TEXT: The Soulless Heart
  Antipaladin/Fighter
  Hybrid
  #72
  
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  Player Paraphernalia #72 The Soulless Heart (Hybrid Class) ©2016, The Knotty-Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #72
  By The Knotty-Works
  Welcome to issue seventy-two of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).  This issue provides 
  the corollary anti-hero version of  last issue’s class, 
  the Soulless Heart.  While good prevails, evil’s hunger 
  grows and must be sated.  Suggested by Derek 
  Blakely through our Facebook page.
  The Soulless Heart
  Evil must forever fight against the 
  overwhelming tide of good.  Soulless hearts 
  understand that the purpose of life is to 
  subjugate those weaker than themselves, that 
  everyone about them are little more than 
  chattel to enrich their own desires.  But the 
  realization is that others will not simply bend 
  down before the soulless heart, not unless 
  brought to their knees through violence and 
  terror, and it is in these measures that the 
  soulless heart excels.
  Through secret and disturbing rituals, the 
  soulless heart binds himself to spirits whose 
  desires mirror his own.  Promising dark powers 
  and protections, this binding allows the 
  soulless heart to willingly and recklessly take 
  the battle against good to those that would 
  keep the soulless heart from achieving his own 
  insatiable desires.
  Role  The soulless heart has one role, to do 
  the bidding of his spirit while gratifying his 
  own desires while depriving the desires of 
  others, regardless of who they are or what 
  they represent.
  Alignment:  The soulless heart must be of evil 
  alignment.
  Hit Die: d10
  Starting Gold:  5d6 X 10 gp (average 175 
  gp) and one outfit worth 10 gp or less.
  Parent Classes:  Antipaladin and  Fighter
  Class Skills
  Bluff (Cha), Craft (Int), Disguise (Cha), 
  Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (religion), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Stealth (Dex), 
  Survival (Wis), and Swim (Str)
  Skills per Level:  2 + Int modifier.
  Class Features
  Weapon and Armor Proficiencies:  The 
  soulless heart is proficient with simple and 
  martial weapons.  He is proficient with light, 
  medium, and heavy armor and all shields 
  (including the tower shield).
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the 
  compatibility license. Some rights reserved.
  
  2
  Aura of Evil (Ex):  The soulless heart’s aura of 
  evil is equal to his class level.
  Detect Good (Sp):  The soulless heart hones 
  his senses to a nearly preternatural level of 
  awareness when it comes to good.  At 1st 
  level, the soulless heart may cast Detect 
  Good as a spell-like ability as a move 
  action.  He can sense any good object or 
  individual within 60 feet as if studying it for 3 
  rounds.  The soulless heart may only focus on 
  one object or individual at a time and will 
  be oblivious to any other good entities until 
  he switches his focus.
  Warrior Born (Ex):  The soulless heart gains 
  a bonus combat feat at 1st level.  He must 
  meet any prerequisites for the feat, but he 
  is considered a fighter for any class specific 
  requirements (both for the chosen bonus 
  feat and other feats chosen as the soulless 
  heart advances in level).
  Spirit Guide (Ex):  The soulless heart chooses 
  a spirit guide at 2nd level.  The spirit guide 
  grants the soulless heart a +1 bonus to the 
  saving throw associated with the spirit.  At 
  6th level and every four levels thereafter this 
  bonus increases by +1.
  At 8th and 16th level, the soulless heart also 
  gains a special vindictive granted by his 
  chosen spirit, listed below.
  In addition, each spirit has its own code 
  of conduct.  If the soulless heart defies the 
  spirit’s code of conduct, it may revoke the 
  connection with the soulless heart.  Once 
  a spirit revokes its connection, the soulless 
  heart loses the bonus to the saving throw, 
  his touch of divinity, and any powers 
  associated with divine grace he has 
  chosen.
  Spirit of Cruelty:  The soulless heart 
  embodies the brutal spirit of cruelty driven 
  by vehemence loathing of others to see 
  them driven before him.  This spirit grants the 
  soulless heart a bonus to his Will saves.
