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These evilities are granted by your class. Characters who level up in a class gain the first evility for free.

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

Characters with monster class levels can equip up to 3 evilities. Equipping an evility 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

ANUBIS

Evil Eye

All enemies within 100 feet take a -2 penalty to all d20 rolls and damage rolls.

200

Reduction Curse

A number of times per day equal to 3+ Charisma modifier, you can choose to shrink an enemy on an attack. This effects the creature with Reduce person. The Saving throw DC is 10+ 1/2 character level+ Charisma modifier. Creatures effected by this also take a further -2 penalty to their strength for every 4 levels they possess. This lasts for 4 rounds.

300

Lock Eyes

All enemies within 30 feet that have a miss chance have the miss chance lowered by 20%.

300

Grief Shout

When defeated, All enemies within 100 feet must make a will saving throw DC: 10+ 1/2 character level+ Charisma modifier or take a -2 penalty to Armor class and damage reduction. This increases by -1 for every 2 levels you possess. This lasts for 3 rounds.

300

Day of Calamity

When you make an attack on an enemy that has a status ailment, you have a chance to deal a lethal blow and kill the enemy instantly. This chance is 5%. This increases by 5% for every status ailment the creature possesses.

400

Calamity shield

When you are struck in combat by a creature suffering from a status ailment, you subtract an amount of damage equal to your character level before applying damage reduction.

400

AQUA DEMON

Mass Blaster

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

100

''  Zone Accuracy

Gain a +1 bonus on all attack rolls made with a special technique. This bonus increases by +1 for every 6 levels you possess.

200

''  Generate Pain

Once per day, when you defeat an enemy, you gain the ability to perform a technique 3 levels lower than the highest level technique you can perform for free. This extra technique is lost at the end of the day. You gain an additional use of this technique per day for every 5 levels you possess.

200

''  Psycho Barrier

While a monster weapon is equipped, you gain it's enhancement bonus as an insight bonus to armor class that stacks with other insight bonuses.

300

BACIEL

Double Lock on

If you don't move in this round, you can make an extra attack at your highest base attack bonus.

 

100

Anti Elements

Whenever your hit points are below 25% your energy resistances are doubled.

200

   Star's Blessing

Any attack you make that deals force damage is increased by +1 for every 4 levels you possess. 

300

   Heavy Stance

You cannot be moved from your location by a technique, spell, or ability against your will. In addition, select a single combat maneuver, you are immune to that combat maneuver while this is equipped. This can be purchased multiple times, selecting a different combat maneuver each time. 

300

   Power Shot

Gain a +8 bonus to attack and damage rolls

1000

   Piercing Shot

When making an attack, Make an attack on all creatures in a line between you and your target. Creatures struck all take 1/2 damage. This does not apply to spells or techniques.

800

   Scatter Shot

Creatures adjacent to the creature you strike must make a fortitude saving throw DC: 10+1/2 level+ Strength modifier or take 1/2 of the damage dealt to the first target. This does not apply to damage dealt with techniques.

800

DESCO UNIT

   Usatako Charge

When The Desco unit uses a technique on a creature, she heals a number of hit points equal to her constitution modifier x the number of enemies defeated with the technique.

100

   Special Treatment

When Magichanging with another creature, your weapon gains an additional +1 bonus to attack and damage. This bonus increases by +1 for every 4 levels you possess.

200

   3 Transformations

Gain a +2 bonus to strength whenever your hit points fall below 1/2 and another +2 when they fall below 1/3.

200

   Mana Scarcity

Gain a +8 bonus on attack and damage rolls but you gain 1/2 mana from every encounter.

300

DEVIL BEAR

Rage Charge

Gain a +1 bonus to attack and damage rolls for every attack you receive (Maximum +12). This lasts for an entire encounter.

200

Best Condition

When at full hit points, you gain a +6 bonus to all ability scores and a +4 circumstance bonus to armor class.

300

Wild Power

You gain +4 hit points per hit dice, however your Intelligence, Wisdom, and Charisma become 8 and cannot be raised above that.

300

Survival Instincts

You become immune to death effects and spells with the death descriptor. In addition you are immune to deathblow geo panels.

300

Hunting

When you successfully slay an enemy with an attack that isn't a spell or technique, you heal 12 hp per hit dice you possess (Max 300).

400

Power of Adversity

When your hit points are below 25%, you gain a bonus to attack and damage rolls equal to your character level.

400

DARK KNIGHT

   Patience

Gain a +1 bonus to attack and damage every time you are struck in combat by an enemy (Max +10). This resets at the end of every battle.

100

   Combat High

Gain a +1 bonus to damage rolls for every enemy defeated in combat. (Max +10)

200

   Flames of Revenge

Gain a +2 bonus to attack and damage for every ally defeated by an enemy, or enemy effect.(Max +20)

200

DRAGON

   Rising Dragon

You gain a +1 bonus to attack and damage for every attack you receive in a round. This bonus resets after you make an attack.

 

100

   Bounded

Gain a +4 bonus to all ability scores whenever you have no techniques left in a day.

