruthless, 
  unquenchable desire to make their 
  mark on the world, of course. The 
  monstrous characters we love -- and 
  love to hate! -- also possess an 
  overarching, comprehensible and 
  frighteningly-attainable goal, one 
  toward which they actively fight. 
  While it’s true that a fair share of 
  baddies want to have a good time, 
  most of them also want to prove a 
  point, send a message, see their 
  enemies crushed before them and 
  eventually rule the city. 
  The world. 
  The universe. 
  And much more, beyond. 
  Anything less than an active, goal-oriented 
  antagonist is simply a monster, a speed bump or a 
  random encounter. 
  Ambition is key. 
  The ambition of this wicked tome, then, is to make 
  the scoundrels and devils, libertines and mischief-
  makers, mad cultists and brutish evildoers in your 
  game as memorable, dynamic, interesting and as 
  fun as possible. 
  1 
   
  
   
  TYPES OF VILLAINS 
  Recurring Villains 
  A great villain always shows up more than once, 
  even if it’s just as a symbol, a signature, an 
  intercepted letter, a dark dream, a trail of horror, 
  a ghostly memory, a hand-delivered message or a 
  silhouette cackling in the distance. When 
  beginning your campaign, be sure to give plenty of 
  foreshadowing as to the eventual final boss; 
  alternatively, bring back memorable antagonists 
  who’ve gotten away, even if they were originally 
  intended just to be one-shot foes. 
  Truly great opponents feel passionately about one 
  another, and passion can sometimes take the form 
  of odd respect: a complete monster might still 
  wish to meet her rivals on neutral ground to 
  discuss things, or send gifts to her foes on 
  important and personal dates. Baddies who just 
  want the PCs dead are one thing; baddies who 
  want certain PCs alive -- for any of a million 
  reasons! -- are much more interesting, and 
  resonate deeply with players. 
  At low levels, it’s important to give a powerful 
  villain strong incentives not to simply destroy the 
  PCs: perhaps they’re still beneath her notice, or 
  she simply has bigger worries than these upstarts. 
  The 1d100 Complications for Villains chart (see 
  Appendix) suggests several other options: a 
  demon-worshiping cultist unwilling to kill the PCs 
  on sacred ground isn’t something that players are 
  likely to forget; a mob-boss who won’t act against 
  them out of respect for an old debt is truly 
  memorable. Moreover, a foe with a complex streak 
  of antihero idealism is three-dimensional, a living 
  character, and not to be underestimated. 
  At higher levels, a smart villain should always be 
  one step ahead of the players: ever-forearmed 
  with three or four exit-strategies, back-up plans 
  and contingencies in place, continually able to 
  depart if things get hot. Spell-casters with access 
  to illusions and telepathy have the easiest time 
  reaching out and screwing with a party, but a 
  powerful warrior can often hire such spell-casting 
  done ... or afford spies and assassins to deliver a 
  message. 
  Because your antagonist can be anything, of 
  course -- not limited to the same options available 
  to PCs -- they can think outside the box: demons, 
  genies, dragons, angels, devils, lichs and even 
  hags have powers that player-characters simply 
  can’t replicate. Don’t be afraid to secretly tack on 
  a template or Mythic abilities to keep the game-
  focused foe capable of surviving, always a 
  formidable opponent and wily escape artist: 
  baddies have special rules. 
  Use them. 
  A recurring villain is the opulent centerpiece of a 
  grand campaign: the more diabolical they are, the 
  bigger the payoff when finally defeated. Just 
  make sure that your PCs get their final, glorious 
  confrontation! 
  Rivals & Arch-Nemeses 
  What is a hero -- or even an anti-hero! -- without 
  direct, personal opposition? Luke, after all, is only 
  as memorable as Vader; Han is only as memorable 
  as Boba Fett. Certainly, the Empire’s legions and 
  the petty criminals of the galaxy serve as faceless 
  “enemies” to our main characters, but most 
  members of these groups also effectively 
  interchangeable ... and thus almost disposable. 
  Batman needs the Joker, just as Superman needs 
  Lex Luthor, just as Spider-Man needs J. Jonah 
  Jameson and the X-Men need Magneto. 
  If at least one PC comes to perceive at least one 
  villain as a true, diametric opposite -- what they 
  would be without the kindness, goodness and 
  2 
   
  
   
  sense of justice that the PC has -- that can change 
  the whole scope of your campaign. Take a moment 
  to think about what defines each of player 
  characters, and then invert only one element of 
  the character: the vile opposite of a stoic, Lawful 
  Good paladin might not be a shrieking, Chaotic 
  Evil antipaladin, after all, but rather a stuffy 
  magistrate in a small town who is simply too by-
  the-book. 
  Give your characters a chance to look into the 
  darkest mirror of the self, and see what it brings 
  out in them. 
  One-Shot Foes 
  A one-shot foe is an exciting opportunity to pull 
  out all the stops: to make a villain as dangerous 
  and as in-your-face as humanly possible. If the 
  baddie only has a single session -- or even a single 
  scene! -- to make a permanent impression on the 
  players, then you as a GM have got to make it 
  count. 
  Arguably, there are multiple “villains” in the film 
  Aliens, and the eponymous xenomorphs are the 
  least dynamic of them: the heroes face their own 
  too-human fears, the harsh conditions of both 
  deep space and an alien planet, the hive-like maze 
  of a vast futuristic complex in ruins, the loss of 
  military chain-of-command, the money-first 
  policies of an interstellar mega-corporation, and 
  even questions of what it means to be a 
  responsible sentient being.\ 
  For all that, and as little screen-time as she 
  receives, we remember the Queen. 
  A one-shot foe doesn’t have to be a calculating, 
  cunning presence with a complex backstory, nor a 
  dynamic antagonist who can be reasoned with, 
  talked down, redirected or bought. She might 
  simply be a force of nature, a butchering wall of 
  frenzied, psychopathic hate and hunger that must 
  be confronted and stopped. She might be 
  somewhere between a tempest and an erupting 
  volcano. 
  What does she want? 
  She doesn’t “want” anything. 
  She just does things, and anything that doesn’t 
  get out he way dies. 
  For that reason, of course, a more complex one-
  shot villain is all the more interesting: if the PCs 
  can find some agreeable terms with a hired-gun or 
  mercenary spell-slinger, they might deprive their 
  nemesis of a useful tool. Even a particularly 
  strange creature -- such as an undead druid or a 
  bound Lawful outsider -- might be persuaded to go 
  away, if the proper payment can be arranged. 
  Henchmen, Flunkies & Lackeys 
  Every character has a reason for getting up in the 
  morning, and almost every character wants to 
  wake up again tomorrow. 
  Unless your grand villain exclusively employs 
  mindless undead, combat-programmed constructs 
  or creatures with a totally aberrant psychology -- 
  demons, truly twisted fae, star-summoned entities 
  of the void or something even more dire -- then it 
  is likely that her minions have their own agendas. 
  By giving just a little bit of thought to what goals 
  and ambitions these NPCs might have, you can 
  add surprising depth to an evildoer’s army: do 
  they serve from a sense of fear? 
  Desire for power? Aligned ambitions? Promise of 
  gold? Love? 
  An NPC who serves the antagonist deserves 
  special consideration, because his actions and 
  intentions directly illuminate what others think 
  about that villainy which the PCs are sworn to 
  oppose and destroy. Even if a hired flunky can’t 
  quite properly articulate his objectives in serving 
  evil, it stands to reason that one method or 
  3 
   
  
   
  another originally convinced him; in the case of 
  cultists, it can be interesting to learn what it is 
  that drives the leader, according to the enlisted 
  ranks. Give a flunky or a lackey a bit of credit: 
  he’s not stupid, after all. 
  Dangerous people are usually quite good to their 
  friends ... you just wouldn’t want to cross them. 
  Ever. 
  COMPLICATIONS FOR VILLAINS 
  Some of the greatest fictional villains are complete 
  monsters, without a single shred of human 
  decency or the ghost of a redeeming quality; they 
  represent the purest kind of abject, rampaging, 
  psychopathic sadist. Other antagonists, however, 
  are all the more interesting because they refuse to 
  be labeled quite so easily: actor Charles Dance, for 
  example, does not believe that Tywin Lannister is 
  a villain. 
  As noted above: all great and memorable 
  malefactors are the tragic hero of their own tale, 
  from a certain perspective. To add a complicating 
  level of humanity and verisimilitude to a villain, 
  feel free to roll once or twice on the chart below ... 
  or simply pick out two or three qualities that 
  make sense. 
  d% 
  Quality 
  1 
  Kind to dogs and other domesticated 
  animals 
  2 
  Feeds the homeless 
  3 
  Would never kill an unarmed opponent 
  4 
  Has excellent taste in music 
  5 
  Has excellent taste in wine 
  6 
  Is passionate about rare art 
  7 
  Dreams of having a large extended family 
  8 
  Refuses to perform coup de grace attacks 
  9 
  Compulsive truth-teller; will never lie 
  without overwhelming cause 
  10 
  Is deeply religious (good-aligned faith) 
  and often attends worship services or 
  practices private prayer, seeking 
  absolution 
  11 
  Does small favors for weak, sickly or 
  elderly people 
  12 
  Has sincere civic pride 
  13 
  Does not like ostentatious clothing 
  14 
  Abstemious teetotaler 
  15 
  Vegan 
  16 
  Amateur painter, poet or musician 
  17 
  Will not eat sweets 
  18 
  Treats prisoners with respect 
  19 
  Will not use poison 
  20 
  Will not use necromancy 
  21 
  Will not use divination magic 
  22 
  Will not use one type of energy (choose 
  one) 
  23 
  Gives genuine advice to anyone who asks 
  24 
  Will always accept surrender 
  25 
  Will always return a favor 
  26 
  Will always pay a debt 
  27 
  Would never condone physical torture 
  28 
  Would never condone psychological 
  torture 
  29 
  Fastidiously clean 
  30 
  Would never leave a dead body unburied 
  or defiled 
  31 
  Would never steal 
  32 
  Would never protect another who violated 
  one of her own personal credos 
  4 
   
  
   
  33 
  Gives prompt medical care to all those in 
  her custody or employ 
  34 
  Finds the undead distasteful 
  35 
  Finds one evil religion (choose one) 
  distasteful 
  36 
  Would never harm a member of one 
  neutral or good-aligned faith (choose one) 
  37 
  Would never perform blackmail 
  38 
  Will always accept a one-on-one duel 
  39 
  Will always grant a helpless victim a 
  final request 
  40 
  Had a childhood sweetheart 
  41 
  Enjoys riddles 
  42 
  Enjoys sweet, simple foods 
  43 
  Enjoys the company of innocents 
  44 
  Enjoys clean jokes 
  45 
  Enjoys honest but poor-quality art 
  46 
  Would never use foul language 
  47 
  Is an excellent, polite host 
  48 
  Would never take a hostage 
  49 
  Has great admiration for one humanoid 
  race (not her own) 
  50 
  Lives a needlessly spartan lifestyle 
  51 
  Would never engage in nepotism 
  52 
  Born into crushing poverty 
  53 
  Will always return a smile 
  54 
  Does not interrupt when others are 
  talking 
  55 
  Tips servants well 
  56 
  Has great respect for thieves, even for 
  those who steal from her 
  57 
  Takes great pride in her appearance 
  58 
  Gives sincere compliments often 
  59 
  Would never act in a surprise round 
  60 
  Would never attempt to escape after 
  surrendering 
  61 
  Will not perform violence on certain holy 
  days 
  62 
  Will not perform violence on sacred 
  ground 
  63 
  Will not perform violence in the home of 
  another 
  64 
  Will not enter a private building unless 
  invited in by the owner 
  65 
  Excellent cook 
  66 
  Laughs at the jokes of others 
  67 
  Will not take or accept any title of royalty 
  or nobility 
  68 
  Does not make any type of threats 
  69 
  Would never destroy the property of 
  another 
  70 
  Would never destroy a book 
  71 
  Would never destroy art 
  72 
  Would never destroy a building 
  73 
  Would never destroy a religious object 
  74 
  Would never harm an innocent 
  75 
  Would never take another's freedom 
  76 
  Takes great pride in a job well done 
  77 
  Truly interested in the general welfare of 
  humanity 
  78 
  Will always buy a drink for a stranger 
  79 
  Respects stoic people who want to be left 
  alone 
  80 
  Would never consciously hurt someone's 
  feelings 
  81 
  Sees the best in people 
  5 
   
  
   
  82 
  Respectful, helpful and polite to 
  foreigners 
  83 
  Does not get angry at the honestly-
  expressed opinions of others 
  84 
  Affable and pleasant at all times 
  85 
  Does not hide her desires 
  86 
  Cannot abide rudeness 
  87 
  Would never leave a mess 
  88 
  Would never harm a good-aligned 
  outsider 
  89 
  Would never harm a noble or member of 
  royalty 
  90 
  Would never harm an impoverished 
  individual 
  91 
  Would never harm someone younger than 
  them 
  92 
  Would never harm someone older than 
  them 
  93 
  Would never harm a servant 
  94 
  Would never harm a slave 
  95 
  Would never harm any religious person 
  96 
  Would never harm a parent 
  97 
  Would never harm an officer of the law 
  98 
  Remembers birthdays and anniversaries 
  99 
  Would never betray a friend 
  100 Roll twice 
  These are, of course, simply guidelines; after all, 
  the defining quality of evil is often "... except just 
  this once." 
  Characters, whether villains of heroes, PCs or 
  NPCs, might feel the lure of corruption as a slow 
  slide of easy choices: you might say that you 
  would never destroy a building or harm a piece of 
  art ... right up until setting a museum on fire is 
  the only way to get to your hated foe. It's one 
  thing to declare that you will always accept a one-
  on-one duel, to never take something you haven't 
  earned and to be affable and pleasant at all times-
  -even to enemies!--but it's quite another to act on 
  those self-imposed rules when death or ultimate 
  victory are on the line. 
  "... except just this once." 
  We enjoy watching great villains break their word 
  or squander their seemingly-deeply-held 
  convictions -- simply because it's momentarily 
  convenient for them to do so -- because it reminds 
  us that underneath it all, they're usually callow 
  and selfish and weak. At the other end of the 
  spectrum, it's fascinating to watch a 
  unambiguously cruel, vicious and dangerous 
  opponent take a stand and act in accordance with 
  their fundamental ideals; the most memorable of 
  antagonists may not agree with you, might wish 
  to destroy you, might be more than happy to kill 
  you and everyone you know ... but they are not 
  hypocrites. 
  'Evil' isn't more powerful than good, or sexier, or 
  more fun. It's often just way, way less 
  complicated. 
  From that perspective, theft is the lowest and 
  sometimes the most tempting kind of wickedness, 
  and characters (even good-aligned PCs) steal all 
  the time. It means that you gain something 
  without having to pay for it, and -- sometimes 
  more importantly -- it means that your victim 
  doesn't have it any more. Stealing is kind of 
  morally grey, especially if you're robbing the rich, 
  freeing slaves or taking an artifact of doom from a 
  demon-cult. 
  'Stealing when it's convenient' is the default 
  behavior of anti-heroes, and it takes a very odd 
  villain indeed to regard it as morally wrong. Some 
  of the best antagonists, of course, might consider 
  it a worse crime than murder ... or even genocide. 
  6 
   
  
   
  Murder, likewise, is tempting because it's the easy 
  way out. You ambush a helpless target and you 
  don't have to deal with them anymore; if you do it 
  to enough people, your problems might be solved. 
  Lying is easier than telling the truth; once you've 
  told one lie, however, you'll probably have to tell 
  more ... or do something even more devious -- or 
  permanent -- to cover it up 
  Psychological warfare, manipulation of emotions 
  and the inflicting of despair are likewise easier 
  than doing the hard, RIGHT thing. Torture is 
  easier than detective work. Summoning demons 
  and animating the dead are easier than getting 
  yourself elected, rallying the people, paying for 
  troops and leading an army. 
  Easy choices. 
  Slippery slopes. 
  "Just this once." 
  Of course ... being bad sometimes feels real good, 
  revenge is often deliciously satisfying, and 
  sometimes being evil gets you the friends, the 
  respect, the skull-shaped mountain lair and the 
  tidal-wave of gold and ultra-powerful demonic 
  artifacts. 
  Every villain is the tragic hero of their own tale, 
  after all. 
  7 
   
  
   
  ARCHETYPES OF EVIL 
  The following are archetypes intended for evil 
  characters and NPCs of various classes. 
  DARKWATER SPELLBINDER 
  (WIZARD ARCHETYPE) 
  In the pursuit of arcane power exists a path that 
  leads some through the darkest waters of the 
  world; a power that runs deeper than most can 
  even fathom. This magic is as vast as the oceans, 
  and its secrets zealously guarded by undersea 
  monsters, sunken beyond the reach of all but 
  those of the strongest will, who can brave those 
  depths and bring back lost knowledge from the 
  very veins of the world. The mystic might that 
  lurks within the depths has been hidden for ages, 
  and few can even begin to guess its mysteries. 
  Those that do rarely share that knowledge with 
  any pupil, but there are academies where such 
  gifts are shared with common purpose. 
  A darkwater spellbinder is a follower of such 
  purpose, beholden to ancient evils that burrow 
  into the deep crevices of the world like maggots 
  feasting on a tortured and rotting victim. The 
  blood that courses through her veins pulses with 
  newfound might, and the arcane secrets learned 
  translate raw potential into pure power. 
  REQUIREMENTS 
  Alignment: Any evil. 
  CLASS FEATURES 
  Arcane School 
  A darkwater spellbinder may only select the dark 
  water arcane school (see below). 
  Augmented Water Magic (Su) 
  A darkwater spellbinder casts spells with the 
  [water] descriptor as if her caster level was two 
  higher. 
  This ability replaces scribe scroll. 
  Darkwater Magic (Su) 
  Each time a darkwater spellbinder attains a new 
  darkwater spellbinder level, she gains one spell of 
  her choice to add to her spellbook. This is in 
  addition to the two additional spells a wizard 
  normally gains at each level. The free spell must 
  be of a spell level she can cast and must be 
  selected from the following spells: 
  1st—alter liquid or hydraulic push 
  2nd—black bile or slipstream 
  3rd—aqueous orb or bloodburst 
  4th—river lash or ride the waves 
  5th—geyser or splashkiss 
  6th—tidal wave or fluid form 
  7th—from the depths or vortex 
  8th—seamantle or unforgiving torrent 
  9th—storm of vitriol or tsunami 
  This ability replaces arcane bond. 
   
   
  8 
   
  
   
  Dark Water School 
  This variant of the water school has several 
  unique properties. 
  Upsurge (Su): As a standard action, you unleash 
  a punishing wave of blue-black water. This wave 
  deals 1d6 points of bludgeoning damage + 1 points 
  for every wizard level you possess to any one 
  creature within 10 feet of you, staggering that 
  creature for one round. A successful Reflex save 
  negates the staggered effect and halves the 
  damage. The DC of this save is equal to 10 + ½ 
  your wizard level + your Intelligence modifier. 
  A darkwater spellbinder can use this ability a 
  number of times per day equal to 3 + his 
  Intelligence modifier. 
  Water Supremacy (Su): A darkwater 
  spellbinder gains a +2 enhancement bonus on 
  Swim checks. This bonus increases by +1 for every 
  five wizard levels possessed. In addition, he can 
  hold his breath for a number of rounds equal to 
  four times your Constitution score before you 
  must start making checks to avoid drowning. At 
  10th level, you gain a swim speed equal to your 
  base speed. At 20th level, whenever you make a 
  Swim skill check, assume the roll resulted in a 
  natural 20. 
  Poisoned Stream (Su): At 8th level, a darkwater 
  spellbinder can create a highly pressurized stream 
  of polluted water that blasts out from your body. 
  Creatures struck by the stream are afflicted by a 
  poison that is equivalent to black lotus extract, 
  except that the DC to save versus this poison is 
  (10 + ½ darkwater spellbinder level + Intelligence 
  modifier). The stream is a 30 foot line of effect. 
  Nonmagical fires hit by this stream are 
  automatically extinguished. Magical fire effects 
  are unaffected. The darkwater spellbinder can use 
  this ability a number of times per day equal to ½ 
  his wizard level. 
  A darkwater spellbinder must select fire and 
  earth as opposition schools. 
   
