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These evilities are granted by some Prestige classes. You never gain the evilities for free, you just add them to your list of evilities and buy them at normal price.

Class

Ability

Mana Cost

BLACK KNIGHT

 

 

Ripple Impact

When dealing damage with an attack (it can't be a part of a technique), you also deal 1/2 of that damage to all adjacent creatures, and then 1/2 of the damage dealt to the adjacent creatures to any other creatures adjacent to them. These creatures gain a fortitude saving throw DC: 10+ 1/2 character level+ Charisma modifier to halve the damage dealt to the adjacent creatures.

500

Veteran Hero

You gain +10 hit points, +1 to attack rolls, and +1 to all saving throws. This bonus increases by +1 for every 4 levels you possess, and the bonus to hit points increases by +5 for every 2 levels you possess.

400

Purgatory

Increase your critical damage by one step.

200

In the Fight

If a creature adjacent to you rolls maximum damage on their damage dice, they must reroll each dice that rolled maximum, keeping whatever the second result is.

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

Fighting Spirit

You gain a +1 bonus to attack rolls and Armor class every time you make an attack or receive an attack (Maximum of +25). This lasts until the end of an encounter.

600

BOUNCER

 

 

  • Official Protection

Allies gain a +1 bonus to armor class while within 30 feet of you. This bonus increases by +1 for every 5 levels you possess.

300

  • Synch Guard

While you are in a total defense stance, allies within 30 feet gain Damage Reduction 10/- and resistance 10 to all damage caused by spells or techniques. Creatures that already have Damage reduction retain whichever bonus is higher.

400

  • Damage Shift

Whenever the Bouncer is within the area of an effect attack, it can choose to take an additional 20% of the damage to reduce all other creature's in the area's damage by the same amount.

400

  • Deadly Support

When defeated, Adjacent allies gain a +4 bonus to all ability scores for 1 round per level.

500

CELESTIAL HOST

 

 

  • Angel's Protection

Allies adjacent to the Celestial Host gain Damage reduction 5/-

300

  • Angel's Medication

When you use a potion or healing food, creatures within 5 feet of you benefit from 1/2 of the effects.

400

  • Angel's Blessing

Whenever you use a heal spell or a cure spell, you can take away any one status ailment from a creature.

400

  • Angel's Flight

You gain a +1 bonus to any spell or technique that heals a creature for every level you possess.

500

  • Angel Song

Adjacent ally units gain a +2 bonus on attack and damage rolls.

200

  • Angel Majesty

Enemies adjacent to the Celestial Host take 5 more damage from all attacks.

500

  • Angel Leadership

If there is an ally in every adjacent panel, increase attack and damage by +6

500

  • Angel Love

Allies attacked by adjacent enemies take 10 less damage.

500

  • Angel Group

If adjacent allies fill all space around you, they all gain +6 AC and +6 Reflex saves.

600

·         Blessing of love

Allies within 60 feet heal an amount of hit points every round equal to 1 and 1/2 your Intelligence, Wisdom, or Charisma modifier, whichever you select upon selecting this evility.

400

·         Guardian Angel

Select a single ally within 30 feet. You can select this ally on your turn and change it every turn as a free action. That ally gains a Dodge bonus to armor class equal to your character level. You cannot select yourself with this. This does not stack with it's self from any other source.

600

·         All Range +

Adjacent allies gain a +2 bonus to attack rolls and a 10 foot range bonus to all ranged touch attacks. This bonus to range increases by +5 and the bonus to attack rolls increases by +2 for every 5 levels you possess.

200

·         Angel Conciliation

Once a round you can negate an enemy from gaining points to their revenge pool.

300

·         Angel Immunity

Gain a +8 bonus to saving throws against abilities that would deal ability damage.

300

·         Angel Cheering

Allies whom are part of the same profession as you (Either through class, character profession or ranks in the profession skill) gain 1 additional spell slot of any spell level and one technique slot per day.

400

·         Angel Flight

All allies within 100 feet gain a fly speed of Good maneuverability equal to 1/2 of their move speed.

200

ONMYO MONK

 

 

·         Mass Blaster

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

300

  • 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 Panels within 30 feet of you. This ability lasts a number of rounds equal to your level. Activating this ability is a swift action.

400

  • Geo Resist

You never take damage from Geo panel chain reactions.

400

  • Geo Damage

Creatures that take damage from a Geo panel chain reaction take an additional +1 damage per damage die, so long as they are within 100 feet of you.

500

  • Geo Protect

Allies never take damage from Geo chain reactions.

400

  • Geo Damage

Damage dealt by Geo chain reactions is maximized.

500

OMEGA SETENIEL

 

 

·         One Man Army

When all allies are unconscious, dead, or defeated, your ability scores all increase by a number equal to 1/2 your level until the end of the encounter or until your allies are recovered, whichever comes first.

300

·         Revival

When your hit points are under 25% at the end of the round, you gain the effects of a health or harm spell cast on yourself as a free action.

400

·         Vortex

Gain the Advanced Creature template.

400

·         Violence

Gain only 1/4 the normal amount of EXP, however you gain a +4 bonus to attack and damage rolls.

500

·         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

  • Basic Rule

You can never deal damage to allies.

400

POWERED SUIT

 

 

  • Self-Destruct

When defeated the Powered Suit 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).

300

  • Limiter Release

As a free action, you can sacrifice a technique for the day and gain a +2 Enhancement bonus on an ability score for the rest of the day. You can use this ability multiple times and it's effects stack, but you cannot add beyond +6 to a single score.

400

  • Rear monitor

You can never be flanked.

400

  • Damage cut

Attacks that deal 20 damage or less from any source are completely negated (excluding ability score damage)

500

PRISM RANGER

 

 

  • Friends

Gain +1 to your saving throws for every different colored Prism Ranger adjacent to you.

300

  • Battle Order

All allies adjacent to you gain a +1 bonus to attack rolls.

400

  • Prism Emblem

All Prism Rangers within 30 feet of you gain 10 temporary hit points.

400

 

SHURA

·         Eclipse Power

When defeating a boss, you gain a Permanent +1 bonus to any ability score of your choice. This happens upon defeating a boss each time to a maximum of +20 in each ability score. This bonus only remains while this evility is equipped.

1800

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