200

   Dragon's Emblem

Whenever an emblem is equipped, you gain a +4 circumstance bonus to all skill checks. This bonus increased by +1 for every 10 levels you possess.

200

   King's Image

When facing a creature that can be identified by knowledge Nobility or Royalty, you gain a bonus to damage equal to your level on all attacks.

300

   Wind/Water/Fire Dominance

Saving throws against techniques or spells that deal ice, Sonic, or Fire damage automatically succeed. Choose one of these. You can purchase this evility multiple times, selecting a different energy type each time. If an enemy possesses an ability that would make you automatically fail, you instead have to roll normally.

100

   Air/Water/Fire Charge

Gain a +1 bonus to strength or constitution every time someone uses a technique or spell that deals cold/sonic/fire damage (Max +10) Choose one element. This can be purchased multiple times, each time for a different element. The maximum of +10 is applied to all instances of the evility, not each one seperately. 

300

   Wind/Water/Fire Depression

Enemies within 100 feet take a -20 penalty to their resistance to cold/Fire/Sonic. (Minimum 0). This can be selected multiple times, each time for a different element.

400

ERYNGII

   Shroom Power

Adjacent female enemies do not add ability modifiers to attack rolls against you.

100

   Soft Inspiration

All of your ability scores are lowered by -6, however you regain 20 hit points at the end of every round.

200

   Punishing Punisher

Gain +2 bonus to attack and damage against a creature with a status condition. This bonus increases by +2 for every status condition the creature is effected by.

200

   Macho Splendor

Damage received from a female creature is reduced by 10 points before applying Damage Reduction or energy resistance. 

300

Listless Spores

A number of times per day equal to 3+ Constitution modifier, on a normal attack you can apply a weakening spore. This gets a Fortitude saving throw DC: 10+ 1/2 character level+ Constitution modifier. Creatures that fail their saving throw take a -2 penalty to all of their d20 rolls for 3 rounds. This penalty increases by -1 for every 5 levels you possess.

300

Self-Sacrifice

When defeated, all allies within 60 feet gain +2 points to their Revenge pool.

400

Mushroom Doping

At the end of your turn, you gain a +6 bonus to a random ability score. This lasts for 3 rounds. This does not stack with it's self.

400

Eryngi Fluid

When attacked by an enemy, there is a 5% chance you will gain a technique slot back.

400

 

FAIRY

   Magic Creation

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

 

100

Sleep Powder

A number of times per day equal to 3+ Charisma modifier, you can choose to put an enemy to sleep for 1 round on a successful attack. The creature gains a will saving throw DC: 10+ 1/2 character level+ Charisma modifier. A successful saving throw negates the ability.

300

Staff Guard

You negate 5 damage from Polearms/spears/quarterstaffs/

Greatclubs/ and clubs. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

   Generate Pain

For every 40 damage you take, you can choose to regain a spell or technique per day. You can only regain spells of 2 levels or lower of the highest spell level I can perform. This can be used once per day for every 4 levels you possess. Thisonly applies to damage you actually take, damage resisted from any source does not apply. 

500

Blessing Bell

All allies recover as if they received a full night's rest whenever they level up.

500

   Mind Break

For every 10 damage you deal to an enemy, you can choose to negate the damage and instead get rid of one of their highest spell slots or a technique slot for the day.

700

FLORA BEAST

 

   Sweet Aroma

Allies within 10 feet of the Flora Beast heal 5 hit points at the end of every round.

 

100

   Prevention

Allies within 5 feet gain a +4 bonus on all saving throws against anything that causes a status ailment. This increases by +1 for every 6 levels you possess.

200

   Relaxation

Allies within 5 feet have their relevant ability score treated as if it were 6 points higher to determine extra techniques or spells.

200

   Herbal Therapy

Gain resistance to Fire, Ice, Sonic, and Force 5. This bonus increases by 5 for every 12 levels you possess.

300

   Detox Aroma

An one ally within 10 feet is cured of one status ailment at the end of each round. This can be used once per day for every 3 levels you possess.

800

   Shielding Aroma

You and Allies within 10 feet gain a +2 bonus to all forms of armor class. This bonus stacks with other creatures that possess this evility.

400

Relaxation

Adjacent allies who cast spells do so as if they were 2 levels higher for the purpose of level dependant abilities.

300

Power Aroma

At the end of your turn, allies within 30 feet of you gain a +6 bonus to attack and damage rolls as well as a +2 bonus to the save DC's of all techniques and spells. This lasts for 3 rounds and does not stack with it's self.

400

Leaf Shield

At the end of your turn, allies within 30 feet of you gain a +6 bonus to armor class and saving throws. This lasts for 3 rounds and does not stack with it's self.

400

GARGOYLE

   Stone Statue

For every round in an encounter that you choose to not move, you gain a +1 bonus to armor class.

100

   Stone Guard

Gain a +4 bonus to attack and damage rolls so long as you are in the same space you were at the beginning of the encounter. This increases by +1 for every 4 levels you possess.