  Soulless Heart Progression Table
  Level
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Special
  1
  +1
  +0
  +0
  +2
  Aura of evil, detect good, warrior born
  2
  +2
  +0
  +0
  +3
  Spirit guide +1, touch of depravity
  3
  +3
  +1
  +1
  +3
  Vile vindictive
  4
  +4
  +1
  +1
  +4
  Armor training
  5
  +5
  +1
  +1
  +4
  Vile vindictive
  6
  +6/+1
  +2
  +2
  +5
  Spirit guide +2, weapon training
  7
  +7/+2
  +2
  +2
  +5
  Vile vindictive
  8
  +8/+3
  +2
  +2
  +6
  Armor training, spirit vindictive
  9
  +9/+4
  +3
  +3
  +6
  Vile vindictive
  10
  +10/+5
  +3
  +3
  +7
  Spirit guide +3, weapon training
  11
  +11/+6/+1
  +3
  +3
  +7
  Vile vindictive
  12
  +12/+7/+2
  +4
  +4
  +8
  Armor training
  13
  +13/+8/+3
  +4
  +4
  +8
  Vile vindictive
  14
  +14/+9/+4
  +4
  +4
  +9
  Spirit guide +4, weapon training
  15
  +15/+10/+5
  +5
  +5
  +9
  Vile vindictive
  16
  +16/+11/+6/+1
  +5
  +5
  +10
  Armor training, spirit vindictive
  17
  +17/+12/+7/+2
  +5
  +5
  +10
  Vile vindictive
  18
  +18/+13/+8/+3
  +6
  +6
  +11
  Spirit guide +5, weapon training
  19
  +19/+14/+9/+4
  +6
  +6
  +11
  Vile vindictive
  20
  +20/+15/+10/+5
  +6
  +6
  +12
  Stone Cold Heart
  
  3
  Brutal Barbarity (Ex):  At 8th level, the 
  soulless heart may rage (as the barbarian’s 
  class feature) once a day for a total 
  number of consecutive rounds equal to his 
  class level.   Initiating and ending the 
  rage is a free action, and the soulless heart 
  gains a +4 morale bonus to his Strength 
  and Constitution, a +2 morale bonus to 
  his Will saves, while suffering a -2 penalty 
  to his armor class while raging.  Once the 
  soulless heart’s rage expires, he is fatigued 
  for a number of rounds equal to twice the 
  number of rounds spent in the rage.
  Merciless Blade (Su):  At 16th level, the 
  soulless heart may spend one of his daily 
  uses of the touch of depravity as a swift 
  action to gain the benefits of either the 
  Deadly or Cruel special weapon abilities.  
  The limitation of the Deadly special ability 
  applies to the weapon used for this 
  vindictive (i.e. nonlethal).  
  This ability may be added to any single 
  weapon and lasts until the soulless heart 
  rests and renews his daily uses of the touch 
  of depravity.  If the soulless heart drops 
  or hands off the weapon to another, the 
  Deadly or Cruel ability becomes inert, 
  though it returns when back in the hands of 
  the soulless heart.
  If the soulless heart attempts to grant this 
  vindictive to a second weapon while 
  actively employing it on a previous weapon, 
  the special ability immediately ends on the 
  first weapon.  The soulless heart may not 
  grant both special abilities on the same 
  weapon at the same time.
  Code of Conduct:  The spirit of cruelty 
  requires the soulless heart to show no mercy 
  to anyone that stands in his way.  Anyone 
  that attempts to stand in his way is to be 
  dealt with swiftly and as brutally as possible 
  as an example of those that would dare to 
  question the soulless heart’s intentions or 
  methods.
  Spirit of Corruption:  The soulless heart 
  embodies the need and desire to twist the 
  good intentions of others for his own selfish 
  and sinful desires .  This spirit grants the 
  soulless heart a bonus to his Reflex saves.
  Feign Innocence (Ex):  At 8th level, the 
  soulless heart opens up his defenses to his 
  enemy in an attempt to bluff an opponent 
  into lowering guard as an immediate 
  action.  The soulless heart may lower his own 
  armor class by a factor equal to ½ his class 
  level until the beginning of his next turn.
