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These evilties are granted by your class. Characters who level up in a class gain the first evilty for free. Other creatures whom begin to level up in that class after 1st level do not gain the evilty, but can purchase it for the listed price.

Characters whom do not possess levels in the class can also purchase the evilties, however it is at x3 the listed cost.

Characters with normal class levels can equip up to 2 evilties. Equipping an evilty is a standard action.

When an ability is level dependent it only ever uses the levels of the class that granted you the ability.

Class

Ability

Mana Cost

BARBARIAN

 

 

'· '  Madness

You gain a bonus to your strength, equal to your level when you are under 25% HP

100

'· '  Super Adrenaline

You gain a +1 morale bonus to attack and damage rolls for every enemy you defeat in an encounter. This resets at the end of every encounter.

200

'· '  Forgotten Arts

Whenever you are subject to a spell or technique that lowers one of your ability scores, you gain a bonus to attack rolls equal to the spell level until the end of the encounter.

200

'· '  Fury Strike

When wielding an axe, you can double the effects of Power attack.

300

BARD

 

 

'· '  Lovely Song

A Number of times a day equal to 3+ your Charisma modifier, As a standard action, The Bard can make a perform check DC: 15 to grant Allies extra power. Allies within 50 feet gain 12 HP and +1 morale bonus to attack rolls and armor class for a number of rounds equal to your level.

100

'· '  Charmy Song

Whenever using Lovely Song, you can choose to instead grant Allies the ability to gain an extra +4 bonus to attack rolls when flanking. This lasts a number of rounds equal to your level. By spending two uses of the Lovely song abilityand a full round action, you can also effect them with the base Lovely song evility. 

200

'· '  Lucky Song

Whenever using Lovely Song, you can choose to instead grant Allies the ability to add in their character level to damage when landing a critical hit. This lasts a number of rounds equal to your level. By spending two uses of the Lovely song abilityand a full round action, you can also effect them with the base Lovely song evility. 

200

'· '  Happy Song

Whenever using Lovely Song, you can choose to instead grant allies immunity to fear effects. This lasts a number of rounds equal to your level. By spending two uses of the Lovely song abilityand a full round action, you can also effect them with the base Lovely song evility. 

300

BEAST MASTER

 

 

'· '  Dark Tamer

A number of times a day equal to your wisdom modifier, as a standard action, Adjacent ally monsters gain 20 temporary hit points and a +2 to attack and damage for a number of rounds equal to your level. It’s effects do not stack with it’s self.

100

'· '  Synchronize

When flanking alongside a monster class, you gain a +2 bonus to attack and damage. This increases by an additional +2 for every monster class flanking the creature.

200

'· '  Dark Blood

Choose one kind of monster class and one ability score. That ability score is raised by +2 for every monster of that type within 30 feet of you. (Maximum +10)

200

'· '  M Weapon Master

When wielding a magichange weapon, you gain a +1 bonus to attack and damage rolls for every 4 levels you possess.

300

'· '  Dark Breeder

Treat friendship score with ally monsters as if it were 20% higher.

500

CLERIC (Male)

 

 

· '  'Spirit's Blessing

Once per day, as an instant action you can choose for Elemental damage dealt to adjacent allies to be halved. You gain 1 additional use of this ability for every 5 hit dice you possess.

100

 

· '  'Respect

You can select an ally as the target of this ability as a swift action. Whenever you are within 30 feet of that enemy that ally is targeting, both of you are considered flanking that creature.

200

· '  'Dark Grace

Whenever casting a spell or technique that damages an opponent’s ability scores, you deal an extra +2 damage. 

200

 

 

· '  'Death's Heal

As long as this is active, your hit points are always set at half of your total and cannot be healed to maximum. However all of your healing spells are considered to be maximized.

300

· '  'Light Salvation

Whenever you heal an ally with a spell or technique, you heal 1/2 of that. This can be used once per day for every point in your relevant casting or technique ability score modifier. 

400

· '  'Light Protection

When using a healing spell, your ally gains a +2 dodge bonus to armor class and saving throws. This increases by +1 for every 10 levels you possess. This lasts 3 rounds. Subsequent castings do not increase the amount, only the duration. 

500

· '  'Book of Magic

While equipped with a Book weapon,  it is treated as a double weapon for two weapon fighting.

400

Medical Heal

When casting a healing spell or using a healing burst, you can remove a single status ailment from creatures effected by it. You can remove 1 additional status ailment for every 6 levels you possess.

400

Healing Hands

If an enemy dies in the same round that you have healed an ally or yourself, those creatures heal a number of additional hit points equal to the enemy's hit dice.

200

Staff Rebellion

You can use your Wisdom to modify attacks and damage with Bows/thrown weapons.

200

Staff of Healing

When equipped with a staff, or light mace, damage dealt on a normal attack (Cannot be a technique) Heals the amount of damage dealt instead.

