Epilektoi gain access to abilities called Implacabilities. If an implacability has a prerequisite, then that prerequisite must be met before a character can select that implacability. An implacability cannot be selected more than once, unless otherwise noted.
Standard Implacabilities
2nd-Level
Anointed Form
Add your initiation modifier to your Consitution modifier to determine the total number of hit points gained when taking a level of the epilektoi class (add this bonus retroactively to previous class levels). If you have another ability that adds your initiation modifier to your hit points, this benefit does not stack.
In addition, the size of your delayed damage pool increases by 1 per class level.
Bladeturn (Ex)
You gain DR/— equal to 1/4 your class level, rounded up. You may take this implacability a second time at 10th level or higher, increasing the granted damage reduction to equal 1/2 your class level. This is considered a bonus from esoterica.
Divine Health (Su)
You gain immunity to all diseases, including supernatural and magical diseases.
Elemental Dampening (Su)
You gain resistance 5 to one energy damage type of your choice. For every 4 levels after 2nd, this energy resistance increases by 5. This stacks with other forms of energy resistance. This implacability may be gained more than once; each time grants resistances to a different energy damage type.
Endure Dire Wounds
You gain Improved Damage Threshold as a bonus feat, even if you do not meet the prerequisites. In addition, you add your initiation score to your Constitution score to determine your maximum negative hit points before dying. This does not stack with any other ability which would allow you to add your initiation score to determine when you die of negative hit points. This implacability may be gained more than once, gaining an additional instance of Improved Damage Threshold (but not your initiation score to determine when you die of negative hit points).
Get Behind Me
You gain King’s Castle as a bonus feat, even if you do not meet the prerequisites.
Not Today
You gain Tenacious Survivor as a bonus feat, even if you do not meet the prerequisites. You must have the Resilient Form implacability to select this option.
Resilient Form
You gain Endurance and Diehard as bonus feats, even if you do not meet the prerequisites.
4th-Level
Elemental Eater (Su)
When resisting an energy damage type that you selected with the Elemental Dampening implacability, you may consume any amount of that damage that does not affect you, healing 1 hit point for every 5 points of damage you resist. If you have Greater Elemental Dampening, you instead heal half the damage that you resist.
See Behind the Veil (Su)
You gain the benefits of a constant see invisibility effect.
Stalwart (Ex)
You gain the Stalwart special ability.
6th-Level
Defer Death (Ex)
Once per day, you may defer your own death. If you would be killed by hit point damage, you may continue acting as though not dead for a number of rounds equal to your initiation modifier (minimum 1). Continue tracking damage taken and healed. If, at the end of this ability, your negative hit points are low enough that you would die, you immediately die.
Vigorous Healing (Ex)
You gain fast healing equal to half your class level. This fast healing only functions while you are below one-half your total hit points. You may choose to suppress this ability as a free action on your turn, even if you are unconscious.
8th-Level
Magebane (Ex)
When targeted by a maneuver, spell, power, or other esoteric ability, you may delay the onset of its effects until the end of your next turn as though it were damage. Each effect is treated as if it were an amount of hit point damage equal to its initiator, caster level, or equivalent for the purpose of the delayed damage pool. If you do not have enough space remaining in your delayed damage pool, you may not delay the effect.
Unstoppable
You gain Undying as a bonus feat, even if you do not meet the prerequisites. In addition, you never become staggered or fall unconscious due to nonlethal damage. You must have the Resilient Form implacability to select this option.
10th-Level
Elemental Dampening, Greater (Su)
Select one energy damage type for which you have selected the Elemental Dampening implacability. You gain immunity to that energy damage type. This implacability may be gained more than once; each time grants immunity to a different energy damage type..
Juggernaut (Su)
You gain the benefits of a constant freedom of movement effect. You must have the Resilient Form implacability to select this option.
Sight Beyond Sight (Su)
You gain the benefits of a constant true seeing effect. You must have the See Behind the Veil implacability to select this option.
12th-Level
Patient Riposte (Ex)
The bonus from your patient counterpoint ability is doubled when you are below 0 hit points. This allows you to exceed the normal cap on that ability.
Stalwart, Improved (Ex)
You gain the Improved Stalwart special ability. You must have the Stalwart implacability to select this option.
Deific Implacabilities
20th-Level
Body and Soul (Ex)
Your Constitution score and initiation score each increase by 4. This is similar to and stacks with the increase to an ability score you gain every 4 hit dice.
Divine Regeneration (Ex)
Your fast healing becomes regeneration equal to your class level, and it functions even when you are above half your total hit points. Select one source to negate your regeneration (either an energy damage type or an alignment). If you choose an energy type, it cannot be one you are immune to. If you choose an alignment, it cannot be one that it part of your own alignment (e.g. if you are Chaotic Good, you can not choose chaos or good).
You must have the Vigorous Healing implacability to select this option.
Immortal Hero (Ex)
You gain immunity to death effects, massive damage, and any other effect which would kill you without directly reducing your hit points. You no longer die from old age and don’t suffer any penalties to your ability scores due to your age (you still receive the bonuses for old age, and you lose any penalties you may already have when you gain this ability).
If you are killed, your corpse becomes completely invulnerable, unaffected by things like disintegration or dismemberment or any form of decay. A follower of your deity may pray over your corpse for one hour to return you to life as per the true resurrection spell. After using this resurrection effect, it does not function again for a year and a day, though you may still be brought back to lie by other means.
Orichalcum Flesh (Ex)
Your damage reduction increases to 20/—. Any damage negated by this damage reduction is reflected back to the attacker, bypassing any damage reduction they may possess. This is considered a bonus from esoterica.
You must have the Bladeturn implacability to select this option.