Table of Contents

Evil Domain

You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Primus - Devil's Hand (Su)

At will, you may mask your alignment, making it indiscernible as long as the Caster Level of the detecting effect is equal to or less than your own.

Additionally, you remain cool and calculated when deal-making - you may spend 5 MP as an Immediate Action to gain your Caster Level as an bonus on a single social skill check (typically Diplomacy, Bluff, or Intimidate), as long as you are attempting to take full advantage over someone else - square deals aren't made for this handshake.

Enlightenment - Cull the Meek (Su)

As a Half Action, you may emanate an aura of evil and menace that strikes fear into the hearts of lesser beings. This aura reaches 1 ft. for every CL you possess (round up to the nearest 5 ft. interval), and causes all non-ally creatures within to become Shaken - this is a mind-affecting supernatural effect.

Additionally, you may Intimidate creatures within this aura to make them Terrified. A creature must be affected by your aura and another effect to reach this stage.

When you damage a creature who is Terrified, you may spend 2 MP to deal an extra 1d6 points of unholy damage per two Caster Levels you possess as an Immediate Action, and gain the total damage dealt as Barrier. The Barrier lasts until the end of combat or when it is destroyed.

Zenith - Torture of the Abyss (Sp)

As a Half Action, you can spend 10 MP to cause wicked dark rays to spring from your hands and furiously attack a creature within Close (25 ft. + 5 ft./2 CL) range. The attack inflicts 10 points of unholy damage per Caster Level which you possess, and causes the creature to suffer from the Nauseated condition for 1d6 rounds afterwards. A successful Fortitude save halves this damage, and reduced the condition to Sickened. A creature already sickened becomes forcibly nauseated, no save.

You may spend additional Half Actions and 5 MP per turn to continue this effect, but you may only hit a specific creature with it once per turn. If the creature gets out of range, this effect forcibly ends. Although this damage is unholy, it may appear however you wish - I hear lightning is quite popular.

Favored Spells