200

   Stone Piece

Gain a +4 bonus to your strength when effected by a combat maneuver. This lasts 1 round.

200

   Stone Wall

Gain a +8 bonus to armor class but your move speed is cut in half.

300

   Turbo Boost

Movement doubled next round if you don't move this round.

200

   Home Security

So long as you are within 20 feet of the battle's starting location, you cannot be flanked or caught flat footed.

600

GHOST

   Magic Creation

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

 

100

   Spiritual Wave

You gain a +2 bonus to attack and damage rolls against any creature effected by a fear effect. This bonus increases by +1 for every 6 levels you possess.

200

   Mind Concentration

When equipped with a monster weapon, you can add your wisdom modifier as a luck bonus to your attack rolls.

200

   Grudge Time

You gain a bonus to your Charisma score equal to your Charisma bonus when your HP is below 25%. This lasts until your hitpoints are restored beyond 25%.

300

   Mind Break

For every 10 damage you deal to an enemy, you can choose to negate the damage and instead get rid of one of their highest spell slots or a technique slot for the day.

700

   Generate Pain

For every 40 damage you take, you can choose to regain a spell or technique per day. You can only regain spells of 2 levels or lower of the highest spell level I can perform. This can be used once per day for every 4 levels you possess. Thisonly applies to damage you actually take, damage resisted from any source does not apply. 

500

   Astral Body

You can choose to sacrifice any number of spell levels per day to negate that much damage dealt to you.

700

GOLEM

   Reversal Power

For every 50 damage you receive, increase your strength 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

   Tense Crisis

When your hit points are below 1/2, strength modifier is doubled on damage rolls.

200

   Crisis Energy

When hit points are below 25%, all monster weapon, or natural attack weapon damage is maximized.

400

HOLY DRAGON

   Heaven's Blessing

You gain a +1 bonus to attack, damage, armor class and reflex saving throws so long as you are 10 feet off of the ground. This bonus increases by +1 for every 6 levels you possess.

 

100

   Mist Cloak

You gain a 10 point damage resistance to any damage received from spells or techniques. This is applied before damage reduction or energy resistance.

200

   Ice's Blessing

Add your Charisma modifier to damage from techniques or spells that deal Ice damage. 

200

   Divine Body

Whenever you have a monster weapon equipped, you gain a bonus to your attack rolls equal to your Charisma modifier.

300

 

KITSUNE

Good Fortune

You gain a +1 luck bonus that stacks with all luck bonuses. This bonus increases by +1 for every natural 20 rolled within an encounter (Maximum of +10). This bonus applies to Armor class, Attack rolls, Skill checks, Ability checks, Saving throws, and damage rolls and lasts until the end of an encounter.

200

Kitsune Punishment

When dealing damage to a creature whom has taken damage within the last round, you deal an additional amount of damage equal to your Charisma modifier.

300

Fluffy Barrier

When attacked from behind, you negate 5 damage. This increases by 5 for every 5 levels you possess (Max 25). This is applied before Damage Reduction.

400

Geo Damage

If an enemy takes damage from a geo beast or from a geo panel, while within 60 feet of you, that damage is maximized and empowered.

300

Starlight

When you have damaged an enemy within the last round, any ally (Including yourself) who deals force damage to that creature deals an additional amount of damage equal to your Charisma modifier.

300

Geo Protect

All allies within 60 feet become immune to damage dealt from geo panel chain reactions.

300

MARIONETTE

   Soulless Offset

Once a day, as an instant action, whenever a creature within 5 feet of you is targeted by a mind effecting spell or ability, you can make the saving throw yourself. If you succeed, you negate the spell and gain a number of hit points equal to the spell's level. If you fail however, you take the ill effects of the spell instead.

100

   Safety

Creatures that roll a natural 1 against you are considered to have rolled a natural 20, and vice versa.

200

   Reverse Element

Once per day you can make all creatures within 5 feet reverse their weaknesses and resistances (DR 5/magic= take 5 more damage from magic attacks) Using this is a standard action and the enemy gains a will save DC: 10+1/2 level+ Dexterity mod.

200

   Gimmick Body

You are at a permanent -2 penalty to attack rolls and saving throws but you gain an additional 5 hp for every level you possess.

300

MOTH MAN

   Flicker Wing

A moth man gains a +4 bonus to armor class when a creature attacks it from the front. This bonus increases by +1 for every 6 levels they possess.

100

   Hypnosis Wave

Gain 1/day per 3 levels Sleep attack on natural attack. DC:10+1/2 level+Dex mod. Enemy falls asleep for 1d4 rounds.

200

   Star Crossed Fate

Techniques that deal a status condition have their save DC increased by +2. This increases by +1 for every 10 levels you possess.

200

   Emergency Run

When your HP is below 25%, your move speed is doubled.

300

   Poison Accelerator

Creatures within 60 feet effected by a poison take +1 ability damage from the poison regardless of the saving throw's result.

800

  Full of Miasma

All enemies take a -8 penalty on saves vs. ability score damage.

