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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 60 feet take a -2 penalty to all d20 rolls and damage rolls. This increases by -2 for every 8 levels you possess. 200
Reduction Curse Whenever you strike an enemy, you effect them with the shrink condition for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Charisma modifier. This can be used once per day for every 2 levels you possess. 300
Lock Eyes All enemies within 60 feet that have a miss chance have the miss chance lowered by 25%. In addition creatures take a -4 penalty to saves for gaze based attacks. 300
Grief Shout When defeated, All enemies within 120 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 -2 for every 2 levels you possess. This lasts for 3 rounds. 400
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 or negative level, you subtract an amount of damage equal to your character level before applying damage reduction. This subtraction happens for every ailment the creature suffers from. 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 technique or spell. This bonus increases by +1 for every 4 levels you possess. 200
Generate Pain Every time you take damage equal to ¼ of your total hitpoints, you regain a spell slot or technique slot. This can be used once per day for every 4 levels you possess. This only applies to damage you actually take, damage resisted from any source does not apply. 500
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, and a bonus to damage reduction overcome by nothing equal to the enhancement modifier as well. 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 whenever you make an attack. This can be as a standard action or as a full attack action. 100
Anti Elements Whenever your hit points are below 25% your energy resistances are doubled. 200
Star's Blessing Add your Strength modifier to damage rolls from techniques or spells that deal Force damage. 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. This bonus increases by +2 for every 5 levels the Baciel possesses. 600
Piercing Shot When making an attack against a creature, apply the attack roll to every creature in a line between you and the target. Creatures that are struck take ½ of the damage that you deal to the target, even if it misses the selected target they still take ½ damage so long as the attack roll hit them. 800
Scatter Shot When making a normal attack against a creature, make an attack against the creature and apply it to the armor class of every creature adjacent to it. These creatures adjacent to the initial target all take ½ damage. 800


DESCO UNIT
Usatako Charge When you use a technique on a creature, you heal a number of hit points equal to your 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 damage die. This increases by another +1 damage die for every 8 levels you possess. 200
3 Transformations Whenever you fall below 50% of your hitpoints, you gain a +8 bonus to strength. You gain this bonus again if you fall below 25% of your health for a total of +16 strength all together. 500
Mana Scarcity You gain a +2 bonus to all d20 rolls. This bonus increases by +2 for every 3 levels you possess, however you only gain 50% mana from any encounter and from any situation in which you could gain mana. 600


DEVIL BEAR
Rage Charge Gain a +2 bonus to attack and damage rolls for every attack you take damage from (Maximum +24). 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 add your strength modifier to hitpoints at every level in addition to your constitution, and you add your strength modifier to fortitude saving throws as well. However your Intelligence, Wisdom, and Charisma become 4 and cannot be raised above that. 600
Survival Instincts You become immune to death effects and spells with the death descriptor as well as deathblow geo panels. In addition you take ½ damage from all necromancy spells. 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. This bonus is doubled if you are using a challenge or rage ability. 100
Combat High Gain a +1 bonus to attack and damage rolls for every enemy defeated in combat, even if you were not the one to land the killing blow. (Max +10). This bonus is doubled if you are using a challenge ability. 300
Flames of Revenge Gain a +2 bonus to attack and damage for every ally defeated by an enemy, or enemy effect.(Max +20). This bonus is doubled if you are using a challenge ability. 300


