The powers of the Abyss directly warp the flesh and soul of the chaos cultist.
1 Additional Limb-the character gains one extra arm. In alternative, if the character has limbs with natural weapons, he may choose to gain one more of that kind, but such extra limb is incapable of fine manipulation, even if the previous one was.
Hatred-The extra limb is bristling with bony spikes, unarmed and natural attacks with it have their crit multiplier increased by 1.
Excess -The limb is unnaturally lithe and dextrous, gaining a +2 bonus on all trip and grapple checks.
Decay-The limb oozes necrotic slime, any opponents struck by it are afflicted by a poison with DC 10+1/2 HD+Con mod that deals 2 damage to an ability score of your choice, chosen when this ability is gained (1 damage if Con is chosen).
Conspiracy -The limb writhes and darts in an unpredictable manner, granting a +2 bonus on Disarm and Feint attempts.
2 Bestial-While the servant of chaos does not completely mutate into a beast, he adopts the physical appearances and mannerisms of a certain type of animal. He gains fur/scales/forked tongue at his leisure (just cosmetic changes) and as a swift action he can inflict a penalty of 1d6+1 to all his mental stats and gain the same bonus to his physical stats. Another swift action reverses this. If this would reduce any of the mental stats to 0 or less, then the servant of chaos must spend his turn attacking to the best of his ability any enemy whitin sight.
3 Blasted Senses-The raw power of chaos burns courses trough the character's senses, removing either his sense of sight, hearing, smell or touch, but in return one of his other senses is greatly heightened, gaining either darkvision 120 feet (if sight remains), blindsight 30 feet (if hearing remains), scent 30 feet (if sense of smell remains) or tremorsense 30 feet (if touch remains). Losing the ability to smell removes Scent had or gains later on, losing his ability to touch removes any tremorsense, blindsense and blindsight the chaos cultist had or gains later on.
4 Blessed Fits-The Servant of Chaos is prone to bouts of severe seizures-shaking uncontrollably, frothing at the mouth and trashing wildly. Many consider these fits to be special gifts from the gods, during which the afflicted is experiencing communion with the chaos powers. The servant of chaos can re-roll any die roll, but is then left unable to act for 1d10 rounds as it shakes violently while spewing out incomprehesible words.
5 Boneless-The servant of chaos can dissolve some of its bone into his blood stream, weakening him while at the same time making his body more flexible. The servant of chaos can as a swift action take a 1d6+1 penalty to Str and gain the same bonus to Dex. Another swift action reverses this effect.
6 Chaos Organ-The servant of chaos gains an organ or appendage usually only found on demons. Such a gift is sure to be regarded with awe by other mortals, who will surely consider it as a sure sign of the servant of chaos favour in the eyes of his otherwordly patron! The character gains
Monster Blooded as a bonus feat, picking up any devil or other chaotic evil outsider, and they instantly also gain one of the natural weapons gained at first level by the chosen monster.
Hatred-The servant of chaos deals damage as if they were one size category larger when charging.
Excess -One of the character's hands becomes a natural claw attack dealing 1d6+Str mod damage. If they already had claws, the crit threat of one of them is doubled.
Decay-The servant of chaos gains regeneration 1, stacking with any other regeneration they may have, that is bypassed by fire and acid.
Conspiracy -As a fullround action 1/hour the character can sprout an additional arm capable of fine manipulation (but no natural weapons) that lasts 1d12 rounds before dissolving back into its body.
7 Cyclops-The servant of chaos loses one of his eyes, and in return he is given the ability to see something of the future. Even if that “something” is his own death, at least it helps him plot how it might be aboided. The servant of chaos takes a 1d6+1 penalty on spot and search checks and gains a 1d6+1 bonus on all saves.
8 Darksoul-The servant of chaos radiates the power of the Abyss and his soul glows darkly with the blessings of the powers of ruin. His eyes flicker with the lambent energies of the Abyss and the air chills with his passing. Anyone that aproaches whitin 30 feet must suceed on a Will save with DC 10+1/2 HD+Str mod or Cha mod (whichever's higher) or become shaken for 1d12 rounds. Whetever they suceed or fail they're then immune to this aura for 1 minute. Anyone who willingly remains whitin 30 feet for 10 minutes chanting prayers of devotion to the chaos cultist becomes immune to this ability for 24 hours.