600

   Lengthen Ailment

Poisons, and diseases with continuous effects last twice as long for your enemies and require twice the number of successes to end.

600

Spreading Miasma

All enemies take a -8 penalty to armor class against any attack that deals ability damage.

400

Paralysis Dust

Gain 1/day per 3 levels paralyze enemy on natural attack. DC:10+1/2 level+Dex mod, paralyzed for 1 round.

300

Lance Guard

You negate 5 damage from Polearms/spears This increases by 5 for every 5 levels you possess to a maximum of 25.

400

Overdose

When dealing ability damage to a creature who has already taken ability damage within the encounter, increase damage dealt by 50%

400

MYSTIC BEAST

   Assault Charge

Whenever you make a charge attack, you deal an additional amount of damage equal to 1/2 of your level

100

   Axel Blow

Gain a +2 bonus to confirm critical hits so long as you have moved at least 10 feet this round. This bonus increases by +2 for every 4 levels you possess.

200

   Wind's Blessing

Add your Dexterity modifier to damage dealt with spells or techniques that deal sonic damage.

200

   Mach Strike

When a monster weapon is equipped, you gain a +10 bonus to move speed for every +1 bonus in the weapon's enhancement modifier. (Max +50 feet at +5)

400

NEKOMATA

   Special Counter

When standing adjacent to an opponent, if they attempt to cast a spell, you are granted two attacks of opportunity instead of the usual one. If both attacks hit the opponent must make a concentration check DC 10+damage dealt, or instantly fail at casting the spell. These attacks are only granted if the creature fails to cast defensively.

100

   Cross Counter

You deal an additional amount of damage equal to 1/2 your level on all attacks of opportunity.

200

   Surprise Attack

Once per encounter, you can choose to make an attack as an instant action against a creature that is attacking you. This only cancels out their attack if yours would make them unable to perform their own attack. This is treated as an attack of opportunity.

200

   Fatal Counter

Whenever HP is 25% or less, attacks of opportunity deal an additional number of damage equal to the Nekomata's dexterity modifier.

300

   Enemy on the Brink

After attacking, if enemy is at 25% or less health, attack again. This only fires off once per enemy per round. This is treated as an attack of opportunity.

200

   Fighting Spirit

If the enemy has more hit dice than you, there is a 50% chance you'll gain an additional attack on a full attack. This percent chance increases by 10% for every 4 hit dice more than you the enemy possesses.

300

   Cat on the Brink

After attacking, if your hit points are below 25%, gain another attack. This is treated as an attack of opportunity. This fires off only once per round.

300

Final Blow

After attacking, if enemy is at 10% or less health, attack again. This only fires off once per enemy per round. This is treated as an attack of opportunity.

100

Exploding Punch

Creatures adjacent to the creature you strike must make a fortitude saving throw DC: 10+1/2 level+ Strength modifier or take 1/2 of the damage dealt to the first target. This does not apply to damage dealt with techniques.

300

Team Formation

You gain a +1 bonus to attack, damage, and armor class for each teamwork feat you possess so long as an ally with the matching feats are within 100 feet of you.

300

Desperation

Gain a +20 bonus to attack and damage rolls, however you take a -20 penalty to armor class and your damage reduction is reduced by 20.

400

'·'        ' 'Vendetta

There is a 10% chance to deal maximum damage on attacks of opportunity. This percentage increases by +3% for every 5 levels you possess.

300

Beyond the Future

When not in a defensive stance or total defense stance, when an enemy makes an attack on you, you can expend four of your attacks of opportunity to make an attack on the enemy before the enemy makes their attack. This can be done any time an enemy makes an attack, but only once per enemy per round.

700

ORC

   Mass Psyche

Gain a +1 morale bonus to Attack, damage and armor class for every creature of a selected type within 30 feet of you. This can be selected multiple times, once for each type of creature, however it can only be equipped once at a time.

100

   Amnesiac Blast

Gain 1/day per 3 levels Stun on natural attack. DC:10+1/2 level+Str mod, stunned for 1 round.

200

   Patience

Gain bonus to damage equal to 1/2 level when at 25% HP

200

   Dark Mastery

When equipped with a monster weapon you gain a +1 bonus on attack rolls. This bonus increases by +1 for every 4 levels you possess.

300

Group Strategy

You gain a +1 bonus to attack rolls, armor class, and skill checks for every ally within 60 feet of you.

300

Axe Guard

You negate 5 damage from  Clubs/Axes/Flails. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

Toady

When standing adjacent to an ally whom has a higher level than you, you gain a +8 bonus to attack and damage rolls.

400

Boar Charge

Gain a +8 bonus to your strength score, however you take a -8 penalty to your dexterity.

400

PRINNY

   Explosive Nature

Prinnies explode when they are thrown. Nobody is quite sure why this happens, but when a prinny is flung with enough force (knocked, kicked, or otherwise moved through the air at least 10 feet), the Prinny explodes in a 5-foot radius, dealing 1d6 points of fire damage for each hit die it possesses to everyone in the immediate area (Reflex DC 10 + 1/2 hit die rounded down + constitution modifier for half). This explosion destroys the prinny’s body utterly, but the prinny will reappear, good as new, in 1 day. The Prinny is not considered dead when this ability is used, it simply takes the defeated status.