DRAGON
Rising Dragon You gain a +3 bonus to attack and damage rolls for every attack that targets you in a round, even if it misses. This bonus resets after you make an attack. 100
Bounded Gain a +2 bonus to all of your ability scores for every technique slot that you are missing. 600
Dragon's Emblem Whenever you are equipped with an emblem, gain a +2 bonus to all d20 rolls. This increases by +2 for every 4 levels you possess. 400
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, electricity, 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. 200
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 separately. This lasts until the end of the encounter. 300
Wind/Water/Fire Depression Enemies within 100 feet take a -25 penalty to their resistance to cold/Fire/Electricity/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 -8, however you regain 20 hit points at the end of every round. 200
Punishing Punisher Gain +4 bonus to attack and damage against a creature with a status condition. This bonus increases by +4 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. This amount is increased by 10 for every 10 levels the creature possesses. 300
Listless Spores Whenever you strike an enemy, you effect them with the Weakened condition for Strength and dexterity for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Constitution modifier. This can be used once per day for every 2 levels you possess. 300
Self-Sacrifice When defeated, all allies gain +2 points to their revenge pool. This increases by +1 at 10th and 20th level. 400
Mushroom Doping Whenever an encounter begins, you gain a +6 bonus to a random ability score at the end of your first turn. This happens every round to a random ability score, and it doesn’t stack with it’s self. These bonuses last for 3 turns. 400
Eryngi Fluid When attacked by an enemy, there is a 5% chance you will gain a technique slot back. 400


EVIL EYE
Evil Eye All enemies within 60 feet take a -2 penalty to all d20 rolls and damage rolls. This increases by -2 for every 8 levels you possess. 100
Longhorn Whenever you make a normal attack (Not a technique or spell), you roll your damage dice twice and add them together, and add ½ again your strength modifier, before applying other modifiers. This stacks with effects such as that from vital strike. 200
Petrifying Gaze Whenever you strike an enemy, you effect them as per a flesh to stone spell for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Strength modifier. This can be used once per day for every 2 levels you possess. 400
Inner Beast You add your constitution modifier to your strength and dexterity scores as a bonus. However your Intelligence and Wisdom become 4 and cannot be raised above that. 600
One hit Wonder If you defeat an enemy that had full health, with a single attack, you gain +1 damage dice to your natural attack. This stacks with it’s self every time you take down a creature, to a maximum of +20 damage dice. 500
Cursed Gaze When attacking a creature, for every status condition an enemy is suffering from, they suffer a -2 penalty to armor class, Reflex saving throws, damage reduction, and energy resistance. This increases by -2 for every 2 levels you possess. These penalties only apply when you make an attack. 500


FAIRY
Magic Creation A number of times per day equal to your Charisma modifier, you can lessen the cost of a metamagic feat by 1 100
Sleep Powder Whenever you strike an enemy, you put them to sleep for 4 rounds. If the creature is asleep and is damaged it will awaken. The Saving throw DC is 10+ 1/2 character level+ Charisma modifier. This can be used once per day for every 2 levels you possess. 300
Staff Guard You negate 5 damage from Polearms/spears/quarterstaffs/

Greatclubs/ and clubs as well as from any spell or effect that comes from a Staff or wand. This increases by 5 for every 5 levels you possess to a maximum of 25.

