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CHARACTER LEVEL DEPENDANT EVILITIES

The following evilities can only be purchased once you have reached a certain level.

Character level Any: You can purchase these evilities at any level.

Character Level 10 (Demon Lord Status): You must have at least reached 10th level as a character, or you must possess the status of Demon Lord. This status is either granted by a DM, or gained from the Gideon/Divine Majin/Omega Sentinel/Vampire Tyrant/Werewolf Lord/ Or any form of Demon General prestige class.

First Reincarnation (Overlord Status): You must have reincarnated at least once (See Reincarnation rules), or must possess Overlord status. The Overlord status must be granted by a DM or gained from the Overlord of War/Overlord of Magic class.

Second Reincarnation (Super Overlord Status): You must have reincarnated twice to purchase any of these evilities, or posses the Super Overlord Status. This status must be given by a DM.

CHARACTER LEVEL: ANY

Name

Description

Price

Taste of victory

Gain a +1 bonus to an ability score for every time you've won a battle while within a specific area of a netherworld. You can select the ability score you gain this bonus in every time you gain a victory to a maximum of +10 in each ability score.

300

Fist Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Monk/Close Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Monk/Close weapon to perform the attack or technique.

500

Sword Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Light or Heavy Blade Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Light or Heavy blade to perform the attack or technique.

500

Spear Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Polearm/Spear. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Polearm/Spear to perform the attack or technique.

500

Bow Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Bow/Thrown Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Bow/Thrown Weapon to perform the attack or technique.

500

Gun Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Crossbow/Firearms light or heavy. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Crossbow/Firearm Light or heavy to perform the attack or technique.

500

Staff Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Staff/Book/Novelty Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Staff/Book/Novelty Weapon to perform the attack or technique.

500

Axe Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Axes/Flails/Hammers/Clubs Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Axes/Flails/Hammers/Clubs Weapon to perform the attack or technique.

500

Power Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Physical Monster Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Physical Monster Weapon to perform the attack or technique.

500

Medal Coach

Gain a +2 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Magical Monster Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Magical Monster Weapon to perform the attack or technique.

500

MC Mastery

Gain a +2 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Magichange Weapon. You also gain a +2 bonus to Armor class and Saving throws against techniques from creatures wielding a Magichange Weapon to perform the attack or technique.

500

Assassin's Soul

Ignore miss chances granted by evilities.

600

Number Padding

When you have an evility that grants you a bonus to rolls for every time a situation happens, You treat it as 1 higher. (For example, Dark Knight Patience evility grants a +1 for every time they are attacked. If this evility is also equipped, the bonus is already +1 even if they haven't been attacked yet).

400

Piercing Shot

When attacking, deal damage equal to your relevant ability modifier against creatures in a straight line between you and your target.

400

Ambush

Gain a +20 bonus to attack and damage rolls on the first round of combat.

600

Gambler

Increase critical hit range by 3 and automatically confirm all critical hits, however critical hits deal normal attack damage instead of being multiplied. (For example, if you had a Long Sword, it would crit from 16-20 and automatically crit on a roll of 16-20, however it would only do X1 damage).

500

Power of Bowls

You gain a +2 bonus to a single ability score. You gain another +2 bonus to any ability score of your choice for every evility slot that you do not currently have an evility equipped to.

400

Power Shot

Add 1/2 of your relevant ability modifier to damage when making a normal attack (Not a technique or spell).

200

Red Power

Gain the Advanced creature template when on an red Geo Panel

200

Blue Power

Gain the Advanced creature template when on an blue Geo Panel

200

Yellow Power

Gain the Advanced creature template when on an Yellow Geo Panel

200

Green Power

Gain the Advanced creature template when on an Green Geo Panel

200

Purple Power

Gain the Advanced creature template when on an Purple Geo Panel

200

Aqua Power

Gain the Advanced creature template when on an aqua Geo Panel

200

Rabbit Lover

Gain a +1 bonus to attack, damage, Armor class, and saving throws for every Rabbit Knight, Scrabbit, Rabbit Demon, animal, or magical beast within 100 feet.