100

   Unit Price 1 Cent

It only costs 1 hl to be revived at the hospital

200

   Degraded Life

If you are suffering from a status ailment at the end of a battle, you gain an additional amount of mana equal to 50% of the base mana received.

200

  Voluntary Bondage

When suffering from a status ailment at the end of a battle, you gain a bonus to EXP equal to 5x the CR of the creature.

300

   Bomb Conversion

Works just as Explosive Nature, however it deals 1d4 damage per level and explodes in 10 feet in all directions.

200

   Cross Bomber

Works just as Explosive Nature however it explodes in four 60 foot lines, one in each direction and deals 1d2 damage per level.

200

Through Adversity

Gain a +4 bonus to attack rolls, damage rolls, saving throws, and armor class for every status ailment you are afflicted with (Max +20)

200

Recycle Spirit

If you go down in combat due to the explosive body evility (Or any similar evility from the prinny list), You Can heal a single ally within 30 feet equal to the damage you dealt.

300

RABBIT

R

Benefits of Gaea

When attacking from a higher elevation, you gain a bonus to attack rolls and damage rolls equal to your Grit Points.

100

Bunny Hop

When jumping, you do not need to make a running start. In addition, you gain a bonus to acrobatics checks to jump equal to twice your character level.

200

Bow Guard

You negate 5 damage from all Bows and thrown weapons. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

Hidden Valley

When dropping from a higher elevation to attack a target. You gain a +1 bonus to attack and damage rolls for every 10 feet you traveled (Maximum of +20)

200

Lightning Speed

When your hit points are below 25%, you gain a +60 foot bonus to your movement speeds.

400

Fatal Slash

Add your charisma bonus to damage against any opponent whom possesses a lower dexterity score than you. This extra damage bypasses all Damage Reduction.

400

RED IMP

Bullying

When attacking an enemy with less hit dice than your own, you deal +1d6 damage for every hit dice difference between the two of you.

200

Poison Heal

When effected by a poison, you gain fast healing 5. This increases by 5 for every 5 levels you possess. This lasts for the duration of the poison. In addition, you only take 1/2 damage from any poison damage dealt.

300

Binding Dash

When staggered, you gain a +5 foot bonus to your move speed as well as a +4 bonus to dexterity. Your move speed increases by another +5 feet for every 2 levels you possess. This lasts until the staggered effect ends.

300

   Reverse Element

Once per day you can make all creatures within 5 feet reverse their weaknesses and resistances (DR 5/magic= take 5 more damage from magic attacks) Using this is a standard action and the enemy gains a will save DC: 10+1/2 level+ Dexterity mod.

200

'·'        ' 'Reverse Ailment

When effected by a negative status effect, gain the opposite as a bonus (DM approval, examples are Slow grants a bonus to move speed and attack, poisons would increase stats, being lit on fire heals them for that much damage ect...) This can be used once per day for every 4 levels you possess.

900

Isolation

Gain the Advanced creature template so long as you are not adjacent to any allies.

400

 

ROC

   Miasma of Silence

Adjacent enemies cannot use special techniques nor can they cast spells of any kind unless they make a fortitude saving throw DC: 10+1/2 your level+ Constitution modifier.

100

   Miasma of Laze

Adjacent enemies must make a fortitude saving throw DC: 10+1/2 your level+Constitution modifier or have their move speed cut in half for 1 round.

200

   Miasma of Darkness

If the Roc gives an enemy a status ailment, it is spread to any other enemy within 5 feet unless the creature makes a DC: 10+1/2 your level+ Constitution modifier fortitude saving throw.

200

   Miasma of Defiance

Adjacent enemies do only 1/2 of the normal amount of damage from any energy based ability. This can be used as a free action, even on someone else's turn, and can be used once per day for every 3 levels you possess.

300

SEA ANGEL

   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

   Fortune Song

Allies within 100 feet earn an amount of XP equal to the enemy's hit dice X 5

400

   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. As a full round action, and by spending two uses of Lovely song, you can add the effects of a normal lovely song as well.

300

Cute song

Whenever using Lovely Song, you can choose to instead grant fast healing 10. This lasts a number of rounds equal to your level. As a full round action, and by spending two uses of Lovely song, you can add the effects of a normal lovely song as well.

400

Lucky song

Whenever using Lovely Song, you can choose to instead Increase the critical hit range by 1 and grant a +4 bonus to confirm critical hits. This lasts a number of rounds equal to your level. As a full round action, and by spending two uses of Lovely song, you can add the effects of a normal lovely song as well.

400

SERPENT

   Water Dominance

Saving throws against techniques or spells that deal ice damage automatically succeed.