400
Generate Pain Every time you take damage equal to ¼ of your total hitpoints, you regain a spell slot or technique slot. This can be used once per day for every 4 levels you possess. This only 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 50 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 heal a number of hitpoints equal to the Flora Beast’s Constitution modifier at the end of it’s turn. Creatures with the scent ability gain these benefits up to 100 feet away. 100
Prevention Allies within 10 feet gain a +4 bonus on all saving throws against ability that causes a status ailment. This increases by +1 for every 4 levels you possess. 200
Relaxation Allies within 10 feet have their relevant ability score treated as if it were 6 points higher to determine extra techniques or spells. This increases by +2 for every 5 levels you possess. 200
Herbal Therapy Gain resistance to all energy types (Fire, Frost, Electricity, Sonic, Acid, and Negative energy) equal to your constitution modifier. This amount is doubled at 10th level. 300
Detox Aroma At the end of your turn, you can choose to as a free action, heal a single ally of a status ailment they suffer from. This ally must be within 10 feet. This can be used once per day for every 3 levels you possess. Creatures with the scent ability gain these benefits up to 100 feet away. 800
Shielding Aroma You and all allies within 10 feet gain a +1 deflection bonus to armor class that stacks with other deflection bonuses. This increases by +1 for every 5 levels you possess. Creatures with the scent ability gain these benefits up to 100 feet away. 400
Relaxation Adjacent allies gain a +2 bonus to their caster level. This increases by another +1 at 10th and 15th level.   300
Power Aroma At the end of your turn, allies within 10 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. Creatures with the scent ability gain these benefits up to 100 feet away. 400
Leaf Shield At the end of your turn, allies within 30 feet of you gain a +6 bonus to saving throws, as well as damage reduction 5/Cold Iron. 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 +2 dodge bonus to armor class. (Max of +40). You must remain in the same square for this to take effect. 100
Stone Guard For every round in an encounter that you choose to not move, you gain a +2 bonus to attack rolls (Max of +40). You must remain in the same square for this to take effect. 200
Stone Piece Any time you are effected by a combat maneuver, you gain a +4 bonus to strength. This lasts until the end of the encounter. 200
Stone Wall You gain a +8 bonus to armor class and your damage reduction increases by 5. These bonuses increase by +2 each for every 3 levels you possess, however your movement speed is cut in half and you cannot take a double move action or run. 300
Turbo Boost On a round following one that you took no movement action, your movement speed is doubled. 200
Home Security So long as you are within 30 feet of the starting point of a battle encounter, you cannot be caught flat footed, you cannot be flanked, and you gain the advanced creature template. 800


GHOST
Magic Creation A number of times per day equal to your Charisma modifier, you 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 increases by +2 for every 4 levels you possess. These bonuses are each increased by another +1 for every step of fear the enemy is suffering from. 200
Mind Concentration When equipped with a monster weapon, you can add your charisma modifier as a bonus to your attack rolls. 200
Grudge Time Whenever your hitpoints are lower than 25%, you gain a +1 bonus to saving throw DC’s. This bonus increases by +1 per 4 levels. In addition you add your charisma modifier to your dexterity score until your hitpoints raise higher than 25%. 300
Mind Break For every 50 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 Every time you take damage equal to ¼ of your total hitpoints, you regain a spell slot or technique slot. This can be used once per day for every 4 levels you possess. This only applies to damage you actually take, damage resisted from any source does not apply. 500
Astral Body Whenever you take damage, you can choose to sacrifice any number of spell slots to lessen the damage by an amount equal to ten times the combined value of the spell slots. (For example, sacrificing 9 level 4 spell slots would negate 360 damage). 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, your strength modifier applies to your attack and damage rolls twice. 400
Crisis Energy When hit points are below 25%, all damage that you deal is maximized. 600


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 4 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. This increases by 5 for every 5 levels you possess. 300
Ice's Blessing Add your Charisma modifier to damage rolls 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 a day. These must be natural 20’s and cannot be 20’s provided from other effects that allow for an automatic 20. This bonus applies to Armor class, Attack rolls, Skill checks, Ability checks, Saving throws, and damage rolls and lasts for 24 hours. At 5th level a roll of a 19 counts as a 20 for the purpose of gaining an additional bonus, At 10th level a roll of an 18 counts, and at 15th level a roll of a 17 counts as well. Finally at 20th level a roll of a 16 counts as a natural 20 for the purpose of gaining a bonus. 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 per day whenever an ally would be effected by a mind effecting spell, technique, or ability, you can choose to spend an immediate action and make a will saving throw against the effect instead. If you succeed, you gain a number of hitpoints equal to your dexterity modifier multiplied by the spell or technique level of the ability used (Or ½ of the enemy’s hit dice if it has no spell or technique level). These hitpoints remain for 1 hour or until they are lost. If you fail your saving throw, you are effected by the effect fully even if you would be immune to it’s effects. This can be used an additional time per day for every 4 levels you possess. 100
Safety Creatures that roll a natural 1 against you are considered to have rolled a natural 20, and vice versa. In addition whenever you roll a natural 1 you are treated as rolling 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. The effects of some of these abilities may be up to the GM. This can be used one additional time each day for every 5 levels you possess. 200
Gimmick Body You are at a permanent -4 penalty to attack rolls and saving throws but you gain an additional 10 hitpoints for every level you possess. 300