400

CLERIC (Female)

 

 

'· '  Light's Blessing

Once per day, as an instant action you can choose for weapon damage dealt to adjacent allies to be halved. You gain 1 additional use of this ability for every 5 hit dice you possess.

100

'· '  Corpse Heal

You gain fast healing 3. This increases by 3 for every ally adjacent to you.

100

· '  'Heal Mastery

Any Spell cast with the heal descriptor heals an additional +2 per dice. 

200

'· '  Veteran Nurse

Whenever you cast a spell with the "Heal" in it's name, the recipient heals an additional number of hp equal to twice the spell's level.

200

· '  'Light Grace

Any spell or technique that bolsters an ability score also grants an additional +2 to that score. If it bolsters more than one, choose one of them.

200

· '  'Heart's Fertility

If you land the final blow on an enemy you gain X2 the normal amount of Mana.

300

'· '  Advanced Healing

When using a healing spell or technique, heal an additional +1d4 HP for every ally adjacent to you.

300

'· '  Book of Medicine

Attacks with a book are based on Wisdom for calculating attack rolls and damage.

300

Expert Hands

When healing a creature, you add your Wisdom modifier to the amount of hit points recovered.

300

Resist Mastery

When effected by a spell that deals damage, you negate an amount of spell damage equal to your character level.

400

Res Arrows

When dealing damage with a Bow/Thrown Weapon, you deal an additional amount of damage equal to your Wisdom modifier.

400

Heart of Affection

Gain a +2 bonus to any one ability score if you raise an ally's hit points to full. (Max +6) for each ability score. Lasts until the end of the encounter.

300

Vital Arrow

When equipped with a Bow, or Thrown weapon, damage dealt on a normal attack (Cannot be a technique) Heals the amount of damage dealt instead.

400

CLERIC (Merciful Healer)

 

 

'· '  Base Hospital

Allies within 30 feet of the Merciful Healer heal 4 hit points at the end of every round.

100

'· '  Sanitation Control

Once per day, you can choose to cure an ally of all status ailments as an instant action. The ally must be within 5 feet.You gain 1 additional use of this ability for every 5 hit dice you possess.

200

'· '  Medical Error

Once per day, you can force an enemy within 5 feet to make a fortitude save against a poison, disease, or medical poison you have with you, adding your Wisdom modifier to the save DC. If they fail it is as if you effected them with it. You gain 1 additional use of this ability for every 5 hit dice you possess.

200

'· '  Transportation

You can touch an ally and move them anywhere within 10 feet. Doing so is a swift action.

300

FIGHTER (Male)

 

 

· '  'Wild Cry

Gain a +1 bonus to attack rolls for every enemy adjacent to you. This bonus increases to +2 if any of the enemies are intimidated.

100

· '  'Armor Mastery

Gain a +1 bonus to AC for every 4 levels you possess, But only when wearing armor.

200

· '  'Energy Slash

When equipped with a sword, you can choose for it to deal damage as if it were the energy type of your choice. (Acid, Fire, Frost, Sonic, Electricity). This does not apply to additional damage from techniques or spells.

200

· '   'Heavy Smash

When equipped with an axe weapon, add it’s enchantment bonus to your armor class as an insight bonus. Wielding multiple axes does not multiply the bonus, it only uses the highest bonus possessed.

300

· '   'Shaking Excitement

Gain a +1 bonus to all saving throws for every enemy within 30 feet.

400

· '   'Fortitude

Always have at least 1 hit point when attacked from full health.

400

· '   'Fighter's Comeback

Critical Damage increased by 1 step when under 25% HP.

200

Muscle Mastery

While equipped, gain a bonus to your hit points equal to twice your class level. This does not heal you if removed and equipped again, your maximum hit points just increase.

200

Power Axe

When using an axe, you add 1/2 of your strength modifier to all damage dealt with it.

300

Fighting Instinct

If you have the revengeance feat, you gain +1 revenge points every time something grants you revenge points.

200

Super Guts

For every 50 points of damage that you take, you gain resistance to damage. This resistance to damage begins at 5 and increases by 5 for every 50 damage you take (Maximum of 30). This applies to all damage dealt and is applied before Damage Reduction. This resistance to damage lasts for only as long as you still possess enough damage to allow it to stay.

500

FIGHTER (Female)

 

 

· '  'Assault Attack

Damage increased by +1 per 10ft moved in a round. (Maximum +20)

100

· '  'Cooperativeness

Gain a +1 bonus to attack rolls for each ally adjacent to you. In addition, this bonus increases to +2 for each creature that possesses a teamwork feat.

400

· '  'Extra Move

If you have slain an enemy this round, you gain an extra move action, however this is only at 1/2 your normal speed.

300

· '  'Shield Mastery

While wielding a shield, you gain Damage reduction 2/-

200

· '  'Power Shot

Always add your strength modifier into attacks with a bow. If a composite bow, you gain 1 ½ your strength instead of the listed modifier.

200

· '  'Spear Sting

You can choose to replace your strength modifier with your dexterity modifier for determining attack and damage with Spears/Polearms.