100

   Cold Charge

Gain a +1 bonus to strength or constitution every time someone uses a technique or spell that deals cold damage (Max +10)

300

   Aqua Depression

Enemies within 60 feet take a -20 penalty to their resistance to cold. (Minimum 0)

400

SHINIGAMI

   Death Whisper

When attacking an opponent under 25% of his health there is a 15% chance of instantly slaying the creature when landing a blow. This is a death effect.

100

   Dismal Omen

Enemies within 30 feet of you only gain 1/2 of the benefits of cure and heal spells.

200

   Mind Shackle

Enemies within 30 feet of you must expend double technique slots to perform a technique and 2 spell slots to use a spell.

400

   Soul Crush

Whenever you successfully land a critical hit on an enemy, you take away one technique or one of their highest level spells for the day.

300

   Mind Reaper

Creatures with none of their highest level spells or techniques left have a 15% chance of getting instantly killed by a normal attack. This is a death effect.

500

   Near Death Reaper

When under 25% HP, ignore up to 75% of fortification.

600

SLIME

   Gel Body

Slimes are completely immune to all bludgeoning damage.

100

   Poisonous Matter

Gain 1/day per 3 levels poison on natural attack. DC:10+1/2 level+Con mod, 1d4 Strength on first round, 1d4 con on next round.

200

   Poison Chance

All Poison damage increased by +1

200

   Deadly poison

You also deal 1 point of ability score drain with any poison.

300

   Poisonous Body

Creatures that strike you in combat are effected by a 1d2 strength poison DC: 10+1/2 level+Con mod. This persists for 8 rounds and requires 4 saves to end.

700

   Corrupting Body

Creatures who strike you take 1d4 damage this bypasses DR. It cannot be healed unless by a cleric equal to or greater than your level.

400

Knuckle Guard

You negate 5 damage from Close/Monk Weapons. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

Poison Gel

When taking damage from an adjacent attack that is not mostly energy damage, the opposing creature must make a fortitude saving throw DC: 10+ 1/2 character level+ Constitution modifier or be effected by a health poison. This poison deals 5d6 damage every round. This damage bypasses all forms of damage reduction. This continues for 6 rounds or until the enemy successfully makes 2 saving throws.

400

Weak Gel

When taking damage from an adjacent attack that is not mostly energy damage, the opposing creature must make a fortitude saving throw DC: 10+ 1/2 character level+ Constitution modifier or take a -4 penalty to all ability scores. This stacks up to 4 times and lasts for 2 rounds.

400

Impact Charge

When taking damage from an adjacent attack that is not mostly energy damage, you gain a +1 bonus to attack and damage rolls (Max +20).

400

SLUMBER CAT (Female)

   Calming Aura

Slumber cats negate 10 damage from attacks from monster type creatures. This is applied before damage reduction.

100

   Cat Step

Gain +2 bonus to armor class when you have the high ground.

200

   Mass Psyche

Gain a +1 morale bonus to Attack, damage and armor class for every creature of a selected type within 30 feet of you. This can be selected multiple times for each creature, however it can only be equipped one at a time.

200

   Rapid Move

Your move speed is increased by 60 feet so long as you have full hit points.

300

   Weakening Aura

Slumber cats negate 10 damage from attacks from Humanoid type creatures. This is applied before damage reduction.

200

   Cute Aura

Slumber cats negate 10 damage from attacks from Female creatures. This is applied before damage reduction.

200

Sword guard

You negate 5 damage from Light and Heavy Blades Weapons. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

Softening Aura

Nullify Damage taken from ally units

200

SLUMBER CAT (Male)

   Vanishing Cat

After attacking you, the enemy is forced to turn and face the opposite direction.

100

   Meowy Land

Gain a +1 bonus to attack and damage rolls for every Cat like creature within 60 feet.

200

   Cat Block

If your armor class is higher than the enemy's you gain Damage Reduction 10/- against that enemy.

200

   Playing Dead

Once per encounter, if targeted by a death effect, you can ignore it and go to sleep for 1d4 rounds instead. This can be used once per  encounter for every 5 levels you possess.

300

Cat step

Gain a 50% miss chance from attacks that target you from a lower elevation.

300

Kinship Awareness

Gain a +2 bonus to all d20 rolls for every creature of the same class as you within 30 feet (Max +10).

300

Asleep Attack

You deal an additional amount of damage equal to your character level against creatures whom are currently sleeping.

300

SUCCUBUS

   Sexy Aura

enemies within 30 feet of you that find people or creatures of your sex sexually attractive are at a -2 penalty to attack and damage rolls.

100

   Temptation

Gain 1/day per 3 levels charm effect on natural attack. DC:10+1/2 level+ Charisma mod. Lasts 1d4 rounds.

200

   Dream Hunt

Half of the damage you deal to a sleeping target is replenished as hit points for you.

200

   Pretty Motion

You reduce all damage taken from enemies that would find you sexually attractive by 10.

300

   Punishment

Creatures that would find the Succubus attractive take 1/4 of the damage they deal to her. This ability is only usable as many times in a round as you have attacks of opportunity and depletes your AOOS for each use.

500

   Shame

Gain a +1 bonus to attack rolls, armor class, and saving throws for every male within 60 feet.