  The soulless heart may then make a 
  bluff check as a swift action against one 
  opponent.  If successful, the opponent 
  suffers a penalty to its armor class equal to 
  the penalty suffered by the soulless heart 
  from the soulless heart’s attacks until the 
  beginning of the soulless heart’s next turn.  If 
  the opponent is the target of his smite good, 
  the soulless heart may add ½ his class level 
  to the bluff skill check.
  Touch of Confusion (Su):  At 16th level, 
  the soulless heart may spend one of his daily 
  uses of the touch of depravity to gain the 
  ability to make a single melee touch attack 
  as a standard action, causing the opponent 
  to become confused for a number of rounds 
  equal to ½ the soulless heart’s class level.
  Code of Conduct:  The spirit of 
  corruption not only requires the soulless 
  heart lie, cheat, and steal, but to trick others 
  into doing the same.  The soulless heart 
  cannot show any deference to those that 
  may suffer from his actions, regardless of 
  who they may be.
  Spirit of Oblivion:  The soulless heart 
  embodies the spirit of oblivion, seeking to 
  bring forth the apocalypse of the world 
  about him.  This spirit grants the soulless 
  heart a bonus to his Fortitude saves.
  Void Strike (Ex):  At 8th level, the soulless 
  heart may choose to cause bleed damage 
  from a successful critical strike.  Upon 
  confirming a critical threat, the soulless heart 
  may cause bleed damage equal to ¼ his 
  class level in addition to normal damage 
  caused by the attack.  The damage from 
  
  4
  the attack is not multiplied by the critical 
  strike, but the soulless heart instead causes 
  normal damage and bleed damage from 
  the strike.  If the creature is immune to 
  critical hits or bleed damage, this vindictive 
  has no effect.
  Foreboding Doom (Su):  At 16th level, 
  the soulless heart may spend one of his daily 
  uses of the touch of depravity as a swift 
  action to gain the benefits of the Viscous 
  special weapon ability. 
  This ability may be added to any single 
  weapon and lasts until the soulless heart 
  rests and renews his daily uses of the touch 
  of depravity.  If the soulless heart drops 
  or hands off the weapon to another, the 
  Vicious ability becomes inert, though it 
  returns when back in the hands of the 
  soulless heart.
  If the soulless heart attempts to grant this 
  vindictive to a second weapon while 
  actively employing it on a previous weapon, 
  the special ability immediately ends on the 
  first weapon.
  Code of Conduct:  The spirit of oblivion 
  requires the soulless heart to use any means 
  necessary to bring down the powers 
  of good.  Above this, the soulless heart 
  must devote himself to the eventual total 
  destruction en masse of societies, species, 
  or even worlds.
  Touch of Depravity (Su):  At 2nd level, the 
  soulless heart forges a connection with the 
  powers of evil and spite provided by his spirit 
  guide.  This connection grants the soulless 
  heart a limited number of uses to perform 
  actions of villainous proportions.  Each day, 
  the soulless heart may perform the following 
  abilities a total number of times equal to 
  ½ his class level plus his Charisma modifier. 
  Many of the vile vindictive abilities may 
  require the soulless heart to expend a use 
  of his touch of depravity or may modify the 
  abilities granted by the depraved touch.
  Touch of Corruption:  The soulless heart 
  may inflict vicious wounds by touch as a 
  standard action.  He causes a total of 1d6 
  points of damage for every two class levels 
  he possesses.  When used as an attack, the 
  soulless heart must make a successful melee 
  touch attack.
  Smite Good:  The soulless heart can 
  designate a target within 60 feet as his 
  nemesis as a swift action.  If the target is 
  good or has the good subtype, he adds his 
  Charisma modifier to his attack roll and his 
  class level to the damage caused.  He also 
  gains a +2 deflection bonus to his AC from 
  attacks originating from his nemesis.
  The smite remains in effect until the soulless 
  heart or the target of the smite is rendered 
  helpless, unconscious, or dead, or if the 
  soulless heart chooses to focus the smite 
  good on another opponent, or the soulless 
  heart rests and he regains full number of 
  touch of depravity.