300

Defense Mastery

Damage reduction increases by 2/-. This bonus increases by 2 for every 3 levels you possess. (To a maximum of 10/-).

300

Effort

When defeating a higher level enemy, you gain additional mana equal to the enemy's hit dice.

200

Pierce

When attacking normally (Not a technique nor can you use a spell or abilities used through vital strike or conductive weapons), You can ignore effects that would allow the enemy to disperse damage to other creatures.

200

Start Dash

On the first round of combat, you gain a +30 foot bonus to your move speed.

200

Hit and Away

If you defeat an enemy, you gain an additional move action afterwards. This can be used once per round.

500

'· '  Fighter's Comeback

Critical Damage increased by 1 step when under 25% HP.

200

FIGHTER (Heavy Knight)

 

 

'· '  Aegis

All damage received from the front is lessened by 5.

100

'· '  Last Fortress

When your hit points are below 25% you gain Spell Resistance 10+ Fighter level as well as DR/5.

200

'· '  Advanced Guard

You gain an additional +2 bonus to armor class when fighting defensively. This increases to +4 in a total defense stance.

200

'· '  Spear Defense

When equipped with a spear/polearm, you add 1/4 of your BAB to your armor class as an insight bonus.

300

'· '  Last line

When hit points are below 25%, you gain +1 to armor class for every 4 levels you possess.

300

'· '  Defender

When in a total defense stance, all enemy attacks within 30 feet will target you instead of the original target. You can only use this every 1d4+1 rounds.

800

'· '  Defensive Stance

Attacks from the front or sides target your AC as if you were in Total Defense.

600

'· '  Advance Guard

Subtract 10 damage from all attacks you receive while in a total defense stance.

500

Hero's Shield

When in total defense stance, All enemy attacks targeting adjacent allies deal damage to you instead. If multiple creatures use this ability at once, it only applies to one creature. If that creature dies and attacks are still targeting the other, the other creature then uses this ability.

600

Synch Guard

While in total defense stance, adjacent allies take 10 less damage from all sources.

500

Hold the Line

While in a total defense stance, Creatures cannot move within 10 feet of this creature. Even if an ability would cause them to pass through this area forcefully, it stops within these squares.

500

Swift Stance

You can make attacks of opportunity while in a total defense stance. For every attack of opportunity you make in a round, your AC increases by +1 (Max +10). This lasts until the beginning of your next turn.

500

FIGHTER (Archer, Male)

 

 

'· '  Positional Energy

You gain an additional +4 to attack rolls made from higher ground.

100

'· '  Hunter's Rage

Effects of the Point Blank Shot feat are doubled. If you don't possess the Point Blank shot feat, you gain the feat while this is equipped.

200

'· '  Girl Hunt

Gain +6 to attack and damage against females.

200

'· '  Bow Focus

Bows you wield deal 1 additional dice of damage. This increases by +1 damage dice for every 8 levels you possess.

300

FIGHTER (Archer, Female)

 

 

'· '  Accel Shot

You gain a +1 to damage for every 10 feet between you and the enemy. (Maximum +20)

100

'· '  Hawk Down

You deal an extra +6 damage against flying creatures.

200

'· '  Boy Hunt

Gain +8 to damage against males.

200

'· '  Bow Range

Your attack range is doubled when wielding a bow.

300

'· '  Sniping

Range on all attacks increases by 10 feet.

600

'· '  Fly Swatter

Damage dice increased by 1 step when facing flying enemies. This increases by 1 additional step for every 5 levels you possess.

400

Support Attack

When an ally strikes an enemy in combat, if you are within range of that opponent, you can make a single ranged attack against that target as an attack of opportunity after that attack resolves. This can be used once per round, and uses your attack of opportunity. If you have more than a single attack of opportunity available to you, you can do this one additional time in a round, however you cannot take any other attacks of opportunity this round. This can only be used with a Bow or Thrown weapon.

500

Hit Mastery

Select a single type of Bow or thrown weapon when selecting this evility. Your bow works as a firearm for the purpose of attack rolls, and Missfires while this is equipped.

200

Arrow in the Knee

When dealing damage with a bow, Your enemy's move speed is decreased by 10 feet for 1d6 rounds. This can be lowered to a minimum of 0 feet.

300

Support Fire

When making an attack of opportunity, you deal an additional amount of damage equal to your Dexterity modifier.

300

GEOMANCER

 

 

'· '  Geo Energy

A number of times per day equal to your Wisdom modifier, You can choose to increase one of your ability scores by +1 for every two Geo symbols within 30 feet of you. This ability lasts a number of rounds equal to your level. Activating this ability is a swift action.

100

'· '  Geo Dimension

You never take damage from Geo panel chain reactions.

200

'· '  Geo Absorbers

1/2 of the damage you deal to a geo panel, is healed back to your HP.

200

'· '  Strange Force

You gain a +1 bonus to wisdom for every geo panel you destroy in an encounter.

