Evil Eye

Bovine monsters known for their downcast demeanors. Many are cowardly, and will run or hide upon encountering others. Despite this, their innate strength is tremendous, crushing foes with ease. Due to a lack of combat records, the true capabilities of their namesake Evil Eyes are shrouded in mystery.

**Race:**

• +4 Wisdom, +4 Strength, -4 Dexterity

• **Medium** Monstrous humanoid (Demon, Monster)

• Evil Eye Base land speed is 30 feet

• Darkvision out to 60 feet

• Low Light Vision

• Light sensitivity

• +4 to Perception checks and Survival Checks

• **Automatic Languages:** English and Japanese

This replaces the Roc’s Race

**Bonus Languages:** Any

**Class Features:**

* **Evility: 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.

This replaces the starting Evility of the Roc. The Evil Eye gains access to the Evil Eye Evilities.

**Monster Weapon Proficiency (Ex):**

Evil Eyes are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. An Evil Eye’s weapon always comes in the form of massive and destructive horns as a gore attack. This deals 1d12 Piercing damage and has a x3 multiplier, or the damage listed under the monster weapon, whichever is higher. This attack is modified with the strength modifier still.

**Magichange (Ex)**

As a free action, an Evil Eye can change into a Powerful Greataxe. The Magichange lasts as many rounds as your Constitution Mod, and when it ends, the creature returns to it's former self but is exhausted. The wielder must be unarmed and able to hold the weapon when the Evil Eye transforms.

**Evil Eye Greataxe**

Greataxe

Damage: **1d12 or the Evil Eye’s monster weapon damage, whichever is higher.**

**Critical:** 20 X3

**Damage Type:** Slashing

**Ability Boost:**

Whenever the Roc would gain a bonus to Constitution from leveling up, instead the Evil Eye gains a bonus to Wisdom.

**Third Eye Resonance (Su):**

At 1st level, the Evil Eye can open the eye on it’s neck, as well as the various eyes on it’s hands. The Evil Eye gains a bonus to perception checks equal to ½ of it’s Evil Eye level. In addition the Evil Eye is treated as a 3 Eyed Demon for the purpose of qualifying for feats and gains the Mind’s Eye Foresight, and Diviner abilities and gain the feat Psychic Sensitivity as a bonus feat.

**Mind's** **Eye Foresight:**  Three times per day, an Evil Eye can choose to gain a bonus to a single saving throw equal to it's wisdom modifier. This can be used on an ability the Evil Eye did not know was targeting them, as the third eye's foresight aided them.

**Diviner**: You gain access to the following psychic abilities, Each usable once per day. Burst of Insight, Mind Thrust I, Psychic Reading, and Thought Echo. Any that may possess a saving throw use your Wisdom modifier as your relevant casting modifier.

This replaces the Roc’s Glide ability.

**Evil Eye Glare (Su):**

At 1st level the Evil Eye can destroy enemies by opening the eyes on it’s hands and on it’s neck, which strikes foes with a petrifying force.

As a standard action, the Evil Eye selects a creature within 30 feet that it can see. That creature must make a will saving throw DC: 10+ ½ level + Wisdom modifier or take 1d6 Evil Eye damage. Evil Eye damage is crushing damage. A creature immune to petrification takes ½ damage from this effect. A successful saving throw halves the damage. The damage from the Evil Eye increases by +1d6 at 3rd level and every other level afterward to a maximum of 10d6 at 19th level.

This replaces Miasma.

**Evil Eye Master (Su):**

At 2nd level, the Evil Eye gains a modified Evil eye Hex of a witch that triggers when the Evil Eye uses it’s glare on a creature.

*Hex Eye:* The target of the Evil eye glare takes a –2 penalty on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks for a number of rounds equal to 3 + the Evil Eye’s Wisdom modifier. This is a mind-affecting effect. If the creature succeeds in it’s saving throw vs. the Evil Eye glare, the creature only takes the penalty for 1 round. At 8th level this penalty increases to -4.

The Evil Eye can take feats and abilities that apply to a witch’s evil eye hex for this.

This replaces the Evil Eye’s first Virulent Miasma.

**Miasmic Eye (Su)**

At levels 6, 8, 10, 12, 14, 16, 18, and 20, the Evil Eye selects abilities from the Virulent Miasma options open to the Roc. These apply to the Evil Eye’s Glare ability. The following are available to the Evil Eye.