   
  9 
   
  
   
  TRAITOR TO THE FAITH (EX-
  ANTIPALADIN/EX-PALADIN 
  ARCHETYPE) 
  You are ronin, heretic, outcast and apostate; your vows 
  have been shattered and your principles laid aside. For 
  reasons you will carry forever, bearing them all-too-close 
  to your burning heart, you have turned your back upon 
  the ideals that defined you, renounced the doctrines that 
  so long ago empowered your every word & stride, 
  recanted your exalted station and dismissed the 
  convictions which once filled you with zeal and a power 
  beyond than merely mortal. Now, you are a champion 
  without a cause ... your greatest quest, perhaps, will 
  simply be finding something to believe in -- to fight for -- 
  once more. 
  This archetype is an odd one. It is only able to be 
  chosen when a paladin or antipaladin “falls” from 
  faith. It is intended to make "ex-paladin" or "ex-
  antipaladin" a more viable option for a majority -- 
  or even the duration! -- of a PC's adventuring 
  career, allowing both classes significantly more 
  flexibility at the table. A paragon of virtue who 
  has abandoned her way for love, for hate or for 
  fear -- or an exemplar of wickedness who has seen 
  too much, been near-fatally scorned by a one-time 
  demonic ally or otherwise lost his taste for the 
  most sickening of horrors -- is an intriguing 
  character concept; neither redemption nor 
  damnation should ever come too quickly when 
  telling a satisfying story. 
  Further, this archetype might be available at 
  character-creation: a player could choose to begin 
  the game as a chaotic neutral former member of a 
  death-cult or a lawful neutral one-time soldier 
  within a tyrannical regime; role-playing that 
  character's eventual salvation and the 
  achievement of a paladin's role is significantly 
  more fun if the journey is longer, fraught with 
  greater peril, and strewn with both great 
  temptations and flavorful character-moments. 
  Similarly, a PC might begin the game as a neutral 
  ex-paladin farmer or laborer, slowly regaining her 
  faith as she confronts spiritual evil ... while also 
  being tempted towards easy answers and 
  blasphemous gifts. The question of where her 
  allegiance shall ultimately fall can make the game 
  all the more exciting, and it gives both PCs and 
  NPCs a reason to focus their guile and attention 
  upon her actions. 
  Lastly, this archetype is of great use to characters 
  who are unwillingly cast out of their faith for any 
  of a thousand in-game reasons: perhaps they still 
  serve a now-deceased god, or they have been 
  exiled to realms where their deity's power cannot 
  reach. A character learning to master a variety of 
  mundane skills to replace their divine gifts makes 
  for an interesting arc! 
  While the common view of the antipaladin is 
  either as an engine of destruction or as a lord of 
  the undead, there are other dark paths that the 
  antipaladin may travel in their pursuit of power, 
  paths that twist the mind, rend the soul and 
  ravage the lands and its peoples. These cruel 
  knights revel in the chaos brought about by a 
  well-placed sword blow just as much as they 
  delight in the poisoning of a well-loved noble or 
  the diseased cries of an infected village. Even the 
  weak cries of starving children are pleasing to 
  these defiled warriors, and nothing pleases their 
  dark masters more than the suffering of the 
  innocent. 
  Read on and let us know what you think! 
  This archetype is intended to make "ex-paladin" 
  or "ex-antipaladin" a more viable option for a 
  majority -- or even the duration! -- of a PC's 
  adventuring career, allowing both classes 
  significantly more flexibility at the table. A 
  10 
   
  
   
  paragon of virtue who has abandoned her way for 
  love, for hate or for fear -- or an exemplar of 
  wickedness who has seen too much, been near-
  fatally scorned by a one-time demonic ally or 
  otherwise lost his taste for the most sickening of 
  horrors -- is an intriguing character concept; 
  neither redemption nor damnation should ever 
  come too quickly when telling a satisfying story. 
  Further, this archetype might be available at 
  character-creation: a player could choose to begin 
  the game as a Chaotic Neutral former member of 
  a death-cult or a Lawful Neutral one-time soldier 
  within a tyrannical regime; role-playing that 
  character's eventual salvation and the 
  achievement of a paladin's role is significantly 
  more fun if the journey is longer, fraught with 
  greater peril, and strewn with both great 
  temptations and flavorful character-moments. 
  Similarly, a PC might begin the game as a 
  Neutral ex-paladin farmer or laborer, slowly 
  regaining her faith as she confronts spiritual evil 
  ... while also being tempted towards easy answers 
  and blasphemous gifts. The question of where her 
  allegiance shall ultimately fall can make the game 
  all the more exciting, and it gives both PCs and 
  NPCs a reason to focus their guile and attention 
  upon her actions. 
  Lastly, this archetype is of great use to characters 
  who are unwillingly cast out of their faith for any 
  of a thousand in-game reasons: perhaps they still 
  serve a now-deceased god, or they have been 
  exiled to realms where their deity's power cannot 
  reach. A character learning to master a variety of 
  mundane skills to replace their divine gifts makes 
  for an interesting arc! 
  Which Path of Choose -- 
  Exile or Redemption? 
  This book intentionally serves multiple types of 
  ex-paladin and ex-antipaladin characters, because 
  no two journeys of self-realization accompanying 
  the loss of an ideology are ever quite the same. 
  Some one-time devotees reject the entirety of their 
  former lives, permanently -- or at least for the 
  long term -- striking out as faithless, power-
  stripped wandering sell-swords or settling down to 
  let their anger burn through them, crushed 
  beneath the sorrows of a soul-deadening weight, 
  consumed with malaise and self-hate; for such 
  characters, the traitor to the faith archetype is 
  perfect. Other characters, however, strike out in 
  search of new power and new goals to fuel and 
  refine an inner vision, trying to find something -- 
  anything! -- that speaks to the god-shaped hole in 
  their hearts. 
  For example: Captain Jycaestus Nail is a lawful 
  evil Lord of Darkness antipaladin with the holy 
  gun archetype, in direct service to an Infernal 
  Duke of machinery, smoke, obedience and iron; 
  she serves as part of an elite military unit 
  representing a fascist, expansionist, theocratic 
  police-state. 
  While overseeing the conquest and destruction of 
  a hidden refugee village on the outskirts of her 
  city’s newest borders, she observes several of her 
  nation’s soldiers committing acts that she deems 
  offensive, illegal and unworthy of their station. 
  After deciding that their actions are improperly 
  chaotic, she has them arrested, stripped of rank 
  and held in stockade awaiting swift, impartial 
  trial and summary execution; however, a higher-
  ranking officer of another company decides to 
  release the offending soldiers with only a stern 
  warning. 
  11 
   
  
   
  After discussing this situation with her GM -- 
  either during game or as part of her character’s 
  background -- the player of Jycaestus decides that 
  she will disobey a direct order, perform a trial and 
  then execute the guilty parties herself: an action 
  the character deems to be lawful evil, in keeping 
  with her faith, but which her patron devil believes 
  to be chaotic good in nature. After committing 
  these acts, Jycaestus is suddenly stripped of her 
  power and her benefits, losing all of her 
  antipaladin class abilities other than weapon, 
  armor and shield proficiencies and becoming little 
  more than a fighter without the feats. 
  The GM decides that Jycaestus does not lose the 
  benefits of her have gun archetype ability, as it is 
  sufficiently similar to a weapon proficiency, but 
  she loses all other features of the class and 
  archetype (such as holy grit). 
  If Jycaestus decides not to seek absolution, still 
  believing herself to be morally in the right but 
  now filled with disillusionment at a corrupt 
  system, she may choose to take the Traitor to the 
  faith archetype the next time she gains a level. 
  This represents her disgust at the idea of all 
  religions, and a rejection of using divine power to 
  fuel her abilities. If she chooses this option, she 
  does not gain Detect Danger as an extraordinary 
  class ability, because she does not lose the have 
  gun class feature; however, she gains focus of hate 
  in place of her divine deed and hard won 
  friendship in place of her divine bond (for 
  example) from the holy gun archetype. Her 
  alignment ceases to matter unless she ever 
  becomes lawful evil once again -- or becomes 
  lawful good or chaotic evil -- at which time she 
  may choose to perform the rituals to become 
  either a full paladin or antipaladin again, thus 
  losing the archetype. 
  REQUIREMENTS 
  Class: A character must have had at least 1 level 
  of paladin or antipaladin. 
  CLASS FEATURES 
  A traitor to the faith gains the following class 
  features, which replace the class features lost 
  upon becoming an ex-paladin or ex-antipaladin.  
  He gains a class feature only if his former class 
  possessed that class feature and it must be 
  replaced; if it was already replaced for any reason 
  (such as via an archetype), he may instead gain 
  either one bonus skill rank or one hit point. 
  Quiet Stranger (Ex) 
  A traitor to the faith is often unassuming and 
  easily overlooked, even by those with whom he 
  once served. He gains a bonus equal to his class 
  level on Bluff and Disguise checks. 
  This ability replaces aura of evil/aura of good. 
  Danger Sense (Ex) 
  A traitor to the faith has a preternatural sense of 
  threats. He gains a bonus on initiative checks 
  equal to ½ his level, and can always act during a 
  surprise round even if unaware of opponents. 
  This ability replaces detect good/detect evil. 
  Enmity (Ex) 
  As a swift action, a traitor to the faith may choose 
  a foe within sight that has dealt damage to him or 
  an ally this round as a target of his enmity. 
  The traitor adds ½ his Cha bonus (if any) to 
  attack and damage rolls made against the target 
  until the beginning of his next turn. If the target 
  is a follower of his former faith he adds his full 
  Cha bonus to attack and damage rolls instead. 
  12 
   
  
   
  In addition, the traitor gains a deflection bonus 
  equal to his Cha bonus to his AC against attacks 
  from the target until the beginning of his next 
  turn. 
  This ability replaces smite good/smite evil. 
  Mastery of Blood (Ex) 
  A traitor to the faith is intimately familiar with 
  pain, both causing it and alleviating it. 
  He gains a bonus on Heal checks equal to twice 
  his traitor to the faith level, including attempts to 
  perform torture. 
  This ability replaces touch of corruption/lay on 
  hands. 
  Resolute (Ex) 
  A traitor to the faith adds his Charisma bonus to 
  Will saving throws he makes. 
  This ability replaces unholy resilience/divine 
  grace. 
  Inspirational Combatant (Ex) 
  A traitor to the faith emanates an aura that 
  protects his allies against attacks from or effects 
  created by his foes. 
  He provides a +2 deflection bonus to AC and a +2 
  resistance bonus on saving throws to his allies 
  within 10 ft. of himself. 
  At 17th and 20th levels the deflection and saving 
  throw bonuses increase by an additional +1 and 
  the aura radius increases by +5 ft., to a maximum 
  of a +4 bonus and 20 ft. aura, respectively. 
  This ability replaces aura of cowardice/aura of 
  courage and all further aura class abilities: (aura 
  of despair/aura of resolve at 8th level, aura of 
  vengeance/aura of justice at 11th level, aura of 
  sin/aura of faith at 14th level and aura of 
  depravity/aura of righteousness at 17th level. 
  Grim Hospitaler (Ex) 
  At 3rd level, a traitor to the faith gains Skill Focus 
  (Heal) and thus access to chirurgical 
  procedures (see Appendix: Surgery and Sanity). 
  This ability replaces both cruelty/mercy and 
  plague bringer/divine health.  
  Measured Hate (Ex) 
  At 4th level, the bonus a traitor to the faith gains 
  from his enmity class feature increases from ½ his 
  Cha bonus to be equal to his Cha bonus instead. 
  In addition, he applies this bonus on all Heal 
  checks he makes upon his quarry, as well. 
  This ability replaces channel negative 
  energy/channel positive energy. 
  Long-Abandoned Teachings (Ex) 
  At 4th level, a traitor to the faith may activate 
  scrolls and wands as if he retained his former 
  class spell list and his caster level (he does not 
  need to make Use Magic Device skill checks to 
  activate such items). 
  In addition, he has learned to counter the magic of 
  priests, cultists, devils, demons and angels at the 
  expense of his own life-force. 
  As a standard action, a traitor to the faith may 
  ready a counterspell against a divine caster or 
  outsider within 60 ft.; he may use dispel magic as 
  a spell-like ability (using his class level as his 
  caster level, as above) when countering any spell 
  from such a creature. When doing so the traitor to 
  the faith gains one temporary negative level. This 
  negative level automatically goes away after 24 
  hours, never becoming a permanent negative 
  level. However, for the 24 hour duration it cannot 
  be overcome or removed other than via miracle or 
  wish spell. 
  At 12th level, this ability instead functions as 
  greater dispel magic. 
  13 
   
  
   
  This ability only affects 
  divine spells and spell-like 
  abilities created by 
  creatures with the outsider 
  type. 
  This ability replaces 
  antipaladin spells/paladin 
  spells. 
  Hard-Won Friendship 
  (Ex) 
  At 5th level, a traitor to the 
  faith gains one Teamwork 
  Feat and the solo tactics 
  inquisitor class feature (as 
  an inquisitor of equal 
  level). 
  He gains an additional Teamwork feat every four 
  levels thereafter (9th, 13th, and 17th level.) 
  This ability replaces fiendish boon/divine bond. 
  Ultimate Rejection of Gods (Ex) 
  At 20th level, a traitor to the faith does not suffer 
  negative levels when countering divine spells with 
  his long-abandoned teachings class ability. 
  Additionally, a traitor to the faith is constantly 
  under the effects of spell turning. The number of 
  spell levels affected by the turning is equal to his 
  traitor to the faith level but only affects “divine” 
  spells (those cast by clerics, druids, experienced 
  paladins and rangers, inquisitors, oracles, the 
  adept NPC class, the hunter hybrid class, the 
  shaman hybrid class, and the warpriest hybrid 
  class). 
  This ability only affects divine spells and spell-
  like abilities created by creatures with the 
  outsider type. 
  This ability replaces unholy champion/holy 
  champion. 
  GATEWAY OF GODHOOD 
  (SUMMONER ARCHETYPE) 
  Some preach the word of their faith. Some work 
  great acts with magics or might for the glory of 
  their god. Gateways of Godhood are simpler, yet 
  so much more: an aspect of their god actually 
  walks at their side, aiding them in all ways. 
  REQUIREMENTS 
  Alignment: The gateway of godhood's alignment 
  must be within one step of her deity's, along either 
  the law/chaos axis or the good/evil axis. The 
  alignment of her eidolon is always the same as the 
  deity from which it draws power, even if this is a 
  different alignment. 
  CLASS FEATURES 
  Weapon and Armor Proficiency 
  The gateway of godhood gains proficiency with 
  one martial weapon of her choice, which must be 
  14 
   
  
   
  the same as her deity’s favored weapon or 
  otherwise appropriate to her culture and faith. 
  Spells 
  Spells cast by the gateway of godhood are divine 
  in origin rather than arcane; any effect or special 
  ability that resists divine magic is applied to all 
  spells cast by the gateway of godhood. In addition, 
  the gateway of godhood must meditate or pray for 
  her spells, unlike standard summoners. At 1st 
  level, the gateway of godhood chooses a specific 
  time at which she must spend 1 hour each day in 
  quiet, focused contemplation or supplication to 
  regain her daily allotment of spells. 
  Aura 
  A gateway of godhood who worships a chaotic, 
  evil, good, or lawful deity has a particularly 
  powerful aura corresponding to her deity’s 
  alignment, as per a cleric of her level; see detect 
  evil for details. Her eidolon shares this aura, at 
  identical strength. 
  Corridor to the Divine 
  At 1st level, the gateway of godhood gains one 
  mystery, appropriate to her deity, as per an 
  oracle. Spells from this mystery are added to the 
  list of summoner spells known by the gateway of 
  godhood. She does not gain revelations as per an 
  oracle, but the gateway of godhood is considered to 
  have the revelations class feature for purposes of 
  the Extra Revelations feat. 
  Faithful Legions 
  The gateway of godhood cannot summon creatures 
  of an alignment opposed to her own or her deity's 
  using her summon monster ability. 
  Willful Eidolon 
  The gateway of godhood does not command her 
  eidolon; it obeys only the whispered will of the 
  deity she worships, and may act of its own accord. 
  The gateway of godhood may attempt to convince 
  her eidolon to perform an action to which it is 
  initially opposed via the Diplomacy skill; in cases 
  of conflict, the eidolon is considered to have a 
  starting attitude of Indifferent to its summoner. 
  The expenditure of one feat allows the gateway of 
  godhood to instead attempt to command her 
  creature via Use Magic Device, at the same DC. 
  15 
   
  
   
  HERALD OF 
  GODHOOD 
  (SUMMONER 
  ARCHETYPE) 
  Some blessed, potent and 
  truly devout souls can 
  take the shape of a deity's 
  purest desire, letting an 
  avatar of immortal power 
  step through them ... or 
  even to ride their flesh 
  through the world. 
  Special: A character with 
  levels in this class who 
  also possesses antipaladin 
  or paladin levels may expend two daily uses of 
  touch of corruption or lay on hands as a standard 
  action to cast summon eidolon as a spell-like 
  ability. 
  REQUIREMENTS 
  Alignment: The herald of godhood's alignment 
  must begin play within one step of her deity's, 
  along either the law/chaos axis or the good/evil 
  axis. The alignment of her eidolon is always the 
  same as the deity from which it draws power, 
  even if this is a different alignment. 
  CLASS FEATURES 
  Weapon and Armor Proficiency 
  The herald of godhood gains proficiency with one 
  martial weapon of her choice, which must be the 
  same as her deity’s favored weapon or otherwise 
  appropriate to her culture and faith. 
  Spells 
  A herald of godhood never gains spells of 1st level 
  and above; she retains only her cantrips and her 
  summon monster spell-like ability. The cantrips 
  cast by the herald of godhood are divine in origin 
  rather than arcane; any effect or special ability 
  that resists divine magic is applied to all spells 
  cast by the herald of godhood. In addition, the 
  herald of godhood must meditate or pray for her 
  spells, unlike arcane-casting summoners. At 1st 
  level, the herald of godhood chooses a specific time 
  at which she must spend 1 hour each day in quiet, 
  focused contemplation or supplication to regain 
  her daily allotment of cantrips, summons and use 
  of her eidolon. 
  This ability alters the spells class feature. 
  Aura 
  A herald of godhood who worships a chaotic, evil, 
  good, or lawful deity has a particularly powerful 
  aura corresponding to her deity’s alignment, as 
  per a cleric of her level; see detect evil for details. 
  16 
   
  
   
  Her eidolon shares this aura, at twice the 
  strength. 
  Faithful Legions 
  The herald of godhood may only summon 
  creatures with an alignment within one step of 
  her deity's alignment when using her summon 
  monster class ability. 
  This ability alters the summon monster class 
  ability. 
  Cry of War 
  A herald of godhood gains a combat feat at 2nd, 6th, 
  12th, and 18th levels. She may grant this feat to 
  her eidolon or keep it for herself; once this choice 
  is made, it is permanent. 
  Desperate Plea 
  At 4th level, a herald of godhood may expend one 
  use of her daily summon monster class ability to 
  cast summon eidolon as a spell-like ability. 
  HAND OF PESTILENCE 
  (ANTIPALADIN ARCHETYPE) 
  Some villains weaken their foes and bring entire 
  kingdoms to their knees without the single 
  downward stroke of their swords. Their very 
  bodies are the poison that cripple those that stand 
  against them; their blood, their sweat, their tears, 
  and even the words that drip from their lips are 
  venomous. Foul gods and goddesses favor these 
  servants with powers that allow them to plot their 
  base destruction from afar. 
  Class Skills: A hand of pestilence adds Escape 
  Artist to his list of class skills, but removes 
  Profession in return. 
  Scourge Touch (Su) 
  At 3rd level, the very touch of a hand of pestilence 
  carries with it a taint of dark power. Upon making 
  a successful touch attack, a hand of pestilence 
  may force an opponent to make a DC (10 + ½ class 
  level + Constitution modifier) Fortitude saving 
  throw or suffer 1d3 points of Constitution damage. 
  Subsequent touches upon a target which is 
  currently suffering Constitution damage from this 
  ability inflict 1 point of Constitution damage 
  instead of 1d3. 
  This ability may be used (3 + Charisma modifier) 
  times per day and it replaces aura of cowardice. 
  Blood Curse (Su) 
  At 11th level, the blood of a hand of pestilence 
  becomes deadly to the living. 
  Whenever a hand of pestilence takes damage, 
  anyone within 5 ft. of him must make a Reflex 
  save, DC (10 + ½ class level + Constitution 
  modifier), or become splattered with sickening 
  gore. This vile blood carries with it an unfortunate 
  curse. 
  Affected creatures must succeed at a DC (10 + ½ 
  class level + Constitution modifier) Will save or 
  suffer a -4 penalty on attack and damage rolls, 
  saves, and ability checks until the curse is 
  removed. 
  This ability replaces aura of vengeance. 
  Fleshmelt Contagion (Su) 
  At 17th level, a hand of pestilence can expend two 
  uses of smite good and target a living creature he 
  touches. 
  The target must make a DC (10 + ½ hand of 
  pestilence level + his Constitution modifier) 
  Fortitude save or contract fleshmelt contagion. If 
  the target is normally immune to disease it gains 
  a +5 bonus to this saving throw but if the save 
  fails is affected as if had no special immunity. 
  Fleshmelt Contagion: Similar to mummy rot, 
  fleshmelt contagion is both a curse and a disease.  
  17 
   
  
   
  Type curse, disease (contact); Save Fortitude DC 
  10 + ½ hand of pestilence level + his Constitution 
  modifier 
  Onset immediate; Frequency 1/round for 10 
  rounds 
  Effect The effect depends on the number of failed 
  saving throws. 
  Failed 
  Saves 
  Effect 
  1 
  The target feels a wave of terror as they sense a 
  malignance entering their body they cannot 
  resist. 
  The target gains the frightened condition as their 
  skin suddenly blackens and cracks. 
  2 
  Oozing blisters and sores erupt on the skin of 
  the victim, causing wracking pains. 
  The target takes 1d4+1 points of damage for 
  every two class levels (maximum 10d4+10) the 
  hand of pestilence possesses. 
  3 
  The blisters open and the flesh of the victim 
  begins to slough off in large sections. 
  The target suffers 1d3 points of Dexterity and 
  Charisma damage. 
  4 
  The targets muscles and nerves begin to rot 
  from within. 
  The target gains the paralyzed condition. 
  5-10 
  The target feels the vile malignance coursing 
  through his body, quickly destroying him from 
  within. 
  The target takes 1d4+1 points of damage for 
  every two class levels (maximum 10d4+10) the 
  hand of pestilence possesses.  
  If the target does not make a successful saving 
  throw before dying, and there are rounds 
  remaining in this effect, the target continues to 
  take damage even after being dead, in case it’s 
  negative hit point total should be important for 
  any reason (breath of life spell for example.) 
  Cure One save. 
  Special This accursed disease is highly 
  contagious and spread by touch. Any creature 
  touching an affected victim before they make a 
  successful saving throw must make a Fortitude 
  saving throw or risk contracting a weakened form 
  of this disease.  
  The secondary form of the disease functions as the 
  normal version except its onset is 1 hour and its 
  frequency is 1/day for 3 days not 1/round for 10 
  rounds. For example, a secondary victim only 
  appears to suffer negative effects 1 hour after 
  becoming infected and the additional effects take 
  longer to manifest (taking about 24 hours to pass 
  from stage one to two, and another 24 hours from 
  stage two to three). One successful saving throw 
  during the first 3 days cures the disease on that 
  creature. 
  If the creature does not succeed at least one 
  saving throw during this period it becomes a 
  carrier of the disease. It suffers no additional 
  effects and it may attempt another saving throw 
  every seven days thereafter to end the carrier 
  effect. 
  While it is a carrier it risks affecting other 
  creatures with this secondary form of the disease. 
  Those that it touches or that touch it must 
  attempt a saving throw at the same DC (and so 
  on.) 
  This ability replaces aura of depravity. 
  Pestilent Aura (Su) 
  At 20th level, the hand of pestilence becomes a 
  walking epidemic. 
  The hand of pestilence gains a foul aura that 
  affects all living creatures within 30 ft. of himself. 
  All such creatures, friend or foe, must make a DC 
  (10 + ½ hand of pestilence level + Constitution 
  modifier) Fortitude saving throw when first 
  entering the aura and at the beginning of their 
  turn if they begin their turn within the aura. 
  Creatures which fail this saving throw gain the 
  sickened condition as long as they remain within 
  the aura plus 1 additional round per hand of 
  pestilence level. 
  18 
   
  
   
  A hand of pestilence may touch a creature that 
  has less than 1 hit point and expend two uses of 
  his scourge ability to possibly infest the victim 
  with plaguewyrm larva. 
  The creature makes a DC (10 + ½ hand of 
  pestilence level + Constitution modifier) Fortitude 
  save. 
  If the saving throw fails, it immediately dies and 
  at the start of the next round, the corpse swells 
  unnaturally and bursts apart, the virulent 
  centipede-like beings inside tearing its way out. 
  These two plaguewyrms fight under the Hand of 
  Pestilence’s control as if they had just been 
  summoned and lasts for (5 + your Constitution 
  modifier) rounds before expiring. 
  VILE VIRTUOSO (BARD ARCHETYPE) 
  The vile virtuoso archetype is exactly the sort of 
  career path that one would pursue if you wanted 
  to play your version of Adolf Hitler in one of your 
  games - literally. Excellent orators capable of 
  inspiring good people to acts of evil, and 
  convincing them of the righteousness of your 
  damnable causes, you are the perfect corrupter of 
  the hearts of all who listen to your poisoned 
  honey-sweet words. However, you’re not just 
  silver-tongued; you have an amazing variety of 
  talents that can lure in the curious and instill evil 
  in their hearts. After all, it couldn’t hurt to look at 
  your paintings of the base nature of humanity or 
  congregate with a few close friends to watch your 
  seductive dancing, feeling burning jealousy 
  against your brothers for lusting after what surely 
  must be yours. These are the thoughts that vile 
  virtuosos inspire, and thoughts ultimately lead to 
  deeds. 
  REQUIREMENTS 
  Alignment: Any evil. 
  CLASS FEATURES 
  Command Obedience (Su) 
  A 1st level bard can use his performance to force 
  any single target within listening range to obey 
  simple commands (allies or enemies). To be 
  affected, the targets must be able to hear the 
  bard’s performance. An affected target must make 
  a DC (10 + your class level + your Charisma 
  modifier) Will save or be subjected to the effects of 
  either a command spell or forbid action spell (the 
  bard’s choice). At 5th level, and every six bard 
  levels thereafter, you may affect one additional 
  target, to a maximum of four targets at 17th level. 
  Each affected target must obey the same 
  commanded or forbidden action. Inspire obedience 
  is a mind-affecting compulsion effect. Inspire 
  obedience can use audible or visual components. 
  The bard much choose which component to use 
  when starting his performance. 
  This ability replaces inspire courage. 
  Fanaticism (Su) 
  A bard of 3rd level or higher can use his 
  performance to inspire fanaticism in his allies. 
  Those allies must be within 30 feet and be able to 
  hear the bard. Affected allies get a +2 bonus to 
  saves to resist mind-affecting effects and attempts 
  to alter their attitude. This bonus increases by +1 
  for every four levels the bard has attained beyond 
  3rd (+3 at 7th, +4 at 11th, +5 at 15th and +6 at 
  19th). 
  This ability replaces inspire competence. 
  Powerful Message (Su) 
  A bard of 12th level or higher can use his 
  performance to alter the mood of non-allies within 
  19 
   