400

Insect Lover

Gain a +1 bonus to attack, damage, Armor class, and saving throws for every Fairy, Vermin, Plant, or Fey creature within 100 feet.

400

Motor Gang

Gain a +1 bonus to attack, damage, Armor class, and saving throws for every Imp, Orc, Kill Rider, Dark Knight, Skeletal Dragon, Undead, or Construct creature within 100 feet

400

Improved Recovery

Increase effects of healing magic on self by 50%

600

Booster

Increase your move speed by 10 feet

200

Anti-Flat Chest

Gain a 10% miss chance if enemy has a flat chest.

200

Safety

Gain immunity to critical hits (But not sneak attacks).

900

Enemy Lure

Enemy units will be more likely to attack you.

500

Normal Spirit

You no longer possess Energy Resistance, Damage Reduction, or energy immunity.

300

Gourmet

Increase the effects of healing items by 100%.

600

Hard Worker

Gain an additional amount of EXP every fight equal to 5 times your enemy's challenge rating.

400

Mana Maniac

Gain an additional amount of mana equal to twice your enemy's challenge rating at the end of every fight.

400

Gear Repair

Gain a bonus to all craft checks equal to your class level.

300

Super jump

Gain a bonus to acrobatics checks for jumping equal to your character level.

300

Bounty hunter

Gain a +8 bonus to attack and damage rolls if the enemy belongs to an opposing Netherworld's faction or if the enemy has a bounty on their head.

400

Magic Bias

Cut your total hit points in half, and they cannot be raised beyond that. However you double the amount of spell and technique slots you possess. If you switch this evility out with another and have used technique slots, your normal technique slots are expended before the extras granted by this evility.

400

Treasure Hunter

This works like spring attack, however only for sunder attempts.

300

Gender Bender

You gain the ambiguous feat, or if you already possess the feat, you switch back to your initial state.

200

Invalid

Gain a bonus equal to your class level on heal checks.

300

 

CHARACTER LEVEL 10 (Or Demon Lord Status)

Damage Reward

Once per day when you take damage you can spend an amount of hl equal to four times the damage dealt to negate the damage.

500

Invader

When visiting a netherworld for the first time, you gain a +8 bonus to all d20 rolls for the first 6 combat scenarios you enter.

400

Bottle Breaker

Always deal critical damage against bottlemails. In addition, you gain a +4 bonus to attack and damage rolls when using improvised weapons.

300

Hidden Blessing

Heal an amount of hit points equal to your Charisma or Constitution modifier when attacked from behind.

600

Fist Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Monk/Close Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Monk/Close weapon to perform the attack or technique.

600

Sword Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Light or Heavy Blade Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Light or Heavy blade to perform the attack or technique.

600

Spear Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Polearm/Spear. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Polearm/Spear to perform the attack or technique.

600

Bow Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Bow/Thrown Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Bow/Thrown Weapon to perform the attack or technique.

600

Gun Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Crossbow/Firearms light or heavy. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Crossbow/Firearm Light or heavy to perform the attack or technique.

600

Cane Master

Gain a +4 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Staff/Book/Novelty Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Staff/Book/Novelty Weapon to perform the attack or technique.

600

Axe Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Axes/Flails/Hammers/Clubs Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Axes/Flails/Hammers/Clubs Weapon to perform the attack or technique.

600

Power Master

Gain a +4 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Physical Monster Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Physical Monster Weapon to perform the attack or technique.

600

Medal Master

Gain a +4 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Magical Monster Weapon. You also gain a +4 bonus to Armor class and Saving throws against techniques from creatures wielding a Magical Monster Weapon to perform the attack or technique.

600

Armor Master

Gain a +8 bonus to armor class when wearing armor of any kind. This does not stack with Armor Guru.

500

Kill with Fire

Decrease fire resistance for enemies within 60 feet by 15. If the creature would be reduced below 0 resistance, they then take the remainder in additional damage.