300

Gunslinger (Male)

 

 

'· '  Marking

When attacking an opponent that another ally is targeting, you and that ally gain a +4 bonus to attack rolls, damage rolls, and to confirm critical hits. 

100

'· '  Assist

Allies who attack after you have attacked ignore 20% of any miss chance.

200

'· '  Second Attack

You can make two attacks (So long as you have a second attack from BAB) as a standard action.

200

'· '  Gun Trick

Your base land speed increases by 5 feet for every 5 levels you possess.

300

'· ' Secondary Attack

When attacking an enemy already struck by an ally, you gain a bonus to damage equal to your dexterity modifier.

400

Hawkeye

When attacking an enemy with a firearm, you lessen any miss chances they may have by 25% for every 50 feet you are away from that enemy.

300

'· '  Sniping

Range on all attacks increases by 10 feet.

600

DoAttack

When attacking an enemy whom has been targeted by another ally this round, the enemy only applies 1/2 of their damage reduction to your attack.

400

Flying Bullets

You have no maximum range increments when wielding a crossbow/firearm. In addition, you cut range penalties in half.

600

Gunslinger (Female)

 

 

'· '  Big Chance

Roll 1D4 when attacking an opponent from behind, the result adds into your attack rolls for the remainder of this round.

100

'· '  Gold Finger

When you land the killing blow on an opponent, you instantly earn any Hl on their person.

200

'· '  Treasure Hunt

When you land the killing blow on an opponent there is a 10% chance that they have a minor wondrous magical item.

200

'· '  Long Shot

Range is doubled when wielding a kind of gun.

300

MAID

 

 

Efficient Work

Once per turn, you can use a one shot item as a free action

100

Know How to Use It

When using an item that heals hit points, You heal 50% more. When using an item that deals damage, you deal an additional 50% more damage with it.

200

Cannon for an Arm

Increase your reach by 10 feet for the purpose of using items on others. This increases by 5 feet for every 6 levels you possess.

200

Relaxing Tea

When using an item that heals hit points, you can choose to only gain 1/2 of the normal healing and instead regain a spell or technique slot. The item is immediately destroyed after being used in this way even if usable more than once, The item must replicate a spell of 4th level or higher to use this effect. This can be used once per day and another time per day for every 6 levels you possess.

300

Winning Lottery

When using a one shot item, you have a 30% chance that the item will not be consumed upon it's use.

300

Licensed Caregiver

When using a one shot item, you can effect a number of squares with it equal to 1/4 your character level instead of a single creature. These squares must be contiguous.

400

MONK (Male)

 

 

'· '  Fury

On attacks of opportunity, you gain a bonus to damage equal to 1/2 your level.

100

'· '  Retribution

You gain an extra attack of opportunity every round. You gain an additional AOO for every 4 levels you possess.

200

'· '  Counter Power

Add your dexterity bonus into your damage rolls for attacks of opportunity.

200

'· '  Chasing Fang

Whenever your hit points are below 25%, you gain an additional attack at your highest base attack bonus.

300

'· '  Forced Counter

Enemies you pass by must make attacks of opportunity on you if they have attacks available.

300

'· '  No-Miss Counter

Attacks of opportunity ignore any miss chance the target may have.

500

Grappler

Gain a +4 bonus to CMB and CMD checks to grapple, in addition you subtract an amount of damage equal to your character level from damage you take from attacks of opportunity.

300

Retribution

When an enemy strikes you in combat, if you are within range of that opponent, you can make a single attack against that target as an attack of opportunity after that attack resolves. This can be used once per round, and uses your attacks of opportunity. If you have more than a single attack of opportunity available to you, you can do this one additional time in a round, however you cannot take any other attacks of opportunity this round.

400

Blasting Fist

After attacking with a Close/Monk weapon, your enemy takes a -1 penalty to armor class and Damage Reduction for 1d6 rounds. This stacks with it's self on each attack.

500

'· '  Counter Chance

When you make an attack of opportunity, your critical hit range is lowered by 1. This stacks with improved critical.

200

MONK (Female)

 

 

'· '  Feint

When an opponent makes an attack of opportunity against you, roll an attack roll against his attack, if your attack roll is highest, their attack misses if your attack beats their Armor Class you land a successful hit on them. You can do this for every attack of opportunity you can perform in a round, however you take an increasing -4 penalty with every attack you make.

100

'· '  Impromptu

You gain a bonus to damage equal to your wisdom modifier when flanking your opponent.

200

'· '  Counter Chance

When you make an attack of opportunity, your critical hit range is lowered by 1. This stacks with improved critical.

200

'· '  Hurt me, Kill you

You deal an additional number of damage equal to your wisdom modifier for attacks of opportunity.

300

 

 

 

 

 

 

 

 

'· '  Double Counter

Whenever an opponent provokes an attack of opportunity from you, you can make two attacks instead of one.

600

'· '  Combo Attack

Gain a 10% chance to gain an extra attack whenever you make an attack on an enemy. This can only be used on your turn, and can never be combined with a technique. This percentage is rolled every time you make an attack, but never on attacks granted through this evility.