Killer Miasma, Alchemical Miasma, Murderous Miasma, Cursed Miasma, Greater Cursed Miasma, Dexterity Sapping Miasma, Greater Dexterity Sapping Miasma, Persistent Miasma, Weakening Miasma, Sleepy Miasma, Sickening Miasma, Confusing Miasma, Dazing Miasma, Miasma Breath, Petrification Burst, Forceful Miasma, Double Down Miasma, and Slog Miasma.

In addition the Evil Eye can select from the following list of virulent Miasma abilities that only the Evil Eye has access to. The Evil Eye’s saving throw DC’s are always 10+ ½ the Evil Eye’s level+ Wisdom modifier.

*Blight Glare (Su):* If the creature fails it’s saving throw, the creature is effected by a curse of blight. The creature must make a will saving throw every day or suffer from 1 constitution damage. This persists every day until the curse is removed. Every day that the creature remains in an area for at least 8 hours, all plant life withers and dies within a number of feet equal to the Evil Eye’s class level X 10 feet. Repeated failures against this ability don’t increase the constitution damage, but it cuts the time in half that the curse has before a save must be made again (24 hours-12 hours-6 hours-3 hours-1 hour and 30 minutes-45 minutes-ect…)

*Cursed Wound (Su):* If the creature fails it’s saving throw, for a number of days equal to 3+ the Evil Eye’s Wisdom modifier, whenever the victim is the target of a healing spell or magical healing effect, The caster of the healing effect must succeed at a caster level check DC 11+ the Evil Eye’s level to end this effect. If the check fails, the healing effect functions as normal, except it cannot remove the damage dealt by the Evil Eye Glare. The Creature’s total hitpoints are lowered by an amount equal to the damage dealt unless the creature has the curse removed. The creature also suffers from a -2 penalty on fortitude saving throws to avoid contracting disease or poison from an injury.

*Discord Glare (Su):* Whenever the creature fails it’s saving throw, the Evil eye selects another creature within sight. For a number of rounds equal to the Evil Eye’s intelligence modifier, the target’s attitude toward the selected creature is lowered by 1 step (And it’s friendship percentage is lowered by 25% if using those rules). At 8th level it lowers by 2 steps for this duration (And 50%). This is a mind effecting charm effect.

*Accursed Beam (Su):* The Evil Eye must possess Miasma Breath to select this. The Evil Eye’s glare is now a 30 foot beam. If the Evil Eye possesses the Petrification Burst and Dexterity sapping or greater dexterity sapping, those values are doubled if the creature critically fails.

*Destructive Glare (Su):* The Evil Eye deals double damage if targeting an object with it’s glare. The object gets a reflex saving throw for half damage if another creature is holding it, otherwise it must make a fortitude saving throw. The Evil eye bypasses an amount of hardness equal to it’s level. If targeting a stone object, it takes X4 damage instead.

*Navel Glare (Su):* This can only be utilized when the Evil Eye has the naval Chakra open. The Evil Eye can spend an additional 2 rounds of it’s Third Eye Chakras to apply the additional damage from it’s naval chakra to the damage dealt with it’s Glare.

*Distracting Glare (Su):* If the target of the glare fails it’s saving throw, for 1 round per 5 levels, the creature must make a concentration check DC 15+ twice the spell’s level+ the Evil Eye’s wisdom modifier or fail any spell or spell like ability that it attempts to cast.

*Proxy (Su):* If the target of the glare fails it’s saving throw it becomes your proxy for 1 day per evil eye level or until this ability is discharged. Any time afterward if the Evil eye would fail a saving throw against an effect, the Evil Eye can choose to end the effect and have it target the proxy creature instead no matter how far away the creature is. The creature gains a saving throw, but it rolls twice and takes the worse result on the save.

*Bull Rushing Glare (Su):* If the target of the glare fails it’s saving throw, the Evil Eye gains a bull rush attempt against it as per it’s Longhorn ability. This cannot be selected until 4th level.

