Mythic Planetouched

The Mythic Planetouched
Good and Evil. Such archaic and exacting phrases that elicit a number of acts and how they are understood. To slaughter is evil, to forgive is goodness. Mercy is saintly, and brutality is villainous. Such terms and thoughts can be traced back as far as the oldest minds can recall. But why are they so? How did they become this way? Why are some predisposed to martyrdom and reverence, while others are inclined towards tyranny and revilement?

When the Great Wheel was in it's earliest, in it's pupa, a war tore across all that would be existence. None can recall all that was or all that did occur throughout the eternity that was that war, but what any present will recall, in either fondness or disgust, was the deaths of both the Empyrean and the All-Shadow. Neither could truly cease existing, but neither did they remain what they once were. The grandest of the Titans fell, and the Gods turned the tides and pushed back all that had preceded them. And, in doing so, created a riff that could not be sated.

Upon one side, the loyalists of the All-Shadow came together, as did the fallen of the Empyrean's, and raised an effigy. The first artificial titan. An attempt to recreate the shadow that hid all things. And though it was great, it was flawed. It's power was that of a Titan, but its might was not, for its form was too mortal, its will too weak, its grandeur dissipated by it's inhibitions. It wanted not to turn against the Gods, but too establish itself among them, in a way impossible for a true Titan. With a wave of its' arms, it created a mate, and from this mate, spawned an innumerable number of spawn, and sent them out to do instill his will among the mortal races, unknown and unseen by the Gods who had wiped out his predecessors.

But these creations were not blind, ignorant, or dumb, as the false titan had hoped, for from his self made overlook in the darkest of darknesses, the remains of the All-Shadow granted them a glint of his guile. With the spark of that grand being, the spawn of the False Titan would turn against him, shredding his essence equally among them. They would carry out his mission, they would consort with the mortals, they would create spawn amongst one another, and they would propagate the ideals of the one who gave them sight. Following the path they were put upon by the crippled Titan, together by cause but separate by their means, were unified under a single all encompassing banner, one that would depict them as the enemies of all creation. But by the time such a discovery was made, the false titan and its disciples had planted the seeds across the world, bringing about the first creatures of Evil, and both Mortal and Divine alike knew of its pleasures.

But upon the other side, a twisted mirror was in place. Those who wished to carry on the light of the Empyrean, and those who sought redemption after following the Shadow, created a monument for all the new born races to praise. A living mass of all the Titan intended for its creations, a conflux of light and strength and beauty. Fed their memories of the Empyrean, it was trained, as a dog would, to be the beacon that would shine across creation. But the creation was corrupt, for none could duplicate all that the Empyrean was and all that it did. Disgusted by its own failure, it sought an escape, to ensure none ever saw its perfect, yet flawed, being, and that they would not seek to emulate it.

It strode across reality, seeking somewhere, anywhere, where it could hide itself from the eyes of the world. And yet, even in the farthest edges of the walls that formed the Great Wheel, its line shone across, and it drew attention. Now on the worlds stage, before an audience of all that was, the beacon decided to follow the path of its forebearer, and sought to end its own story before it began. But with every drop of blood and strip of flesh, a follower was born, pure and undiluted to the darkness that had begun infecting the prime. Each took an aspect of the Beacons light, reading it both as it was, and how they saw it. And when the Beacon had finally brought about its ultimate goal, its light did not die, for it had spread to each and everyone one of its divided creations, and they returned to the prime plane, intent on spreading its imperfect light across.

And thus was how the Empyrean's perfect glory and the All-Shadow's inexorable wickedness would be instilled. The followers of the False Titan, those marred by a drive to sin and coming from the crawling darkness, and those born of the Grand Beacon, those who were born in Martyrdom and survived on faith. And there teachings were spread across all that was the Great Plane. They passed on the war from which they were first born, but now not between creations and there creators, but between grandiose ideals. So complex in their birth, but so simple, so easily distinguishable, but also so easily hidden from the world.

In times, it was not only the Immortal Races that would know of these warring ideals, but their mortal creations as well. What was more, some were even born of these ideals. Whether from a spawn of the Effigy or the Beacon, or born of the spawn of a spawn, they can trace there lineage to the origin of those ideals that now divide the world. And in discovering their mythic destiny, in taking the steps to go above and beyond their peers, they have also awoken that deepest, longest running of heritages. Whether they follow the threads of fate they were born to, or attempt to pull down those grand ancestors, they are granted power through their understanding.