  Vile Vindictive:  Beginning at 3rd level, the 
  soulless heart may choose from abilities 
  granted by his spirit guide to enhance his 
  martial skills and fiendishly inspired powers.
  An individual vindictive may only be chosen 
  once, unless otherwise specified within 
  the description of the vindictive.  Other 
  requirements may also be listed including 
  the minimum class levels or pre-existing 
  chosen vindictives.
  The soulless heart may choose another vile 
  vindictive at 5th level and every odd level 
  thereafter.
  Aura of Desperation (Su):  The soulless 
  heart is immune to fear and he exudes an 
  aura that causes all enemies within 10 feet a 
  -4 penalty for any saving throws versus fear-
  based effects.  Creatures normally immune 
  to fear, lose their immunity while within 10 
  feet of the soulless heart.  If the soulless heart 
  is rendered unconscious or dead, the aura 
  immediately ends.
  Destitute Heart (Su):  The soulless heart 
  must be at least 9th level before he may 
  choose this vile vindictive.  The soulless 
  heart is immune to charm spells and spell-
  like abilities.  His chilling presence causes all 
  enemies within 10 feet a -4 penalty on any 
  
  5
  saving throws versus charm based effects.  If 
  the soulless heart is rendered unconscious or 
  dead, the aura immediately ends.
  Energy Inversion (Su):  The soulless 
  heart may spend two of his daily uses of 
  his touch of depravity to channel negative 
  energy as a cleric.  Using this vindictive 
  is a standard action, treating the soulless 
  heart’s class level as his effective cleric 
  level to determine the amount of damage 
  healed to undead creatures or the amount 
  of damage caused to living creatures.  
  The soulless heart must choose whether 
  the energy will be used to heal undead or 
  damage living creatures when initiating this 
  vindictive.
  This vindictive allows the soulless heart to 
  choose feats that modify or enhance the 
  channeling ability.
  Enhanced Smite (Su):  When attacking 
  an good outsider, good-aligned dragon or 
  good-aligned undead, the soulless heart 
  doubles the damage done based on his 
  class level for the first attack upon initiating 
  the smite.  The soulless heart’s attacks 
  bypass any damage reduction possessed 
  by  the chosen nemesis (regardless of type).
  Major Malevolence (Su):  The soulless 
  heart must have the Malevolence vindictive 
  and be at least 13th level before he may 
  choose this vile vindictive.  When the 
  soulless heart uses his touch of depravity 
  to damage an opponent with his touch 
  of corruption, he may impart either the 
  blinded, deafened, paralyzed, or stunned 
  condition as well.  The victim is allowed a 
  Fortitude saving throw with a DC of 10 + ½  
  the soulless heart’s class level + his Charisma 
  modifier to avoid the condition.  Victims 
  blinded or deafened by the touch are 
  affected for 1 round per class level of the 
  soulless heart.  Victims paralyzed or stunned 
  by the touch are affected for 1 round per 
  four class levels of the soulless heart.  Those 
  that successfully make their saving throw, still 
  suffer damage from the touch of corruption.
  Maleficence (Su):  The soulless heart 
  must have the Minor Maleficence vindictive 
  and be at least 11th level before he may 
  choose this vile vindictive.  When the soulless 
  heart uses his touch of depravity to damage 
  others with this touch of corruption, he may 
  also attempt to curse or poison the victim as 
  well.  The effect of the curse is identical to 
  the Bestow Curse spell while the poisonous 
  effect is identical to the Poison spell, treating 
  the soulless heart’s class level as his effective 
  caster level.  Cursed victims are allowed a 
  Will save while poisoned victims are allowed 
  a Fortitude save, the DC for each is 10 + ½ 
  the soulless heart’s class level + his Charisma 
  modifier.  Those that successfully make their 
  saving throw, still suffer damage from the 
  touch of corruption.
  Malevolence (Su):  The soulless heart 
  must have the Minor Malevolence vindictive 
  and be at least 9th level before he may 
  choose this vile vindictive.  When the soulless 
  heart uses his touch of depravity to damage 
  an opponent with this touch of corruption, 
  he may cause either the exhausted, 
  frightened, or nauseated condition as well.  