  
   
  100 feet. The bard can affect a number of HD of 
  creatures equal to (4 x your class level), though no 
  affected creatures may be more than (3 + your 
  class level) HD. Affected targets must make a DC 
  (10 + your class level + your Charisma modifier) 
  Will save or have their attitude permanently 
  altered by one step toward any group of people or 
  any individual creature you designate (i.e. “all 
  elves”, or “Baron Frang”). Creatures that make 
  their Will saves gain the frightened condition as 
  they are disturbed by your compelling message. 
  Powerful message usually relies on audible 
  components and is a mind-affecting, language-
  dependent emotion effect. However, it can be used 
  with a visual component and becomes a mind-
  affecting emotion effect that is not language-
  dependent. The range of your powerful message 
  effect increases to 150 feet at 15th level and 250 
  feet at 19th. 
  This ability replaces soothing performance. 
  Insidious Artist (Ex) 
  At 5th level, when creating a performance, the 
  bard may instead choose to use Craft (books), 
  Craft (cloth), Craft (painting), Craft (pottery), or 
  Craft (sculpture) to deliver his bardic performance 
  through a crafted work of art if it can use visual 
  components. If he does so, its effects are limited to 
  whoever can see the crafted work, and the effect 
  takes 10 minutes of observing the work in order to 
  take effect. Effects created by multiple crafted 
  works, such as paintings in an art gallery, do not 
  stack, and the DC to resist the effects created by 
  the crafted work is locked in at the point when the 
  crafted work is created (i.e. a 7th level bard creates 
  a work of art that is intended to convey a 
  suggestion. The difficulty to resist this effect is 13 
  plus the bard’s Charisma modifier at the time the 
  work was created, and remains so, even if the 
  bard gains levels or their Charisma modifier 
  changes). 
  This ability replaces lore master. 
  NEW BARDIC MASTERPIECES 
  Rhetoric of the Righteous Army 
  Your inspiring speech compels your followers to gladly 
  march off to war. 
  Prerequisite(s): Perform (act), Perform (oratory) 
  or Perform (sing) 10 ranks, vile virtuoso archetype 
  Cost: Feat or 4th level bard spell known. 
  Effect: Through your mastery of propaganda and 
  persuasion, you give a rousing speech that 
  cements the conviction and resolve of those who 
  already follow your cause. Your address is filled 
  with phrases that inspire patriotism and 
  righteous anger against your foes, and you call for 
  justice to be brought down upon the heads of all 
  who oppose your movement. 
  Upon completing the performance, your audience 
  gains a +4 morale bonus to Strength and 
  Gallery of Evil 
  Some works of art depict humanity at its 
  utter worst and some sick collectors choose 
  to display these despicable works together in 
  a gallery of vile twistedness in order to 
  actually harm the minds of those who view 
  them. Should enough such works be 
  gathered together, they can be used to 
  influence viewers in any number of ways. 
  Viewers exposed to multiple such works 
  might develop a form of madness. 
  Creatures viewing more than (2 x their 
  Wisdom modifier) such crafted works within 
  30 feet of each other or within one hour 
  must make a DC (15 + the number of crafted 
  works viewed) Will save or become afflicted 
  with one type of insanity. 
  20 
   
  
   
  Constitution, and a +2 bonus on Will saves. You 
  may affect no more than 2 willing creatures per 
  level, no two of which may be more than 30 feet 
  apart. 
  Use: 5 bardic performance rounds. 
  Action: 5 full rounds. 
  21 
   
  
   
  BLOOD RITES 
   Since time immemorial, mortals have sought out 
  power over one another, and one of the older and 
  darker paths to power has been through the blood 
  of mortals. Dark pacts and darker sacrifices have 
  sown terror and discord throughout the ages, and 
  the magic of the blood has seduced even the pious 
  into acts of unspeakable evil. Yet, blood sorcery 
  isn’t strictly limited to those intent upon villainy. 
  The old crone that helps to ensure that the 
  village’s crops will grow might be inclined to spill 
  a few drops of blood upon the earth to help things 
  along. That’s often how things begin… 
  VITAL WITCHCRAFT (GENERAL FEAT) 
  By harnessing the power in mere drops of blood, 
  you are capable of simple magics. 
  Prerequisite(s): Int 15. 
  Benefit(s): You gain access to a blood pool as if 
  you were a blood mage. While your blood pool 
  begins at 0, you may hold a maximum of (your 
  Constitution modifier; minimum 1) blood points in 
  your blood pool. This blood pool stacks with any 
  existing blood pool you possess. 
  If you are not a spellcaster, you may use your 
  blood pool to accomplish any one of the following 
  effects as a full-round action: 
  • 
  For 1 blood point, you may: 
  o 
  Soothing Palm: Remove all pain 
  in any creature touched, negating 
  any ongoing pain penalties. 
  o 
  Rest of Bliss: Cause any sleeping 
  creature touched to have pleasant 
  dreams. 
  o 
  Finder: Locate a lost (but not 
  hidden) item within 30 feet. 
  • 
  Add (Intelligence modifier) spells from the 
  following list to your spell list. You may 
  spontaneously cast any one of the 
  following spells for 2 blood points at a 
  caster level equal to your character level: 
  Dancing Lights, Detect Poison, Guidance, 
  Haunted Fey Aspect, Know Direction, 
  Mending, Message, Prestidigitation, 
  Putrefy Food and Drink, Sotto Voce, Touch 
  of Fatigue, Unwitting Ally, or Vigor. These 
  22 
   
  
   
  spells become a part of your spell list if 
  they were not already. 
  • 
  For 2 blood points, you may: 
  o 
  Weather Witch: Know the 
  weather conditions in a 1-mile 
  radius for the next 24 hours. 
  o 
  Bestial Peace: Calm an animal 
  touched, granting a +1 morale 
  bonus on Handle Animal checks 
  for 10 minutes. 
  o 
  Healing Hand: Reduce the DC of 
  any Heal check by 1. 
  • 
  For 3 blood points, you may: 
  o 
  Season’s Bounty: Cause crops in 
  a 50 ft. radius of you (at the time 
  of your casting) to increase their 
  potential productivity over the 
  course of the next year to one-
  third above normal. 
  o 
  Fire Ward: Bless a house to ward 
  off accidental fires for one month. 
  o 
  Healer’s Grace: With a touch, 
  heal one point of ability damage. 
  • 
  For 4 blood points, you may:  
  o 
  Mender’s Blessing: With a touch, 
  double the rate of natural healing, 
  including when a target undergoes 
  complete bed rest. If long-term 
  care is provided as well, the 
  healing effect is tripled. 
  o 
  Bloodstone Focus: Create a 
  bloodstone focus (see below) from a 
  simple chunk of quartz. This ritual 
  takes 24 hours to complete and the 
  caster must maintain constant 
  contact with the quartz for it to 
  work. Once the ritual is complete, 
  the caster is automatically attuned 
  to it. 
  Unless you are a bloodmage, you may use no more 
  blood points per day than your maximum blood 
  pool, and in order to add points to your blood pool, 
  you must shed either your own blood or the blood 
  of another living creature. By inflicting (your 
  character level) points of lethal damage, you gain 
  a single point to your blood pool. If you are a 
  bloodmage, your blood pool functions normally. 
  POWER OF THE BLOOD (GENERAL FEAT) 
  As your thirst for blood grows, so too does your 
  mystic ability to use it. However, it begins to taint 
  the soul. 
  Prerequisite(s): Vital Witchcraft, character level 
  5th, any non-good alignment. 
  Benefit(s): You add a number of points to your 
  blood pool equal to your Constitution modifier 
  (minimum 1), reduce the cost of any effects listed 
  in the Vital Witchcraft feat by 1 blood point (to a 
  minimum of 0) and reduce their casting time to a 
  standard action. You also also gain the following 
  effects: 
  • 
  For 1 blood point, you may: 
  o 
  Lord’s Retort: Speak in a 
  booming voice as a standard 
  action. This voice causes 1d8 
  points of sonic damage to all 
  creatures within 30 feet and 
  deafens them for 1d3 rounds. 
  o 
  Surrounding Sight: Gain a 
  preternatural awareness of your 
  surroundings, granting you a +1 
  dodge bonus for (Constitution 
  modifier) minutes. 
  23 
   
  
   
  o 
  Bloodmask: Weep tears of blood 
  for (Constitution modifier) rounds, 
  giving you a +1 bonus on 
  Intimidate checks. 
  • 
  For 2 blood points, you may: 
  o 
  Frightful Mien: Generate a 10’ 
  aura of fear that causes living 
  creatures to take a -4 penalty vs. 
  fear effects. This effect lasts 
  (Constitution modifier) rounds. 
  o 
  Magic’s Edge: Temporarily 
  enchant a normal item, giving it a 
  +1 bonus to damage rolls for 
  (Constitution modifier) rounds. 
  o 
  Wildfire Witchery: You may 
  cause any one flammable 
  nonmagical item within 10 feet to 
  burst into flames. This fire is 
  mundane in all respects. 
  • 
  Add (Intelligence modifier) spells from the 
  following list to your spell list. You may 
  spontaneously cast any one of them for 3 
  blood points as a standard action: ant 
  haul, charm animal, commune with birds, 
  detect poison, hide from animals, jump, 
  keen senses, longstrider, magic fang, speak 
  with animals, summon nature’s ally I or 
  whispering lore. 
  • 
  For 3 blood points you may: 
  o 
  Seductive Smile: Give yourself a 
  +2 bonus to any Bluff or 
  Diplomacy checks with creatures 
  that you are sexually compatible 
  with. 
  o 
  Communion with the Ancients: 
  Enter an hour-long trance wherein 
  you make contact with a random 
  evil outsider. You may ask this 
  creature the answer to any one 
  question, provided that the 
  response is either yes or no (unless 
  you are asking the outsider’s 
  name, which it may answer). Roll 
  1d20. On a roll of 1-7, the evil 
  outsider ignores you. On a roll of 
  8-14, the evil outsider does not 
  know the answer to your question. 
  On a roll of 15-19, it answers the 
  question correctly with either a 
  yes or no answer. On a roll of 20, 
  the evil outsider gives you a more 
  complex answer than a simple yes 
  or no, making a simple statement 
  of no more than 25 words, that can 
  impart additional information 
  beyond the answer that you seek. 
   
  Once this ritual has been used, the 
  caster may commune with any 
  outsider that they know the name 
  of. Communing with any outsider 
  multiple times increases the 
  chances that the outsider will 
  corrupt the caster. For each 
  successful contact with that 
  outsider past the first, roll a DC 
  (10 + the number of times you’ve 
  contacted that outsider) Will save. 
  If you fail this save, your 
  alignment shifts to evil, if it is not 
  already so. If you are already evil, 
  failure means that you go insane 
  (see the rules for insanity and roll 
  for which type of insanity you are 
  afflicted with). 
  • 
  For 4 blood points, you may: 
  o 
  Feral Invigoration: Cause your 
  flesh to ripple and tear, inflicting 
  24 
   
  
   
  1d8 points of damage to you, but 
  granting you either a natural bite, 
  claw or gore attack for (your 
  Constitution modifier) rounds. The 
  damage for your natural attack is 
  appropriate to a creature of your 
  size. 
  o 
  Ritual of Awakening; a three-
  hour long ceremony that will raise 
  a single humanoid creature that 
  you remain in contact with for the 
  duration of the ceremony as a 
  zombie or skeleton. This zombie is 
  not under your direct control, and 
  the ritual may only be performed 
  under the light of a full moon. 
  o 
  Coldsnap: Instantly create a 20 
  foot radius zone of biting cold and 
  frost that causes 1d4 points of 
  nonlethal cold damage to any 
  living creatures within the zone 
  that are not properly dressed for 
  extreme cold or protected from 
  cold weather conditions (such as 
  by an endure elements) spell. This 
  zone remains in effect for 
  (Constitution modifier) minutes. 
  DARK PACT (GENERAL FEAT) 
  In your search for power, you have made a pact 
  with a malevolent force in order to gain further 
  power. 
  Prerequisite(s): Power of the Blood, character 
  level 9th, any evil alignment. 
  Benefit(s): You have a connection with a being of 
  the lower planes that has become your patron. 
  This patron may be any evil outsider of CR 9 or 
  10. This patron speaks to you in dreams and 
  promises you great power if you manage to release 
  it into your world. Of course, it has offered you 
  small gifts to tempt you into its service. You gain 
  a number of points in your blood pool equal to 
  your Constitution modifier (minimum 1), and you 
  reduce the cost of any effects listed in the Vital 
  Witchcraft and Power of the Blood feats by 1 blood 
  point (to a minimum of 0). You also gain access to 
  the following effects: 
  • 
  For 1 blood point, you may: 
   Diabolic Awareness: Have a 
  general sense of the direction of 
  any evil outsiders within 100 feet. 
   Fearsome Touch: Upon a 
  successful touch attack, force the 
  target creature to make a DC (10 + 
  your class level + your Wisdom 
  modifier) Will save or gain the 
  shaken condition for one minute. 
  • 
  For 2 blood points, you may: 
   Bloodshield: Gain a +4 deflection 
  bonus to AC as a faint mystic 
  shield is summoned into being for 
  one round. 
   Sense of the Dark Ones: Gain 
  the scent universal monster ability 
  for 10 minutes. 
  • 
  For 3 blood points, you may: 
   Deny Grace: Automatically 
  counterspell any single healing 
  spell cast within 30 feet of you. 
   Choking Smoke: Expel a blast of 
  smoke that fills a 20 foot radius 
  area. This effect functions in 
  similar fashion to obscuring mist, 
  except that it only lasts for one 
  minute, and any creature in the 
  area of effect (including the caster) 
  25 
   
  
   
  must make a DC 15 Fortitude save 
  or gain the sickened condition for 
  the duration. 
  • 
  For 4 blood points, you may: 
   Mark of the Wind: Place a mark 
  upon a willing subject for one 
  hour. When that subject falls 10 
  feet or more, they are affected by 
  the feather fall spell for a single 
  round as if it had just been cast 
  upon them. 
   Cruor Pledge: You place a mark 
  of blood upon the hand of a willing 
  target, and then you each agree to 
  a single simple task or pledge. 
  This task or pledge may be no 
  more than 20 words long and may 
  take no longer than a year to 
  complete. Upon completion of the 
  task or pledge, or the expiration of 
  a year, the mark disappears 
  harmlessly. Should either party 
  fail to fulfill the task in the 
  appointed time, or break the 
  pledge (willingly or otherwise), the 
  party that breaks the pledge takes 
  (caster’s level + 5) points of 
  damage upon sleeping, each night 
  for a fortnight. 
  • 
  For 40 blood points, you may: 
  Ritual of Transcendence (see sidebar at 
  right): Summon your master to this plane. This 
  ritual takes five nights to complete and requires 
  an immobile, but still living, sacrifice. The ritual 
  has a 10% chance of success, and regardless of 
  whether it succeeds or fails, the sacrifice is killed. 
  For each additional caster (who has the Dark Pact 
  feat) performing the rite, the chance of success 
  increases by 5%. Each caster may contribute from 
   
  The Ritual of Transcendence is compatible with 
  the rules found in The Deluxe Guide to Fiend 
  Summoning and Faustian Bargains by Alex 
  Riggs and Joshua Zaback. However, it assumes 
  that the character summoning such beings has no 
  access to civilized conveniences like libraries and 
  magical shops. The practitioners of these blood 
  rites are often peasant farmers and old grannies 
  that use the magic of the blood to make their lives 
  just a little bit simpler. However, long-term use 
  of such magics is addictive and can lead to the 
  formation of dark cults that sacrifice travelers 
  and outcasts in order to bring devilish beings into 
  the world. 
  Should you have access to the rules presented in 
  the aforementioned Deluxe Guide to Fiend 
  Summoning and Faustian Bargains, it is 
  recommended that you use those rules for the 
  Ritual of Transcendence, and the boons you may 
  receive from your patron. In performing the 
  Ritual, you make your calling check, with your 
  sacrifice acting as a +5 ritual component bonus. 
  For every four blood points you spend on the 
  Ritual of Transcendence, you are considered to 
  have a +1 effort bonus on your calling check 
  (maximum +10). These bonuses also apply to the 
  binding check. Lastly, instead of gaining a single 
  favor from your patron, you deal with them 
  according to the bargaining rules in that 
  supplement. 
  26 
   
  
   
  their blood pool to pay the cost of this ritual. 
  Should the ritual be successfully performed, your 
  patron claws its way out from inside of the 
  sacrifice’s body and enters this world. It is in no 
  way under your control, but it will grant you any 
  one favor in its power to give you in exchange for 
  loosing it into this world. The favor may take no 
  longer than a single day and night to complete. 
  Typical favors include killing someone specific, 
  stealing an item, or helping you to seduce a 
  desired sexual partner. You should consult your 
  GM to determine an appropriate favor prior to 
  summoning your patron. Should your patron die, 
  you lose access to any of the effects granted by 
  this feat until you gain another patron, a process 
  that takes roughly one year to complete. 
  BLOODSTONE FOCUS (MAGIC ITEM) 
  Slot none; CL 1st; Weight 1 lb.; Aura faint necromancy 
  DESCRIPTION 
  This fist-sized chunk of blood crystal glows with 
  an insidious claret light. 
  Attuning a bloodstone focus is an ancient and 
  dark ritual that requires the prospective owner to 
  reduce his or her hp to 1 or less by means of a 
  slashing or piercing weapon and then soaking the 
  stone in a wooden bowl filled with the shed blood 
  for at least 24 hours. A bloodstone focus will only 
  attune to a creature with the blood pool class 
  feature (such as that gained by the blood mage 
  prestige class, or via the Vital Witchcraft feat 
  (introduced in this book.)  
  The stone stores up to four blood points in reserve. 
  The crystal must first be immersed or washed in 
  the blood of the attuned owner, or the blood of a 
  freshly slain victim. 
  The stored blood points do not count toward the 
  owner’s total in their blood pool. The owner need 
  not be in direct contact with it in order to use the 
  points stored within, but it must be within 10 ft. 
  of the owner to be drawn from the stone. 
  Should this stone be mounted into a staff or rod 
  crafted from wyroot, the reserve increases to 
  seven blood points instead of four. 
  CONSTRUCTION REQUIREMENTS 
  Feats Craft Wondrous Item; Items a blood crystal, wyroot (increases 
  the cost by 900 gp); Cost 500 gp 
  27 
   
  
   
  FOUL MAGIC 
  The following spells may be of interest to evil 
  characters and creatures. 
  Abyssal Body 
  School abjuration (evil); Level antipaladin 2, cleric 3, inquisitor 3 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, DF 
  EFFECT 
  Range touch 
  Target 1 evil creature 
  Duration 1 round/level (D) 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  DESCRIPTION 
  You touch a creature and its body is instantly infused 
  with infernal defenses. 
  The target creature gains DR 5/good. 
  Anarchic Body 
  School abjuration (chaotic); Level antipaladin 2, cleric 3, inquisitor 3 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, DF 
  EFFECT 
  Range touch 
  Target 1 chaotic creature 
  Duration 1 round/level (D) 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  DESCRIPTION 
  You touch a creature and its body becomes infused with 
  chaotic obscurity. 
  The creature touched gains damage reduction 
  5/lawful. 
  Black Bile 
  School conjuration (creation) [water]; Level magus 2, sorcerer/wizard 
  2 
  CASTING 
  Casting Time 1 standard action 
  Components S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect 1 stream of bile 
  Duration 1 round + 1 round per three caster levels 
  Saving Throw Reflex half; Spell Resistance no 
  DESCRIPTION 
  You vomit forth a stream of vile black fluids. 
  You make a ranged touch attack against one 
  target. If the attack is successful, the target takes 
  1d4 points of acid damage per caster level 
  (maximum 5d4). There is no saving throw vs. this 
  initial damage. 
  At the beginning of the target’s turn, the target 
  may attempt a Reflex saving throw. The target 
  suffers 1d4+1 acid damage or ½ if the saving 
  throw is successful. This additional damage recurs 
  each round on the targets turn once for every 3 
  caster levels (for a maximum of 6 rounds at caster 
  level 18). 
   
   
  28 
   
  
   
  Blinded by Rage 
  School abjuration (mind-affecting) [emotion, evil]; Level alchemist 5, 
  antipaladin 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, magus 4, 
  ranger 4, sorcerer/wizard 4, summoner 4, witch 4 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range personal 
  Area 20-ft.-radius emanation centered on you 
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  DESCRIPTION 
  An intense aura of fury surrounds you. 
  Enemies who begin their turn within this aura 
  who fail their saving throw are filled with an 
  uncontrollable anger towards you.  
  If a creature that is within the aura wishes to 
  attack someone other than you, or target a 
  creature other than yourself with a hostile spell, 
  they must make a Will save to do so. If this saving 
  throw fails they may only target you (but may still 
  choose not to make an attack or cast a spell). 
  Attack rolls affected creatures make while within 
  this aura suffer a -1 penalty for every two caster 
  levels you possess (maximum -10). Additionally, 
  affected creatures suffer a -1 penalty to 
  concentration checks when casting spells within 
  this aura. These penalties apply whether the 
  affected creature attacks you or any other 
  creatures so long as they are within the aura. 
  If an affected creature leaves the aura, the 
  penalties remain in effect for one additional 
  round, provided that the spell has not yet ended, 
  but they may choose any target to attack or target 
  with a spell as normal.  
  Bloodburst 
  School necromancy [evil, water]; Level antipaladin 4, sorcerer/wizard 
  3, witch 4 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a vial of the caster’s blood) 
  EFFECT 
  Range medium (100 ft. + 10 ft./level) 
  Targets 1 living creature 
  Area 20-ft.-radius spread 
  Duration instantaneous 
  Saving Throw Fortitude half (see text); Spell Resistance yes 
  DESCRIPTION 
  You magically agitate the vital essence within a living 
  creature, causing it to surge forth from every pore of 
  their body. 
  This spell causes 1d6 damage per caster level 
  (maximum 10d6) to a living (non-construct, non-
  undead) target. The target may attempt a 
  Fortitude saving throw to reduce the damage by 
  ½. If the Fortitude saving throw is successful, 
  there is no additional effect (ignore the remainder 
  of this spell.) 
  If the Fortitude saving throw fails, in addition to 
  the damage the target suffers, all creatures within 
  a 20-ft. radius of the target may attempt a Reflex 
  saving throw to avoid being splashed with this 
  sickening gore. Those failing this saving throw 
  gain the sickened condition for 1d4+1 rounds. 
   