NEW FEAT: Benevolent Shining Soul Legacy
Prerequisites: One Mythos, Must be able to trace your lineage to a good aligned outsider, either directly or otherwise

Benefits: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You ignore alignment requirements for gaining [Exalted] feats. Your maximum hit points increase by 1 for every [Exalted] feat you possess.

If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.

Traces of the Alabaster Lineage
Prerequisites: -

You gain Sacred Vow (BoED) as a bonus feat. You may only select a basic manifestation of this Mythos if you have encountered a creature whose type matches the one you claim your bloodline is tied too. For each Basic Manifestation of this mythos you possess, you gain resistance to electricity, cold, and acid 5, which stacks with all forms of energy resistance. Lastly, so long as you are acting in your own best interest, you may declare any act you commit as a “Good” act.

Basic:

Bloodline of the Deva: You gain any one Exalted feat as a bonus feat. You also gain Immunity to Acid, a Constant Magic Circle against (Alignment) effect, and a Lesser Globe of Invulnerability effect that surrounds you.

Bloodline of Celestia: You gain Servant of the Heavens (BoED) as a Bonus Feat. You also gain Low-Light Vision, Immunity to Poison, as well as the Aura of Menace Archon feature.

Bloodline of Arborea: You gain Knight of Stars (BoED) as a Bonus Feat. You also gain Darkvision, immunity to Electricity, and a Constant Tongues effect.

Bloodline of Elysium: You gain Favored of the Companions (BoED) as a Bonus Feat. You also gain Darkvision, immunity to Petrification, and the Lay on Hands ability as a paladin of your class level.

Avanced:

My Blood Runs White: You may select an additional Basic Manifestation of this Mythos, even if you have never encountered a creature with the appropriate subtype. Furthermore, the Bonuses granted by Servant of the Heavens, Knight of Stars, and Favored of the Companions becomes equal to half your class level, and can be used once per hour, rather than per day.

Ancestry Revealing Bodily Adaptation
Prerequisites: -

You gain Angel Blood and Angel Flesh (Advanced Race Guide) as Bonus Feats, even if you do not meet the prerequisites. The damage dealt by your blood now grows to affect any creature who's alignment opposes yours in any way as well as Undead, and the damage it deals is equal to your class level + The Number of [Exalted] feats you possess.

At 10th level, you gain Angel Wings and Metal Wings (Advanced Race Guide) as Bonus Feats, save that your fly speed is equal to your ground speed, and is never negatively affected by the armor you wear.

At 13th level, the flight granted by your angel wings improves to perfect maneuverability.

Solar-Graced Bodily Attunement
Prerequisites: -

Over the course of the next 1d4 days, your metabolism slows dramatically. Each day, you require half as much food, water, and sleep as you had the day before. When this period of time has been completed, your metabolism falls off entirely. You can subsist comfortably on a straight hour of contact with Natural Sunlight. If you spend an additional hour in the sunlight, you gain a +2 Bonus to any two ability scores, which lasts as long as you remain in sunlight and for 10 minutes per class level afterwords.

At 7th Level, you require only 30 minutes of contact with sunlight, whether Natural or Magical. If you spend an additional hour in the light of the sun, you gain a +4 bonus to two ability scores, and a +2 bonus to two other ability which lasts as long as you remain in the sunlight and for 30 minutes per class level.

At 13th level, you require 10 minutes of contact with sunlight, of any variety. If you spend an additional hour in the sunlight, you gain a +6 Bonus to any two ability scores, a +4 Bonus to any two other ability scores, and a +2 Bonus to your final two ability scores. These last as long as you are in contact with sunlight, and for 1 hour per class level afterwords.

Sacrifice-to-Strength Conduit of Light
Prerequisites: -

You gain Stigmata (BoED) as a Bonus Feat. Whenever you utilize your Stigmata feat to heal damage to another creature, you may add any amount of Constitution Damage you are currently suffering from as a Bonus to any of your other ability scores, which lasts until your constitution damage is healed. Each time you, or a creature you have healed using Stigmata within the past hour, kill a creature whose alignment opposes yours on the Good-Evil Axis, you heal one point of ability damage.

At 6th level, you may heal Ability Drain in the same way, and at 13th level, you heal 2 points of ability damage or drain per creature killed.