*Greater Evil Eye Master (Su):* The Evil Eye can forgo the effects of it’s Hex eye ability to instead inflict one of the following options on the creature for the duration. It lasts for as long as the Hex eye ability if the creature fails it’s saving throw and nothing happens if the creature succeeds. This can be selected multiple times, each time you can select a new replacement for Evil Eye. This cannot be selected until the Evil Eye is at least 10th level.

o   *Faint of Heart:* If the target fails their saving throw, they are put to sleep for the duration of the Evil eye.

o   *Insanity:* If the target fails their saving throw, they are effected by a confusion spell for the duration of the evil eye, Or you can grant them a Lesser Madness from the Madness section for this duration. When you reach 16th level it can be a greater madness. If they succeed they are instead staggered for 1 round.

o   *Murderous Gaze:* If the target fails their saving throw, they are effected by a murderous command spell for the duration of the evil eye. If they succeed they are instead staggered for 1 round.

o   *Erotic Compulsions:* If the target fails their saving throw, they are effected by an Unnatural lust spell for the duration of the evil eye. If they succeed they are instead staggered for 1 round.

*Paragon Evil Eye Master (Su):* The Evil Eye must possess Greater Evil Eye Master to select this. The evil Eye must be at least 18th level to select this. The Evil Eye can forgo the effects of it’s Hex eye ability to instead inflict one of the following options on the creature for the duration. It lasts for as long as the Hex eye ability if the creature fails it’s saving throw and nothing happens if the creature succeeds. This can be selected multiple times, each time you can select a new replacement for Evil Eye.

o   *Faint of Heart:* If the target fails their saving throw, they are put to sleep for the duration of the Evil eye. If they succeed they are instead stunned for 1 round.

o   *Cannibalistic Madness:* If the target fails their saving throw, they are effected by a murderous command spell for the duration of the evil eye. In addition they gain a bite attack based on their size which they will use for the duration of the madness. They will attempt to consume their enemy and if the enemy is defeated they will continue eating the creature until it is entirely gone. If it is physically impossible for the creature to eat the other, they will still continue to attempt and do so. For every round they continue eating they take 2d6 non-lethal damage. Creatures immune to non-lethal damage are not resistant to this. Creatures with the paragon of sin feat for gluttony take 1/2 damage from this. If the Non-lethal damage reaches an amount equal to your current hitpoints, you die as your stomach ruptures. If the creature succeeds, they are instead staggered for 1 round.

o   *Mind Erasure:* If the target fails their saving throw, their mind is erased completely for the duration of the evil eye hex. They forget who they are, their name, their family, and everything about their past, however they remember how to utilize their class abilities and other similar things and become incredibly susceptible to information given to them by the witch afterward treating all of their words like a suggestion spell. If the creature takes damage equal to 1/4 of their overall hit points, it immediately snaps out of the effect. If the creature succeeds, they are instead staggered for 1 round.

o   *Brainwashing:* If the target fails their saving throw, they are effected by a dominate monster effect for the duration of the evil eye effect. If the creature succeeds, they are instead staggered for 1 round.

**Third Eye Chakras (Ex):**

At 2nd level, the Evil Eye gains the ability to open it’s chakras. The Evil Eye gains a bonus equal to ½ of it’s Evil Eye level to fortitude and will saving throws to maintain chakras. Though the Evil eye does not possess a ki pool, it can attempt to open it’s root chakra without a need. The Evil eye can maintain it’s chakras for a number of rounds per day equal to 4+ it’s wisdom modifier and for 1 additional round for every level the Evil eye possesses. These need not be consecutive rounds. The Evil Eye.

The Evil Eye can gain the power from only one chakra at a time, regardless of how many it possesses. Each round, when expending the round, the Evil Eye can select the benefit from one chakra awakened up to that point. For example, if after 4 rounds the Evil Eye has awakened three chakras, it can gain the ability of any of those three.

Manipulation of the serpent-fire involves considerable risk. Every round in which an Evil Eye has one or more awakened chakras, it must succeed at Fortitude and Will saving throws, adding its Charisma modifier to each save, to resist the inherent dangers of the kundalini flow as it suffuses its body with spiritual fire. The save DCs are equal to 10 + the sum of the ranks of the awakened chakras. For example, awakening the root, sacral, and navel chakras would result in a DC of 16. Opening all seven chakras at once results in DC 38 saves. The save DC totals are listed after each chakra’s rank and title. If the initiate fails the Fortitude save, it takes 1d6 points of damage per awakened chakra. If the initiate fails the Will save, it is overcome with visions related to the emotions and concepts associated with the awakened chakras, causing it to be dazed for 1 round and causing all of its chakras to close.

By spending additional rounds, the Evil Eye can attempt to open chakras more quickly, however the saving throw DC increases by +2 for every chakra forced open in this way. For example, it the Evil Eye wished to open the Heart Chakra, it could expend 1 round for the base, 3 additional rounds to push it open, and the Fortitude and will saving throws would be DC: 26.