Hatred-Enemy warriors know that they are facing a dangerous enemy indeed. Enemies with equal or more Bab than you take a -2 penalty on the save and are shaken for 1 round even if they suceed.
Excess -The servant of chaos strikes special fear into the hearts of those who serve gods and ideals. Enemies capable of casting divine spells and/or with the [good] and/or [lawful] subtypes take a -2 penalty on the save and are shaken for 1 round even if they suceed.
Decay-The servant of chaos is specially horrifying to those who already dwelled in ruin. Enemies with regeneration/fast healing, suffering from poisons or diseases or that have the [evil] and/or [chaotic] subtype take a -2 penalty on the save and are shaken for 1 round even if they suceed.
Conspiracy -Mages and creatures of magic find this servant of chaos specially disturbing. Enemies capable of casting arcane spells and/or SLAs take a -2 penalty on the save and are shaken for 1 round even if they suceed.
9 Dimensional Instability-The servant of chaos connection to the physical realm begins to slip, his consciosuness segueing between real space and the Abyss. At times he appears to fade away entirely as he walks the otherworld of daemons and fell gods. Once per hour as an immediate action the servant of chaos may become Incorporeal. At the end of each of his turns roll a 1d12. If a 1 is rolled he becomes corporeal again. He cannot willingly dismiss this effect, and if he becomes material again while inside a solid object he is shunted to the nearest open space taking 1d6 damage for every 10 feet traveled.
Hatred-So raw is the servant of chaos anger that he can strike his foes from beyond the veil of reality. He can have his weapons count as having the ghost touch property. However if he does so, he becomes corporeal again if he rolls anything between 1 and 6 in the 1d12 at the end of turn.
Excess -The servant of chaos can assume ethereally beguiling forms to bewith their foes. While incorporeal he can gains a 1d6+1 bonus on all charisma-based skill checks.
Decay-While incorporeal the servant of chaos fast healing is doubled.
Conspiracy -The servant of chaos spells and SLAs can affect creatures on the material while incorporeal whitout problem. However if he does so, he becomes corporeal again if he rolls anything between 1 and 6 in the 1d12 at the end of turn.
10 Eye of Chaos-If the eyes are the window to the soul, then what gazes out from behing this servant of chaos's gaze is something far from mortal. Choose a mental skill. Now that skill is always a class skill for the servant of chaos (working retroactively, meaning any previously bought cross-skill ranks now count as double), and the servant of chaos gains a 1d6+1 bonus on all checks with that skill.
Hatred-Pure rage radiates from the servant of chaos's eyes. Eye of Chaos applies to Intimidate plus another mental skill instead.
Excess -The servant of chaos better sees into the soul of others, recognizing lies and deceit. Eye of Chaos applies to Sense Motive plus another mental skill instead.
Decay-The servant of chaos promises deliverance from pain and suffering. Eye of Chaos applies to Diplomacy plus another mental skill instead.
Conspiracy -The servant of chaos eyes shine over any truth. Eye of Chaos applies to Bluff plus another mental skill instead.
11 Eye Stalks-The fickle nature of the Abyss imprints itself upon the servant of chaos, extending his eyes out of their sockets and causing them to wave above his head on elongated stalks. The servant of chaos gains a 1d6+1 bonus on spot and search checks and can only be flanked by more enemies than it has eyes.
12 Featureless Face-The servant of chaos features fade away to nothing, leaving him without eyes, nose our mouth. Despite appearances his senses remain intact and in addition he now gains nourishment from the imperceptible flow of chaos itself. The servant of chaos no longer needs to eat or drink, becomes immune to blindness and gaze attacks but cannot speak or drink potions. He takes a -4 penalty on all charisma-based skill checks except intimidate unless he has another communication method like telepathy.
13 Flaming Skull-The servant of chaos head skin is seared away by unnatural flames that can never be extinguished but don't produce heat. Any Fear abilities he produces have their DCs increased by 1d3.