300

   Punishing Punisher

Gain +2 bonus to attack and damage against a creature with a status condition. This bonus increases by +2 for every status condition the creature is effected by.

200

Bones Out

When making a normal attack (Not a technique or spell), Your enemy takes a -2 penalty to dexterity for every 4 levels you possess. This lasts for 3 rounds and does not stack with it's self.

500

Charm Pheromones

Once per day for every 4 levels you possess, you can select a single enemy within 60 feet at the end of your turn. That enemy must make a DC: 10+ 1/2 character level+ Charisma modifier will saving throw or be effected by murderous command.

500

TWO HEADED DRAGON

Twin Heads

When making an attack, if you do not move on this turn, you gain an additional attack at your same bonus.

200

Dragon Treasure

When wearing an item that you have looted from another creature, you gain a +1 bonus to attack rolls, armor class, or saving throws. This bonus is selected for each item when you pick it up and cannot be changed. The maximum bonus you can gain to any of these is +5 (+5 for each means owning and wearing 15 separate items)

300

Imperial Wrath

When you have been subject to damage from a critical hit within an encounter, the next attack you land will deal additional damage equal to 1 and 1/2 your dexterity modifier. This increases by +1/2 of your dexterity modifier for every critical hit you receive before you make another successful attack (To a maximum of +3 times your dexterity modifier). This resets once you land a successful attack, or when an encounter ends. This is not applied if you take no damage from the critical hit, or if the hit was negated or lessened to a normal blow.

300

Damage Cut

Divide your total hit points by 6, rounding down. When taking damage, after applying damage reduction, if the damage dealt to you is equal to or lower than this number, it is negated against you. This does not apply to damage that bypasses your damage reduction or energy resistance.

900

King's Dignity

Gain a bonus to damage equal to your character level when you are dealing damage to creatures with the boss or solo boss template.

400

Double Attack

When attacking the same creature you had attacked in a previous round, you deal an additional +8 damage. This increases by +2 for every subsequent round you attack the same foe (Max +20 including the base +8)

400

ZOMBIE

   Corpse Eater

Gain a number of hit points equal to the damage you deal if you use a normal attack to kill an enemy.

100

   Unholy Talon

Gain 1/day per 3 levels paralyzing on natural attack. DC:10+1/2 level+Str mod. Lasts 1d4 rounds.

200

   Poison Mutilation

Gain a +4 bonus to strength when either blinded, deafened or staggered The bonus ends when the ailment is cured. If you are immune to any of the ailments, you can choose to be effected by them instead to gain the bonus.

200

   Darkness Pact

Gain a +6 bonus on all ability scores but you only receive 1/2 benefit from all healing effects.

300

   Predation

Recover a number of hit points equal to your charisma modifier whenever you land a successful normal attack.

200

   Soul Eater

When you land a critical hit, you gain 1 technique slot back that you had used.

200

Rifle Guard

You negate 5 damage from Light and Heavy crossbows/firearms Weapons. This increases by 5 for every 5 levels you possess to a maximum of 25.

400

   Poison Chance

All Poison damage increased by +1

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

Regeneration

When you take damage, heal an amount of hit points equal to your charisma modifier. This can only heal up to 1/3 of the damage dealt by the attack.

300

Corpse Cannibal

Whenever you kill an enemy, heal an amount of hit points equal to your charisma modifier times the number of enemies you've taken down in the encounter.

400

 

 

Class

Ability

Mana Cost

FLAME GOD

 

 

'·'        ' 'Overdrive

You deal an additional amount of damage equal to your class level whenever you land a critical hit.

100

'·'        ' 'Energy Eater

Whenever you land a normal attack against an enemy you heal a number of hit points equal to your Charisma modifier

200

'·'        ' 'Flame's Blessing

Gain +1 damage per Damage Dice for any technique or spell you perform that deals fire damage.

200

'·'        ' 'Fire of Revenge

1/day per 3 levels, Whenever you defeat an opponent, you heal a number of hit points equal to their hit dice. Any extra HP becomes temporary HP.

300

GREAT WYRM

 

 

'·'        ' 'Wind/Water/Fire Dominance

Saving throws against techniques or spells that deal ice, Sonic, or Fire damage automatically succeed. These can be selected multiple times, once for each elemental type. This does not allow abilities like evasion or mettle to be used.

100

'·'        ' 'Air/Water/Fire Charge

Gain a +1 bonus to strength or constitution every time someone uses a technique or spell that deals cold/sonic/fire damage (Max +10). This can be selected multiple times, however only once per element. The maximum of +10 is applied to all instances of the evility, not each one seperately. 

300

'·'        ' 'Wind/Water/Fire Depression

Enemies within 60 feet take a -20 penalty to their resistance to cold/Fire/Sonic. (Minimum 0). This can be selected multiple times, once for each energy type.

400

Anti-Element

Enemies within 60 feet take a -10 penalty to their resistance to Cold, fire, and sonic. (Minimum 0).