A Crown to Quell the Masses
Prerequisites: One other Mythos granted by the “Benevolent Shining Soul Legacy” feat

You gain Nimbus of Light and Holy Radiance (BoED) as Bonus Feats. When you activate Holy Radiance, you shed light out to ten feet per class level you possess, and the damage dealt to undead in multiplied by half your class level. So long as your Nimbus of Light is active, you gain a bonus on all your saving throws equal to your Charisma Modifier.

Any living creature within one step of your Alignment who has light cast upon you by your Nimbus of Light or Holy Radiance must make a Will save or be Fascinated as long as they remain in the light. Creatures with hit dice equal four less than your own are Charmed instead, and Creatures with 8 less hit dice are Dominated. This ignores any immunity to enchantment effects, and a successful save grants immunity for One Hour.

Any living creature that does not meet the above guidelines, but has light cast upon you by your Nimbus of Light or Holy Radiance must make a Will save or be Shaken so long as they remain in your light. If the creature has 4 or less Hit Dice than you, they are Frightened instead, and if they have 8 or less, they are Panicked. This ignores any immunity to fear effects, and a successful save grants immunity for One Hour.

Forgiveness-Instilling Vicious Indoctrination
Prerequisites: One other Mythos granted by the “Benevolent Shining Soul Legacy” feat

You gain Subduing Strike (BoED) as a Bonus Feat. You take no penalties on attack rolls to deal subdual damage in any regard, even with ranged attacks. Any time you beat a living creature with 3 or more intelligence into unconsciousness through the use of subdual damage, their alignment automatically shifts one step closer to your own, prioritizing first on the Good-Evil Axis. If you beat a creature into submission enough that the creatures alignment becomes Identical to yours, they are automatically predisposed to be helpful towards you, offering you aid in any way they can, and will never take arms against you, even under compulsion effects.

In addition, you gain the ability to wash away your sins by cleansing those false followers from your grace. If at any point, you kill a creature who's alignment has become your own through your beatings, you absorb the essence of their unwarranted good will towards you, and the forgiveness you instilled into them. For 24 hours afterwords, you do not risk losing access to any feats, class features, or other boons that require you act a certain way or follow certain guidelines. This ability stacks, so if you kill a second indoctrinated creature, than the time span grows to an additional 24 hours after the initial duration ends. Through the use of this Mythos, even vile tyrants can hold the Saint template, decadent lords benefiting from a Vow of Poverty, or Paragons of Altruism can find their way among the ranks of the Ur-Priests.

Forged-By-Fire Martyrdom Reconstruction
Prerequisites: Two other Mythos granted by the “Benevolent Shining Soul Legacy” Feat

You do not immediately gain the benefits of this Mythos upon obtaining it. Before you can gain the remainder of this Mythos, you must knowingly kill yourself to further for some “noble” means. Whether this is throwing yourself in front of a Ballista bolt to protect a beloved king, or charging headlong into an amassing army to keep them away from your treasure horde. The important thing is that you died of your own volition, knowing that you would possibly end up dead.

In the minute after your death, your body slowly begins radiating a pure white glow, first out to 20 feet, then doubling every round, until the full minute has elapsed. Any creature within 50 feet of your body at the end of this minute must make a fortitude save or be permanently blinded, as you rise to your feet, reborn in your sacrifice as if you had never fallen at all.

In your glorious rebirth, you immediately gain 16 points, which you may spread out among your ability scores, though you may add no more than 6 to a single ability score. You may add your highest mental ability score modifier to your armor class and saves against creatures whose alignment is further than one step from your own, and your highest physical ability score modifier as a bonus to attack and damage rolls made against those same creatures. You also gain damage reduction and Spell Resistance equal to your Class Level. This damage reduction is overcome by your opposed alignment on the Good-Evil axis and magic. Neutral characters have this damage reduction overcome by Cold Iron.

Finally, you gain a number of wings equal to half your class level, rounded down. Each of these wings counts as a secondary natural weapon, dealing 1d6+Strength modifier damage. You gain a +2 sacred bonus per wing to diplomacy checks made towards creatures within one step of your alignment, which is treated as a bonus to intimidate towards all other creatures. These wings also grant 50 foot fly speed, with an additional 5 feet added per wing, with perfect maneuverability. These effects stack with those granted by the “Ancestry Revealing Bodily Attunement” Mythos. You also gain Fly-By Attack (Monster Manual) as Bonus Feats.



NEW FEAT: Legacy of the Tainted Legion
Prerequisites: One Mythos, Must be able to trace your lineage to an evil aligned outsider, either directly or otherwise

Benefits: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You ignore alignment requirements, or changes, for gaining [Abyssal Heritor] or [Devil Touched] feats, or for gaining [Vile] feats via Mythos. Your maximum hit points increase by 1 for every [Abyssal Heritor] or [Devil Touched] feat you possess.