14 Icon of Blashpemy-The servant of chaos embodies all that is blasphemous to those that blindly worship the false “gods” on their high thrones. This may take many forms from iconoclastic scripts tattoed upon his skin to a mocking resemblance to a well-known saint or even the god itself. As a fullround action he may fully unleash his blasphemy, forcing all enemies whitin 60 feet to make a Will save with DC 10+1/2 HD+Str mod or Cha mod(whichever's higher) or become panicked for 1d4 rounds. Even if they suceed they're left shaken for 1 round. Either way they cannot be affected by this again for 24 hours.
Hatred-Enemies that had been damaged by a weapon by the chaos servant take a -2 penalty on the save.
Excess -Flatfooted enemies take a -2 penalty on the save.
Decay-Enemies that had damaged the chaos servant take a -2 penalty on the save.
Conspiracy -Enemies that had failed a save against another ability from the chaos servant take a -2 penalty on this save.
15 Illusion of Normality-The servant of chaos looks completely normal,even if he is, in fact, a seething mass of mutation and corruption. The servant of chaos looks like a perfectly unremarkable member of its species regardless of his equipment and abilities, evn when he acts. So for example an human servant of chaos attacking with a flaming sword would look just like he was wielding a stick or cane to others, altough the damage inflicted would be pretty clear. The servant of chaos may “desactivate” or “reactivate” this as an immediate action. At his choice he may choose to reveal his true nature just to some beings whitin view or back as an immediate action. A True Seeing effect reveals the ruse if the onlooker suceeds on a CL check with DC equal to HD.
Hatred-Fooled enemies are always flat-footed when you first attack them.
Excess -You gain a 1d6+1 bonus on bluff checks against fooled enemies.
Decay-Any poisons and diseases you inflict aren't instantly noticed until the secondary save/incumbation completed.
Conspiracy -Add your highest mental stat mod to the DC of true seeing overcoming this.
16 Infernal Will-The needs and desires of the mortal realm hold no power over this servant of chaos, and his drives and passions are entirely those of the Abyss, his deeds making little sense to mere mortals. The servant of chaos is immune to Fear, plus all mind-affect effects coming from all sources except chaotic-evil ones.
17 Inside Out-Occasionally, the dark things that lurk whitin the Abyss cause a man's innards to burst trough his flesh so that his body appears clothed in a hideous skin of glistening organs-a fickle caprice that cannot be understood by mere mortals. The servant of chaos takes a 1d6+1 penalty on Diplomacy and Bluff checks but gains an equal bonus on Intimidate checks. Plus he may use Con instead of Cha for Intimidate checks and any other abilities that cause Fear and would usually be based on Cha.
18 Limb Loss-The servant of chaos willingly (or not) offers one of his own limbs as sacrifice to try to gather more favour with the Abyss. The sacrificed limb must either have a natural weapon or be capable of fine manipulation, or alternatively sacrifice legs/wings/similar until all his movement speeds are halved. Once the deed is done the limb cannot be recovered by any means, but the servant of chaos gains two randomly chosen minor gifts.
19 Magnificent Horns-The servant of chaos is blessed with an impressive set of horns, which serve as both weapons and status symbols amongst the ranks of the lost and the damned. The servant of chaos gains a gore attack dealing 1d6+1/2 Str mod damage for a medium creature and allies whitin 30 feet gain a 1d4 bonus on Will saves.
Hatred-Allies whitin range gain a +1 bonus on weapon damage rolls.
Excess -Allies whitin range gains a +1 bonus on Iniative checks.
Decay-Allies whitin range gain a +1 bonus on Fortitude saves.
Conspiracy -Allies whitin range gain a +1 bonus on Reflex saves.
20 Mechanoid-The servant of chaos's body is fused with mechanisms, his bone replaced with metal and his muscles with pistons. His psyche may be fully absorbed into the new form, until nothing of the biological remains at all. Its fuctions obey no laws of the artifice and its internal workings are anathema to logic and reason. The servant of chaos no longer needs to breathe, gains Cold and Fire resistance equal to its Natural Armor bonus (stacking with any other resistance) and becomes immune to mind-affecting effects. Plus it gains a 1d6-1 bonus to Nat armor, stacking with any nat armor bonus it may already have (re-roll at the start of each day as the mechanisms change every day).