   
  29 
   
  
   
  Earthbane 
  School transmutation [earth, evil, fire]; Level antipaladin 4, bard 5, 
  cleric/oracle 4, sorcerer/wizard 4, witch 4 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range personal 
  Area 20-ft.-radius spread centered on you 
  Duration 1 round/two levels 
  Saving Throw Fortitude half 
  Spell Resistance no 
  DESCRIPTION 
  This calamitous sorcery temporarily transforms the 
  terrain around you into a craggy, noxious wasteland of 
  burning salt crystals and boiling toxic sludge strongly 
  reminiscent of the plane of Abaddon. 
  All good- or neutral-aligned creatures within the 
  area of effect suffer 1d10 damage at the beginning 
  of each round (maximum 10d10) to within the 
  spread, half of which is fire damage, the other half 
  being unholy energy (bypassing the corresponding 
  damage reduction). Good-aligned outsiders take 
  1d12 points of damage per round from this spell 
  (maximum 10d12) and are sickened for 1d4 
  rounds; a successful Fortitude save halves the 
  damage and reduces the sickened condition to one 
  round. 
  Evil-aligned creatures only take half damage from 
  this spell (fire-based damage); such a creature can 
  reduce the damage by half again (down to one-
  quarter) with a successful Fortitude save.  
  The caster is immune to the effects of this spell, 
  but should the caster leave this blighted 
  wasteland, the spell automatically expires and the 
  terrain reverts back to normal. 
  From the Depths 
  School conjuration (summoning) [evil]; Level sorcerer/wizard 7 
  CASTING 
  Casting Time 1 full-round action 
  Components V, S, F/DF (a jar of aboleth slime worth 500 gp) 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect 1 summoned creature or two summoned creatures (see text) 
  Duration 1 round/2 levels 
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  This dark summoning pact magic summons forth the 
  masters of the darkwater spellbinders—the sinister 
  aboleth. 
  A mythic aboleth is conjured into existence. 
  Except for the differences noted in this spell’s 
  entry, this spell functions in similar fashion to 
  summon monster vii. 
  If the caster is a darkwater spellbinder, two 
  mythic aboleths are conjured instead of one, 
  provided that there is room for both to be 
  summoned, their slime armor already prepared. If 
  there is only room for one, then only one mythic 
  aboleth is conjured forth. 
  Lament of Addisan 
  School enchantment (compulsion) [evil, emotion, mind-affecting]; 
  Level bard 6 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Area creatures within a 30-ft.-radius 
  Duration special (see below) 
  Saving Throw see text; Spell Resistance yes 
  DESCRIPTION 
  Addisan, a bardic follower of a forgotten goddess, 
  created this spell to praise her deific patron and muse by 
  convincing her audiences to commit suicide as a means 
  of expressing thanks for her deeply emotional and 
  moving performances. Half song, half spell, this 
  insidious magic causes those who hear it to fall into a 
  30 
   
  
   
  powerful and deeply depressive state, to the point of 
  suicidal tendencies. 
  Creatures within the area of effect must make a 
  DC (10 + ½ your caster level + your Charisma 
  modifier) Will save. If they fail this saving throw 
  they are overcome by their suicidal thoughts and 
  begin injuring themselves. An affected creature is 
  unable to take any other actions until has inflicted 
  a number of points of damage at least equal to 
  your bard level to themselves. Affected creatures 
  are allowed to injure themselves in whatever 
  manner they desire but may take no other action 
  until the requirements of this spell are satisfied. 
  Creatures that succeed in their Will saves gain 
  the staggered condition for one round. 
  Mark of Iniquity 
  School evocation [evil]; Level alchemist 3, antipaladin 2, bard 3, 
  cleric/oracle 2, inquisitor 3, sorcerer/wizard 2, summoner 2, witch 2 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range touch 
  Targets creature touched; see text 
  Duration 24 hours 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
  DESCRIPTION 
  Your very touch causes creatures to radiate evil. 
  The target gains an aura of evil, as an antipaladin 
  of a level equal to yours. 
  River Lash 
  School transmutation [water]; Level magus 4, sorcerer/wizard 4, 
  witch 4 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (a pint of water) 
  EFFECT 
  Range personal 
  Target you 
  Duration 1 round/2 levels 
  Saving Throw none; Spell Resistance no 
  DESCRIPTION 
  One of your hands becomes engulfed in cold water and 
  then suddenly, an eel-like whip of swirling water lashes 
  outward. 
  For the duration of this spell you may attack 
  targets up to 15 feet away with this water 
  tentacle. Attacks are made against the opponents 
  touch AC. A successful attack deals 1d8 
  bludgeoning damage per two caster levels 
  (maximum of 5d8 at 10th level). 
  Shield of Vengeance 
  School evocation [evil, force]; Level antipaladin 3, bard 3, 
  cleric/oracle 3, magus 3, ranger 3, witch 4 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (buckler or light shield) 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance no 
  DESCRIPTION 
  Cocking your arm back, you make a throwing motion 
  with your shield arm and a projection of pure force 
  shoots out from your shield. 
  Upon striking its target, this spell deals 1d6+1 
  damage per caster level (maximum 10d6+10). Half 
  of this damage is negative energy damage, but the 
  other half is force damage. For every 10 points of 
  damage dealt, the target is pushed 5 feet directly 
  31 
   
  
   
  away from the caster. If the target is unable to be 
  moved back (i.e. the target is pushed up against a 
  wall), they gain the staggered condition for one 
  round. 
  Splashkiss 
  School conjuration (creation) [evil, water]; Level druid 6, magus 5, 
  sorcerer/wizard 5, summoner 6, witch 5 
  CASTING 
  Casting Time 1 standard action 
  Components V, S 
  EFFECT 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets 1 creature 
  Duration 1 round/level 
  Saving Throw Reflex negates; Spell Resistance no 
  DESCRIPTION 
  You call into being a pulsing sphere of water that arcs 
  away from you toward your enemy. 
  The target must make a Reflex saving throw or 
  find its head engulfed within the sphere, unable to 
  breathe. 
  A creature affected by this spell can hold its 
  breath for a number of rounds equal to twice its 
  Constitution score. If an affected creature takes a 
  standard or full-round action, the remaining 
  duration that it can hold its breath is reduced by 1 
  round. After this period of time, the creature must 
  make a DC 10 Constitution check every round in 
  order to continue holding its breath. Each round, 
  the DC increases by 1. 
  If the creature fails a Constitution check, it begins 
  to drown. The first time it fails a Constitution 
  check it falls unconscious (and is reduced to 0 hp). 
  In the following round, it drops to –1 hit points 
  and is dying. In the third round, it drowns. 
  Additionally, a creature affected by this spell 
  suffers a -5 penalty to attacks, Perception checks, 
  and it is unable to cast spells which have a verbal 
  component. 
  Unforgiving Torrent 
  School conjuration (creation) [evil, water]; Level druid 8, 
  sorcerer/wizard 8 
  CASTING 
  Casting Time 1 standard action 
  Components V, S, M (an orb of glass worth 100 gp) 
  EFFECT 
  Range long (400 ft. + 40 ft./level) 
  Area 100-ft.-radius 
  Duration 1 round/level 
  Saving Throw Fortitude partial; Spell Resistance no 
  DESCRIPTION 
  You grimace angrily and suddenly a huge dark cloud 
  appears in the direction of your gaze, flashing with pale 
  green lightning before unleashing a foul torrent of 
  liquid. 
  This ominous cloud unleashes a downpour of oily, 
  foul-smelling and burning rain causing 1d4 
  damage per caster level (maximum 20d4) to any 
  creatures within the area. This damage occurs 
  once when the spell is cast. A successful saving 
  throw halves this damage. 
  For the duration of the spell, the area of effect is 
  obscured as fog cloud. 
  If the spell is cast outdoors, for the duration of the 
  spell plus an additional day per two caster levels 
  the ground in the area of effect is treated as 
  difficult terrain due to thick mud. 
  If the spell is not ended (or disrupted) before its 
  normal duration ends, all natural vegetation wilts 
  and dies and plants will not grow in the area of 
  effect for one year. 
  32 
   
  
   
  FEATS OF WICKEDNESS 
  Presented below are an assortment of feats 
  especially intended for those of an evil alignment, 
  or those on the path of evil. The feats below have 
  one or more paladin/antipaladin class features (or 
  the class itself) as prerequisites. 
  ACCOMMODATING WICKEDNESS 
  You possess a remarkable versatility as regards the art 
  of erasing wounds and repairing spoiled flesh with a 
  mere touch. One might almost mistake you for a kind, 
  gentle-hearted worker of sacred miracles. 
  Prerequisite(s): Touch of corruption class 
  feature 
  Benefit(s): You may use your touch of corruption 
  ability to heal evil outsiders, evil-aligned dragons 
  and all creatures with the [evil] subtype just as if 
  they were undead. You may spend two daily uses 
  of that ability to heal any creature with a non-
  good alignment. 
  AURA OF TERROR 
  Your aura of cowardice becomes more potent, as your 
  incredible menace is amplified. 
  Prerequisite(s): Aura of cowardice class feature, 
  caster level 8th. 
  Benefit(s): Your aura of cowardice expands to a 
  20-foot-radius emanation. Enemies within the 
  aura who have to make a save vs. fear effect must 
  roll their save twice and keep the worst result. 
  Normal: The aura of cowardice affects each 
  enemy within a 10 feet and grants them a -4 
  penalty to saving throws against fear. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  COME FORTH THE CRIMSON FOUNTAIN 
  You are the most desperate and savage of brutes when 
  caught up in the throes of your mad, ravening desire ... 
  but with your unquenchable thirst comes incalculable 
  power. 
  Prerequisites: Aura of blood class ability, 
  Thirsty, Relentless Damned and Welcome Pain 
  feats 
  Benefit(s): For a duration of 1 hour per 
  antipaladin level, beginning immediately after 
  drinking the blood of a sentient living creature, 
  you gain a +2 resistance bonus on all saves 
  against spells and effects from creatures which 
  possess the same alignment as the target of your 
  feeding. For the same duration, you also gain a +4 
  competence bonus on Survival checks to track 
  creatures of the same type as the target of your 
  feeding; this bonus increases to +8 if tracking 
  either the specific creature on which you fed or a 
  direct family member of your victim. The target 
  creature and their relatives are considered “very 
  familiar” for the purposes of divination spells and 
  effects used by you. 
  You may spend one daily use of your touch of 
  corruption as a free action after confirming any 
  melee attack upon a living target. This attack 
  causes the target to take 2 additional points of 
  damage at the beginning of each round for each 
  damage die of your normal touch of corruption 
  ability (e.g., 4d6 equals 8 points of bleed). This 
  special bleeding can be stopped as normal by a DC 
  15 Heal check -- or by the application of any effect 
  that heals hit point damage -- but your Charisma 
  modifier is added to the Heal DC. 
  33 
   
  
   
  In addition, you may spend one daily use of touch 
  of corruption to use death knell as a spell-like 
  ability. Your antipaladin class level is the caster 
  level for this and for the spell-like abilities listed 
  below, and you use Charisma to determine your 
  concentration check bonus. The saving throw 
  against these spell-like abilities is equal to 10 + 
  1/2 your antipaladin level + your Charisma bonus. 
  At 8th level, you may additionally spend 2 daily 
  uses of your touch of corruption to use bleeding 
  wound, vampiric touch or quickened bleed as a 
  spell-like ability. 
  At 16th level, you may additionally spend 4 daily 
  uses of your touch of corruption ability to use 
  mass bleeding wound, mythic death knell, mythic 
  vampiric touch or quickened bleeding wound 
  instead. 
  Your dark susceptibility to the draw of your thirst 
  increases sharply, and you must consume 10 
  gallons of blood each day to avoid dehydration; 
  this blood need not be fresh, nor taken from a 
  humanoid. As before, if you ever become 
  dehydrated, you lose all benefits of this feat until 
  the condition is removed. 
  CORRUPTED FAITH 
  Not only are you a carrier of disease like most 
  antipaladins, but you are intensity to the effects of 
  disease you carry. 
  Prerequisite(s): Plague bringer class feature. 
  Benefit(s): Any disease you spread with your 
  plague bringer class feature gains a +4 profane 
  bonus on its resistance DC. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  CORRUPTION CHARGE 
  When you charge, you do so with the power of your vice. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): When you hit with a charge attack, 
  you can expend all of your remaining uses of touch 
  of corruption to deal extra damage equal to 1d6 
  per use of touch of corruption expended + your 
  Charisma bonus. This damage comes from unholy 
  power and is not subject to damage reduction, 
  energy immunities or energy resistance. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  CRUEL MOTIVATIONS 
  You have new ways to 'motivate" your allies. 
  Prerequisite(s): Cruelty class feature. 
  Benefit(s): You can touch a creature and expend 
  a use of your touch of corruption to grant them an 
  effect with benefits and drawbacks. What effect 
  you can grant is based on what cruelties you have 
  access to as defined below. 
  Lash (fatigued or staggered). Target is flayed 
  by an invisible lash and gains a 1 hp bleed. As 
  long as the bleed lasts, the target gains a +2 
  morale bonus to attack rolls, saving throws, 
  and weapon damage rolls. 
  Frenzy (dazed or shaken). Target is driven into 
  a frenzy and gains +10 feet of movement and 
  +1 attack when making a full attack action. 
  Target is also limited in its use of skills and 
  abilities in the same way as a barbarian in 
  rage. This effect lasts until the target takes 
  damage or 1 minute, whichever happens first. 
  Venomed (diseased or sicken). The target gains 
  the ability to deal poison damage on a single 
  melee attack. However, when it uses the 
  34 
   
  
   
  poison, it is also exposed to it as if injured by 
  its own attack.  
  Type poison (injury); Save Fortitude DC (10 
  +1/2 antipaladin’s level + antipaladin’s Cha 
  bonus); Frequency 1/round for 2 rounds; Initial 
  Effect 1 Str drain; Secondary Effect 1 Con 
  damage; Cure 1 save 
  Source: #Allclasschallenge #Microfeats (via Facebook). Copyright 
  2014, Owen K. C. Stephens; Published by Owen K. C. Stephens. 
  CUNNING WICKEDNESS 
  You are a deceitful and wily creature, deeply gifted at 
  wielding the shadowy and unexpected techniques more 
  commonly mastered by spirit-assassins. 
  Prerequisite(s): Antipaladin level 2nd 
  Benefit(s): You gain any one ninja trick for which 
  you meet the prerequisites. You spend daily uses 
  of touch of corruption in place of ki to activate this 
  ability. 
  Special: This feat may be taken multiple times. 
  Each time it is chosen, you gain a new ninja trick. 
  ELDRITCH AFFLICTION [METAMAGIC] 
  Your spells can become curses. 
  Prerequisite(s): Extend Spell 
  Benefit(s): You may only apply this metamagic 
  feat to spells with a duration of at least 1 
  round/caster level that do not deal damage of any 
  kind (including hp, bleed, ability drains, and 
  ability damage). The duration becomes 
  permanent. The spell cannot be dispelled with 
  dispel magic, but can be affected by spells that 
  remove curses (such as remove curse). 
  The spell gains the curse descriptor. An eldritch 
  affliction uses up a spell slot five levels higher 
  than the spell’s actual level. 
  Source: The Genius Guide to Feats of Spellcasting II. ©2014, Rogue 
  Genius Games. Author: Owen K.C. Stephens. 
  EMPOWER DEATH 
  Your channeled negative energy empowers nearby 
  undead. 
  Prerequisite(s): Channel negative energy class 
  feature. 
  Benefit(s): As a standard action, you can channel 
  negative energy to empower all undead within 30 
  ft. for a number of rounds equal to your Charisma 
  modifier. Undead affected by this power gain a +4 
  bonus to Strength and Dexterity for the duration 
  of the feat. Channeling energy in this way does 
  not heal or harm creatures. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  EXTRA SCOURGE 
  You can use your scourge ability more often than 
  normal. 
  Prerequisite(s): Scourge class feature 
  Benefit(s): You can use your scourge ability two 
  additional times per day. 
  Special: You can gain Extra Scourge multiple 
  times. Its effects stack. 
  EXTRA TOUCH OF CORRUPTION 
  You can use your touch of corruption ability more often. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): You can use your touch of corruption 
  ability two additional times per day. 
  Special: You can gain Extra Touch of Corruption 
  multiple times. Its effects stack. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
   
   
  35 
   
  
   
  FAITH OF STEELY FLESH 
  Against your resolve and the potent magic which 
  surrounds you, imbuing your skin, the weapons of 
  mortals fail. 
  Prerequisite(s): Antipaladin or paladin level 7th 
  Benefit(s): As swift action, you may spend 1 daily 
  use of touch of corruption or lay on hands to gain 
  DR 2/magic until the beginning of your next turn. 
  Any time a manufactured melee or ranged weapon 
  strikes you and is affected by this damage 
  reduction, the weapon likewise takes an amount 
  of damage equal to your paladin or antipaladin 
  level. 
  At 10th level, you instead gain this damage 
  reduction against one alignment type of your 
  choice; you must choose the specific alignment, 
  which may not be your own, when you gain 10th 
  level. This alignment may only be changed if you 
  also change alignment. 
  At 15th level, this increases to DR 5. The damage 
  to the weapon striking you overcomes up to 10 
  points of hardness. 
  FORGER OF TEMPERS 
  Your cruel mastery over the deeper, more primal mind is 
  potent, if less than precise. Without a word or even a 
  gesture, you alter, enhance and expand the awful mood-
  warping aura that forever surrounds you, channeling 
  that maddening power into vicious passions, terrors, 
  phantoms and obsessions, violently manipulating the 
  raw emotions of others. 
  Prerequisite(s): Aura of despair class ability 
  Benefit(s): You gain access to the following spell-
  like abilities, which are activated by the 
  expenditure of the listed number of daily uses of 
  touch of corruption. Your antipaladin class level is 
  the caster level for these spell-like abilities, and 
  you use Charisma to determine your 
  concentration check bonus. The saving throw 
  against these spell-like abilities is equal to 10 + 
  1/2 your antipaladin level + your Charisma bonus. 
   agonizing rebuke, delusional pride, mad 
  hallucination, miserable pity, oppressive 
  boredom, scare, unadulterated loathing, 
  unnatural lust — 1 touch 
   blood rage, malicious spite, overwhelming 
  grief, phantasmal killer, reckless 
  infatuation, terrible remorse — 2 touches 
  At 12th level, you additionally gain access to the 
  following effects: 
   envious urge, smug narcissism, utter 
  contempt, vengeful outrage — 3 touches 
  At 16th level, you additionally gain access to the 
  following effects: 
   joyful rapture, overwhelming presence, 
  waves of ecstasy -- 4 touches 
  Your aura of despair is suppressed until the 
  beginning of your next round immediately after 
  you use any of these abilities. 
  GREATER CUNNING WICKEDNESS 
  Your training has increased apace, granting you further 
  abilities known to the dark shinobi. 
  Prerequisite(s): Antipaladin level 13th, Cunning 
  Wickedness feat 
  Benefit(s): You gain any one master trick for 
  which you meet the prerequisites. You may, as 
  before, freely spend daily uses of touch of 
  corruption in place of ki to activate these abilities. 
  Special: This feat may be taken multiple times. 
  Each time it is chosen, you gain a new master 
  trick. 
   
   
  36 
   
  
   
  MASTERFUL MONOLOGUE 
  While others may mock you for revealing your 
  sinister plans, there is always method in your 
  madness. 
  Prerequisites: Cha 14, Antagonize 
  Benefit(s): Whenever you take the time to 
  explain your evil plots to one or more opponents, 
  taking a minute or longer to detail your plans in 
  exacting detail, you may then mock your targets 
  as helpless to prevent your plans from being 
  completed, forcing your opponent to make a DC 
  (10 + your level + your Charisma modifier) Will 
  save. Should your opponents fail the save, they 
  take a -4 penalty to all actions that are directly 
  related to stopping your evil scheme (including 
  attacking you, if your plot would fall apart 
  without you) for the next 24 hours. This is a mind-
  affecting effect. 
  NECROTIC UTTERANCE 
  With but a gesture and a foul word of unlife, you repair 
  blasphemous flesh from a safe distance. 
  Prerequisite(s): Touch of corruption class 
  feature 
  Benefit(s): You may use your touch of corruption 
  to heal a willing evil creature at a range of 30 feet 
  as a standard action that does not provoke an 
  attack of opportunity. This ability is primarily 
  only of use on undead allies, but some feats allow 
  you heal certain living creatures. You must be 
  able to speak and have a free hand to use this 
  ability. The target heals half the amount that 
  would normally have been healed if you had 
  touched them. 
  RETRIBUTIVE STRIKE 
  You do not go quietly into that good night. 
  Prerequisite(s): Caster level 6 
  Benefit(s): As a free action, when you become 
  unconscious, a burst of destruction emanates from 
  you, dealing damage to creatures within 30 feet of 
  you equal to 1d4/level of the highest level spell 
  slot you have remaining. The spell slot is 
  expended. A Reflex save (DC = 10 +1/2 caster level 
  + Charisma bonus) is allowed for half damage. 
  You may also use this feat when killed, increasing 
  damage dice to d6s. 
  Source: The Genius Guide to Feats of Spellcasting II. ©2014, Rogue 
  Genius Games. Author: Owen K.C. Stephens. 
  REWARD OF CORRUPTION 
  When you lay on hands, divine energy ripples through 
  you, granting you corruption. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): Each time you use your touch of 
  corruption ability, you gain a +1 profane on all 
  attack rolls for 1 round. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  REWARD OF DEATH 
  When you use touch of corruption, you are also healed. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): Each time you use your touch of 
  corruption to harm a creature, you heal a number 
  of hit points equal to your Charisma bonus. This 
  power has no effect if you use touch of corruption 
  to heal undead. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
  37 
   
  
   
  SKILLFUL DEVOTION 
  You have the faith to sway hearts, shatter minds, recall 
  the most incredible of esoterica or even to move 
  mountains, depending on your particular dedications 
  and passions. 
  Prerequisite(s): Antipaladin or paladin level 5th 
  Benefit(s): Choose one skill, such as Acrobatics, 
  Intimidate or Use Magic Device. As swift action, 
  you may spend 1 daily use of touch of corruption 
  or lay on hands to gain a bonus on this skill equal 
  to twice your class level until one check of the 
  chosen skill has been completed or until one hour 
  has passed, whichever comes first. 
  Special: This feat may be taken multiple times. 
  Each time it is chosen, you choose a new skill to 
  which it applies. 
  SWEET NECTAR OF UNLIFE 
  Your body is an aching, pulsing conduit of darkness; 
  you are bolstered and renewed -- made whole and clean -
  - when your agile fingers knit-together and re-shape the 
  flesh of the walking damned. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): Immediately after you use your touch 
  of corruption ability to heal a willing target, you 
  heal a number of hit points equal to your 
  Charisma bonus. You additionally remove the 
  effects of disease, exhaustion, fatigue, paralysis, 
  poison, sleep effects and stunning upon yourself, 
  as per a paladin’s mercy. 
  TRIUMPHANT DARKNESS 
  Rippling with blasphemous faith and the power that 
  flows from it, you bolster and embolden those creatures 
  fortunate enough to feel your dark caress. 
  Prerequisite(s): Touch of corruption class 
  feature. 
  Benefit(s): Immediately after you use your touch 
  of corruption ability to heal a willing target, either 
  you or your affected ally gains a +1 profane bonus 
  on all attack rolls for a number of rounds equal to 
  your Charisma modifier. 
  ULTIMATE CRUELTY 
  By using your touch of corruption, you can bring back 
  the dead as an undead servitor. 
  Prerequisite(s): Cha 19, touch of corruption, 
  cruelty class feature. 
  Benefit(s): You can expend 10 uses of touch of 
  corruption to turn a dead creature into an undead 
  creature, as per create undead with caster level 
  equal to your antipaladin level. You must provide 
  the material components or choose to accept 1 
  temporary negative level; this level automatically 
  goes away after 24 hours, never becomes a 
  permanent negative level, and cannot be overcome 
  in any way except by waiting for the 24 hour 
  duration to expire. 
  Source: Antipaladin Feats. Copyright 2011, Mark Gedak; Published 
  by Purple Duck Games. 
   
