Non-Evil Damnation Feats: Although many of the Damnation feats have thematic ties to evil outsiders specifically, these elements may be altered to accommodate attunement or investiture in other planar forces. The patrons for these feats could be angels, psychopomps, proteans, elementals, or some other outsider. Similarly, effects which apply to evil effects or outsiders could be rewritten to apply to good, chaotic, lawful, or possibly even element-attuned entities. Finally, the complication of raising a creature with Damnation feats may be a result of their close attunement to a planar power rather than a fiend laying claim to their soul. Non-evil Damnation feats may have a different title such as Enlightenment or Allegiance feats. Players should consult with their GM regarding what alterations to Damnation feats are acceptable in their game and setting.
Alternate Damnation Feats: Although they are not officially listed as Damnation feats, the following feats are nonetheless indicative of powerful connections with fiends and may at GM discretion be counted as Damnation feats: Apocalyptic Spell, Damned Disciple, Damned Soldier, Deific Obedience, Diverse Obedience, Fiendish Obedience, Greater Planar Infusion, Improved Planar Fusion, Mind over Manners, Planar Infusion, Stygian Spell.
Exarch Of The Pit (Damnation) [DbH]
You are the will of your fiendish patron made manifest.
Benefit: You gain several benefits associated with controlling others or gaining favors.
One Damnation Feat: You gain a +2 profane bonus on Diplomacy and Intimidate checks against evil creatures as well as a +2 bonus on a Profession check of your choice.
Two Damnation Feats: Choose a creature type from the ranger’s favored enemy list. Creatures of that type take a -1 penalty to saving throws against your abilities.
Three Damnation Feats: The skill bonuses and saving throw penalty always apply against other followers of your patron (be they a god, demigod, or organization) and are doubled against such creatures.
Four Damnation Feats: If you possess the Fiendish Obedience or Deific Obedience feat, you receive the boons of these feats 2 Hit Dice earlier than you normally would (at 10, 14, and 18 Hit Dice rather than 12, 16, and 20). This does not affect the level at which you gain these abilities if you take a prestige class that causes you to receive them at earlier levels but does stack with the Diverse Obedience feat.
Fiendish Dealer (Damnation) [DbH]
The lower planes have methods and loopholes which you can exploit.
Prerequisite: Ability to call or bind extraplanar creatures.
Benefit: You are capable of bargaining with evil outsiders more effectively.
One Damnation Feat: You gain a +2 bonus to opposed Charisma checks against called creatures when using the Call Planar Creature advanced talent. This bonus also applies to your Conjuration DC for the purpose of controlling Unwilling Companions.
Two Damnation Feats: When using Call Planar Creature to summon an evil outsider as an ally, you can attempt an opposed Charisma check against a called fiend. If you succeed, the fiend reduces the price it demands to serve you by half.
Three Damnation Feats: The bonus to opposed Charisma checks and Conjuration DC improves from +2 to +4.
Four Damnation Feats: When you use Call Planar Creature to call an evil outsider whose name you know, the casting time is reduced from 10 minutes to 1 minute. You may spend two extra spell points when summoning a Companion to summon them as a swift action.
Fiendish Transformation (Damnation) [DbH]
Your form is molded by the dark powers which you serve.
Benefit: Your features change to become more inhuman and powerful.
One Damnation Feat: You gain either a pair of claws which deal 1d4 damage (1d3 if Small) or a bite or gore attack which deals 1d6 damage (1d4 if Small). These are considered primary natural attacks.
Two Damnation Feats: You may gain a natural attack that you did not select for your first Damnation feat or may gain a prehensile tail (as the tiefling racial trait). You count as a tiefling for the purpose of meeting prerequisites.
Three Damnation Feats: All of your natural and weapon attacks count as evil for the purpose of overcoming damage reduction. If you are also lawful or chaotic, your attacks count as the corresponding alignment as well.
Four Damnation Feats: You gain either wings (which grant you a fly speed of 40 feet with good maneuverability), gills (which grant the ability to breathe water and a swim speed of 30 feet), or DR 5/silver or cold iron (chosen when you take this option) which improves to DR 5/good, chaotic, or lawful (chosen when you gain this improvement) at 10th level.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book