Hatred-The servant of chaos skin is gleaming bronze, increasing his Natural Armor by another 1.
Excess -The servant of chaos muscles are replaced with an impossible fine mesh of micro actuators, granting him a +2 bonus on Iniative checks.
Decay-The servant of chaos already formidable frame is fortified still further by an array of mechanical callipers, granting him a +2 bonus on grapple, bullrush and overrun checks.
Conspiracy -The servant of chaos are enanched by a complex web of machine receptors, granting him a +2 bonus on all Liste, Search and Spot checks.
21 Nerveless Ennui-The servant of chaos is incapable of feeling physical stimuli, caring for neither the kiss of lips nor the caress of the blade. The character gains a 1d6+1 bonus on Fort saves and becomes immune to Fatigue and Exhaustion.
Hatred-The Servant of chaos can act for 1d4-1 turns after reaching negative HP, even if it had taken enough damage to kill them.
Excess -The servant of chaos becomes immune to compulsions and charms as well.
Decay-The servant of chaos only dies when it reaches negative HP equal to half its total HP or -20, whichever's higher.
Conspiracy -The Servant of Chaos gains a 1d4 bonus on all Spellcraft checks.
22 Pervasive Miasma-A drastic imbalance in the character's humors brought upn by prolonged exposure to the baleful energies of the Abyss causes him to be surrounded by the creeping, noxious smokes of brimstone and corruption. At the start of each round roll a 1d6. In a 1 no bonus is gained, in a 2-5 concealment for 1 round, in a 6 total concealment for 1 round, either way the servant of chaos can't use that concealment to hide and actually takes a 1d6+1 penalty on Hide checks.
23 Projectile of Chaos-The servant of chaos is gifted with the ability to summon forth a stream of unreal matter brewed from the raw stuff of chaos. The stream is generally projected from the recipient's mouth and its exact nature this matter assumes upon leaving the character's body varies enormously. The Servant of chaos gains a Breath Weapon that deals 1d8-1 damage per HD in a 30 feet cone. This attack deals either Fire, Electricity or Acid damage, chosen with this ability is gained and can be changed at level-up, Reflex save with DC 10+1/2 HD+Con mod negates the damage. It leaves behind smoke like a Fog Cloud on its area that lasts 1d4 rounds. This breath weapon takes 1d4 rounds to recharge.
Hatred-The matter forms a sheet of raging fire. The breath deals half fire and half profane damage, and enemies failing their save become Dazzled and take the same damage again at the start of their next turn, with a new save allowed.
Excess -The Stream of matter twists and writhes as incorporeal limbs entwine the victim. The breath deals half electricity and half profane damage, and enemies failing their save become Entangled for 1 round.
Decay-The nature of the substance spewing forth from the character's innards is beft left unsaid. The attack deals half acid and half profane damage, and if the Character has any natural disease or poison, he chooses one of them to be applied to enemies failing their save.
Conspiracy -The character vomits the raw stuff of the Abyss itself. All of the damage becomes profane.
24 Slayer Limb-One of the chaos cultist's limbs fuses with a weapon, becoming a twisted mass of metal and flesh. Choose a weapon carried by the Chaos Cultist. The weapon conjoins with a single limb of the chaos cultist's choice, replacing it from the elbow (or equivalent joint) down, therefore replacing any hands or natural weapons previously on that limb. It counts as both as natural and manufactured weapon, whatever is more convenient at a time, and if it needed ammo, it now uses the chaos cultist's own flesh and blood, whitout any need of reloading. The chaos cultist can as a swift action turn its arm back into “normal” or back again into the chosen weapon. If it was a two-handed weapon the Chaos cultist takes a -2 penalty on attack rolls with it unless it uses a second hand to help. The weapon gains an enanchment bonus to attack rolls and damage rolls equal to 1+1/5 HD. As a 1d6 minutes process the chaos cultist can swap the chosen weapon for a fresh one.
Hatred-The weapon can inflict criticals on constructs and buildings.