   
  38 
   
  
   
  ULTIMATE TEMPTATION 
  Your legacy of fell bargains with damnable powers has 
  gifted you with the incredible ability to reshape reality 
  itself at the whispered plea of another ... for a price. 
  Prerequisite(s): Touch of corruption class 
  feature, Welcome Pain feat. 
  Benefit(s): You can expend 10 uses of touch of 
  corruption to grant a wish to a mortal humanoid 
  other than yourself, as per limited wish, with a 
  caster level equal to your antipaladin level. The 
  saving throw against this, if any, is equal to 10 + 
  1/2 your antipaladin level + your Cha bonus. 
  You must provide material components as normal, 
  or you may choose to suffer 1 temporary negative 
  level plus 1 additional negative level for each 
  1,000 gold pieces otherwise required for the spell 
  replicated. These negative levels are removed 
  after 24 hours (they never become permanent), 
  and cannot be overcome in any way except by 
  waiting for the duration to expire. 
  You must abide by the wording of their wish; you 
  may, however, choose to creatively interpret a 
  poorly-phrased wish, and you may demand 
  payment of any kind. 
  UNDYING ROT 
  You can infect the recently dead with a curse of lesser, 
  mindless, uncontrolled undeath. 
  Prerequisite(s): Hand of pestilence class feature. 
  Benefit(s): You may defile a fresh, mostly-intact 
  corpse as a full-round action that provokes attacks 
  of opportunity. If the body has been dead for more 
  than an hour, this requires a minute instead of a 
  round. 
  The corpse rises as a plague zombie after 2d6 
  hours, as if the victim had been infected with 
  zombie rot at the time of its death. If the body is 
  burned, blessed (via the bless spell) or buried in 
  area under the effects of a consecrate spell before 
  it rises, the corpse does not rise. 
  You possess no special control over the zombie, 
  and it does not recognize you as its creator. 
  VILE SCOURGE 
  Your corruptive power is even more difficult to resist. 
  Prerequisite(s): Class level 5th, scourge class 
  feature. 
  Benefit(s): The DC to resist your scourge class 
  ability increases by +1. 
  Special: You can gain this feat up to three times. 
  Its effects stack. 
   
   
  39 
   
  
   
  MONSTERS OF MALICE 
  Presented below are all of the monsters or 
  creatures used or referenced in this book as well 
  as a few NPCs. Not all are evil, but all are 
  included or referenced elsewhere in this book. 
  NPC: SIR GREGOR BERENGAR, KNIGHT 
  OF FLAMES (CR 18) 
  CR 18 
  XP 153,600 
  Male human graveknight antipaladin 17 
  CE Medium undead (augmented humanoid) 
  Init +6; Senses darkvision 60 ft.; Perception +27 
  Aura cowardice (10 ft.), depravity (10 ft.), despair (10 ft.), 
  sacrilegious aura (30 ft., DC 24), sin (10 ft.), vengeance (10 ft.) 
  DEFENSE 
  AC 33, touch 14, flat-footed 31 (+11 armor, +2 deflection, +1 Dex, 
  +1 dodge, +5 natural, +3 shield) 
  hp 268 (17d10+170) 
  Fort +22, Ref +13, Will +18 
  Defensive Abilities channel resistance +4, rejuvenation; DR 
  10/magic and 5/good; Immune cold, electricity, fire (ruinous 
  revivification), undead traits; SR 29 
  OFFENSE 
  Speed 20 ft. 
  Melee +3 longsword +28/+23/+18/+13 (1d8+10/19–20 plus 4d6 
  fire), slam +24 (1d4+7) 
  Ranged +1 composite longbow +20/+15/+10/+5 (1d8+1/×3) 
  Special Attacks channel destruction, channel negative energy (DC 
  24, 9d6), devastating blast (10d6 fire, DC 24), smite good 6/day (+6 
  attack and AC, +17 damage), undead mastery (DC 24) 
  Antipaladin Spell-Like Abilities (CL 17th; concentration +23) 
  At will—detect good 
  Antipaladin Spells Prepared (CL 14th; concentration +20) 
  4th—fear (DC 20), greater invisibility 
  3rd—dispel magic, nondetection, vampiric touch 
  2nd—blindness/deafness (DC 18), corruption resistance, 
  invisibility, silence (2, DC 18) 
  1st—command (DC 17), disguise self, protection from good, 
  protection from law, read magic, summon monster I (evil 
  creatures only) 
  TACTICS 
  Before Combat Sir Gregor is no fool. He uses great cunning to 
  plan the destruction of followers of good gods, most especially 
  gods of loyalty, honor, or similar. He avoids combat if he does 
  not fully understand his opponent’s capabilities- otherwise he 
  wades into combat boldly. 
  During Combat Sir Gregor prefers to fight from the back of his 
  faithful steed Morgari, making use of Morgari’s exceptional 
  mobility. However, if Morgari is destroyed in combat, or Sir 
  Gregor is forced to fight alone for some other reason, he is 
  happy to fight with all advantages on his side, using greater 
  invisibility and silence cast on his longsword to slaughter those 
  who would otherwise depend on spells or command-word 
  activated magic items for their defense. Alternatively, he tosses 
  devastating blasts  
  Morale Sir Gregor is absolutely devoted to the destruction of the 
  followers of good gods, and most especially gods of honor, duty, 
  or loyalty. He typically travels with a number of intelligent and 
  unintelligent undead under his control who have standing 
  orders to recover his armor if he is ever slain and to take it 
  somewhere safe, away from enemies, while he rejuvenates. 
  STATISTICS 
  Str 24, Dex 14, Con —, Int 20, Wis 14, Cha 22 
  Base Atk +17; CMB +24 (+26 overrun); CMD 39 (41 vs. overrun) 
  Feats Dodge, Greater Vital Strike, Improved InitiativeB, Improved 
  Overrun, Improved Vital Strike, Intimidating Prowess, Mounted 
  CombatB, Power Attack, Ride-By AttackB, Shield Focus, Step Up, 
  ToughnessB, Vital Strike, Weapon Focus (longsword) 
  Skills Bluff +25, Diplomacy +23, Intimidate +41, Knowledge (local) 
  +22, Perception +27, Profession (merchant) +6, Ride +25, Sense 
  Motive +22, Stealth +17 
  Languages Abyssal, Common, Necril, Orc, +2 additional 
  SQ cruelties (cursed, nauseated, poisoned, sickened, staggered), 
  fiendish boon (fiendish servant), phantom mount, revitalizing 
  corruption, ruinous revivification (fire), touch of corruption 14/day 
  (8d6) 
  Combat Gear potions of fly (2), potion of haste; Other Gear +2 
  adamantine full plate, +1 buckler, +1 composite longbow with 40 
  arrows, +3 longsword, amulet of natural armor +1, belt of physical 
  might +2 (Str, Dex), headband of mental prowess +2 (Int, Cha), ring 
  of protection +2, diamond dust (worth 50 gp), 168 gp 
  SPECIAL ABILITIES 
  Auras (Su) 
  We have combined some of the antipaladin aura effects 
  into one entry for clarity and convenience during a 
  combat. 
  All enemies within 10 feet of Sir Gregor... 
  • 
  Suffer a –4 penalty on saving throws 
  against fear and compulsion effects. 
  Creatures that are normally immune to 
  fear lose that immunity while within this 
  area.  
  40 
   
  
   
  • 
  Suffer a –2 penalty on all other saving 
  throws. 
  Additionally, as a free action, Sir Gregor can 
  expend two uses of his smite good ability to grant 
  the ability to smite good to all of his allies within 
  10 feet of himself, using his bonuses. Allies must 
  use this ability by the start of his next turn and 
  the bonuses last for 1 minute. Good creatures gain 
  no benefit from this ability. 
  Lastly, Sir Gregor’s weapons are treated as evil-
  aligned for the purposes of overcoming damage 
  reduction and any attack made against an enemy 
  within 10 feet of him is treated as evil-aligned for 
  the purposes of overcoming damage reduction. 
  Channel Destruction [Fire] (Su) 
  Any weapon Sir Gregor wields seethes with heat, 
  and deals an additional 4d6 points of fire damage. 
  Devastating Blast (Su) 
  Three times per day, Sir Gregor may unleash a 
  30-foot cone of fire as a standard action. This blast 
  deals 10d6 points of fire damage (Reflex DC 24 for 
  ½ damage). 
  Phantom Mount (Su) 
  Once per hour, Sir Gregor can summon the 
  remains of his faithful steed Morgari who served 
  him loyally life. Morgari appears as a skeletal war 
  horse with burned flesh and blackened bones. He 
  can carry Sir Gregor, one additional Medium-sized 
  rider and up to 170 pounds of equipment. If 
  Morgari is destroyed, he can be summoned again 
  with full hit points 1 hour later. 
  Morgari Statistics 
  AC 18 (-1 size, +4 natural armor, +5 Dex)  
  hp 24 (7 +1 hit point per Gregor HD). If reduced to 0 or 
  less hp, it disappears. 
  Speed 100 ft. 
  In addition, Morgari can… 
  • Ride over sandy, muddy, or swampy ground without 
  difficulty or decrease in speed. 
  • Use water walk at will (as the spell, no action 
  required to activate this ability). 
  • Use air walk at will (as the spell, no action required to 
  activate this ability) for up to 1 round at a time, after 
  which it falls to the ground. 
  • Fly at speed 100 ft. with a +17 bonus on Fly skill 
  checks. 
  Rejuvenation (Su) 
  At dawn the day after Sir Gregor is destroyed, his 
  armor begins to rebuild his body. This process 
  takes 1d10 days—if his body is destroyed before 
  that time passes, the armor merely starts the 
  process anew. After this time has elapsed, Sir 
  Gregor wakens fully healed. 
  Revitalizing Corruption (Ex) 
  Sir Gregor has the ability to restore his own hit 
  points with touch of corruption as a swift action. 
  Doing so still requires a free hand, causing him to 
  lose his shield bonus to AC for that round. 
  Ruinous Revivification [Fire] (Su) 
  Sir Gregor was slain within the temple of his god 
  Diadem, the god of honor and loyalty, when he 
  was locked within and it was set ablaze by other 
  followers of Diadem who decided he had swayed 
  from the teachings of their god and so now posed a 
  grave threat to the world. Sir Gregor swore an 
  oath upon his death to wield the power of the 
  flames against followers of his god, his god who he 
  decided had betrayed him, Diadem’s greatest and 
  most loyal follower. 
  Sir Gregor chose fire at the time of his death and 
  rebirth, and so fire influences the effects of several 
  of his special abilities. 
  Sacrilegious Aura (Su) 
  Sir Gregor constantly exudes an aura of intense 
  evil and negative energy in a 30-foot radius. This 
  aura functions as the spell desecrate and uses his 
  armor as an altar of sorts to double the effects 
  granted. Sir Gregor constantly gains the benefits 
  of this effect (including the bonus hit points, as 
  41 
   
  
   
  this aura is part of his creation). In addition, this 
  miasma of fell energies hinders the channeling of 
  positive energy. Any creature that attempts to 
  summon positive energy in this area—such as 
  through a cleric's channel energy ability, a 
  paladin's lay on hands, or any spell with the 
  healing subtype—must make a DC 24 
  concentration check. If the check fails, the effect is 
  expended but does not function. 
  Undead Mastery (Su) 
  As a standard action, Sir Gregor can attempt to 
  bend any undead creature within 50 feet to his 
  will. The targeted undead must succeed at a Will 
  save or fall under Sir Gregor's control. This 
  control is permanent for unintelligent undead; an 
  undead with an Intelligence score is allowed an 
  additional save every day to break free. A creature 
  that successfully saves cannot be affected again by 
  Sir Gregor for 24 hours. Sir Gregor can control up 
  to 85 Hit Dice of undead creatures. If he exceeds 
  this number, the excess from earlier uses of the 
  ability becomes uncontrolled, as per animate 
  dead. 
  ABOUT THIS CHARACTER 
  Sir Gregor Berengar is a tragic figure. He once 
  stood as the greatest single follower of Diadem, 
  the greatest god of duty, honor, and loyalty. He 
  served Diadem as an absolutely faithful follower 
  for most of his life, standing as a symbol of what it 
  truly means to respect order and structure. Sadly, 
  in his final years in the order he began to display 
  signs of impending madness. He began to take the 
  teachings of Diadem to further and further 
  extremes, ultimately getting lost within his own 
  twisted maze of what is order and what is duty 
  and what the world has become when left to its 
  own devices. He decided that order must be 
  imposed before man destroys the greatest gift 
  given to him, the very world man inhabits. 
  To this end he assumed control over the land he 
  once served, declaring that all must follow his 
  commands, to the letter, or be slain. The church of 
  Diadem quickly determined that Gregor had lost 
  his mind. They prayed extensively to Diadem for 
  guidance and wisdom but all they gleaned was 
  that either Gregor must be destroyed, or his will 
  is good- that is, if he is allowed to succeed then it 
  is the will of Diadem that he does so. The church 
  could not allow this to happen and so formed a 
  plot to see to his demise. Even his own children 
  saw the monster he had become and decided to 
  work with the church and so the plot was hatched 
  to entrap Gregor within the temple, along with his 
  foul steed Morgari, at which point the church 
  would be destroyed by fire, removing all remnants 
  of Gregor from the world. 
  With his dying breath, Gregor swore a new oath, 
  that to serve Thuel until his ultimate destruction. 
  Thuel is the god of battle, rage, anger, lust, and 
  revenge and this more than adequately served 
  Gregor’s needs. Thuel happily accepted Gregor’s 
  oath and thus was born a new Sir Gregor,  
  NPC: MOIRA DÉ ANANKE (CR 22) 
  This ghostly figure is often encountered singing softly to 
  herself with her head down, and combing her beautiful 
  long red hair with a golden comb. She is dressed in 
  green translucent garments. 
  CR 22 
  XP 614,400 
  Female banshee bard 9 
  CE Medium undead (incorporeal) 
  Init +16; Senses darkvision 60 ft., hear heartbeat; Perception +40 
  DEFENSE 
  AC 38, touch 33, flat-footed 25 (+5 armor, +10 deflection, +12 Dex, 
  +1 dodge) 
  hp 433 (28 HD; 19d8+9d8+308) 
  Fort +19, Ref +26, Will +24; +4 vs. bardic performance, language-
  dependent, and sonic 
  Defensive Abilities incorporeal; Immune undead traits 
  Weaknesses sunlight powerlessness 
  OFFENSE 
  42 
   
  
   
  Speed fly 60 ft. (perfect) 
  Melee incorporeal touch +33 (14d6 negative energy plus terror) 
  Special Attacks bardic performance 36 rounds/day (move action; 
  countersong, dirge of doom [DC 24], distraction, fascinate [DC 24], 
  inspire competence +3, inspire courage +2, inspire greatness, 
  suggestion [DC 24]), wail (DC 31), terror (DC 29) 
  Bard Spells Known (CL 9th; concentration +19) 
  3rd (5/day)—fear (DC 23), major image (DC 23), sculpt sound, 
  slow (DC 23) 
  2nd (7/day)—blindness/deafness (DC 22), detect thoughts (DC 
  22), hold person (DC 22), suggestion (DC 22) 
  1st (8/day)—charm person (DC 21), grease (DC 21), hideous 
  laughter (DC 21), unseen servant, ventriloquism (DC 21) 
  0 (at will)—detect magic, ghost sound (DC 20), mage hand, 
  message, open/close, prestidigitation (DC 20) 
  TACTICS 
  Before Combat Moira is often encountered near rivers, playing 
  her flute or singing softly to herself. She makes no special 
  preparations before combat except to use her wail ability as 
  soon as at least one male comes within 40 ft. of her. 
  During Combat Moira focuses all of her efforts on the most 
  attractive male in any group which encounters her. After wailing, 
  she uses her spells interchangeably with her incorporeal touch 
  attacks to slay any remaining males. She completely ignores 
  females of all races unless blatantly attacked by one. 
  Morale Moira is solely dedicated to destroying males but if she 
  feels she is in danger of being destroyed she will flee into a 
  nearby river or body of water. 
  STATISTICS 
  Str —, Dex 34, Con —, Int 10, Wis 20, Cha 30 
  Base Atk +20; CMB +32; CMD 53 
  Feats Ability Focus (wail), Alertness, Combat Reflexes, Dodge, Extra 
  Performance, Flyby Attack, Improved Initiative, Iron Will, Lightning 
  Reflexes, Mobility, Step Up, Toughness, Weapon Focus (touch), Wind 
  Stance 
  Skills Fly +20, Intimidate +40, Knowledge (local) +21, Knowledge 
  (nobility) +21, Perception +40, Perform (dance) +41, Perform (sing) 
  +41, Sense Motive +7 
  Languages Common, +1 additional 
  SQ bardic knowledge +4, lore master 1/day, versatile performance 
  (dance, sing) 
  Gear ghost touch bracers of armor +5, headband of alluring 
  charisma +6 
  SPECIAL ABILITIES 
  Hear Heartbeat (Ex) 
  Moira can sense the beating hearts of living 
  creatures within 60 feet, as the blindsight ability. 
  Terror (Su) 
  A creature damaged by Moira’s touch attack must 
  make a DC 23 Will save. Failure means that the 
  victim cowers in fear for 1d3 rounds. If a target is 
  protected against fear by a dispellable effect (such 
  as the heroes’ feast or mind blank spells), Moira’s 
  touch attempts to dispel one such effect with 
  greater dispel magic (CL 14th). Negative energy 
  damage caused by her touch can only harm the 
  living; it cannot heal undead. This is a mind-
  affecting fear effect. The save DC is Charisma-
  based. 
  Wail (Su) 
  Once per minute, Moira may wail as a full-round 
  action. The wail lasts until the beginning of her 
  next turn. All creatures within 40 feet of her when 
  she begins her wail, as well as all creatures that 
  end their turn within that radius, must make a 
  DC 23 Fortitude save. (This save is only required 
  once per wail.) Creatures under the effects of a 
  fear effect take a –4 penalty on this save. 
  Creatures that make their save are sickened for 
  1d6 rounds. Those that fail take 140 points of 
  damage (as if affected by a CL 14 wail of the 
  banshee). If she is damaged during a wail, she 
  must make a Will save (DC 15 + damage taken) to 
  maintain the wail; otherwise it ends. This is a 
  sonic death effect. Banshee wails are 
  supernaturally powerful, and penetrate the effect 
  of any spell of 3rd level or lower that creates 
  silence. The save DC is Charisma-based. 
  ABOUT THIS CHARACTER 
  Moira is a deadly foe and should be used with 
  caution by the GM. 
  Moira is the ghost of a famous entertainer killed 
  by her husband after he slit her throat so he could 
  be exclusively with his mistress. Before she died 
  she led a very successful career as a bard, playing 
  for famous nobles and wealthy merchants. Since 
  her death she has been solely focused on 
  destroying all men whom she now sees as a curse 
  upon the world. 
  43 
   
  
   
  BLOODKNIGHT (CR 12) 
  A heavily armored figure dismounts from an ebony 
  horse. What little you can see on the knight is the color of 
  fresh cream. 
  XP 19,200 
  Human vampire fighter 11 
  LE Medium undead (augmented humanoid) 
  Init +7; Senses darkvision 60 ft.; Perception +21 
  DEFENSE  
  AC 30; touch 14, flat-footed 26 (+10 armor, +3 Dex, +1 dodge, +6 
  natural) 
  hp 110 (11d10+50), fast healing 5 
  Fort +8, Ref +5, Will +5 
  Defensive Abilities channel resist +4; DR 10/magic and silver; 
  Immune undead traits; Resist cold  
  10, electricity 10 Weaknesses challenges, vampire weaknesses 
  OFFENSE  
  Speed 30 ft. 
  Melee +1 unholy longsword +22/+17/+12 (1d8+7/19-20) and slam 
  +16 (1d4+3 plus energy  
  drain) or armor spikes +18/+13/+6 (1d6+3), or slam +21 (1d4+7 
  plus energy drain) 
  Special Attacks blood drain, create spawn, energy drain (1 level, DC 
  19), weakening gaze, weapon training (swords +2, natural +1) 
  STATISTICS  
  Str 24, Dex 16, Con -, Int 16, Wis 16, Cha 18 
  Base Atk +11; CMB +18; CMD 31 
  Feats AlertnessB, Bleeding Critical, Combat Expertise, Combat 
  Reflexes, Critical Focus, Disruptive, DodgeB, Great FortitudeB, 
  Improved InitiativeB, Improved Vital Strike, Lunge, Mobility, 
  Spellbreaker, Spring Attack ToughnessB, Vital Strike, Weapon Focus 
  (longsword), Weapon Specialization (longsword), Whirlwind Attack 
  Skills Bluff +17, Diplomacy +9, Intimidate +17, Knowledge 
  (dungeoneering) +7, Knowledge (history) +5, Knowledge (nobility) +7, 
  Perception +21, Profession (solider) +15, Ride +11, Sense Motive 
  +17, Stealth +19, Survival +5 
  Languages Common, Draconic, Orc 
  SQ armor training 3, call dark steed, enhance weapons and armor, 
  gaseous form, immunity to cursed weapons and armor, rejuvenation, 
  shadowless, spider climb 
  SPECIAL ABILITIES  
  Blood Drain (Su) 
  A bloodknight may suck blood from a grappled 
  opponent; if it establishes or maintains a pin it 
  drains blood, dealing 1d4 points of Constitution 
  damage. The bloodknight heals 5 hit points of 
  damage, or gains 5 temporary hit points for an 
  hour (up to a maximum equal to its full normal hit 
  points) each round it drains blood. 
  Call Dark Steed (Su) 
  A bloodknight may summon a dark steed to serve 
  it. This acts like the paladin’s divine bond ability, 
  except it summons a fiendish mount. 
  Exceptionally powerful and charismatic 
  bloodknights ride nightmares, gorgons or other 
  mighty creatures. 
  Create Spawn (Su) 
  A bloodknight can create spawn out of those it 
  slays with its blood drain or energy drain, 
  provided that the slain creature is of the same 
  creature type as the bloodknight’s base creature 
  type. The victim rises from death as a vampire in 
  1d4 days, under the command of the bloodknight. 
  A bloodknight may have enslaved spawn totaling 
  no more than twice its own hit dice; any spawn it 
  creates that exceeds this limit are free-willed 
  undead. The bloodknight may free enslaved 
  spawn to create new spawn, but can never regain 
  control over the freed undead again. The 
  bloodknight can elect to create a full-fledged 
  bloodknight in place of a spawn, but rarely do so, 
  viewing them as dangerous rivals. At most, a 
  bloodknight may create a single of its own kind to 
  serve as a squire. 
  Enhance Weapons and Armor (Su) 
  Any melee weapon that a bloodknight wields 
  gains either the unholy or wounding special 
  ability. Any armor the bloodknight wears gains 
  either the improved shadow or the undead 
  controlling special ability. These powers function 
  only for the bloodknight, and are chosen upon the 
  generation of the bloodknight. Once the 
  bloodknight is destroyed, the weapons lose these 
  powers permanently. 
  44 
   
