Damnation Feats
Damnation feats represent a bargain the character has made with some dark power, granting the character great power at the cost of her eternal soul. Damnation feats are distinct from more common feats in three ways.

Damned: A character with a damnation feat is damned (see the sidebar). This is likely a permanent condition, but might be avoided through redemption.

Greater Power: Damnation feats increase in power relative to the number of damnation feats a character possesses. Each new damnation feat increases the power of all of the character’s damnation feats, including the newly taken feat and future feats.

Patronage: All damnation feats require the patronage of an evil outsider—typically a daemon, devil, demon, or kyton. This evil outsider patron must be favorably disposed toward the character and must have a number of Hit Dice equal to or greater than her character level. An evil outsider summoned via a spell like planar binding might be coerced to serve as a character’s patron (whether that character is the spell’s caster or another seeking patronage). The caster of a planar binding spell must still attempt Charisma checks to coerce the outsider into service, but she gains a +4 bonus on her Charisma checks if that service is to act as a damnation feat’s patron. Other outsiders might more willingly serve as patrons at the GM’s discretion.

As long as a character possesses a damnation feat, she experiences the effects of damnation. Only nonevil creatures can retrain damnation feats—they likely do so using the retraining rules. During this retraining, the character must follow all the usual rules associated with replacing a feat and must be the target of an atonement spell cast by a good character. Evil characters seeking to redeem themselves might also make use of the redemption rules. Even after a character has redeemed herself and replaced her damnation feats, whoever had once ensnared her is unlikely to give up on its attempts to corrupt her.