  The victim is allowed a Fortitude saving 
  throw with a DC of 10 + ½ the soulless 
  heart’s class level + his Charisma modifier.  
  The condition lasts for 1 round per two class 
  levels possessed by the soulless heart.  Those 
  that successfully make their saving throw, still 
  suffer damage from the touch of corruption.
  Minor Maleficence (Su):  The soulless 
  heart must be at least 7th level before he 
  may choose this vile vindictive.  When the 
  soulless heart uses his touch of depravity to 
  damage an opponent with  his touch of 
  corruption ability, he may cause either the 
  dazed or staggered condition for 1 round, 
  or infect the victims with a disease as the 
  spell Contagion.  Victims are allowed a 
  Fortitude saving throw with a DC equal to 
  10 + ½  the soulless heart’s class level + his 
  Charisma modifier.  The soulless heart treats 
  his class level as his effective level in regards 
  to determine the strength of the disease.  
  Those that successfully make their saving 
  
  6
  throw, still suffer damage from the touch of 
  corruption.
  Minor Malevolence (Su):  When the 
  soulless heart uses his touch of depravity 
  to damage an opponent with his touch of 
  corruption, he may impart one additional 
  condition as well.  He may cause the victim 
  to become fatigued, shaken, or sickened for 
  1 round per soulless heart class level unless 
  the victim makes a successful Fortitude 
  saving throw.  The DC for the Fortitude Save 
  is equal to 10 + ½ the soulless heart’s class 
  level + his Charisma modifier.  Those that 
  successfully make their saving throw, still 
  suffer damage from the touch of corruption.
  Plague Bringer (Su):  The soulless 
  heart is immune to all diseases (magical, 
  mundane, and supernatural).  However, 
  he may become infected with diseases 
  and spread them to others he comes into 
  contact.
  Poisonous Touch (Su):  The soulless 
  heart must have the Plague Bringer 
  vindictive and be at least 9th level before 
  he may take this vile vindictive.  The soulless 
  heart is immune to poisons both natural 
  and magical in nature.  However, if he is 
  poisoned, the soulless heart gains the ability 
  to spread the poison used against him by 
  touch for the duration of the onset and 
  frequency of the poison.
  Profane Defense (Ex):  The soulless 
  heart must be at least 15th level before he 
  may take this vile vindictive.  The soulless 
  hearts gains DR 5/good.  When facing his 
  nemesis of his smite good, the soulless heart 
  gains DR 10/good from attacks made by his 
  selected target.
  Spirit Clad (Su):  The soulless heart may 
  call upon his spirit to infuse his armor.  Using 
  this vile vindictive expends one use of the 
  soulless heart’s touch of depravity, requires 
  a standard action, and lasts for a number 
  of minutes equal to the soulless heart’s class 
  level.
  The spirit grants a +1 enhancement bonus 
  to the soulless heart’s armor for every three 
  class levels possessed by the soulless heart, 
  though the maximum actual enhancement 
  bonus is +5.  This ability may be used in 
  conjunction with a magical armor, though 
  the maximum +5 bonus applies.
  The soulless heart may alter the initial 
  infusion so that some of the enhancement 
  bonuses may be used to grant one or more 
  special abilities to the armor, including 
  Dastard, Deathless, Energy Resistance, 
  Fortification (light or moderate), Ghost 
  Touch, and Stanching.  At 18th level, the 
  soulless heart may grant his armor the 
  Unrighteous special ability by sacrificing 
  5 points from her enhancement bonus 
  granted by this vile vindictive.
  If the armor already has the same special 
  ability, multiple applications have no further 
  effect.  These abilities cannot be changed 
  once infused, but the soulless heart may 
  choose whichever abilities he wishes each 
  time he infuses his armor.
  If the armor is removed, the enhancements 
  of the infused spirit immediately become 
  inert.  If the soulless heart dons the armor 
  again before the duration of the effect ends, 
  the enhancements automatically return.
  If the armor is destroyed, the soulless heart 
  may not use this vile vindictive for 30 days or 
  until he gains a new level. 