MOTH MAN
Flicker Wing When you are attacked in melee from the front, you gain a 20% miss chance. This increases by 5% for every 3 levels you possess to a maximum of 50%. 100
Hypnosis Wave Whenever you strike an enemy, you put them to sleep for 4 rounds. If the creature is asleep and is damaged it will awaken. The Saving throw DC is 10+ 1/2 character level+ Dexterity modifier. This can be used once per day for every 2 levels you possess. 200
Star Crossed Fate Techniques that inflict a status condition have their save DC increased by +2. This increases by +1 for every 4 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 Whenever you strike an enemy, you paralyze them for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Dexterity modifier. This can be used once per day for every 2 levels you possess. 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 your level. 100
Axel Blow When making a charge attempt at a creature, your critical range increases by 1 for every 30 feet that you move (Max -5) This does not stack with abilities like Keen. In addition you gain a +1 bonus to confirm critical hits for every 3 levels you possess. 200
Wind's Blessing Add your Dexterity modifier to damage rolls from techniques or spells that deal Sonic or Electricity 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. 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 one. If both attacks hit, the opponent must make a single concentration check DC 10+ twice spell level +total 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 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. This can be used an additional time in an encounter at 10th level. 200
Fatal Counter Whenever your health is below 25%, Attacks of opportunity that you make add your dexterity modifier to damage, and the enemy must make a fortitude saving throw DC: 10+ ½ level+ Strength modifier or be stunned for 1 round. 300
Enemy on the Brink After attacking, if the enemy is at 25% or less health, you can attack again as a free action. This is only usable 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 own hit points are below 25%, gain another attack. This is treated as an attack of opportunity. This is usable only once per round 300
Final Blow Whenever attacking enemies with 25% health remaining or less, you gain a bonus to attack and damage rolls against that enemy equal to your Dexterity modifier. 100
Exploding Punch Creatures adjacent to the creature you strike with a normal attack 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. 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 Damage from attacks of opportunity is always maximized. 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 two 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. 700


ORC
Mass Psyche Select a single kind of creature. You 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 Whenever you strike an enemy, you inflict them with Forget/silence for 4 rounds. If the creature is asleep and is damaged it will awaken. The Saving throw DC is 10+ 1/2 character level+ Strength modifier. This can be used once per day for every 2 levels you possess. 200
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. This bonus is doubled if you are using a challenge or rage ability. 200
Dark Mastery When equipped with a monster weapon, you  gain a bonus to attack and damage rolls with it equal to your constitution modifier. 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 in regular employ by a higher level or more powerful creature whom you have a degree of loyalty to, you gain the advanced creature template. When adjacent to that creature you gain an additional +8 bonus to attack and damage rolls as well as 12 additional hitpoints. 400
Boar Charge You can choose to increase your strength score by an amount up to your current level, taking an equal penalty to dexterity whenever you do so. This cannot lower your dexterity below 1.   400


PINCER SHELL
Shellacker Gain a +1 dodge bonus to armor class and DR 1/- every time you are struck in combat by an enemy (Max +10). This resets at the end of every battle. This bonus is doubled if in a total defense stance. 100
Herculean Pincers Ability damage cannot lower your ability scores lower than 75% of their total. 800
Crabwalk Gain a 30% miss chance when an attack targets you from the front. 300
Shell Hammer Whenever you strike an enemy, you effect them with the Silence/Forget ailment for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Constitution modifier. This can be used once per day for every 2 levels you possess. 600
Exoskeleton Attacks from the back or sides target your AC as if you were in Total Defense. 500
Majestic Carapace You cannot be moved from your location by a technique, spell, or ability against your will. In addition, you gain a +4 bonus to all ability scores, and 1 additional attack of opportunity every round. 500