If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.

Trickle of the Malevolent Ancestry
Prerequisites: -

You gain Evil Brand (BoVD) as a Bonus Feat. You may only select a basic manifestation of this Mythos if you have encountered a creature whose type matches the one you claim your bloodline is tied too. For each Basic Manifestation of this mythos you possess, you gain resistance to fire, cold, and electricity 5, which stacks with all forms of energy resistance. Lastly, so long as you are acting in your own best interest, you may declare any act you commit as an “Evil” act.

Basic:

Bloodline of the The Abyss: You gain Cloak of the Obyrith (Fiendish Codex I) as a Bonus Feat. You also gain Immunity to Poison, Telepathy out to 100 feet, and the ability to summon a demon who's Challenge Rating is equal to your own – 3, once per day. This demon lasts a number of rounds equal to your character level.

Bloodline of The Hells: You gain Devil's Favor (Fiendish Codex II) as a Bonus Feat. You also gain Immunity to Fire, the Ability to see in Magical Darkness, and the ability to summon a devil who's Challenge Rating is equal to your own -3, once per day. This devil lasts for a number of rounds equal to your character level.

Bloodline of The Wastes: You gain Willing Deformity and any one feat with Willing Deformity as a Prerequisite (Heroes of Horror) as Bonus Feats. You also gain immunity to Disease and Death Effects.

Bloodline of Carceri: You gain any one [Vile] as a Bonus Feat. You also gain Darkvision, immunity to Acid, and Detect Magic and Detect (Alignment) as spell like abilities, both of which usable at will. The alignment you may detect with your spell like ability is the opposite of your own, on the Good-Evil axis. If you are neutral, you may decide on an alignment.

Advanced:

My Blood Runs Black: You may select an additional basic manifestation of this mythos, even if you never encountered a creature of the appropriate subtype. Furthermore, all your Devil Touched, Abyssal Heritor, and Deformity feats all count as one another for the purposes of their stacking. Furthermore, whenever you are able to pick from one category, you instead may pick from any of them.

Inborn Hunter-Killer Empowerment
Prerequisites: -

You gain a pair of Claws, which count as primary natural weapons. These claws deal damage appropriate to a creature of your size, and count as any alignment for purposes of over coming damage reduction. You also gain Poison Talons and Claws of the Beast (Fiendish Codex I) as bonus feats. If you already possessed a claw attack, it instead increases it's damage by one size category.

At 6th level, the damage on your claws increase as if you had grown one size category, your natural weapons count as magic for purposes of overcoming damage resistance, and your reach when attacking with Natural Weapons increases by 5 feet. Furthermore, you gain Willing Deformity (Teeth) as a Bonus Feat.

At 13th level, your Claws and Bite both deal damage as if they had increased in one size category, your natural weapons count as any special substance for purpose of beating damage reduction, and your reach increases by another 5 feet. Furthermore, you gain Vestigial Wings (Fiendish Codex I) as a Bonus Feat, save that your wings may be used as a pair of secondary natural weapons.

Finally, as part of taking this Mythos, you gain the Sneak Attack as a rogue of your class level, save that your sneak attack can only be made using your natural weapons. As a Swift Action, you may hide all your natural weapons, retracting them into your body like a cats claws, allowing you to ignore any penalties they may impose. These count as hidden weapons, and can be brought back out as a move-equivalent action.

Infinite Fool-Purging Hunger
Prerequisites: -

When you take this Mythos, you are immediately overcome by a horrid sensation. You are treated as sickened and shaken. This effect is permanent, and after one day, you begin taking a single point of damage to your highest ability score every 24 hours. However, the first time you are within 10 feet of a dying creature, the symptoms of your affliction vanish for 24 hours, and you gain a +2 bonus to any two ability scores, which lasts for a number of hours equal to your class level. You also feel full and revitalized, eliminating your need for food or water until the affliction returns.

At 6th level, your hunger grows, but your means of obtaining it grow stronger. The amount of time your affliction takes to return decreases to 12 hours, and the ability damage you after 24 hours of affliction increases to 2. However, if you kill a creature who's alignment opposes yours on the good-evil axis, the affliction is again sated for 24 hours. Furthermore, you gain a +4 bonus to any two ability scores, and a +2 bonus to another two. This not only sates your need for food or water, but also for Breath, until your affliction returns.

