Monster Class Evilties

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.

 **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.
 **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.
 **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.

 **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.
 **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.
 **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.

 **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.
 **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.

 **Tense Crisis** | When your hit points are below 1/2, your strength modifier applies to your attack and damage rolls twice.
 **Crisis Energy** | When hit points are below 25%, all damage that you deal is maximized.

 **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.
 **Ice's Blessing** | Add your Charisma modifier to damage rolls from techniques or spells that deal Ice damage.
 **Divine Body** | Whenever you have a monster weapon equipped, you gain a bonus to your attack rolls equal to your Charisma modifier.

 **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.
 **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.
 **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.

 **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.
 **Wind's Blessing** | Add your Dexterity modifier to damage rolls from techniques or spells that deal Sonic or Electricity damage.
 **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.

 **Miasma of Laze** | Enemies that begin their movement adjacent to you have their movement speed cut in half.
 **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.
 **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.

 **Fortune Song** | Allies within 100 feet earn an amount of XP equal to the enemy's hit dice X 5
 **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.
 **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.
 **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.

 **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.
 **Aqua Depression** | Enemies within 100 feet take a -25 penalty to their resistance to cold (Minimum 0).