400

Crush

Deal an additional amount of damage to creatures whom are a smaller size category to you equal to 1/2 of your strength modifier.

300

Ruling Penetration

When your opponent's health is at 50% or lower, you gain a 50% miss chance.

300

Protection Destruction

If you deal energy damage on an enemy, that enemy takes a penalty to dealing energy damage of that type equal to your strength modifier. This only applies to Fire, Acid, Sonic, Electricity, and cold damage. This does not stack with it's self and lasts for 3 rounds.

500

Element Charge

When using a technique or spell that deals damage of a specific energy type (Fire, Sonic, Frost, Acid, or Electricity). You deal +1 damage per damage dice. This increases by +1 per damage dice for every two times you use a technique that deals that damage type while within a battle. This resets at the end of every combat and has a maximum of +5 per damage dice.

600

'· '  Attack Weakness

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

400

KILL RIDER

'·'        ' 'Immortal Body

Damage received from melee attacks is reduced by 15 points before applying damage reduction.

100

'·'        ' 'Blood Insanity

If your opponent is below 50% HP, you gain a +2 bonus to attack and damage against that enemy. This bonus increases by +1 for every 8 levels you possess.

200

'·'        ' 'Death Fang

You deal an additional amount of damage equal to Your Charisma modifier against creatures that are paralyzed.

200

   Turbo Boost

Movement doubled next round if you don't move this round.

200

Shield Dash

Gain DR 1/- for every 5 feet you move in a single round (Max 25/-). This resets at the beginning of every round.

500

   Combat High

Gain a +1 bonus to damage rolls for every enemy defeated in combat. (Max +10)

200

LANTERN

 

 

'·'        ' 'Bad Trip

Once per day when making an attack, Your enemy must make a Will saving throw DC: 10+ Charisma modifier+ 1/2 level or be either stunned, blinded, deafened, or take 1d4 damage to an ability score. All but the ability damage lasts 1 round. This can be used an additional time per day for every 10 levels you possess.

600

'·'        ' 'Registry Reverse

Adjacent creatures lose resistance and immunities to a single element, Fire, Ice, Sonic, Acid, or Electricity. The creature must succeed in a DC: 10+ 1/2 level+ Charisma modifier Will saving throw to resist this effect. Every round you can select which element you are attempting to effect. 

1000

'·'        ' 'Reverse Ailment

When effected by a negative status effect, gain the opposite as a bonus (DM approval, examples are Slow grants a bonus to move speed and attack, poisons would increase stats, being lit on fire heals them for that much damage ect...) This can be used once per day for every 4 levels you possess.

900

NETHER NOBLE

 

 

'·'        ' 'Boar Charge

Bonuses when using Power attack are doubled and so are penalties.

400

'·'        ' 'Great Wall

Gain damage reduction 20/- that stacks with all other forms of DR, however your armor class is reduced by -20 as well. This cannot be used to drop your armor class into the negatives. Your armor class must be a minimum of 0.

600

'·'        ' 'Dead Or Alive

Your critical hit range is increased by 3, this stacks with all other abilities that increase crit range. However when you are struck in combat you always take critical damage (Fortification and critical hit immunity ignored)

400

Greedy Disposition

If you possess a lot of money, you gain more power. For every 100,000 hl you have on your person, you gain a +1 bonus to attack rolls and armor class. (Max +15)

400

Brain Crusher

Deal an additional amount of damage equal to your character level when you attack a creature that has been stunned.

300

·   Gold Finger

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

300

Great Debater

Double the effect of bribery when proposing bills to the Dark Assembly

500

Money Heal

Recover 20% HP at end of turn, but costs HL equal to HP recovered times 10. This is not optional, so long as this is equipped, you lose the money every round that you need to be healed.

500

Money Is Power

When attacking you can choose to increase your damage by +5 for every 1,000 hl you spend to a maximum of +100 damage for 20,000 hl.

500

SKELETAL DRAGON

 

 

'·'        ' 'Immortal Body

Damage received from melee attacks is reduced by 15 points before applying damage reduction.

100

'·'        ' 'Blood Insanity

If your opponent is below 50% HP, you gain a +2 bonus to attack and damage against that enemy. This bonus increases by +1 for every 8 levels you possess.

200

'·'        ' 'Death Fang

You deal an additional amount of damage equal to Your Charisma modifier against creatures that are paralyzed.

200

'·'        ' 'Vendetta

There is a 10% chance to deal maximum damage on attacks of opportunity. This percentage increases by +3% for every 5 levels you possess.

300

WOOD GIANT

 

 

'·'        ' 'Photosynthesis

Regain Hit points equal to your constitution modifier at the end of every round.

100

'·'        ' 'Activation

Whenever your hit points are full, you gain a +4 bonus to Strength and Wisdom

200

'·'        ' 'Anger of Earth

1/day per 3 levels when you make an attack, you heal an amount of hit points equal to your Constitution modifier. This cannot be used with a technique.

200

'·'        ' 'Fresh Green Sprout

Whenever a Wood Giant survives a combat encounter, they gain 1 technique slot back.

300

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