At 13th level, the hunger grows still larger. The amount of time it takes your affliction to return decreases to 6 hours, or 12 hours for a creature who's alignment opposes yours in any way, and your afflictions ability score damage increases to 4. However, if you kill a creature whose alignment is the opposite of your own (True Neutral characters treat the 4 extreme alignments as there opposite), it again is staved for the full 24 hours, as well as granting you a +6 to two ability scores, +4 to two additional scores, and +2 to your unboosted scores. This eliminates your need for food, breath, water, and allows you to roll all fortitude and will saving throws twice, taking the better results.

At 19th level, the hunger becomes truly endless. It takes a single hour for your affliction to return, 4 hours on a creature whose alignment opposes yours on a single axis, or 8 hours on one who is your opposite, and you afflictions ability score damage increases to 6. However, killing a non-native outsider who is your opposite in alignment pushes back the hunger for 24 hours, and grants you a +6 to all ability scores, as well as eliminating your need for food, water, breath, rerolling fortitude and will saving throws, and grants the Mettle and Evasion class features.

The amount of time the affliction is pushed off, and that your bonuses last, is decreased by a number of hours equal to the difference between the number of hit dice the creature you've killed possess and your own Hit Dice.

Ancestral Flesh-Forged Juggernaut
Prerequisites: -

You gain Devil's Flesh (Fiendish Codex II), Demonic Skin, and Otherworldly Countenance (Fiendish Codex II) as Bonus Feats. You gain both benefits of Otherworldly Countenance, able to subtly shift your features to belie beauty or beastliness with the ease it takes to smile.

Furthermore, you may use your Constitution Modifier in place of your Dexterity Modifier for calculating your bonus to Reflex Saves and to Initiative. Any time a creature fails to strike you because if the bonuses provided by your natural armor, you gain a number of temporary hit-points equal to your class level, up to a maximum of your normal hit point total. These hit-points last for one hour.

Ethnic Superiority Engine
Prerequisites: One Mythos granted by the “Legacy of the Tainted Legion” feat

You gain Snatch Trophy and Blood Soaked Intimidate (Champions of Ruin) as Bonus Feats.

Each time you successfully hit a creature with a slashing or piercing weapon, the weapon you used on the creature immediately gains the (X)Bane weapon enchantment, with X being the Subtype of the creature you struck. This enchantment does not count towards the cost of further improving your weapon through enchanting. In addition to the usual benefits of the Bane Enchantment, you also deal an additional point of damage for each creature effected by that weapons specific Bane Enchantment (I.E: If you kill 4 Kobolds with a Reptilian Bane Scimitar, the 5th Kobold will take 5 bonus damage), up to a maximum of your class level. Damages made with your Bane Weapon ignore damage reduction and regeneration when this bonus damage reaches over half it's maximum, and ignores concealment and cover when it reaches that maximum. If you possess a Bane Weapon attuned to your own Racial Subtype, the bonuses granted by this Mythos, and the Bane Enchantment, Double.

Each specific Bane Enchantment lasts until you strike another creature type with that same weapon, at which point you may trade out your current enchantment for another.

Society-Exploiting Dream Realization
Prerequisites: One Mythos granted by the “Legacy of the Tainted Legion” feat

You gain Devil Tongue (Fiendish Codex II), Deceitful, and Negotiator as Bonus Feats.

You gain the Ability to make an Unholy Pact with a Willing Creature. Making an Unholy Pact requires both yourself and the creature you intend to make the pact with to be able to speak and understand one another, as well as to work out the exact details of the Pact. Once both parties are fully aware of, and agree too, the Contract, a Blood Oath is sworn, dealing one point of damage to both parties, and requiring a Standard Action.

The effects of the Unholy Pact vary largely based on the Generosity, Influence, Power, and Nature of the one initiating the Contract. Effects of the Pact can include, but are certainly not limited too: No matter what the Nature of the Contract is, you retain ultimate decision on whether or not you accept the deal made, and what exactly the wording of the request entails. Clever Contractors may twist the words of the intended goal to suit themselves, while more benevolent ones will likely ensure the goal is completed as intended.
 * Granting the Creature you've made a Pact with One of your Spell-Like Abilities, Mythos (Other than this One), Maneuvers, Feats, or other such abilities. So long as the Pact dictates, you lose access to the gifted effect, and the creature you've made the Pact with gains the listed effect.
 * The Gifting of an Item, Artifact, Possession, Spell, or Servant.
 * The Completion, or prevention, of a certain Task, Goal, or Quest.