500

'· '  Counter Dodge

Attacks of opportunity you take are subject to a 75% miss chance

500

'· '  Rapid Movement

Gain 20% of your move speed as bonus movement if you move at least 1/2 of your move speed in a round.

500

Chi Charging

When making an attack (Not during a technique) your reach increases by 5 feet.

200

Impromptu

When flanking, or making an combo attack with an ally, you gain a +1 bonus to attack and damage rolls. This bonus increases by +1 for every 4 levels you possess.

200

'· '  No-Miss Counter

Attacks of opportunity ignore any miss chance the target may have.

500

Smash Hit

When using a technique that has a possibility to move an enemy to another location forcefully, you deal an additional amount of damage equal to your Wisdom modifier.

300

MONK (Sinner)

 

 

'· '  Fist of the unforgiven

When under 25% hit points your critical threat range increases by 1 and your critical damage increases by 1 step. This stacks with any other ability that offers a similar bonus.

200

MONK (Masked Hero)

 

 

'· '  Trick Move

You gain a +1 deflection bonus to your armor class for every 20 feet you travel in this round.

100

'· '  Power Survival

You deal an additional +2 damage for every level lower than you your opponent is.

200

'· '  Superiority

Damage you receive is always cut in half from enemies of a lower level.

200

'· '  Chicken Heart

Your move speed is doubled, however, your hit points are cut in half and cannot be healed to full.

300

'· '  Rapid Movement

Gain 20% of your move speed as bonus movement if you move at least 1/2 of your move speed in a round.

500

'· '  Blazing Start

On the first round of combat your move speed is doubled.

600

 

 

 

 

 

NECROMANCER

 

 

'· '  Necromancy

You can choose to animate any enemy slain by you as a zombie as per the Lesser animate dead ability. This only lasts for one round per level however after which the zombie crumbles into nothingness.

100

'· '  Dead Man's High

You gain a +1 bonus to any ability score for every undead within 30 feet. You can split these bonuses up to any ability scores with a maximum of +10 to each score.

200

'· '  Undead

Whenever you are defeated or killed in battle, you return for one round. Your type is undead and you gain +8 so Strength and Dexterity. You can also perform Zombie techniques as if you were a Zombie of your Necromancer level. At the end of the round you are defeated as usual. This ability does not have to activate and the player can choose if this goes off when they are defeated.

200

'· '  Cream of Blood

Undead created by you gain a +2 bonus to Strength and Charisma. This bonus increases by +1 for every 5 levels you possess.

300

NINJA (Male)

 

 

'· '  Misty Haze

When you are attacked in melee from the front, you gain a +4 bonus to your armor class. This bonus increases by +1 for every 6 levels you possess.

100

'· '  Sharp eye

You gain a +4 bonus to confirm critical hits. This bonus increases by +1 for every 4 levels you possess.

200

'· '  Vision Blur

If you fail a reflex saving throw by 5 or less, you can attempt the save again. If it fails this time you cannot re-roll. The amount you can fail by increases by +2 for every 6 levels you possess. 

200

'· '  Killing Hand

When fighting with Monk/Close weapons, you deal an additional +1 damage for every 10 feet in your base land speed (Max +20).

300

'· '  Mirage

Gain 50% miss chance from creatures attacking from an adjacent square.

600

Sasuke

Increase your base land speed by +5, and you gain a +4 bonus to acrobatics checks. This increases by +5 feet and +4 to acrobatics for every 4 levels you possess.

300

Feint

A number of times per round equal to your number of attacks of opportunity, you can avoid an attack of opportunity by making a successful bluff check against the enemy's sense motive.

300

Assassination

1/2 of your sneak attack damage ignores fortification or sneak attack immunity if attacking an enemy from behind.

400

Secret Recon

Become immune to attacks of opportunity, and you gain a +10 foot bonus to your speed for every level you possess. However your maximum hit points become 1 for every hit dice you possess. If you equip this and then remove it, your hit points remain the same, they do not recover.

300

NINJA (Female)

 

 

'· '  Flame Haze

When attacked with a ranged attack from the front, you gain a +4 bonus to your armor class. This bonus increases by +1 for every 6 levels you possess.

100

'· '  Purgatory

When you land a critical hit, you deal an additional amount of damage equal to your Charisma modifier.

200

'· '  Assassination

You ignore 10% of fortification for sneak attacks. This bonus increases by 5% for every 4 levels you possess.

500

'· '  Blade Dance

You gain a +5 bonus to base land speed for every 3 points in your base attack bonus. 

300

Nirrti

Gain a +2 bonus to attack and damage rolls, as well as to armor class and saving throws for every attack that you successfully evade due to a miss chance to a maximum of +20. This lasts for the duration of the encounter.

500

Rebellious Blade

Deal d8's when performing a sneak attack so long as you are using an improvised weapon.