  
   
  Gaseous Form (Su) 
  As a standard action, a bloodknight can assume 
  gaseous form (CL 5) at will, but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Immunity to Cursed Items 
  A bloodknight can use and wield cursed items 
  without suffering any negative effects, and 
  frequently uses cursed weapons. Any cursed items 
  function as the beneficial (or opposite) versions of 
  the item while in the bloodknights possession. If 
  the item has no beneficial version of itself, it 
  simply does not function while in the bloodknights 
  possession. For example, a -2 cursed weapon 
  functions as a +2 weapon instead. 
  Rejuvenation (Su) 
  A bloodknight reduced to 0 hit points in combat is 
  reduced to gaseous form, and attempts to escape. 
  It must reach its coffin within 2 hours or be 
  utterly destroyed. Once the bloodknight is at rest, 
  it is helpless, and regains 1 hit point after an 
  hour, then is no longer helpless, and resumes its 
  fast healing. 
  Shadowless (Ex) 
  A bloodknight casts no shadow, and creates no 
  reflection in a mirror. 
  Spider Climb (Ex) 
  As per the spell, at will. 
  Weakening Gaze (Su) 
  A bloodknight can slow the mind and reactions of 
  their opponents as a standard action. Anyone that 
  the bloodknight targets must make a Will save 
  DC 19, or suffer a-3 to their initiative, any hit 
  rolls, mental skills, and Will saves for 24 hours. 
  Once a target fails a save against a bloodknight’s 
  gaze, they cannot be affected again by the same 
  bloodknight for 24 hours. The range of this ability 
  is 30 feet. 
  WEAKNESSES 
  Aversion to Garlic 
  Just as with common vampires, bloodknights 
  cannot tolerate the odor of garlic, and will not 
  enter an area laced with it. 
  Revulsion to Mirrors 
  Bloodknights recoil from mirrors and holy 
  symbols, remaining at least 5 feet away from the 
  object, and are unable to touch or make melee 
  attacks against a creature holding such items. 
  After 1 round, the bloodknight may make a DC 25 
  Will save to overcome this revulsion. 
  Permission to Enter 
  A bloodknight cannot enter a private home or 
  dwelling unless invited in by someone with the 
  authority to do so (the owner of the residence or a 
  previously invited guest.) 
  Answer the Challenge 
  Bloodknights are irresistibly compelled to battle 
  any creature that directly challenges them to 
  single (one-on-one) combat. As long as the being 
  that challenged them does not flee, no other 
  creature attempts to attack the bloodknight or aid 
  the bloodknight’s target and the sun is not within 
  a half hour of rising, the bloodknight will focus all 
  its attacks on the challenger until it slays them. 
  Sunlight 
  Exposing a bloodknight to natural sunlight 
  staggers it on the first round of exposure, and 
  destroys it utterly on the second consecutive 
  round of exposure. 
  Running Water 
  A bloodknight immersed in running water takes 
  damage equal to 1/3 its maximum hit points each 
  45 
   
  
   
  round it is immersed. If it is reduced to 0 hit 
  points in this way it is utterly destroyed. 
  Stake through the Heart 
  Driving a wooden stake through a bloodknight’s 
  heart causes it to enter a state of suspended 
  animation. It gains the helpless condition until 
  the stake is removed but it is not destroyed. If the 
  stake is removed it is no longer helpless and acts 
  normally. 
  If its head is severed and burned or anointed with 
  holy water while the bloodknight is so staked, the 
  bloodknight is permanently destroyed. 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure NPC gear (-1 cursed longsword, +1 full plate of rage with 
  silver armor spikes, belt of giant strength +2, cloak of resistance +2, 
  horn of fog) 
  Bloodknights are a brutal subspecies of vampire, 
  calling themselves the “blessed of Hell”. If not in 
  control of a barony of their own, they work for 
  powerful undead lords (usually a lich or greater 
  mummy). Even the most powerful undead keeps a 
  careful eye on bloodknight servants as they have 
  been known to forcefully depose of their “masters.” 
  Bloodknights enjoy creating cursed magic items 
  both for their own use, and to scattered about for 
  others to find. 
  FEY RIVER ELK (CR 4) 
  N Large animal 
  Init +2; Senses low-light vision; Perception +8 
  DEFENSE 
  AC 14, touch 11, flat-footed 11 (+4 Dex, +1 natural, -1 size) 
  HP 25 (3d8+12) 
  Fort +7, Ref +9, Will +3 
  Defensive Abilities +4 bonus on saves against mind-affecting effects, 
  resist cold and electricity 10, and DR 5/cold iron 
  OFFENSE 
  Speed 50 ft., swim 30 ft., fly 75 ft. (good) 
  Melee gore +3 (1d8+2) or 2 hooves -1 (1d6 -1) 
  Space 10 ft.; Reach 5 ft. 
  Spell-like Abilities (CL 4th; concentration +6) 
   
  3/day—dancing lights 
  1/day—faerie fire, entangle (DC 13), glitterdust (DC 11) 
  STATISTICS 
  Str 15, Dex 19, Con 18, Int 4, Wis 15, Cha 8 
  Base Atk +2; CMB +6; CMD 18 (22 vs. trip) 
  Feats Endurance, Lightning Reflexes, Run 
  Skills Bluff +3, Fly +8, Perception +8, Stealth +8, Swim +11 
  Languages Sylvan 
  SPECIAL ABILITIES 
  Trackless Step (Ex) A fey creature does not 
  leave a trail in natural surroundings and cannot 
  be tracked. It can choose to leave a trail, if it so 
  desires. 
  ECOLOGY 
  Environment cold or temperate plains 
  Organization solitary 
  Treasure none 
   
  GIANT HYENA BEAST OF CHAOS (CR 4) 
  CN Large magical beast (augmented) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +16 
  DEFENSE 
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size) 
  HP 21 (2d10+10) 
  Fort +7, Ref +4, Will +1 
  Defensive Abilities evasion, immunity to confusion, fear, hold animal, 
  hold monster, slow, and haste, SR 15 
  OFFENSE 
  Speed 50 ft. 
  Melee bite +7 (1d8+6 plus trip) 
  Space 10 ft., Reach 10 ft. 
  STATISTICS 
  Str 20, Dex 13, Con 19, Int 2, Wis 13, Cha 10 
  Base Atk +2; CMB +7; CMD 18 (22 vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Perception +16, Stealth +1; Racial Modifiers +4 Stealth in tall 
  grass 
  SPECIAL ABILITIES 
  Frightful Presence (Ex) 
  When a beast of chaos growls, roars, hisses, or makes any other 
  sound common to its animal type, all creatures within 30 feet that 
  hear it and those with fewer HD than the beast of chaos must 
  46 
   
  
   
  succeed on a Will save (DC 10 + 1/2 the beast of chaos’ HD + the 
  beast of chaos’ Charisma modifier) or become shaken for 5d6 
  rounds. 
  Rage (Ex) 
  In the presence of bright light (a daylight spell, continual flame, but 
  not actual sunlight), a beast of chaos flies into a berserk rage, 
  attacking until either it or its opponent is dead. It gains +4 Strength 
  and –4 AC while enraged. It cannot end its rage voluntarily. If the 
  source of light is removed, the creature’s rage ends 1d4 rounds later. 
  The beast is fatigued (–2 to Strength and Dexterity) for the remainder 
  of the encounter. 
  Trip (Ex) 
  A beast of chaos can make a trip attempt on a successful attack. 
  ECOLOGY 
  Environment warm plains 
  Organization solitary 
  Treasure none  
  You can find the beast of chaos template, and 
  much more, in the Tome of Horrors Complete by 
  Necromancer Games, Inc., published and 
  distributed by Frog God Games. 
  MYTHICAL AXE BEAK (CR 4) 
  This stout flightless bird stands upon two long, powerfully muscled 
  and taloned legs, but it is its wicked axe-shaped beak looks as if it 
  could rend steel. 
  LN Large animal 
  Init +9; Senses low-light vision; Perception +15 
  DEFENSE 
  AC 16, touch 14, flat-footed 11 (+5 Dex, +4 natural, -1 size) 
  HP 67 (6d8+36) 
  Fort +11, Ref +10, Will +12 
  OFFENSE 
  Speed 60 ft. 
  Melee bite +13 (2d6+15) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks sudden charge 
  STATISTICS 
  Str 30, Dex 21, Con 22, Int 2, Wis 15, Cha 14 
  Base Atk +4; CMB +15; CMD 30 
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception), Stable Gallop 
  Skills Perception +15; Racial Modifiers +4 Perception 
  SPECIAL ABILITIES 
  Stable Gallop 
  A mythical axe beaks AC penalty when charging is halved. The 
  penalties on ranged attacks made by its rider are reduced by 1 when 
  a mythical axe beak takes a double move and by 2 when running 
  (minimum penalty of 0). A rider of a mythical axe beak gains a +4 
  bonus on concentration checks caused it is required to make when 
  the mythical axe beak moves. 
  Sudden Charge (Ex) 
   
  When making a charge attack, a mythical axe beak makes a single 
  bite attack. If successful, it may also attempt to trip its opponent as a 
  free action without provoking an attack of opportunity. If the attempt 
  fails, the axe beak cannot be tripped in return. 
  ECOLOGY 
  Environment temperate plains 
  Organization solitary 
  Treasure incidental  
  The eyes of this creature betray a wisdom unseen 
  in common axe beaks. 
  You can find the mythical template, and much 
  more, in the Tome of Horrors Complete by 
  Necromancer Games, Inc., published and 
  distributed by Frog God Games. 
  PLAGUEWYRM (CR 14) 
  This centipede-like creature is as large as a medium-
  sized dog with an ebon carapace covered in thick slime 
  and viscera. Its malevolent eyes are a sickly yellow and 
  burn with furious intensity as a clear ichor drips from 
  its gaping maw. 
  XP 38,400 
  NE Medium magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 20 ft.; 
  Perception +4 
  DEFENSE 
  AC 29, touch 16, flat-footed 23 (+6 Dex, +13 natural) 
  hp 88 (13d10) 
  Fort +12, Ref +14, Will +4; +4 profane bonus vs mind-affecting 
  effects 
  DR 10/piercing or slashing; Immune mind-affecting effects; Resist 
  acid 30 
  OFFENSE 
  Speed 40 ft., burrow 10 ft., climb 20 ft. 
  Melee 2 claws +17 (3d8+4), mandibles +17 (4d6+2) 
  Special Attacks constrict (3d4+4) 
  47 
   
  
   
  STATISTICS 
  Str 18, Dex 22, Con 11, Int 2, Wis 6, Cha 2 
  Base Atk +13; CMB +17; CMD 33 (can't be tripped) 
  Skills Climb +14, Intimidate +4, Perception +4, Stealth +8 
  SPECIAL ABILITIES 
  Spread Disease (Ex) Bubonic Plague: Claws or 
  Mandibles—injury; save Fort DC 17; onset 1 day; 
  frequency 1/day; effect 1d4 Con damage and 1 Cha 
  damage and target is fatigued; cure 2 consecutive 
  saves. Any creature that touches the infected 
  target, is touched by the target, or spends more 
  than an hour in a confined space with the target 
  must make a save against the disease's DC or 
  contract the disease. 
  ECOLOGY 
  These insectile beasts are a vile perversion of the 
  symbiotic parasites that most mortal creatures 
  play host to. Dramatically enlarged and hostless, 
  these creatures know little but avaricious hunger, 
  which makes them incredibly aggressive and 
  dangerous monsters. Their limited minds are 
  warped by the process that transforms them into 
  these monstrous beasts, giving them the desire to 
  inflict pain and suffering upon their victims. 
  An adult plaguewyrm can be up to 4 feet long and 
  weigh nearly 60 pounds, possessing armor-plated 
  skin and a draconic visage, which partly gives it 
  its name. As magically created beasts, they do not 
  have any formal social structures. They merely 
  exist to eat and spread disease. 
  48 
   
  
   
  APPENDIX 1: 
  OATHBREAKER 
  TEMPLATE (CR +0) 
  Not every paladin or antipaladin is able to 
  maintain the edicts of their god or goddess. Some 
  may lose their way, never to recover. However, 
  there are others that manage to find a new path 
  to power out of the ruins of the old. These ex-
  paladins and ex-antipaladins have found a way to 
  channel their convictions into new powers by 
  consuming external magical energies. 
  “Oathbreaker” is an acquired template that can be 
  added to any former paladin or antipaladin. An 
  oathbreaker uses all the base creature's statistics 
  and special abilities except as noted here. 
  An oathbreaker discovers new powers as 
  determined by their new alignment and their 
  former class abilities.  
  Mana Charge (Su) 
  An oathbreaker gains the ability to fuel class 
  abilities by draining charges from wands, staves 
  or other charged magical items, by spell level, as a 
  free action. The magical item drained must be in 
  the oathbreakers physical possession, though it 
  need not be wielded. The number of spell levels 
  that must be drained, if any, depend upon the 
  power used and are listed as a cost for using that 
  power; spell levels drained in excess of the cost to 
  use the ability are lost. Should an item possess 
  insufficient charges or spell levels, the drain fails 
  to function and the ability is not activated. 
   
  For example, Sephia, a 5th level former paladin gains 
  this template because for whatever reason her alignment 
  changed from lawful good to lawful neutral. She loses 
  access to her normal class abilities and gains the 
  abilities of the lawhunter instead. Instead of using her 
  former smite evil ability, she gains access to the tellurian 
  grievance class ability. To use it, she must use a free 
  action to drain a charge out of the wand of fireballs she 
  carries in her backpack. When she does so, the charge 
  grants her three spell levels to fuel her powers, since 
  fireball is a 3rd-level spell. However, the tellurian 
  grievance ability only uses one spell level, so the 
  remaining two are lost. 
   
   
  49 
   
  
   
  Consult Table: Oathbreaker Variant Powers to determine which powers an oathbreaker gains. In the 
  case of abilities that are listed as one ability or another, one must be chosen; once that choice is made, it is 
  permanent. 
  LG 
  LN 
  LE 
  NG 
  TN 
  NE 
  CG 
  CN 
  CE 
  Paladin 
  Lawhunter 
  Lord of 
  Darkness 
  Holy Servitor 
  Mortal 
  Paragon 
  Knight of 
  Avarice 
  Deliverer 
  Errant Templar 
  Antipaladin 
  Aura of Good 
  Aura of 
  Authority 
  Aura of Evil 
  Aura of Good 
  Aura of 
  Balance 
  Aura of Evil 
  Aura of Good 
  Aura of Chaos 
  Aura of Evil 
  Detect Evil 
  Detect 
  Danger ❖ 
  Detect Danger 
  ❖ 
  Detect Danger 
  ❖ 
  Detect Danger 
  ❖ 
  Detect Danger 
  ❖ 
  Detect Danger 
  ❖ 
  Detect Danger 
  ❖ 
  Detect Good 
  Smite Evil 
  Tellurian 
  Grievance * 
  Smite Good 
  Righteous 
  Retribution * 
  Parity Strike * 
  Ransacking 
  Blow * 
  Censure * 
  Illicit Drive * 
  Smite Good 
  Divine Grace 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Balanced 
  Recovery ❖ 
  Unholy 
  Resilience 
  Lay on Hands 
  Lay on 
  Hands or 
  Touch of 
  Corruption ⚝ 
  Touch of 
  Corruption ⚝ 
  Lay on Hands ⚝ 
  Lay on Hands 
  or Touch of 
  Corruption ⚝ 
  Touch of 
  Corruption ⚝ 
  Lay on Hands 
  ⚝ 
  Lay on Hands 
  or Touch of 
  Corruption ⚝ 
  Touch of 
  Corruption 
  Aura of Courage 
  Courageous 
  Heart ❖ 
  Aura of 
  Obedience 
  Courageous 
  Heart ❖ 
  Aura of Peace 
  ⚝ 
  Courageous 
  Heart ❖ 
  Aura of 
  Freedom ⚝ 
  Courageous 
  Heart ❖ 
  Aura of 
  Cowardice 
  Divine Health 
  Paragon of 
  Fortitude ❖ 
  Blood Tracker 
  ❖ 
  Mortal Empathy 
  ❖ 
  Paragon of 
  Fortitude ❖ 
  Blood Tracker 
  ❖ 
  Mortal Empathy 
  ❖ 
  Paragon of 
  Fortitude ❖ 
  Plaguebringer 
  Mercy 
  Adamant ❖ 
  Cruelty ⚝ 
  Mercy ⚝ 
  Adamant ❖ 
  Cruelty ⚝ 
  Mercy ⚝ 
  Adamant ❖ 
  Cruelty 
  Channel 
  Positive Energy 
  Stroke of 
  Law ❖⚝ 
  Stroke of Law 
  ❖⚝ 
  Stonebreaker 
  ❖⚝ 
  Stonebreaker 
  ❖⚝ 
  Stonebreaker 
  ❖⚝ 
  Stroke of Chaos 
  ❖⚝ 
  Stroke of Chaos 
  ❖⚝ 
  Channel 
  Negative 
  Energy 
  Spells 
  Spell 
  Resistance 
  ❖ 
  Spell 
  Resistance ❖ 
  Spell 
  Resistance ❖ 
  Spell 
  Resistance ❖ 
  Spell 
  Resistance ❖ 
  Spell 
  Resistance ❖ 
  Spell 
  Resistance ❖ 
  Spells 
  Divine Bond 
  Bond of Law 
  Bond of Law ❖ 
  Bond of Nature 
  Bond of 
  Nature 
  Bond of Nature 
  Bond of Chaos 
  Bond of Chaos 
  Fiendish Boon 
  Aura of Resolve 
  Aura of 
  Command 
  Aura of 
  Command ❖ 
  Aura of Light ❖ 
  Aura of 
  Stability 
  Aura of Cold 
  Darkness ❖ 
  Aura of 
  Pandemonium 
  ❖ 
  Aura of 
  Pandemonium 
  Aura of 
  Despair 
  Aura of Justice 
  Establish 
  Order 
  Domination 
  Benevolence 
  Inevitable 
  Decree 
  Wicked Tongue 
  Mark of Mercy 
  Appeal Against 
  Authority 
  Aura of 
  Vengeance 
  Aura of Faith 
  Aura of 
  Loyalty ✝ 
  Aura of Sin ✝ 
  Aura of 
  Cooperation ✝ 
  Equalizing 
  Aura ✝ 
  Aura of 
  Selfishness ✝ 
  Aura of Mercy ✝ 
  Aura of Bedlam 
  ✝ 
  Aura of Sin 
  Aura of 
  Righteousness 
  Aura of 
  Ambition ������������ 
  Aura of 
  Hopelessness 
  ❖������������ 
  Aura of Hope ������������ 
  Aura of 
  Ambition ������������ 
  Aura of 
  Hopelessness 
  ������������ 
  Aura of Hope ������������ 
  Aura of 
  Ambition ������������ 
  Aura of 
  Depravity 
  Holy Champion 
  Champion of 
  Law ������������ 
  Champion of 
  Tyranny ❖������������ 
  Champion of 
  Righteousness 
  ������������ 
  Champion of 
  Balance ������������ 
  Champion of 
  Vice ������������ 
  Champion of 
  Freedom ������������ 
  Unpredictable 
  Champion ������������ 
  Unholy 
  Champion 
   
  * Should the character gain the patronage of a god or 
  goddess with an alignment within one step of their own, 
  along either the law/chaos axis or the good/evil axis, 
  they may opt to permanently exchange this power for the 
  ability to smite (alignment), which functions the same 
  as smite evil with the exception that it targets creatures 
  of an opposing alignment (chaotic for lawful neutral 
  characters, lawful for chaotic neutral characters, evil for 
  neutral good, and good for neutral evil). True neutral 
  characters may declare an alignment that they may 
  smite, but once declared, it may not be changed unless 
  they change both their alignment and their deity. Other 
  abilities that rely upon these may use smite (alignment) 
  as the prerequisite ability instead. 
  ❖ Should the character gain the patronage of a god or 
  goddess with an alignment within one step of their own, 
  along either the law/chaos axis or the good/evil axis, 
  50 
   
  
   
  they may opt to permanently exchange this power for the 
  paladin or antipaladin variant of this ability (as 
  appropriate to their alignment along the good/evil axis). 
  Characters that are neutral (along the good/evil axis) 
  may choose one or the other, but once their choice is 
  made, it is permanent and cannot be changed. 
  ⚝ Use of this power costs three spell levels. 
  ✝ Use of this power costs seven spell levels. 
  ������������ Use of this power costs nine spell levels. 
  Aura of Good/Evil 
  alternative class abilities 
  Aura of Authority (Ex): This aura is equivalent 
  to an aura of law. The power of a lawhunter’s aura 
  of authority (see the detect law spell) is equal to 
  her class level. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Balance (Ex): The power of a mortal 
  paragon’s aura of balance grants you a +1 bonus 
  to Diplomacy checks when interacting with any 
  neutral good, true neutral or neutral evil 
  characters or creatures. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Chaos (Ex): The power of an errant 
  templar’s aura of chaos (see the detect chaos spell) 
  is equal to his class level. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Detect Evil/Good 
  alternative class abilities 
  Detect Danger (Ex): You are able to detect 
  danger, granting you a +1 bonus to Initiative 
  checks. Additionally, you never caught flat-footed. 
  Smite Evil/Good 
  alternative class abilities 
  Censure (Su): Once per day, and at a cost of a 
  single spell level, the deliverer is capable of 
  forging her thoughts into a singular, powerful 
  action. As a swift action, the deliverer chooses one 
  target within sight for her censure. This functions 
  in similar fashion to a paladin’s smite evil, with 
  several distinct changes. Instead of adding her 
  class level to her damage rolls, she instead adds 
  her ½ her class level (rounded up) to her CMB and 
  CMD against the target of her censure. She also 
  gains a dodge bonus to her AC instead of a 
  deflection bonus. 
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  Illicit Drive (Su): Once per day, and at a cost of 
  a single spell level, the errant templar is able to 
  join his body and his emotions into a controlled 
  and furious assault. As a swift action, the errant 
  templar chooses one target within sight for his 
  illicit drive. This functions in similar fashion to a 
  paladin’s smite evil, save that the errant templar 
  instead affects lawful targets, and the double 
  damage on the first strike targets outsiders with 
  the lawful subtype, lawful-aligned dragons and 
  constructs. He also replaces the deflection bonus 
  to AC with an equivalent dodge bonus to AC.  
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  51 
   
  
   