500

Kill With Water

Decrease Ice resistance for enemies within 60 feet by 15. If the creature would be reduced below 0 resistance, they then take the remainder in additional damage.

500

Kill With Wind

Decrease Sonic resistance for enemies within 60 feet by 15. If the creature would be reduced below 0 resistance, they then take the remainder in additional damage.

500

Flame Blessing

Deal an additional amount of fire damage whenever you deal damage of that type equal to your relevant modifier.

800

Snow Blessing

Deal an additional amount of Ice damage whenever you deal damage of that type equal to your relevant modifier.

800

Gale Blessing

Deal an additional amount of Sonic damage whenever you deal damage of that type equal to your relevant modifier.

800

Meteor Blessing

Deal an additional amount of Force damage whenever you deal damage of that type equal to your relevant modifier.

800

Intense Tough Guy

Gain a +4 Enhancement bonus to your Constitution score for every 5 levels you possess.

900

Intense Hyper Guy

Gain a +4 Enhancement bonus to your Charisma score for every 5 levels you possess.

900

Intense Mean Guy

Gain a +4 Enhancement bonus to your Strength score for every 5 levels you possess.

900

Intense Dense Guy

Gain a +2 bonus to your Armor Class for every 4 levels you possess. This does not stack with any other "Dense" evilities.

900

Intense Smart Guy

Gain a +4 Enhancement bonus to your Intelligence score for every 5 levels you possess.

900

Intense Wise Guy

Gain a +4 Enhancement bonus to your Wisdom score for every 5 levels you possess.

900

Intense Agile Guy

Gain a +4 Enhancement bonus to your Dexterity score for every 5 levels you possess.

900

Intense Fast Guy

Gain a +5 bonus to your move speed for every 4 levels you possess.

500

Counter Knowledge

Increase your number of attacks of opportunity by an amount equal to 1/2 of your class level.

500

Gear Trainer

Equipment you hold cannot gain the broken condition, and possess an additional amount of hit points equal to twice your relevant modifier.

700

Magical boost

When casting spells that deal damage, increase the damage by an amount equal to your Relevant Ability modifier.

600

Braggart

Whenever you deal damage, add your relevant ability modifier to the damage dealt so long as you are within the Item world or Heart Realm.

700

Magical Mini Craft

Take a -10 penalty to all ability scores, however you become immune to all attacks of opportunity and can pass through enemies as if they were allies.

600

Unstable Power

You gain a +20 bonus to all ability scores, however you take a cumulative -5 penalty to ability scores for every round in combat that you spend.

900

Job Changer

Gain the Sub Class feat as a bonus feat.

600

Gum Eater

When you use a piece of mint gum, your bless effect increases by +1 for every 3 levels you possess and you gain fast healing 5 for the duration of the spell.

500

Seal of Betrayal

Deal additional damage equal to your class level when damaging an ally.

600

Geologist

Gain a bonus to Knowledge Nature, Handle Animal, and Knowledge Geography equal to 1/2 of your character level.

400

Handicap

Always leave an enemy with a single hit point when attacking them so long as you have more hit dice.

500

Study Nerd

Halve the time taken for wizards to scribe new spells into their book.

500

Medical Expertise

Double the effects of healing magic on yourself.

500

No Critical

Increase attack and damage rolls by +16, however you can never land a critical hit.

700

Convert Force

Cut all of your energy resistances in half. However for every 5 points it is lowered by you gain a +1 bonus to every ability score (Max +10).

700

Physical boost

Negate 5 damage from weapon techniques. This increases by 5 for every 5 levels you possess to a maximum of 25. This is applied before damage reduction.

1000

Life Insurance

When defeated by an enemy, you gain an amount of hl equal to your hit dice x50.

700

Archeologist

You gain a bonus to Knowledge History, Knowledge Dungeoneering, Perception, and Disable Device equal to 1/2 of your character level.

400

 

AFTER REINCARNATION (Or Overlord Status)

Fist Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Monk/Close Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Monk/Close weapon to perform the attack or technique.