At 2nd level the Evil Eye can only open the Root Chakra (DC 11).

The root chakra is associated with instinct, security, survival, and potential for greater development. It energizes the desires of the flesh and distributes *ki* throughout the blood to circulate heat to the body. Kundalini energy is sometimes depicted as a serpent coiled around the root chakra, ready to ascend on a path from the body’s lower, basic urges and instincts to the heights of a disciplined and enlightened mind.

By awakening its root chakra, the Evil Eye opens itself to an inflow of serpent-fire energy. The bloom of occult power strengthens its aura, granting it DR/— equal to the number of chakras opened for 1 round.

At 4th level The Evil Eye can open the Sacral Chakra (DC 13). By awakening its sacral chakra, the Evil Eye gains a fly speed equal to its base movement for 1 round with average maneuverability. The movement must begin and end on a solid surface.

At 6th level, the Evil Eye can open the Navel Chakra (DC 16). Upon awakening its navel chakra, the Evil Eye can channel the serpent-fire as a breath attack that deals 2d8 points of damage in a 30-foot cone. This radiant gout of orange-red liquid flame somewhat resembles fire, but bypasses all forms of energy resistance, protection, and immunity. The amount of damage increases by 1d8 for each open chakra beyond the 3rd, to a maximum of 6d8 if all of the chakras are awakened.

In addition the Evil Eye No longer needs to make it’s saving throws every round and it only needs to make them when opening new chakras.

At 8th level, the Evil Eye can open the Heart Chakra (DC 20). Once the heart chakra has been awakened, the Evil Eye can channel its serpent-fire into a torrent of healing energy. As a standard action, It can use this ability on itself or touch any adjacent living creature with this fire to heal an amount of damage equal to 1d8 + double the number of chakras it has awakened. In addition, it can remove one of the following conditions from the creature healed: confused, nauseated, sickened, staggered, or stunned. This fire has no effect on constructs, undead, or other creatures that are not alive.

At 10th level, the Evil Eye can open the Throat Chakra (DC 25). When using this chakra, the Evil Eye slips into a kind of trance. It can take actions as normal, but it constantly mutters incoherent, often disturbing utterances of a vastly primal nature. Each round, it can select one enemy within 30 feet. That foe must succeed at a Will save to resist becoming staggered for 1 round. The DC of this save is 10 + 1/2 the Evil Eye’s Hit Dice + its Wisdom modifier. This is a sonic mind-affecting effect.

In addition, the Evil Eye no longer needs to spend a swift action every round to maintain the chakras, just to open them initially.

At 12th level, the Evil Eye cannot critically fail any saving throws made to open chakras. In addition the Evil Eye can have two chakras open at a time.

At 14th level, the Evil eye can open the Brow Chakra (DC 31). Once the brow chakra has been opened, the Evil Eye gains the benefits of true seeing for 1 round. Engaging this force center literally opens a shining third eye of psychic energy upon the Evil Eye’s forehead. The mystical eye is easily perceived by anyone looking at the Evil Eye, and persists so long as it maintains the brow chakra.

At 16th level, The Evil eye can always take 10 on checks to maintain it’s chakras. The Evil Eye can have three chakras open at a time.

At 18th level, the Evil eye can open the Crown Chakra DC (38). Once the crown chakra is opened, the Evil Eye becomes fully in tune with the powers of the multiverse, allowing it to gain the benefit of any four distinct chakras each round. It gains this benefit even if it doesn’t select the crown chakra. If it selects the crown chakra, every time it would roll a d20 during that turn (such as when attempting an attack roll, a saving throw, or a skill check), it can roll twice and take the higher result.

This replaces the Roc’s Gachapon Egg.

**Longhorn (Ex):**

At 4th level, the Evil Eye learns to harness the true power of it’s horns. The Evil Eye’s reach increases by 5 feet. When the Evil eye strikes an enemy in melee combat, it can make a bull rush attempt for free, gaining a bonus equal to its wisdom modifier to this check. The enemy is always treated as If the Evil Eye was moving with it to determine the distance it can be knocked back.

This replaces the Roc’s Poison Bite.