200

Body Replacement

When taking damage, make an ally unit take the damage. This bypasses all of the ally's damage reduction or energy resistances or immunity. This can be used 3 times per day. This ally must be within 60 feet and willing to take the damage for you.

400

Aggressive Spying

Gain a bonus to perception and stealth checks equal to 1/2 of your character level.

300

Emergency Evasion

When your hit points are below half, you gain a 50% miss chance against all attacks.

300

PALADIN

 

 

'· '  Spirit Benediction

When utilizing a spell or technique that deals damage of a specific energy type, you deal an additional amount of damage equal to 1/2 your level.

100

'· '  Elemental Force

Whenever you deal elemental damage of any type, you deal an additional +1 damage per level.

200

'· '  Echo

Once a day when you perform a technique, you can choose for the enemy to take 1/2 of the damaging effects again one round later. The enemy gets a saving throw as usual if one was allowed in the first place.

300

'· '  Sword Force

When equipped with a sword, you add 1/2 of it's Enchantment bonus to your Charisma score.

300

'· '  Zone Protection

You are considered to have spell resistance 10+ your level when subject to elemental spells.

200

'· '  Attack Weakness

Creatures with weakness to an energy type take 100% more damage instead of 50% from you.

400

'· '  Spirit protection

Energy resistances of all allies are increased by 10.

500

Elemental Rise

Increase resistance to Fire, Ice, and Sonic damage by 5. This bonus increases by 5 for every 3 levels you possess.

400

Mana blade

When attacking (But not using a technique) you deal additional damage equal to your Charisma modifier.

400

Oracle Sword

When dealing damage with a normal attack, you gain back a single spell slot of any level you can cast if you deal at least 50 damage in the attack.

500

Spirit Protection

All allies within 60 feet increase their resistance to fire, ice, and sonic energy by 10. This bonus increases by 5 for every 5 levels you possess.

400

Spirit Gun

When making an attack (Not a technique), deal an additional amount of energy damage equal to your  Charisma modifier. This energy damage bypasses energy resistance or immunity, but must be a type of energy that the creature is immune or resistant to.

300

PIRATE (Gunslinger Archetype)

 

 

Acceleration Shot

Gain a +2 bonus to damage for every 10 feet between you and the enemy (Max +20 at 100 feet).

400

Demonic Marksman

You gain a +1 bonus to ranged attack rolls and a +5 foot bonus to move speed. This bonus increases by +1 and +5 feet for every 4 levels you possess.

300

Plunder

When you land the killing blow on an enemy, there is a 30% chance that all of it's possessions will appear on your person.

500

Explorer

You gain a bonus to perception checks, as well as Knowledge Geography and Knowledge Nature equal to your dexterity modifier.

300

Gun Fight

You gain a special damage reduction that applies to creatures whom attack you at a range of 15 feet or more. When attacked in this way you negate 5 damage. This damage resistance increases by 5 for every 5 levels you possess. This is applied before damage reduction.

400

Adventuring Spirit

Items that you have traveled into through the item world gain a +1 bonus to attack rolls, damage rolls, or armor class. This bonus is increased by +1 for every 10 levels you possess. You can select the same bonus multiple times or different bonuses each time. Regardless you cannot receive more than a +6 bonus to each of these from this ability. 

300

PROFESSOR

 

 

'· '  Medical Insertion

Once per day, you can choose to extend the duration of one of your, or an ally's spells or extracts as if effected by the extend meta magic feat.

100

'· '  Effective Delivery

All spells, extracts, or techniques with a duration are cast as if you were 2 levels higher when determining duration. This bonus increases by +1 for every 4 levels you possess.

200

'· '  Secret Potion

One use magic items can be used an additional time but at 1/2 of the original effect.

200

'· '  Teaching License

All allies gain an additional amount of EXP equal to 2x the CR of each enemy defeated.

300

Research Desire

When using an extract that enhances a creature's ability scores, or grants a bonus to d20 rolls, that bonus increases by +2.

300

Chemical Reaction

When using an ability that increases an ability score, increase any ability score that was not affected by that ability by the same amount. This can be used once per day for every 3 levels you possess.

500

Tension Booster

If the target of your extract has the revengeance feat, you increase their revenge gauge by 2.

300

Demon Researcher

All Magichange weapons within 100 feet deal +1 damage per hit dice of the magichanged creature. and gain a +4 bonus to attack rolls.

300

ROGUE

 

 

'· '  Thief Skills

You Can steal using the Thief's hand at it's maximum potential.

100

'· '  Evade Danger

Gain a +4 bonus to reflex saves. This bonus increases by +1 for every 8 levels you possess.

200

'· '  Heart Steal

You are able to steal ability score buffs. (See Hand section of Equipment for more information)

200

'· '  Lucky Finger

Whenever you loot an enemy there is a 10% chance that the enemy possesses a +1 item of some sort.