  Parity Strike (Su): Once per day, and at a cost 
  of a single spell level, the mortal paragon is able 
  to find a perfect balance within himself and find a 
  small measure of his former glory. As a swift 
  action, the mortal paragon chooses one target 
  within sight for his parity strike. This functions in 
  similar fashion to a paladin’s smite evil, save that 
  the mortal paragon affects non-neutral (i.e. 
  neither lawful neutral, neutral good, true neutral, 
  neutral evil, or chaotic neutral) targets, and 
  advanced effects target outsiders with the non-
  neutral subtype, non-neutral aligned dragons and 
  magical beasts. He replaces the Charisma bonus 
  (if any) to attack rolls with an equivalent penalty 
  to her target’s attack rolls, replaces the additional 
  damage dealt against her target with adding ¼ of 
  her class levels (rounded down; minimum 1) to all 
  critical threat confirmation rolls against her 
  target and also replaces the double damage dealt 
  on the first strike with a penalty to Constitution 
  equal to his Charisma modifier, which affects hit 
  points and Fortitude saves. This penalty lasts for 
  (3 + Charisma modifier) rounds. Regardless of the 
  target, parity strikes automatically bypass only 
  half of any DR the creature might possess instead 
  of the full amount. 
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  Ransacking Blow (Su): Once per day, at the 
  cost of a single spell level, the knight of avarice is 
  able to channel her anger and avarice into a 
  mighty blow. As a swift action, the knight of 
  avarice chooses one target within sight for her 
  ransacking blow. This functions in similar fashion 
  to an antipaladin’s smite good, save that the 
  knight of avarice replaces the Charisma bonus to 
  attack rolls with an equivalent penalty to her 
  target’s attack rolls, and she replaces the 
  additional damage dealt against her target with 
  gaining temporary hit points equal to the damage 
  she deals each time she successfully inflicts 
  damage upon her target, to a maximum of twice 
  her level in damage per strike.  
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  Righteous Retribution (Su): Once per day, at 
  the cost of a single spell level, the holy servitor is 
  able to infuse her benevolent spirit into her 
  attacks. As a swift action, the holy servitor 
  chooses one target within sight for her righteous 
  retribution. This functions in similar fashion to a 
  paladin’s smite evil, save that the holy servitor 
  replaces the double damage dealt to outsiders 
  with the evil subtype, evil-aligned dragons, or 
  undead creatures with dealing triple the amount 
  of damage, but the damage is nonlethal. She also 
  replaces the deflection bonus granted to AC with a 
  morale bonus to confirm critical threats equal to 
  her Charisma modifier (if any). 
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  Tellurian Grievance (Su): Once per day, and at 
  a cost of a single spell level, the lawhunter is able 
  to channel her righteous anger into her attacks. 
  As a swift action, the lawhunter chooses one 
  target within sight for her tellurian grievance. 
  This functions in similar fashion to a paladin’s 
  smite evil, save that the lawhunter targets chaotic 
  52 
   
  
   
  creatures, replaces the Charisma bonus to attack 
  rolls with an equivalent penalty to her target’s 
  attack rolls, and she replaces the additional 
  damage dealt against her target gaining DR/epic 
  equal to her class level against the target’s 
  attacks. Lastly, she replaces the double damage 
  dealt on the first attack against outsiders with the 
  evil subtype, evil-aligned dragons and undead 
  creatures with reducing the target’s first saving 
  throw versus any one spell, attack or other effect 
  by her class level, which instead targets outsiders 
  with the chaotic subtype, chaotic-aligned dragons 
  or aberrations. Should the target’s saving throw 
  be reduced below +0, the save automatically fails. 
  Lastly, she replaces the deflection bonus granted 
  to AC with an equivalent bonus to damage rolls 
  made against the target of her tellurian grievance. 
  Any feats that alter or enhance a paladin’s smite 
  evil (or an antipaladin’s smite good) ability, such 
  as adept champion or protector’s strike alter or 
  enhance this ability as well, substituting the 
  appropriate changes with regard to the benefits of 
  such feats. 
  Divine Grace/Unholy 
  Resilience alternative 
  class abilities 
  Balanced Recovery (Ex): At the cost of a single 
  spell level, and before rolling a Fortitude, Reflex 
  or Will save, you may opt to take a -4 penalty to 
  the save and then roll twice, taking the better of 
  the two rolls. Should you already possess the 
  Improved Great Fortitude, Improved Lightning 
  Reflexes or Improved Iron Will feats, instead of 
  using the normal benefit of the feat, you may 
  instead choose reroll the appropriate save and 
  take the better of the two rolls. 
  Aura of 
  Courage/Cowardice 
  alternative class abilities 
  Courageous Heart (Ex): Within you lurks the 
  blood of lions. At 3rd level, you become immune to 
  mundane forms of fear and gain a +4 bonus to 
  saves versus magical forms of fear. 
  Aura of Freedom (Su): At 3rd level, you are able 
  to generate a 10 foot aura of freedom. This aura 
  lasts for a number of rounds equal to your class 
  level. Each ally within your aura of freedom gains 
  a bonus equal to ½ your class level to combat 
  maneuver checks or Escape Artist checks to 
  escape from bondage, resist grappling or pinning, 
  or being knocked prone. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Peace (Su): At 3rd level, you are able to 
  generate a 10 foot aura of calm. This aura lasts for 
  a number of rounds equal to your class level. Each 
  foe within 10 feet of you must make a DC (10+ ½ 
  your class level + your Charisma modifier) Will 
  save upon entering or during the first round that 
  they are within your aura in order to attack you or 
  your allies. Should they fail this save, they are 
  dazed for 1 round. Foes that leave and re-enter 
  your aura again while it is in effect must make 
  the save again. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Blood Tracker (Ex): Your sense of smell has 
  become preternaturally developed. You gain the 
  scent special ability against creatures that you 
  have caused at least (11 - ½ your class level) hit 
  points of damage to. 
  Mortal Empathy (Ex): Your ability to court 
  allies is unparalleled. You gain a bonus equal to ½ 
  53 
   
  
   
  your class level to Diplomacy checks to improve 
  the attitude of the person that you are interacting 
  with. 
  Divine Health/Hand of 
  Pestilence alternative 
  class abilities 
  Paragon of Fortitude (Ex): Strength of body 
  has ever been your strong suit, and even without 
  the blessings of a god to strengthen you, you are 
  able to harness your strength to overcome 
  adversity. At 3rd level, you add your class level on 
  checks to stabilize at negative hit points, and you 
  also gain a 25% chance to ignore bleed damage or 
  ability drain. This effect does not stack with 
  similar effects. 
  Mercy/Cruelty 
  alternative class abilities 
  Adamant (Ex): At 3rd level, you are able to use 
  either your lay on hands or touch of corruption 
  ability to grant the target of your touch a bonus 
  equal to ½ your class level to their natural AC for 
  (3 + your Charisma modifier) rounds instead of 
  granting the normal healing or harming effect. 
  This effect consumes five spell levels and does not 
  stack with any spells or effects that increase 
  natural AC; only the highest bonus applies. At 6th 
  level, and every three levels thereafter, the effect 
  consumes one fewer spell level, to a minimum of 
  one spell level at 15th level. 
  Spells alternative class 
  abilities 
  Spell Resistance (Sp): Even without magic of 
  your own to call upon, you still understand the 
  nature of spells and how to manipulate their 
  energies. Beginning at 4th level, you gain spell 
  resistance equal to (5 + your class level). 
  Channel 
  Positive/Negative Energy 
  alternative class abilities 
  Stonebreaker (Su): Your fists become harder 
  than the hardest stone. Beginning at 4th level, you 
  may add your class level to the damage of any 
  attack against an object or creature made of stone 
  or earth. 
  Stroke of Chaos (Su): Beginning at 4th level, 
  upon a successful touch attack, you are able to 
  inflict the staggered condition upon the target of 
  your touch, provided that the target is lawful. 
  This condition lasts for (Charisma modifier) 
  rounds. At 12th level, you are able to inflict this 
  condition as a ranged touch attack up to a 
  distance of 30 feet. 
  Stroke of Law (Su): Beginning at 4th level, upon 
  a successful touch attack, you are able to inflict 
  the staggered condition upon the target of your 
  touch, provided that the target is chaotic. This 
  condition lasts for (Charisma modifier) rounds. At 
  12th level, you are able to inflict this condition as a 
  ranged touch attack up to a distance of 30 feet. 
  Divine Bond/Fiendish 
  Boon alternative class 
  abilities 
  Bond of Chaos (Sp): At 5th level, you may call a 
  hyena to your side, as a paladin calls her mount. 
  This hyena is chaotic neutral in alignment and 
  possesses both the giant template and the beast of 
  chaos template. This ability functions like the 
  druid animal companion ability (which is part of 
  the Nature Bond class feature), except that the 
  54 
   
  
   
  character’s effective druid level is equal to his 
  class level –2. 
  Bond of Law (Sp): At 5th level, you may call an 
  axe beak to your side, as a paladin calls her 
  mount. This axe beak is lawful neutral in 
  alignment and possesses the mythical animal 
  template. This ability functions like the druid 
  animal companion ability (which is part of the 
  Nature Bond class feature), except that the 
  character’s effective druid level is equal to his 
  class level –2. 
  Bond of Nature (Sp): At 5th level, you may call a 
  river elk to your side, as a paladin calls her 
  mount. This river elk is true neutral in alignment 
  and possesses the fey creature template. This 
  ability functions like the druid animal companion 
  ability (which is part of the Nature Bond class 
  feature), except that the character’s effective 
  druid level is equal to his class level –2. 
  Aura of Resolve/Aura of 
  Despair alternative class 
  abilities 
  Aura of Cold Darkness (Su): There is a cold 
  taint upon your soul and you have embraced it. 
  For three spell levels, you generate a 10 foot aura 
  of freezing darkness. All foes that enter your aura 
  (or are within its range when you first generate it) 
  are staggered for one round as the freezing cold 
  grips them like a fist. Creatures with the fire 
  subtype remain staggered so long as they are 
  within your aura. Any liquids within your aura 
  begin to freeze (though this effect is purely 
  cosmetic). Lastly, your aura lowers the light level 
  by two steps, granting you and your allies within 
  your aura concealment in dim light conditions and 
  total concealment in darkness. This benefit is not 
  extended to your foes, as you and your allies are 
  able to see normally. Your aura remains in effect 
  for (3 + your Charisma modifier) rounds. 
  Aura of Command (Ex): You are easily able to 
  rally others to your cause and coordinate their 
  actions. All of your allies within 10 feet gain a +1 
  bonus to attack rolls and weapon damage rolls. 
  This bonus increases to +2 at 12th level, and +3 at 
  16th level. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Light (Su): You’ve managed to recover a 
  small measure of the power of a paladin. For three 
  spell levels, you are able to shine brightly like a 
  torch, illuminating a 20 foot radius centered on 
  you. This light shines for (3 + your Charisma 
  modifier) rounds. All attacks against undead 
  creatures within 10 feet do 1 extra damage. You 
  are able to pay up to (your Constitution modifier) 
  additional spell levels; each additional spell level 
  you spend increases the extra damage by 1. 
  Aura of Pandemonium (Su): Your ability to 
  spawn chaotic behavior is pleasing both to you, 
  and to any whimsical entities that may be 
  watching your career with interest. For three spell 
  levels, you are able to generate a 10 foot aura of 
  wildly aggressive behavior. Everyone except for 
  you and your allies with your aura must make a 
  DC (10 + your class level + your Charisma 
  modifier) Will save or have their attitude 
  decreased by two steps against all others 
  (including those outside of your aura), except for 
  you and your allies. If you possess the Antagonize 
  feat, you may decrease their attitudes by one 
  additional step. If you have either the Persuasive 
  or Sociable feats, you may choose to increase 
  affected creatures attitudes by two steps instead 
  of decreasing them. If you possess both the 
  Persuasive and Sociable feats, you may increase 
  affected creatures attitudes by one additional 
  step.  
  55 
   
  
   
  Creatures that become unfriendly to others will 
  refuse to cooperate with one another, beginning 
  arguments or ignoring each other. Creatures that 
  become hostile to others will attack the nearest 
  creature that they are hostile to. Creatures that 
  become friendly to others will stop fighting each 
  other, possibly even offering minor forms of 
  assistance (helping them up from a prone position, 
  giving them food, etc…). Creatures that become 
  helpful will form even stronger bonds, 
  immediately offering whatever assistance and 
  cooperation they can, such as healing, promises of 
  alliance, or assistance in combat. Creatures that 
  leave your aura will revert to their normal 
  attitudes at the rate of one step per round. 
  This aura lasts for (3 + your Charisma modifier) 
  rounds, but you can pay up to (your Constitution 
  modifier) additional spell levels; every two 
  additional spell levels you spend extends your 
  aura by 5 feet and its effects by one round. 
  Aura of Stability (Su): You have formed a bond 
  with the earth, and have unlocked one of its 
  secrets. For three spell levels, you generate a 10 
  foot aura of stability. All allies within your aura 
  gain a bonus equal to ½ your class level to their 
  CMD to resist efforts to move them. The mortal 
  paragon becomes immune to being knocked prone. 
  Your aura remains in effect for (3 + your 
  Charisma modifier) rounds. 
  Aura of 
  Justice/Vengeance 
  alternative class abilities 
  Appeal Against Authority (Su): Freedom is one 
  of the most important ideals to an errant templar. 
  By spending two uses (at no spell level cost) of his 
  illicit drive, he grants immunity to compulsion 
  effects to himself and all of his allies within 10 
  feet for one minute. Using this ability is a free 
  action. 
  Benevolence (Su): Exercising your powers for 
  the greater good, you bestow some of your charity 
  upon another. The holy servitor is able to expend 
  two uses (at no spell level cost) of her righteous 
  retribution ability to bestow a morale bonus equal 
  to your Charisma modifier to Diplomacy or Heal 
  checks, casting or receiving healing spells 
  (manifesting as extra points of healing), attack 
  rolls against creatures of evil alignment, or saving 
  throws against charm and compulsion effects. 
  This bonus lasts for (½ your class level, rounded 
  up) rounds. Using this ability is a free action. 
  Establish Order (Su): As a lawhunter, you are 
  capable of calling out a sharp command that can 
  still hostilities. By expending two uses of your 
  tellurian grievance (at no spell level cost), you are 
  able to command (your Charisma modifier; 
  minimum one) creatures to cease all hostilities. If 
  any of your targets engage in any hostile actions 
  for the next (½ your class level, rounded up) 
  rounds, they suffer a cumulative -1 penalty to 
  attack rolls, damage rolls, saving throws and skill 
  checks (up to -5) for each round that they make 
  hostile actions. This penalty remains in effect 
  until your establish order expires. Using this 
  ability is a free action. 
  Inevitable Decree (Su): As a mortal paragon’s 
  power grows, so too does his ability to predict 
  telling blows. By expending two uses of his parity 
  strike (at no spell level cost), you are able to 
  declare a single target and guarantee that the 
  next successful attack against that target will 
  result in a confirmed critical hit. If that target is 
  immune to critical hits (such as incorporeal 
  creatures or elementals), the target instead takes 
  a penalty to their armor class equal to twice the 
  mortal paragon’s Charisma modifier against the 
  56 
   
  
   
  next incoming attack. Using this ability is a free 
  action. 
  Mark of Mercy (Su): The deliverer, by inflicting 
  at least one point of damage to herself and 
  expending two uses (at no spell level cost) of her 
  censure, is able to draw a mark, using her own 
  blood, upon the forehead of any living creature. 
  This mark is capable of storing (½ your class 
  level)d4 points of magical healing that is 
  automatically used whenever the marked creature 
  is injured. This mark lasts for (your Charisma 
  modifier) days before expiring. 
  The mark does not automatically confer the 
  benefits of healing spells. The deliverer, or 
  another caster, must use cure spells (or similar 
  magics) to first heal any existing damage, and any 
  remaining healing is stored within the mark. 
  The deliverer may have no more than 
  (Constitution modifier; minimum one) marks in 
  effect at any given time. Using this ability is a 
  standard action. 
  Wicked Tongue (Su): For a knight of avarice, 
  words are far sharper than even the most wicked 
  of blades. You are able to expend two uses (at no 
  spell level cost) of your ransacking blow to levy a 
  powerful curse upon every enemy within 10 feet. 
  Creatures affected by your curse suffer a bleed 
  effect equal to your Charisma modifier that lasts 
  for one minute. This effect cannot be cured by 
  normal means, but can be healed magically. 
  Creatures that are immune to bleed damage 
  instead suffer (your Charisma modifier)d8 points 
  of damage, but may make a DC (10 + ½ your class 
  level + your Charisma modifier) Fortitude save for 
  half damage. Using this ability is a free action. 
  Aura of Faith/Sin 
  alternative class abilities 
  Aura of Bedlam (Su): An errant templar 
  harnesses the energy of pure chaos. As a swift 
  action, the errant templar generates a 10-foot 
  aura of bedlam. This aura disrupts spells and 
  magic items (except those of a chaotic nature) 
  used within the aura. Enemy spellcasters within 
  the aura must make a successful DC (10 + ½ your 
  class level + your Charisma modifier) caster level 
  check each time they attempt to cast a spell. If the 
  check fails, the spell fizzles away just as if it had 
  been cast. Any magic item that your foes use 
  within this area must make a successful DC (10 + 
  ½ your class level + your Charisma modifier) 
  Fortitude save or lose its magical properties for 
  that round. A new save must be made each round 
  the item remains within the area. These DCs are 
  Constitution-based. 
  Spells and powers with the chaotic descriptor are 
  unaffected by the aura of bedlam. This aura lasts 
  for one minute, until the errant templar dismisses 
  it (as a free action), or until it is discharged (see 
  below), whichever comes first. 
  Whenever one of your foes within your aura 
  successfully casts any spell that does not possess 
  the chaotic descriptor, you are able to speak a 
  word of rebuke as an immediate action to make a 
  targeted counterspell effect; on a successful (1d20 
  + your class level) check versus DC (11 + the 
  spellcaster’s level), the spell ends without effect. 
  This word of rebuke immediately ends the aura of 
  bedlam. 
  Aura of Cooperation (Su): Holy servitors 
  understand that in order to achieve their ultimate 
  goals, working together creates a smoother path 
  toward success. As a swift action, the holy servitor 
  generates an aura of cooperation that grants all 
  allies within 10 feet a +(Charisma modifier) bonus 
  to rolls when aiding another, or attack rolls when 
  flanking. Additionally, any static bonuses gained 
  from teamwork feats are increased by 1, so long as 
  57 
   
  
   
  one of the characters with that teamwork feat 
  remains within the aura. This aura lasts for one 
  minute, until the holy servitor dismisses it (as a 
  free action), or until it is discharged (see below), 
  whichever comes first. 
  If one of the holy servitor’s allies within the aura 
  of cooperation is about to be struck by an enemy, 
  the holy servitor may speak a word of rebuke as 
  an immediate action that forces that enemy to 
  make a DC (10 + ½ your class level + your 
  Charisma modifier) Will save or attack a valid 
  target of your choice instead. If there is no valid 
  choice other than the original target, the attack is 
  negated. This word of rebuke immediately ends 
  the aura of cooperation. 
  Aura of Loyalty (Su): Lawhunters can serve as 
  a beacon of order to those that seek shelter from 
  the storm of chaos that surrounds them. As a 
  swift action, the lawhunter is able to generate an 
  aura of steadfast calm and clarity that grants all 
  lawful allies within 10 feet an insight bonus on 
  saving throws and armor class equal to the 
  lawhunter’s Charisma modifier. This aura lasts 
  for one minute, until the lawhunter dismisses it 
  (as a free action), or until it is discharged (see 
  below), whichever comes first. 
  If one of the lawhunter’s allies within the aura of 
  loyalty is struck by an enemy, the lawhunter may 
  speak a word of rebuke as an immediate action 
  that forces that enemy to make a DC (10 + ½ your 
  class level + your Charisma modifier) Will save or 
  gain the stunned condition for one round (until 
  just before your next turn). This word of rebuke 
  immediately ends the aura of loyalty. 
  If the lawhunter possesses the ferocious loyalty 
  feat, or the leadership feat (and the ally is a 
  member of her cohort), the word of rebuke’s stun 
  condition lasts for one additional rounds. 
  Aura of Mercy (Su): While random acts of 
  kindness bring her joy, sharing her warm and 
  protective nature with others is what makes a 
  deliverer the powerful force for good that she is. 
  As a swift action, the deliverer is able to generate 
  a 10 foot aura that causes all damage done to her 
  allies within the aura to be converted to nonlethal 
  damage. Additionally, her allies enjoy immunity 
  to bleed effects while within her aura. This aura 
  lasts for one minute, until the deliverer dismisses 
  it (as a free action), or it is discharged (see below), 
  whichever comes first. 
  If one of the deliverer’s allies within the aura of 
  mercy is struck by an enemy, the deliverer may 
  speak a word of mercy as an immediate action 
  that heals the ally of (Charisma modifier)d8 + 
  (your class level) points of damage. The deliverer 
  need not touch her ally to confer this healing 
  boon. This word of mercy immediately ends the 
  aura of mercy. 
  Aura of Selfishness (Su): The preservation of 
  self comes before all subsequent actions, and no 
  one knows this better than a knight of avarice. As 
  a swift action, the knight of avarice is able to 
  generate a 10 foot aura that causes any magical 
  healing given to one of your enemies to instead 
  target any ally of your choice within your aura, 
  healing them regardless of whether they are 
  healed by positive or negative energies. This aura 
  lasts for one minute, until the knight of avarice 
  dismisses it (as a free action), or it is discharged 
  (see below), whichever comes first. 
  If one of the knight of avarice’s allies within the 
  aura of selfishness is damaged by any magical 
  spell or effect (including damage done by magical 
  weapons) inflicted by an enemy, the knight of 
  avarice may speak a word of rebuke as an 
  immediate action that forces that enemy to make 
  a DC (10 + ½ your class level + your Charisma 
  modifier) Will save or be forced to use the same 
  58 
   
  
   
  attack upon one of their allies. If they are unable 
  to repeat the attack (i.e. they no longer have that 
  spell or spell-like ability available, or they have no 
  remaining allies), they are instead dazed for one 
  round. This word of rebuke immediately ends the 
  equalizing aura. 
  Equalizing Aura (Su): There is a careful balance 
  to the natural order of things that must be 
  preserved, and it is the duty of a mortal paragon 
  to act in the preservation of that balance. As a 
  swift action, the mortal paragon is able to 
  generate an 10 foot aura that grants all allies 
  within the aura’s area of effect a number of 
  temporary hit points equal to (your Charisma 
  modifier) for every three levels you possess 
  (rounded up). These temporary hit points do not 
  stack with temporary hit points from other 
  sources, such as from a false life spell. For 
  example, a 14th level mortal paragon ex-paladin 
  with a Charisma of 16 would grant their allies 15 
  temporary hit points. This aura lasts for one 
  minute, until the mortal paragon dismisses it (as 
  a free action), or it is discharged (see below), 
  whichever comes first. 
  If one of the mortal paragon’s allies within the 
  equalizing aura is struck by an enemy, the mortal 
  paragon may speak a word of rebuke as an 
  immediate action. The ally that was just struck 
  gains a luck bonus to their next attack roll against 
  that opponent equal to the number that their 
  opponent exceeded their armor class by on this 
  attack (minimum +1), which must be used on your 
  ally’s next action. For example, should your ally’s 
  opponent exceed their armor class by 6, they gain 
  a +6 bonus to attacking that opponent on their 
  next attack against that opponent. This word of 
  rebuke immediately ends the equalizing aura. 
  Aura of 
  Righteousness/Depravity 
  alternative class abilities 
  Aura of Ambition (Su): You gain DR 5/vorpal 
  and immunity to compulsion spells and spell-like 
  abilities. Each enemy within 10 feet of her gains a 
  -4 morale penalty on saving throws against 
  compulsion effects. This effect lasts for 10 
  minutes. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Hope (Su): You gain DR 5/evil and 
  immunity to spells and spell-like abilities with the 
  evil descriptor. Each ally within 10 feet of her 
  gains a +4 morale bonus on saving throws against 
  spells and spell-like abilities with the evil 
  descriptor. This effect lasts for 10 minutes. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Aura of Hopelessness (Su): You gain DR 5/good 
  and immunity to spells and spell-like abilities 
  with the good descriptor. Each ally within 10 feet 
  of her gains a +4 morale bonus on saving throws 
  against spells and spell-like abilities with the good 
  descriptor. This effect lasts for 10 minutes. 
  This ability functions only while the character is 
  conscious, not if she is unconscious or dead. 
  Holy Champion/Unholy 
  Champion alternative 
  class abilities 
  Champion of Balance (Su): Your connection to 
  the earth becomes absolute. Your DR increases to 
  10/vorpal, and you become completely immune to 
  spells with the earth descriptor. Finally, when you 
  use your parity strike against any outsider of any 
  59 
   