  Spirit Embodied (Su):  The soulless 
  heart must be at least 5th level before he 
  may choose this vile vindictive.  He gains 
  a fiendish cohort when choosing this vile 
  Soulless Heart Fiendish Cohort Table
  Min. Soulless 
  Heart Level
  Cohort Type
  5th
  Demon, Dretch (Bestiary
  TM) 
  or Devil, Imp (Bestiary
  TM)
  9th
  Demon, Schir (Bestiary 3
  TM) or 
  Devil, Bearded (Bestiary
  TM)
  13th
  Demon, Babau (Bestiary
  TM) or 
  Devil, Host (Bestiary 4
  TM)
  17th
  Demon, Nabasu (Bestiary
  TM) or 
  Devil, Erinyes (Bestiary
  TM)
  
  7
  vindictive.  Lawful evil soulless hearts gain a 
  devil cohort while chaotic evil soulless hearts 
  gain a demon.  Neutral evil soulless hearts 
  may choose between the two outsider 
  types.  Once chosen, the soulless heart may 
  not change his cohort until he attains a level 
  where a greater cohort may be summoned 
  (see Soulless Heart Fiendish Cohort table).  
  The cohort is a full-fledged outsider of the 
  appropriate subtype with the standard 
  statistics and powers of its kind other than 
  any spell-like ability or special ability that 
  allows it to summon others of its subtype.  
  Cohorts may not call forth other demons or 
  devils.
  The soulless heart may expend one of his 
  daily uses of the touch of depravity to 
  magically call his cohort to his side as a full-
  round action as long as they are both on 
  the same plane of existence.  Summoning 
  the cohort is equivalent to a spell equal to 
  1/3 the soulless heart’s class level.
  If the soulless heart’s cohort is slain or 
  permanently lost, he may not summon 
  another one for 30 days or until he gains a 
  new class level.
  Spirit Meld (Su):  The soulless heart 
  may call upon his spirit to infuse within his 
  weapon.  Using this vile vindictive expends 
  one use of the soulless heart’s touch of 
  depravity, requires a standard action, and 
  lasts for a number of minutes equal to the 
  soulless heart’s class level.  While infused, the 
  weapon sheds light as a torch (equivalent 
  to a magical light spell of a level equal to ¼ 
  the soulless heart’s class level).
  The spirit grants a +1 enhancement bonus 
  to the chosen weapon for every three 
  class levels possessed by the soulless heart, 
  though the maximum actual enhancement 
  bonus is +5.  This ability may be used in 
  conjunction with a magical weapon, 
  though the maximum +5 bonus applies.
  The soulless heart may alter the initial 
  infusion so that some of the enhancement 
  bonuses may be used to grant one or more 
  special abilities to the weapon, including 
  Corrosive, Corrosive Burst, Cruel, Furyborn, 
  Keen, Ominous, Speed, Unholy, Vicious, 
  Vorpal, and Wounding.  If the weapon 
  already has the same special ability, 
  multiple applications have no further effect.  
  These abilities cannot be changed once 
  infused, but the soulless heart may choose 
  whichever abilities he wishes each time he 
  infuses his weapon.
  If the weapon is dropped or handed to 
  another, the enhancements of the infused 
  spirit immediately become inert  If the 
  soulless heart takes up the weapon again 
  before the duration of the effect ends, the 
  enhancements automatically return.
  If applied to a double weapon, the 
  enhancement bonus applies to both ends, 
  but special abilities must be designated for 
  each end.
  If the weapon is destroyed, the soulless 
  heart may not use this vile vindictive for 30 
  days or until he gains a new level. 
  Spiteful Reprisal (Su):  The soulless 
  heart must be at least 13th level before he 
  may choose this vile vindictive.  The soulless 
  heart’s weapon in hand is treated as evil-
  aligned for the purpose of overcoming 
  damage reduction.  Allies within 10 feet of 
  the soulless heart also treat their weapons 
  as evil-aligned for purposes of overcoming 
  damage reduction.  If the soulless heart is 
  rendered unconscious or dead, the aligned 
  effect immediately ends. 