900

Sword Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Light or Heavy Blade Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Light or Heavy blade to perform the attack or technique.

900

Spear Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Polearm/Spear. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Polearm/Spear to perform the attack or technique.

900

Bow Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Bow/Thrown Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Bow/Thrown Weapon to perform the attack or technique.

900

Gun Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Crossbow/Firearms light or heavy. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Crossbow/Firearm Light or heavy to perform the attack or technique.

900

Staff Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Staff/Book/Novelty Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Staff/Book/Novelty Weapon to perform the attack or technique.

900

Axe Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Axes/Flails/Hammers/Clubs Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Axes/Flails/Hammers/Clubs Weapon to perform the attack or technique.

900

Power Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique save DC's when fighting with a Physical Monster Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Physical Monster Weapon to perform the attack or technique.

900

Medal Guru

Gain a +6 bonus to attack rolls, damage rolls, Technique and spell save DC's when fighting with a Magical Monster Weapon. You also gain a +6 bonus to Armor class and Saving throws against techniques from creatures wielding a Magical Monster Weapon to perform the attack or technique.

900

Armor Guru

Gain a +12 bonus to armor class when wearing armor of any kind. This does not stack with Armor master.

900

Fire Management

Gain immunity to Fire damage

700

Water Management

Gain immunity to Ice damage

700

Wind Management

Gain Immunity to Wind Damage

700

Lava Blessing

Deal an additional amount of fire damage whenever you deal damage of that type equal to one and 1/2 your relevant modifier.

900

Blizzard Blessing

Deal an additional amount of Ice damage whenever you deal damage of that type equal to One and 1/2 your relevant modifier.

900

Storm Blessing

Deal an additional amount of Sonic damage whenever you deal damage of that type equal to One and 1/2 your relevant modifier.

900

Comet Blessing

Deal an additional amount of Force damage whenever you deal damage of that type equal to One and 1/2 your relevant modifier.

900

Mana Scarcity

Cut the mana that you gain in half, however you gain a +6 bonus to all ability scores and a +6 bonus to armor class.

700

Boorish Counter

You cannot make attacks of opportunity, however you gain a bonus to all attack, damage, armor class, and saving throws equal to your attacks of opportunity you have available (Max +10).

700

Image Change

Switch two of your ability scores. (Strength switches with Intelligence, Dexterity switches with Wisdom, and Constitution switches with Charisma).

700

 

AFTER SECOND REINCARNATION (Or Super Overlord Status)

Scorching Blessing

Deal an additional amount of fire damage whenever you deal damage of that type equal to twice your relevant modifier.

1200

Icic-Hell Blessing

Deal an additional amount of Ice damage whenever you deal damage of that type equal to twice your relevant modifier.

1200

Hurricane Blessing

Deal an additional amount of Sonic damage whenever you deal damage of that type equal to twice your relevant modifier.

1200

Stellar Blessing

Deal an additional amount of Force damage whenever you deal damage of that type equal to twice your relevant modifier.

1200

Ultimate Tough Guy

Gain a +4 Enhancement bonus to your Constitution score for every 4 levels you possess.

1200

Ultimate Hyper Guy

Gain a +4 Enhancement bonus to your Charisma score for every 4 levels you possess.

1200

Ultimate Mean Guy

Gain a +4 Enhancement bonus to your Strength score for every 4 levels you possess.

1200

Ultimate Dense Guy

Gain a +2 bonus to your Armor Class for every 2 levels you possess. This does not stack with any other "Dense" evilities.

1200

Ultimate Smart Guy

Gain a +4 Enhancement bonus to your Intelligence score for every 4 levels you possess.

1200

Ultimate Wise Guy

Gain a +4 Enhancement bonus to your Wisdom score for every 4 levels you possess.

1200

Ultimate Agile Guy

Gain a +4 Enhancement bonus to your Dexterity score for every 4 levels you possess.

1200

Ultimate Fast Guy

Gain a +5 bonus to your move speed for every  level you possess.

1200

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