300

'· '  Gold Finger

When landing the final blow on an enemy, you gain an amount of Hell equal to it's CR X100

300

'· '  Treasure Sensor

Once per day, you can choose to pick up a magic item and transform it into a randomly selected magic item of the same type (weapons stay weapons, wondrous items stay wondrous items)

500

Dodge Mastery

You gain a +2 bonus to Reflex saving throws and a +2 dodge bonus to armor class. This bonus increases by +2 for every 4 levels you possess.

300

Bomb Trainer

Add 1/2 of your level to damage dealt with thrown weapons.

300

'· '  Treasure Hunt

When you land the killing blow on an opponent there is a 10% chance that they have a minor wondrous magical item.

200

SAGE

 

 

· '  'Mass Blaster

for every creature effected by an area attack, your damage for that attack increases by +2.

100

Wisdom Incarnate

You gain a +1 bonus to attack rolls and save DC's with spells. These bonuses increase by +1 for every 5 levels you possess.

200

'· '  Magic Conversion

As a standard action, you can sacrifice a number of lower spell levels, to cast one higher spell level. The spell must be of a level you can cast, and on your spell list. You must sacrifice a number of spell levels equal to the spell level you wish to cast.

200

Star Break

When dealing force damage to a creature, the creature loses all resistance or immunity to force. If the creature is healed by force usually, instead it takes 1 damage per damage dice.

400

Anti-Demon Decoy

You gain a 50% miss chance that only applies to spells.

300

Concentration

If targeting a single creature with an area effect, you deal an additional +1 damage per damage dice.

200

SAMURAI (Male)

 

 

'· '  Chivalry

When you are the only one targeting an enemy, you can utilize the Dueling Parry combat maneuver (Described in Ultimate Combat).

100

'· '  Kamikaze

When hit points are below 25%, your weapon damage gains one additonal damage dice. This increases by an additional damage dice for evey 8 levels you possess.

200

'· '  Armor Pierce

When attacking an enemy with an armor bonus or natural armor bonus to armor class, you deal an additional number of damage equal to their armor bonus or natural armor bonus, whichever is higher.

200

'· '  Divine Killer

You gain a +6 bonus to attack and damage rolls against humans.

300

SAMURAI (Female)

 

 

'· '  Calm Waters

When you are the only one targeting an enemy, you can utilize the Dueling Dodge combat maneuver (Described in Ultimate Combat).

100

'· '  Mind's Eye

You can no longer be flanked.

200

'· '  Euthanasia

Whenever you strike a foe with 25% hit points or less, that enemy is killed instantly unless they make a fortitude save DC: 10+ 1/2 level+ Charisma modifier.

200

'· '  Cleanse Evil

You gain a +6 bonus to attack and damage rolls against monster class characters.

300

'· '  Bushido

When attacking an enemy from the front, you deal an additional amount of damage equal to your Charisma modifier,

300

'· '  Duelist

Always deal X2 your strength (Or Dexterity) modifier on damage on the first attack against a creature in any combat.

700

Mind's Eye

Gain a +4 insight bonus to armor class when attacked from the front or sides. This bonus increases by +1 for every 4 levels you possess.

200

Head-to-Head

When attacking an enemy from the front, you deal an additional amount of damage equal to 1/2 of your character level.

300

To The Death

Gain a bonus to all damage rolls equal to twice your hit dice while participating in a challenge, however you cannot benefit from Fortification nor Damage Reduction, nor can you negate critical hits with class abilities for the duration of your challenge.

400

SORCERER

 

 

'· '  Magic Moderation

Once per day, you can choose to retrieve a spell you had previously cast, therefore allowing you to cast it again.

100

'· '  Concentrate

You can use your Charisma bonus instead of your Strength Bonus for attacks and damage with a mace (Light), Mace (Heavy), Quarter Staff, Staff, or Rod.

200

'· '  Enlarge

3 Times per day you can cast a spell with the enlarge meta magic feat for no cost.

200

'· '  Magic Conservation

Once per day you can cast a spell at one level lower than it usually is, therefore spending a lower spell slot to use it. This does alter the saving throw however. You gain an additional number of uses of this ability for every 5 levels you possess.

300

'· '  Magic Creation

A number of times per day equal to the Sorcerer's Charisma modifier, The Sorcerer can lessen the cost of a metamagic feat by 1.

 

100

'· '  Lights of Life

When you run out of spells to cast in a day, you can use technique slots to perform them.

200

Mind Mastery

You gain 1 additional spell slot. This can be of any spell level you can cast. You gain 1 additional spell slot for every 6 levels you possess.

400

Expand

When casting a spell with a range, you can increase the spell range by 10 feet. This bonus to range increases by +10 for every 5 levels you possess.

400

Damage Convert

For every 50 damage you receive, increase your Charisma by +2 (Max +20). This can only be from damage actually received and  not negated. The bonus goes away for every 50 hp you heal.

200

Magic Collection

When using a spell or technique to defeat an enemy, you gain +1 spell slot. This cannot exceed your maximum number of spells per day. The enemy must be a minimum of 4 levels below your own level.