PRINNY
Explosive Nature Prinnies explode when they are thrown due to the volatile nature of the human soul. Whenever you are thrown (knocked, kicked, or otherwise moved through the air at least 10 feet), the Prinny explodes in a 5-foot radius from the square it targeted, dealing 1d6 points of damage for each hit die it possesses to everyone in the immediate area (Reflex DC 10 + 1/2 hit die rounded down + Dexterity modifier for half). This damage is half fire and half force. 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 heal a number of hitpoints equal to your dexterity modifier and you gain an additional amount of mana equal to 50% of the mana received from the encounter. 200
Voluntary Bondage When suffering from a status ailment at the end of an encounter, you heal a number of hitpoints equal to your dexterity modifier and gain an additional amount of experience equal to the CR of the combat encounter X10. 300
Bomb Conversion This works just as Explosive Nature, however it explodes in 10 feet in all directions. Those evilities and the damage they deal stack. 200
Cross Bomber Works just as Explosive Nature however it explodes in four 60 foot lines, one in each direction. This evility stacks with the others and the damage they deal stack. 300
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 instead reform in 1d6 rounds. 300


RABBIT KNIGHT
Benefits of Gaea When attacking from a higher elevation, you gain a bonus to attack rolls and damage rolls equal to the points in one of your class granted pools. 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 +1d6 to damage rolls for every 10 feet you traveled (Maximum of +20 and +20d6) 200
Lightning Speed When your hit points are below 25%, you gain a +60 foot bonus to your movement speed, you gain a +8 bonus to reflex saving throws, a +8 dodge bonus to armor class, and you become immune to attacks of opportunity. 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. If the enemy’s dexterity is less than half of your own, you add twice your charisma modifier to the damage. 400


RED IMP
Bullying You deal an additional +1d6 damage to an enemy for every hit dice lower than you your opponent is. 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. The effects of some of these abilities may be up to the GM. This can be used one additional time each day for every 5 levels you possess. 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. This lasts for the duration of the status effect, or for 6 rounds if the effect is normally permanent or lasts for more than a day. The effect must still be removed if permanent and will affect you normally if this evility is removed. Otherwise you suffer no ill effects from that ability. 900
Isolation You gain the Advanced creature template so long as you are not adjacent to any allies. The ability score bonuses increase by +2 at levels 5, 10, 15, and 20. 400


ROC
Miasma of Silence Enemies adjacent to you are effected by the silence/forget ailment. 100
Miasma of Laze Enemies that begin their movement adjacent to you have their movement speed cut in half. 200
Miasma of Darkness If an enemy with a status ailment, or who has ability damage that they have taken within the round, ends it's turn adjacent to another creature, the other creature must make a saving throw DC: 10+ 1/2 character level+ Constitution modifier or contract that same status ailment for half of it's duration (Minimum 1 round). This effects all enemies that the creature can see. 500
Miasma of Defiance Adjacent enemies have all elemental damage that they deal cut in half. You can activate this ability without spending an action, even on someone else’s turn. This can be used once per day, as well as an additional time per day for every 4 levels you possess. 300


SEA ANGEL
Lovely Song You gain the bardic performance feature and can perform for 1 round per 3 levels to do the following. When using your performance, allies within 60 feet gain 12 hitpoints and +1 bonus to attack rolls and armor class. This amount increases by 12 hitpoints and +1 to attack and armor class for every 6 levels you possess. If you possess Bardic performance or a similar ability, you gain the additional rounds of bardic performance from this evility, and this can be applied to any bardic performance that targets allies. 100
Fortune Song Allies within 100 feet earn an amount of XP equal to the enemy's hit dice X 5 400
Happy Song You gain the bardic performance feature and can perform for 1 round per 3 levels to do the following.  When using the Bardic performance, you grant allies a +1 bonus to all saving throws vs. an effect that deals ability damage or a status condition of some sort. This bonus increases by +1 for every 6 levels you possess. If you possess Bardic performance or a similar ability, you gain the additional rounds of bardic performance from this evility, and this can be applied to any bardic performance that targets allies. 300
Cute song You gain the bardic performance feature and can perform for 1 round per 3 levels to do the following. When using your performance, allies within 60 feet gain fast healing 5. This amount increases by 5 for every 6 you possess. If you possess Bardic performance or a similar ability, you gain the additional rounds of bardic performance from this evility, and this can be applied to any bardic performance that targets allies. 400
Lucky song You gain the bardic performance feature and can perform for 1 round per 3 levels to do the following. When using your performance, allies gain the ability to add in their character level to damage when landing a critical hit. If you possess Bardic performance or a similar ability, you gain the additional rounds of bardic performance from this evility, and this can be applied to any bardic performance that targets allies. 400