  Void of Soul (Su):  The soulless heart 
  must be at least 13th level before he may 
  choose this vile vindictive.  The soulless heart 
  is immune to compulsion spells and spell-
  like abilities.  His cold presence causes all 
  enemies within 10 feet a -2 penalty on all 
  saving throws.  This penalty does not stack 
  with any other aura effects of the soulless 
  heart (the highest penalty is applied based 
  on the circumstance).  If the soulless heart 
  is rendered unconscious or dead, the aura 
  immediately ends.
  Warrior’s Call (Ex):  The soulless heart 
  gains a combat feat as a bonus feat.  He 
  must meet any prerequisites for the feat 
  
  8
  before he may select it.  The soulless heart 
  may choose this vile vindictive more than 
  once, choosing a different feat each time.
  Armor Training (Ex):  Beginning at 4th level, 
  the soulless heart learns how to adjust his 
  armor to more effectively wear it while 
  working and taking on the forces of good.  
  Whenever he is wearing armor, the soulless 
  heart reduces his armor check penalty 
  by 1 (minimum of 0) while increasing the 
  Dexterity bonus by 1.
  The armor check penalty and Dexterity 
  bonus both increase by +1 at 8th level and 
  every four levels thereafter (to a maximum 
  of 4 at 16th level).
  The soulless heart may move at his normal 
  speed at 8th level.  He may move at his 
  normal speed while wearing heavy armor at 
  16th level.
  Weapon Training (Ex):  Beginning at 6th level, 
  the soulless heart’s martial prowess with 
  specific weapons increases tenfold.  The 
  soulless hearts selects on weapons group 
  (see the Fighter’s Weapon Training class 
  feature in the Pathfinder RPG Core Rule 
  Book
  TM) and gains a +1 bonus on all attack 
  and damage rolls when using any weapon 
  from the group chosen.
  At 10th level and every four levels thereafter, 
  the soulless heart may choose another 
  weapons group to gain the +1 bonus.  
  Previous weapon groups chosen also 
  increase by +1 each  time a new weapons 
  group is chosen.  If a weapon is listed in more 
  than one group chosen by the soulless heart, 
  he only applies the bonus from the group 
  with the highest bonus (they do not stack).
  The bonus is also applicable when using the 
  weapon to perform a combat maneuver.  
  If the weapon is the target of a disarm or 
  sunder maneuver, the soulless heart adds 
  the bonus to his CMD.
  Stone Cold Heart (Su):  At 20th level, the 
  soulless heart attains the pinnacle of his 
  power.  When he successfully smites an 
  good outsider targeted by his smite good, 
  the outsider is subject to the effects of 
  the Banishment spell, using his class level 
  as the effective caster level (his weapon 
  is counted as an object that the subject 
  hates).  If the banishment is successful, the 
  smite good automatically ends.
  In addition, the soulless heart designates 
  one weapon as his signature weapon and 
  grants it a name.  The weapon is treated as 
  a magic weapon even if it is not normally 
  magical for the purpose of overcoming 
  damage reduction.  If the soulless heart has 
  the Spirit Meld vile vindictive, he gains an 
  additional +1 enhancement bonus above 
  those granted by the vindictive.
  And finally, he may choose one vile 
  vindictive that normally consumes a daily 
  use of his touch of depravity.  The soulless 
  heart may use the vile vindictive without 
  consuming any of his touch of depravity 
  uses for the day.
  New Feats
  The following two feats are unique to the 
  soulless heart.
  Extra Vile Vindictive
  You are blessed with another gift in your 
  crusade against good.
  Prerequisites:  Divine grace class feature
  Benefits:  You may choose an additional 
  divine grace as long as you meet the 
  requirements for it.
  Special:  You may choose this feat multiple 
  times, choosing a different Vile Vindictive 
  each time.
  Extra Touch of Depravity
  Your spirit has seen your conviction and 
  granted you additional power to battle the 
  forces of good.
  Prerequisites:  Touch of Depravity class 
  feature
  Benefits:  You gain two additional uses of 
  your Touch of Depravity powers daily.
  Special:  You may choose this feat multiple 
  times, gaining two additional uses each 
  time.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 72 - The Soulless Heart (Antipaladin-Fighter Hybrid).pdf