  
   
  alignment, the very earth beneath its feet 
  becomes hostile. The outsider takes 2d8 points of 
  acid damage each round that they are in contact 
  with any earth or stone, including man-made 
  structures. This damage completely bypasses any 
  acid resistance that the outsider may possess. 
  Champion of Freedom (Su): Your spirit finally 
  becomes free to do as you will. For one hour, you 
  gain the benefits of the spell freedom of movement 
  as a constant spell-like ability. Whenever you use 
  your lay on hands ability, you also grant them the 
  benefits of freedom of movement for one round. In 
  addition, when you use your censure and 
  successfully stroke an evil outsider, the outsider is 
  also subject to a harm, using your class level as 
  your caster level. After the harm effect and the 
  damage from the attack is resolved, the censure 
  immediately ends. 
  Champion of Law (Su): You are the living 
  embodiment of law. Your DR increases to 
  10/vorpal. For one hour, whenever you use your 
  tellurian grievance and successfully strike an 
  undead creature, it must make a DC (10 + your 
  class level + your Charisma modifier) Fortitude 
  save or be destroyed utterly. After the attack and 
  the save are resolved, the tellurian grievance 
  immediately ends. In addition, you are able to 
  deliver your Stroke of Law through your weapon 
  as if it had the conductive property. 
  Champion of Righteousness (Su): Your body 
  and soul are filled with righteous fire. For one 
  hour, your DR increases to 10/evil and you gain 
  fire resistance 20. Whenever you use your 
  righteous retribution and successfully strike an 
  evil outsider, the outsider bursts into the 
  righteous fire that burns within you, dealing 15d6 
  points of damage to it. Half of the damage is fire 
  damage and the other half results directly from 
  your holy power. Outsiders that survive this effect 
  must also make a DC (10 + your character level + 
  your Charisma modifier) Fortitude save or be 
  permanently blinded. 
  Champion of Tyranny (Su): The right to rule is 
  one that fills you with sublime purpose. For one 
  hour, your DR increases to 10/good.  
  Furthermore, as a standard action, you may fill 
  one living creature within 30 feet with trembling 
  awe, forcing it as a compulsion effect to make a 
  DC (10 + your character level + your Charisma 
  modifier) Will save or fall to the ground and 
  prostrate itself before you. Flying creatures 
  incapable of hovering must land immediately in 
  order to prostrate themselves. This creature is 
  considered to be helpless for the duration of the 
  effect. Each round on its turn, a target of this 
  effect may attempt a new saving throw to end the 
  effect; this is a full-round action that does not 
  provoke attacks of opportunity. A creature that 
  makes the initial save to resist this spell is merely 
  staggered for 1 round. 
  Champion of Vice (Su): You gain the power to 
  inspire sinful acts in those around you. As a 
  standard action, you make select any one 
  humanoid target within 30 feet and bestow upon 
  them an invisible mark of corruption as a ranged 
  touch attack. Your target may make a DC (10 + 
  your class level + your Charisma modifier) 
  Fortitude save to resist the mark’s effects. The 
  mark persists for 24 hours, and spells such as true 
  seeing reveal the vile mark upon the target’s body. 
  If it is successful, you may select one of the 
  following vices to mark them with; the effects of 
  which are based upon the nature of the mark. The 
  mark can be removed with a limited wish or wish 
  spell, but you may have no more than (your 
  Intelligence modifier) marks active at any time, 
  with no more than a single mark on any 
  individual target. 
  • 
  Avarice: Your target becomes obsessed 
  with some nearby object of your choosing 
  60 
   
  
   
  and ignores everything else that doesn’t 
  try to take away that object, destroy the 
  object, or attack your target. If your target 
  is attacked, it will run away at top speed, 
  fighting only if it cannot run. If anything 
  takes away the object of your target’s 
  desire, they will become immediately 
  hostile and attack the offender with their 
  most effective or powerful attacks to get it 
  back as soon as possible, completely losing 
  interest once they have regained the 
  object. While affected, it will refer to the 
  object of its obsession by some pet name 
  (i.e. “dearest”, “darling”, “treasure”, etc…). 
  If the target possesses 8 or fewer HD, they 
  must make a DC 30 Will save or be 
  permanently affected by this obsession. 
  This is a compulsion effect. 
  • 
  Envy: Your target becomes obsessed with 
  being better, in some fashion, than 
  another humanoid target within sight that 
  you designate, who becomes the subject of 
  their envy. If the affected character is 
  helpful or friendly toward the subject of 
  their envy, they will attempt to compete in 
  every possible way with them, acting 
  recklessly in the process. They must 
  succeed at a DC 30 Will save each time 
  they do something dangerous or ill-
  advised as they compete with the subject 
  of their envy; success means that they are 
  able to maintain control and good sense, 
  failing to act in a dangerous or reckless 
  fashion. If your target is indifferent or 
  unfriendly, they will attempt to sabotage 
  the efforts of the subject of their envy as 
  they compete with them, cheating in 
  competition or placing the subject of their 
  envy at risk at every possible opportunity. 
  Should they succeed at a DC (10 + your 
  class level + your Charisma modifier) Will 
  save, they may refrain from such 
  underhanded behaviors for one action. 
  Should your target be hostile toward the 
  subject of their envy, they will attack and 
  attempt to kill them with all possible 
  haste. 
  Each hour that they remain under this 
  compulsion effect, their attitude toward 
  the subject of their envy automatically 
  shifts one step toward hostile. If your 
  target possesses 8 or fewer HD, they must 
  make a DC 30 Will save or be 
  permanently affected by this effect. 
  • 
  Gluttony: Your target is overcome with 
  ravenous hunger and must find food. 
  What they eat does not matter, but each 
  waking hour that they do not eat causes 
  them 1d8 points of nonlethal damage and 
  gain the staggered condition, which lasts 
  until you eat. They must consume at least 
  a pound of food in order to satiate their 
  hunger, though upon waking they must 
  consume four pounds of food to properly 
  break their fast.  
  • 
  In addition to binge-eating, targets 
  affected by this vile mark seek out other 
  excesses, the most common being 
  excessive drinking, gambling or carousing. 
  While the mark remains in effect, the 
  target gains a -5 penalty to all actions that 
  do not involve satiating their hunger for 
  excesses. 
  • 
  If your target possesses 8 or fewer HD, 
  they must make a DC 30 Will save or be 
  permanently affected by this obsession. 
  They will gain 10 pounds per week, and 
  for each 10% of their original body weight 
  that they gain, their clothing and armor 
  will no longer fit and will require 
  replacement. For every 30% of their 
  original body weight that they gain, they 
  61 
   
  
   
  lose 1 point of Constitution and 1 point of 
  Dexterity. This is a compulsion effect. 
  • 
  Lust: Your target is overcome by unbridled 
  lust for the nearest sexually compatible 
  creature, which is determined by the 
  target’s normal sexual preferences. The 
  target is filled with the compulsion to rush 
  to the subject of its lust and passionately 
  kiss, caress or otherwise couple with that 
  subject for the duration of this effect, 
  taking no other actions. If there is no 
  sexually compatible creature nearby, they 
  suffer a -5 penalty to all actions that do 
  not involve sating their lustful desires. If 
  your target possesses 8 or fewer HD, they 
  must make a DC 30 Will save or be 
  permanently affected by this lustful 
  behavior, constantly seeking out sexual 
  encounters. For every day that passes 
  without a sexual encounter, the target 
  loses a point of Intelligence, becoming 
  more and more a slave to their own 
  passions. 
  • 
  Pride: The target of this compulsion effect 
  is filled with hubris, stubbornly refusing 
  aid from anyone, taking on unnecessary 
  risks by themselves, and becoming 
  incredibly boastful. They will actively seek 
  to avoid receiving healing (magical or 
  otherwise) or enhancing magics (such as 
  bull’s strength or heroic invocation), and 
  will prefer to fight without their best 
  weapons and armor, discarding them at 
  the first opportune moment and 
  challenging their foes to unarmed combat, 
  secure in the knowledge that they can win 
  (even if their foes don’t fight them on 
  equal terms). They must succeed at a DC 
  30 Will save any time they wish to refrain 
  from doing something that would put 
  them at a disadvantage. 
  Additionally, they suffer a -5 penalty to 
  Charisma-based checks as they become so 
  unbearable that all those around them are 
  repulsed by their egotism and narcissism. 
  If your target possesses 8 or fewer HD, 
  they must make a DC 30 Will save or be 
  permanently affected by this prideful 
  behavior.  
  • 
  Sloth: Targets affected by this compulsion 
  loses all interest in everything. They will 
  not make attacks of opportunity, will not 
  cast defensive spells, and take a -5 penalty 
  on all rolls unless they succeed at a DC 
  (10 + your class level + your Charisma 
  modifier) Will save upon attempting to 
  take each action. If your target possesses 8 
  or fewer HD, they must make a DC 30 
  Will save or be permanently affected by 
  this mark, failing to take care of 
  themselves and wasting away to nothing, 
  losing 1 point of Constitution each day. 
  • 
  Wrath: Seething hatred burns within the 
  target that bears this mark. Each round, 
  they must make a DC (10 + your class 
  level + your Charisma modifier) Will save 
  or immediately attack the nearest 
  creature (friend or foe) with their most 
  powerful or effective attacks or spells. If 
  they continue to fail their Will saves, they 
  will not stop until all creatures within 
  sight are dead, after which, they will seek 
  out more creatures to kill. They gain a +4 
  profane bonus to attack rolls, and become 
  immune to the shaken and frightened 
  conditions while under the influence of 
  this effect, but a -4 penalty to Will saves. 
  If your target possesses 8 or fewer HD, 
  they must make a DC 30 Will save or be 
  permanently affected by this mark, 
  spending their days in slaughter until 
  62 
   
  
   
  they are, themselves, killed. This is a 
  compulsion effect. 
  Unpredictable Champion (Su): Your battle 
  prowess becomes as capricious as you are. Your 
  DR increases to 10/lawful. Additionally, each 
  round, you roll 2d4 and consult the table below to 
  determine the effects of your unpredictable 
  champion ability. 
  Roll Result 
  2 
  Whenever you use illicit drive, your 
  critical threat range is doubled. This 
  explicitly stacks with other effects that 
  expand the threat range of your weapon 
  (such as the keen weapon property or the 
  improved critical feat). 
  3 
  Your skin hardens like stone and you 
  become immune to critical hits and 
  precision damage. 
  4 
  Your weapon gains the anarchic 
  property. If it already possesses this 
  property, it deals an additional 1d6 
  points of damage against all of lawful 
  alignment. You also act as if you were 
  under the effects of the haste spell. 
  5 
  Whenever you use illicit drive and 
  successfully strike a lawful outsider, or a 
  lawfully-aligned dragons, they gain the 
  confused condition for 1d4 rounds; 
  constructs are dazed for 1d4 rounds. You 
  also act as if you were under the effects 
  of the blink spell. 
  6 
  You gain a +4 insight bonus to attack 
  and damage rolls and gain the ability to 
  jump up to 50 feet in any direction as a 
  swift action. 
  7 
  You gain a +4 deflection bonus to AC, a 
  +4 bonus to Constitution, and you 
  become immune to spells and spell-like 
  effects with the mind-affecting 
  descriptor. 
  8 
  As a standard action, you are capable of 
  inflicting a warpwave upon any target 
  within 30 feet as a ranged touch attack. 
  The target can resist your warpwave’s 
  effects with a DC (10 + your class level + 
  your Charisma modifier) Will save. It 
  otherwise behaves like warpwaves 
  generated by proteans. 
  Finally, your initiative bonus from detect danger 
  increases by 2. 
   
  63 
   
  
   
  APPENDIX 2: SURGERY AND SANITY 
   
  Note: The surgery and sanity rules presented 
  here were first presented in The Mad Doctor’s 
  Formulary © 2013, Legendary Games; Authors 
  Jason Nelson and Clinton J. Boomer. In addition 
  to the Surgery procedure included here, the source 
  material also includes rules for the chirurgical 
  procedures of “adjust appearance”, “adjust 
  attitude”, “graft flesh”, “implant psychic trigger”, 
  “induce amnesia”, “insert limbic reservoir”, 
  “install kill-switch”, “instill identity”, 
  “lobotomize”, and “stimulate adrenal cortex”. 
  This book (Ultimate Evil) was co-authored by one 
  of the authors of the Mad Doctor’s Formulary 
  (Clinton J. Boomer) and so we hope you will find 
  the source material also to your liking. 
  CHIRURGICAL PROCEDURES 
  In order to learn a chirurgical procedure, you 
  must first have the Skill Focus (Heal) feat or at 
  least 5 ranks in both the Craft (alchemy) and Heal 
  skills. If you meet either prerequisite, you can 
  learn procedures in a fashion similar to learning 
  new spells. You must first find a suitable tome 
  containing the instructions for the procedure or be 
  taught by another character who already knows it 
  for one week, after which you must practice the 
  procedure on a living humanoid or upon a 
  humanoid corpse that has died within the past 24 
  hours (including a corpse affected by gentle 
  repose, as long as it was cast within 24 hours of 
  the creature's death). Using a corpse for this 
  purpose results in a -5 penalty to skill checks to 
  master the procedure. 
  If you achieve complete success, you have 
  mastered the procedure and can use it at will. If 
  you achieve a partial success, you have mastered 
  it imperfectly; you take a permanent -2 penalty to 
  skill checks related to that procedure until you 
  achieve a perfect success with it, after which this 
  penalty disappears. If you fail to master the 
  procedure, you must study for an additional week 
  and attempt to master it again with a living 
  patient or corpse. You gain a cumulative +1 bonus 
  to skill checks made to master the procedure for 
  each week of practice after the first. 
  Each week you spend mastering a chirurgical 
  procedure expends one alchemy crafting kit, one 
  antidote kit, and one healer's kit. In addition, you 
  must have an alchemist's lab and surgeon's tools 
  in order to learn a chirurgical procedure, although 
  once you have mastered the procedure you can try 
  to perform it without these tools and their 
  accompanying bonuses. 
  Once you have mastered a chirurgical procedure, 
  you can perform it at any time. The time required 
  for each procedure is listed, during which time the 
  patient must be helpless, unconscious, or willing. 
  A willing patient can remain awake during the 
  procedure, though she automatically becomes 
  64 
   
  
   
  fatigued and sickened for the duration of the 
  procedure and for an identical amount of time 
  thereafter. 
  When performing chirurgery, you make three skill 
  checks against the listed DC, one each utilizing 
  Craft (alchemy), Heal, and Disable Device, the 
  latter representing the surgeon's skill at working 
  with the body's intricate and delicate organic 
  mechanisms. All checks also have a listed synergy 
  skill; this skill provides a +1 bonus to skill checks 
  related to the procedure for every 3 ranks in the 
  skill. 
  If all three skill checks succeed, the procedure is a 
  complete success. Two successful checks produce a 
  partial success; a single successful check indicates 
  a failed procedure. If all checks fail, the procedure 
  goes horribly awry, resulting in malpractice and 
  dire complications. If the result of any skill check 
  is a natural 1, the target must succeed at a 
  Fortitude save with a DC equal to the procedure’s 
  DC or else the entire procedure results in 
  malpractice regardless of the result of the other 
  two skill checks. If two checks produce natural 1s, 
  malpractice automatically occurs and the patient 
  dies if it fails the Fortitude save. If all three 
  checks produce natural 1s, the patient dies with 
  no save allowed. A surgeon can always choose to 
  fail any associated skill checks but cannot choose 
  to roll a natural 1 and cannot take 10 or take 20 
  (creatures with Skill Mastery can take 10 if they 
  have mastered one of the relevant skills). 
  Each procedure has a DC and requires the listed 
  amount of time to complete. If the surgeon does 
  not have at least one assistant available to assist 
  with the procedure, including holding books and 
  anatomical diagrams at the proper angle, this 
  time is doubled and the reader takes a -5 penalty 
  to all associated skill checks. Masterwork tools, a 
  full or portable alchemist’s laboratory, and a 
  healer’s kit provide their normal benefits to the 
  relevant skill checks when used as a part of 
  chirurgery. If the target is below 0 hit points when 
  chirurgery is begun, all associated skill checks 
  take a penalty equal to the patient’s negative hit 
  point total prior to receiving the procedure. 
  Chirurgical procedures are strenuous upon the 
  patient’s body. The patient becomes fatigued and 
  sickened by pain for the duration of the procedure 
  and is fatigued for 1 week thereafter. This fatigue 
  is reduced by 1 day for every 5 points by which the 
  surgeon exceeded the DC on any checks, though 
  fatigue can never be reduced below 1 day. In 
  addition, after receiving a chirurgical procedure 
  the DC for any further procedures is increased by 
  5 for the next 24 hours. This stacks if additional 
  procedures are attempted. This increase is 
  doubled to 10 if the same procedure is repeated on 
  a patient within 24 hours. Each procedure 
  requires the listed number of uses of a healer’s 
  kit; if this number of uses is not available, each 
  missing use results in a cumulative -2 penalty to 
  all skill checks associated with the procedure. Any 
  save DCs for effects that duplicate spells are 
  Intelligence-based. Unless otherwise noted, all 
  effects of a chirurgical procedure are permanent. 
  SAMPLE PROCEDURE: SURGERY 
  Surgery (DC 20, Disable Device, 1d4 hours, 5 
  uses): You can conduct surgery to repair major 
  damage to the target’s body and mind. After 
  surgery, the patient becomes exhausted for 24 
  hours. For every point by which the surgeon 
  exceeds the DC on the three checks, 1 hour of 
  exhaustion is converted to fatigue instead, to a 
  minimum of 1 hour of exhaustion. If the check 
  results exceeding the DC would reduce exhaustion 
  below 1 hour, they instead reduce the total 
  duration of fatigue, to a minimum of 8 hours. Any 
  bleed effects that affect the patient for the 
  65 
   
  
   
  duration of this exhaustion and fatigue are 
  doubled. 
  Complete Success: The patient heals 1d6 points of 
  damage per character level (up to the patient’s full 
  normal hit point total) and 1 point of ability 
  damage per character level (or half this amount of 
  ability drain). 
  Partial Success: The patient heals 1d4 points of 
  damage per character level (up to the patient’s full 
  normal hit point total) and 1 point of ability 
  damage per two character levels. 
  Failure: The patient heals 1 point of damage per 
  character level (up to the patient’s full normal hit 
  point total) but takes 2 points of damage to a 
  randomly determined ability score. 
  Malpractice: The patient takes 1d6 points of 
  damage and 1 point of damage to a random ability 
  score per character level and the contracts filth 
  fever. 
  Reversal: Ill effects of surgery can be removed by 
  any effect that cures ability damage, disease, or 
  hit point damage as appropriate. 
  Special: You can also use surgery to amputate a 
  limb, excise a tumor, or remove an implanted 
  device. Amputation requires only 1d4 rounds, 
  reduced by 1 round for every 5 points by which the 
  surgeon exceeds the DC on any of the checks 
  related to the surgery. Other surgeries require the 
  normal amount of time. Removal of a limb 
  eliminates any natural weapon that is a part of 
  that limb. Removal of an arm also precludes the 
  use of two-handed weapons or any other action 
  requiring two hands. Spellcasting with somatic 
  components has a 50% spell failure chance. 
  Removal of a leg reduces speed by 50% if the 
  patient still has 2 or more ambulatory limbs 
  remaining. If only one ambulatory limb remains, 
  the patients can move only 5 feet per round, and 
  that by spending a full-round action on moving. 
  Surgery can also be used to peel off natural armor, 
  removing 2 points of natural armor bonus, plus 1 
  for every 5 points by which any skill checks exceed 
  the DC. 
  Removing a tumor or lesion assists in curing a 
  diseased character, adding a +2 bonus to the 
  patient's next saving throw against a disease, 
  increased by +1 for every 5 points by which any 
  skill check exceeds the DC. The bonus from such a 
  surgery stacks with the bonus granted by making 
  a Heal check to treat disease. 
  Surgery can also remove a tumor familiar, 
  magical tattoo, or similar effect, as well as 
  implanted mechanical devices such as a kill-
  switch or limbic reservoir. Such surgical removal 
  requires the normal amount of time for a surgery 
  and a complete success for removal. 
  Synergy Skill: Knowledge (type based on the 
  patient's creature type). 
  ADDITIONAL INFORMATION 
  If you are using the Madness rules from the 
  Gothic Campaign Compendium, collected from 
  Tomes of Ancient Knowledge, chirurgical 
  procedures violate the integrity of mind and body 
  both surgically and through experimental 
  psychotropic agents, causing the patient to gain 1 
  Madness point. A Fortitude save (DC equal to the 
  procedure's skill check DC -5) negates this 
  Madness gain. 
   
   
   
  66 
   
  
   
  LEGAL 
  Open Game License Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. Definitions: 
  (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 2. The License: This 
  License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License. 3. Offer and Acceptance: By 
  Using the Open Game Content You indicate Your acceptance of the terms of 
  this License. 4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 6. Notice of License Copyright: You 
  must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 8. Identification: If you distribute Open Game 
  Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 9. Updating the License: Wizards or its 
  designated Agents may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License. 10. Copy 
  of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute. 11. Use of Contributor Credits: You may not 
  market or advertise the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do so. 12. Inability 
  to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected. 13. Termination: This License will terminate 
  automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 14. Reformation: If any provision of this 
  License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable. 
  15. Copyright Notice: 
   
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. 
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
   
  Pathfinder Campaign Setting: Undead Unleashed © 2014, Paizo Inc.; Authors: 
  Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, and 
  Jerome Virnich. 
   
  The Deluxe Guide to Fiend Summoning and Faustian Bargains 
  Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
   
  #Allclasschallenge #Microfeats (via Facebook). Copyright 2014, Owen K. C. 
  Stephens; Published by Owen K. C. Stephens. 
   
  The Genius Guide to Feats of Spellcasting II. ©2014, Rogue Genius Games. 
  Author: Owen K.C. Stephens. 
   
  Antipaladin Feats. Copyright 2011, Mark Gedak; Published by Purple Duck 
  Games. 
   
  Way of the Wicked Book Five -- The Devil My Only Master. Copyright 2012, Fire 
  Mountain Games LLC; Author: Gary McBride. 
   
  The Mad Doctor’s Formulary © 2013, Legendary Games; Authors Jason Nelson 
  and Clinton J. Boomer 
   
  Ultimate Evil. Copyright 2014, d20pfsrd.com Publishing/Open Gaming LLC; 
  Authors: Clinton J. Boomer & Peter K. Ullmann. 
   
  67 
   
  
   
   
  68 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/d20PFSRD/d20pfsrd - Ultimate Evil.pdf