SERPENT
Water Dominance Saving throws against techniques or spells that deal ice damage automatically succeed. If an enemy possesses an ability that would make you automatically fail, you instead have to roll normally. 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) Choose one element. This lasts until the end of the encounter. 300
Aqua Depression Enemies within 100 feet take a -25 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, however undead cannot be immune to it through normal means. 100
Dismal Omen Magical healing for all enemies within 60 feet of you has it’s effects cut in half. This includes regeneration or fast healing from magic sources. 200
Mind Shackle Enemies within 30 feet of you must expend twice the spell slots or technique slots to cast a spell or perform a technique. If using mana or some other form of magic to cast a spell, it costs twice of that resource instead. If you cannot expend twice the cost of whatever resource it may be, it cannot be used. 400
Soul Crush Whenever you successfully land a critical hit on an enemy, you take away one technique slot and one spell slot of their highest spell level that they can cast. 300
Mind Reaper Creatures with none of their highest level spell slots remaining, or creatures with no techniques left have a 15% chance of getting instantly killed by a normal attack. This is a death effect. however undead cannot be immune to it through normal means. 500
Near Death Reaper Whenever your health is below 25%, you ignore immunity to critical hits, Sneak attacks, and death effects. 600


SLIME
Gel Body Slimes are completely immune to all bludgeoning damage. 100
Poisonous Matter Whenever you strike an enemy, you effect them with the poison spell for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Constitution modifier. This can be used once per day for every 2 levels you possess. 200
Poison Chance All ability score damage dealt is increased by +1 per dice. In addition all poison effects the creature inflicts require 1 additional saving throw and have the length of time they last increased by 50%. 200
Deadly poison Whenever you inflict ability damage on a creature, you inflict +1 ability drain. 300
Poisonous Body When struck by a non-elemental attack, you lower the damage by 5. This is lowered by 5 for every 5 levels you possess. Creatures that strike you in melee combat are inflicted with the poison spell for 1d8 rounds. The Saving throw DC is 10+ 1/2 character level+ Constitution modifier. 700
Corrupting Body When struck by an attack that deals energy damage of any kind, you lower the damage by 5. This is lowered by 5 for every 5 levels you possess. Creatures that strike you in melee combat take 1d6 damage which bypasses their damage reduction.. 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 1d6 rounds. Multiple instances extend the duration of every instance to whichever is longest. 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
Calming Aura You negate 10 damage from attacks from monster type creatures. This is applied before damage reduction. This is increased by 5 at levels 5, 10, and 15 to a maximum of 25. This is applied before applying damage reduction or energy resistance. 100
Cat Step Gain +2 bonus to armor class when you are at a higher elevation than your foe. You gain an additional +2 for every 3 levels you possess. Alternatively, you gain a +20% miss chance when at a lower elevation. This increases by 5% for every 3 levels you possess. (Max 50%). 500
Mass Psyche Select a single kind of creature. You 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. 200
Rapid Move When you are at full hitpoints, your movement speed is doubled. 300
Weakening Aura You negate 10 damage from attacks from humanoid type creatures. This is applied before damage reduction. This is increased by 5 at levels 5, 10, and 15 to a maximum of 25. This is applied before applying damage reduction or energy resistance. 200
Cute Aura You negate 10 damage from attacks from female creatures. This is applied before damage reduction. This is increased by 5 at levels 5, 10, and 15 to a maximum of 25. This is applied before applying damage reduction or energy resistance. 400
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
Vanishing Cat Once per day for every 4 levels you possess, you can move up to 20 feet and make a stealth check as an immediate action. 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 for 1d4 rounds instead. This can be used once per  encounter for every 4 levels you possess. If you take damage while asleep you immediately wake up. 300
Kinship Awareness Gain a +2 bonus to all d20 rolls for every creature of the same class as you within 30 feet (Max +20). This triggers so long as a creature shares at least 1 class level with you. 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 60 feet of you that are sexually attracted to creatures of your gender take a -2 penalty to attack and damage rolls. This penalty increases by -2 for every 5 levels the creature possesses. 100
Temptation Whenever you strike an enemy, you effect them with the charm ailment for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Charisma modifier. This can be used once per day for every 2 levels you possess. 200
Dream Hunt Half of the damage you deal to a sleeping target is replenished as hit points for you. 200
Pretty Motion You negate 10 damage from attacks from creatures that find creatures of your gender sexually attractive. This is applied before damage reduction. This is increased by 5 at levels 5, 10, and 15 to a maximum of 30. This is applied before applying damage reduction or energy resistance. 300
Punishment Creatures that would find creatures of your gender attractive take ¼ 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 creature of a gender that you are attracted to within 60 feet. If you are bisexual the bonus is for every two creatures instead. 300
Punishing Punisher Gain +4 bonus to attack and damage against a creature with a status condition. This bonus increases by +4 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 armor class, damage reduction, and saving throws for every 3 levels you possess. This lasts for 3 rounds and does not stack with it's self from the same source, though multiple creatures with the evility can allow it to stack. 500
Charm Pheromones At the end of your turn, all adjacent enemies whom would be attracted to creatures of your gender, must make a will saving throw DC: 10+ ½ level+ Charisma modifier or suffer from the charm condition for 1 round. 500