In exchange for the service described in the Contract, you gain sole ownership of the creatures immortal soul. When the Creature dies, it's soul will not travel into the afterlife, but will instead be reformed into a simple gemstone, of color corresponding to its alignment. The creature cannot be returned to life by any means so long as the Gem is intact.

The uses for these Gems are numerous. Evil Outsiders are likely to purchase them from you, but beyond that, you have your own uses for them. A creatures soul can be used in place of a costly material component for a spell or ritual, each soul being worth 25 gold pieces per hit dice the creature possessed when used in this manner. They can also be shattered in exchange for their gold piece value in Mythos Points. They may also be shattered to grant a Profane bonus to any roll you make for the next 5 rounds, with the bonus equal to the creatures hit dice. If used in either of these ways, you may decide which after life the creature passes on too.

You may also use the Souls in place of yours for certain effects. It is not uncommon for Two Creatures with this Mythos to use souls they've collected in place of their own when making contracts with one another. In addition, whenever you would be subject to Death, you may, as a free action, shatter a soul gem somewhere on your body to render the effect moot, no matter how drastic. Even disintegration or the wrath of Deity can be subsumed by these Soul Gems. Soul Gems destroyed in this way have the souls inside passed on to their regular afterlives.

As a final effect, you may cast the Gem to the ground as a free action, calling forth the same creature who's soul you now possess. They will remain active for One Hour per class level, and will act to the best of their ability to follow your orders and aid you however they can. After this time has elapsed, or when the creature has passed on yet again, it goes off to its original afterlife. As a sub-clause of all Unholy Pacts, a contract maker can use greater scrying at will upon any living creature it has made a contract with. The target creature always fails its save against the contractor's scrying attempt—this ability otherwise functions at caster level 20th.

Faith-Shaking Pillar of Dread Coronation
Prerequisites: Two Mythos granted by the “Legacy of the Tainted Legion” feat

You do not immediately gain the Benefits of this Mythos. Instead, over the next 48 hours, the weather for 500 miles around you grows increasingly violent, nasty, and powerful. You are in no way adversely affected by this weather, though you are instilled with a growing sense of Dread. After the 48 hours, you are called to a specific location within the affects of the weather. When you reach such a place, you are immediately met with a Devil, a Demon, a Kyton, and a Yugoloth, all of whom are at least Challenge Rating 20. Over the course of a ritual which lasts 24 hours, which consists of various unspeakable chants, ancient rituals, multiple sacrifices, and hours of infighting among the four outsiders, you are reborn into the essence of your dark bloodline. Depending on which of the Four Fiends present you claim fealty too, your form after your rebirth changes dramatically.

Demon Lord Crowning: You gain any two Abyssal Heritage feats as Bonus Feats. You gain +6 to your Charisma score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Sorcerer's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities. Lastly, You gain a bonus to initiative checks and attack rolls equal to the number of Abyssal Heritor feats you possess, as well as Immunity to Electricity and Poison

Horseman Crowning: You gain any two Vile feats as Bonus Feats. You gain a +6 to your Wisdom score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Cleric's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities You gain a bonus to initiative checks, spot checks, and listen checks equal to the number of Vile feats you possess, as well as immunity to Acid and Death Effects.

Arch Devil Crowning: You gain any two Devil Touched feats as Bonus Feats. You gain a +6 to your intelligence score, and a +2 bonus to all other ability Scores. In addition, you select spells from the Sorcerer's spell list whose total combined levels do not exceed your class level. The selected spells can be of a spell level no higher than 7. You may use each of these spells once per day as spell-like abilities, with a caster level equal to their class level. After eight hours of rest, with one hour of focus and training, capped off with an Evil deed, you can shift these spell like abilities. You gain a bonus to initiative checks and armor class equal to the number of Devil Touched feats you possess, as well as immunity to Fire and Poison.

Eremite Overlord Crowning: You gain any two Deformity feats as Bonus Feats. You gain a +6 to your Constitution and Strength scores, and a +2 bonus to all other ability Scores. You gain regeneration equal to Half your class level, as well as a constant True Seeing and Air-Walking as Extraordinary abilities. Your regeneration is beaten out by good aligned silver weapons. You gain a bonus to your initiative checks and damage reduction/- equal to the number of Deformity feats you possess, as well as immunity to Cold and Mind Effecting effects.