Excess -The weapon can inflict criticals on any crit-immune creatures other than undeads and constructs.
Decay-The weapon can inflict criticals on undeads.
Conspiracy -The weapon counts as magic for bypassing DR. If it already was it counts as a [Force] effect.
25 Steel Hearted-Some have seen into the depths of the abyss and know how trivial the converns of mortals truly are. The chaos cultist's heart is steeled to the horrors of the material universe, and only what lies beyond it concerns him. If the chaos cultist would suffer a [Fear] effect, it instead suffers the next lesser effect (panicked->frightened->shaken->just fine), and can use either Cha or Int to Will saves instead of Wis.
Hatred-The chaos cultist can re-roll Will saves caused by enemies with the same amount or more of HD.
Excess -The chaos cultist can re-roll Will saves caused by enemies with less HD.
Decay-The chaos cultist can re-roll Will saves caused by enemies it has damaged.
Conspiracy -The chaos cultist can re-roll Will saves caused by spells, SLAs and similar.
26 Strange Voice-The chaos cultist's vocal chords are twisted and distorted as Chaos ebbs and glows trough his body, allowing him to produce a variety of voices. The Chaos Cultist gains Bardic Music as a 1st level bard. He may take this Minor Gift two more times, each one gaining another level of Bardic Music, but no more times than he has HD. This stacks with other sources of Bardic Music.
27 Strange Walk-The chaos cultist moves in strange manners, whetever from a distorted mind or actual unproportional limbs, but somehow those end up making him go faster! At the start of each hour roll 1d4. The chaos cultist's movement speeds increase by that amount times 5 feet.
28 Tail-The powers of the Abyss have granted the chaos cultist the gift of an impressive tail. More than a status symbol, the tail makes a formidable weapon too. The chaos cultist gains a Tail Slap attack dealing 1d6+1/2 Str mod for a medium creature.
Hatred-You may attempt a bullrush as a free action whitout provoking attacks of oportunity when you hit an opponent with your tail slap.
Excess -You may attempt a trip as a free action whitout provoking attacks of oportunity when you hit an opponent with your tail slap.
Decay-You may attempt a grapple as a free action whitout provoking attacks of oportunity when you hit an opponent with your tail slap.
Conspiracy -You may attempt a disarm as a free action whitout provoking attacks of oportunity when you hit an opponent with your tail slap.
29 Demolisher-You ignore half the hardness of unattended objects, can score critical hits against them and add your highest mental stat mod to Break checks. Plus your attacks can fully affect
mechas regardless of size differences.
30 Vampiric Addiction-The character is infused with a burning desire to partake of a particular substance extracted directly from the living, and soon enough becomes unable to fuction normally whitout doing so on a regular basis. He however also draws power from his addiction, which he utilises to propel himself further along the path to glory.
Satisfying the additiction is a standard action that demands a willing or helpless adjacent sentient living creature of his size or bigger, dealing them 1 Con damage as blood/marrow/cranial fluid is extracted. Creatures immune to ability damage cannot satisfy the addiction. For 1d12 rounds afterwards the chaos cultist counts as a having +2 Str, 1 more rank on each of his maxed skills and +1 CL/IL. If he goes 1 hour whitout satisfying his addiction, he takes an equal penalty on the same things.
31 Wreathed in Chaos
The Abyss so infuses the chaos cultist that it leaks from its very pores and coils from his eyes, nose, and mouth. The chaos cultist gains a +1d6 bonus on Bluff and Diplomacy checks with chaotic evil creatures and +1d6 to Intimidate checks to any kind of Lawful and/or Good creatures.
Hatred-Extreme Heat causes the air around the character to ripple and distort. Enemies whitin his melee reach take a -1 penalty to Bab.
Excess -A soporific musk distracts and confuses opponents. Enemies whitin his melee reach suffer a -1 penalty on Will saves.
Decay-A cloud of disease-ridden flies constantly swarms around the chaos cultists. Enemies whitin his melee reach take a -1 penalty on Fort saves.
Conspiracy -Arcs of aetheric power crackle and seethe from the character's body. Enemies whitin his melee reach take a -1 penalty on Reflex saves.