TWO HEADED DRAGON
Twin Heads If you don't move in this round, you can make an extra attack at your highest base attack bonus whenever you make an attack. This can be as a standard action or as a full attack action. 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. This bonus becomes +2 at 10th level and +3 at 15th level. 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. 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 entirely. 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 stacks with it’s self every round, granting a +8 every time, however it ends if you ever stop attacking the creature. 400


ZOMBIE
Corpse Eater If you slay an enemy with a normal attack, you heal a number of hitpoints equal to the damage you dealt. 100
Unholy Talon Whenever you strike an enemy, you Paralyze them for 4 rounds. The Saving throw DC is 10+ 1/2 character level+ Charisma modifier. This can be used once per day for every 2 levels you possess. 200
Poison Mutilation Gain a +4 bonus to strength when either blinded, shaken, silenced, abyss, shrunk, dazzled, fatigued, exhausted, poisoned, deafened or staggered The bonus ends when the ailment is cured, and the bonuses stack if effected by multiples. 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 You gain a bonus to all of your ability scores equal to your level, however you cannot benefit from any form of healing magic or techniques while this is equipped. 300
Predation Recover a number of hit points equal to your charisma modifier whenever you land a successful normal attack. If this attack is a vital strike, the amount is multiplied by the vital strike multiplier. 200
Soul Eater When you land a critical hit, you gain 1 technique slot back that you had used. And the enemy takes 1 negative level. 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 ability score damage dealt is increased by +1 per dice. In addition all poison effects the creature inflicts require 1 additional saving throw and have the length of time they last increased by 50%. 200
Undead Whenever you are defeated or killed in battle, you return as a zombie with a number of hitpoints equal to your charisma modifier multiplied by your level. 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 level. This lasts until you are defeated again, or until combat ends. This ability does not have to activate and the player can choose if this goes off when they are defeated. This can be used once per encounter. 400
Regeneration You gain regeneration overcome by fire equal to your Charisma modifier. 500
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


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