300

Overflowing Magic

When you are below 1/2 of your number of spells of a specific spell level, your spells are effected by Extend, Enlarge, or Empower metamagic feats. It can be effected only by one of these and they do not stack with the actual feat.

400

WITCH DOCTOR

 

 

'· '  Cursed Dance

Once per day, as a standard action, The Witch Doctor can make a perform check, DC: 15 to force enemies within 50 feet take a -1 penalty to every dice roll they make for a number of rounds equal to your level. Enemies gain a Will Save with a DC equal to your perform check.

 

100

'· '  Hazard Dance

When using Cursed dance, you can instead choose to impose on the enemy, a -2 penalty on all saving throws. As a full round action, and by spending two uses of Cursed Dance, you can also apply the effects of a normal Cursed Dance to this.

200

'· '  Ominous Dance

When using Cursed dance, you can instead choose to impose a penalty to their move speed equal to -5 feet for every 4 levels you possess.As a full round action, and by spending two uses of Cursed Dance, you can also apply the effects of a normal Cursed Dance to this.

200

'· '  Ruin Dance

When using Cursed dance, you can instead choose to lessen all damage rolls by the opponents by -2.As a full round action, and by spending two uses of Cursed Dance, you can also apply the effects of a normal Cursed Dance to this.

300

'· '  Gloomy Dance

Enemies within 60 feet take a -6 penalty on any saving throw that causes a status ailment.

500

Death Throes

When defeated, creatures within 60 feet must make a will saving throw DC: 10+ 1/2 character level+ Charisma modifier or take a -10 penalty to all d20 rolls and damage rolls for 3 rounds.

400

Contagious Curse

If an enemy with a status ailment ends it's turn adjacent to another creature, the other creature must make a saving throw DC: 10+ 1/2 character level+ Charisma modifier or contract that same status ailment for half of it's duration (Minimum 1 round). This effects all enemies within 60 feet.

500

Dullness Dance

All enemies within 60 feet cut their movement speed by 1/4 (Rounded down).

500

Sorrowful Moment

When defeated, all enemies within 60 feet lose all of the points in their revenge pool.

300

WIZARD

 

 

'· '  Magic Bundle

Saving throws for all of your spells are increased by +1. This increases by +1 for every 6 levels you possess.

100

'· '  Illusion

You gain a +5 bonus to your base land speed for every point in your intelligence modifier.

200

'· '  Magic Conversion

As a standard action, you can sacrifice a number of lower spell levels, to cast one higher spell level. The spell must be of a level you can cast, and on your spell list. You must sacrifice a number of spell levels equal to the spell level you wish to cast.

200

'· '  Concentrate

You can use your Intelligence bonus instead of your Strength or dexterity Bonus for attacks and damage with a mace (Light), Mace (Heavy), Quarter Staff, Staff, Rod, or Book.

300

'· '  Over Limit

Spells you cast are always empowered or extended via the meta-magic feats, though you can only prepare 1/2 of your spells per day and no longer gain spells from high ability scores.

600

'· '  Sorcery Depletion

All damaging spells deal 50% more damage whenever you have 1/2 of your total amount of spells left per day.

800

Casting Mastery

You gain a Bonus to damage dealt with damage dealing spells equal to your intelligence modifier.

300

Magic Training

Once per day when casting a spell, choose to apply a metamagic feat to that spell for free. This also does not increase the casting time for that spell. This can be done 1 additional time per day for every 5 levels you possess.

400

'· '  Enlarge

3 Times per day you can cast a spell with the enlarge meta magic feat for no cost.

200

Lights of Life

When you have run out of spells, you can use your hit poins to cast spells. You must spend an equal number of hit points equal to 4x the spell level to cast the spell.

300

Over Limit

Spells and techniques deal an additional amount of damage equal to twice your intelligence modifier. This damage applies even if the spell usually does not deal damage, and the additional damage bypasses all damage reduction. Every round you lose 2 spell slots, starting with your highest spell slots.

500

WRESTLER (Monk Archetype)

 

 

Pro Tosser

When performing the lift and throw combat maneuver, Lifting is now a move action, and throwing is a swift action. In addition you can throw a creature +5 additional feet for every 4 levels you possess, on top of the normal throwing range.

200

Attack Mastery

You gain a +2 bonus to attack rolls and CMB rolls to grapple. These bonuses increases by +1 for every 3 levels you possess.

300

Powered Throw

You add +10 feet to the range that you can toss a creature with the lift and throw combat maneuver. This increases by 5 feet for every 2 levels you possess.

300

Vacuum Lift

You add +5 feet to the range that you can reach and lift a creature with the lift and throw combat maneuver. This increases by 5 feet for every 4 levels you possess.

300

Standing Suplex

Damage dealt by a creature that has successfully grappled you is cut in half. In addition you retain your full armor class even while being grappled or grappling.

300

Captain Tower

When using a teamwork technique or dealing damage to a creature you are grappling, you deal +1 damage per hit dice the creature possesses.

300

 

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