**Rampaging Charge (Ex):**

At 5th level, The Evil Eye can perform a deadly rampaging charge. The Evil Eye gains the Vital strike feat as a bonus feat. Whenever the Evil Eye makes a charge attack, the Evil eye applies the vital strike feat to it’s damage roll. In addition the Evil Eye gains the feat Harmonic Seam without needing to meet it’s prerequisites. If targeting an object when charging, the Evil Eye always benefits from the Harmonic Seam feat.

This Replaces the Roc’s Doodle Doo.

**Point Blank Glare (Su):**

At 12th level, once per round whenever the Evil eye lands a successful melee attack, it can expend two uses of it’s Evil Eye Master ability to effect the creature struck with it’s evil eye attack. If the Evil Eye wields a conductive weapon this can be done an additional time. Enemies effected by this take a -4 penalty on their saving throw vs. this glare effect.

This replaces the Roc’s Deadly Flapping.

**Audumbla (Su):**

At 20th level the Evil Eye obtains the highest title one of it's kind can receive and becomes an Audumbla. Ascending to a new state of being and destroying everything that it’s gaze falls upon. As a standard action, Your size increases by one category, your height doubles, and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of hellish invincibility. Upon transforming, you release a burst of energy out to 60 feet that deals damage and the effects of your Glare in the area. The Evil Eye gains a +6 bonus to Strength and a +4 bonus to Constitution, and a +6 bonus to Wisdom. The Evil Eye gains a +3 natural armor bonus.

The Evil Eye Can activate it’s Chakras as part of activating this ability, though it must still spend it’s rounds normally to keep the chakras open. While these are active, the Evil Eye is also effected by a Freedom of Movement spell and the Evil Eye can extend it’s freedom of movement to it’s allies by spending a swift action to grant them freedom of movement for 1 round. The Evil Eye’s Damage Reduction from the Root Chakra is doubled, And the Sacral Chakra. The Naval Chakra’s damage increases by an amount equal to the Evil Eye’s wisdom modifier, When the Evil Eye heals a creature with it’s Heart Chakra it heals an additional 1d8 per 2 Evil Eye levels it possesses, The Evil Eye can select another target for the throat chakra every round, It adds it’s strength modifier to perception checks with the Brow chakra, and finally when using the crown chakra  you can select yet another chakra to gain the abilities of within a round.

This lasts for 1 round per level.

# Evil Eye Techniques

**1st-Level Evil Eye Techniques—**Virtue, Resistance, Greensight, Lay of the Land, Touch of Blindness, Seducer’s Eyes, Tremor Blast, Enlarge Person, Itching Curse

**2nd-Level Evil Eye Techniques—**Aid, False Life, Shatter, Stone Call, Soften Earth and Stone, Eagle Eye, Arcane Sight, Aura Sight, See Invisibility, Touch of Idiocy

**3rd-Level Evil Eye Techniques—**Meld into Stone, Stone Shape, Dispel Magic, Nap Stack,  Blindness/Deafness, Heroism, Countless Eyes, Witness, Clairaudience/Clairvoyance, Pierce Disguise, See Beyond, Earthquake Bolt, \*\*Mad Slam

**4th-Level Evil Eye Techniques—**Greater false life, Stoneskin, Stoneshape, Bloody Claws, Freedom of Movement, Obsidian Flow, Spike Stones, Strong Jaw,  Arcane Eye,

**5th-Level Evil Eye Techniques—**Curse of Magic Negation, Spell Immunity, Spell resistance, Communal Stoneskin, Wall of Stone, Stone Tell, Transmute Mud to Rock, Transmute Rock to Mud, Commune with Nature, Stoneskin, Prying Eyes, Glimpse of Truth, Earthshatter, \*\*Overrun

**6th-Level Evil Eye Techniques—** Heroes Feast, Greater Dispel Magic, Greater Heroism, Flesh to stone, stone to flesh, Find the Path, Move Earth, Tar Pool, Eyebite

**7th-Level Evil Eye Techniques—**Expend, Spell Turning, Statue, Regenerate, Rampart, True Seeing, \*\*Brutal Eye

**8th-Level Evil Eye Techniques—**Mind Blank, Power Word Stun, Anti-magic Field, Moment of Prescience, Greater Prying Eyes, Prediction of Failure,

**9th-Level Evil Eye Techniques—**Communal Mind Blank, Imprisonment, Clashing Rocks, Mage's Disjunction, World Wave, Foresight, \*\* Beastly Vengeance

# Reincarnation

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Evil Eye Reincarnation