Creepy Kid (3.5e Feat)
From D&D Wiki
 Creepy Kid [Archetype]
There are those in this world who have been born with unnatural forces coursing through their veins. These individuals, from even an early age, affect the world around them in terrible ways.
Prerequisite: Any Evil.
Benefit: See below
Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat that you meet the prerequisites of.
Archetype Feat Bonus are based on HD.
- 1 HD: The very essence of your existance is tainted, and magic lays this fact bare. You gain an evil aura as though you were an evil cleric of a level equal to your HD. If you already have levels in cleric or another class that grants an evil aura, then you add your total HD to your cleric level (or whatever class gives you the aura) for the purpose of your evil aura.
- 3 HD: Eventually, the forces of evil manifest themselves within your very being, granting you their dark focus. At 3 HD, your natural weapons, as well as any weapon you wield, are treated as evil-aligned for the purpose of overcoming damage reduction.
- 8 HD: The forces of evil within your body eventually intensify to the degree that they leave your body, and you begin to project a terrible and terrifying aura. At 8 HD, any creature that is hostile to you who begins their turn within 50 ft. of you must make a Will save (DC 10 + 1/2 Characters HD + Characters Cha modifier) or become frightened for 4d6 rounds, at the end of which, they must make another Will save (Same DC) if they are within 50 ft. of you still. A creature that successfully saves cannot be affected again by the aura for 24 hours.
- 15 HD: The power within you steadily grows more and more potent, until it allows you to actually power through forces that you shouldn't be able to move through. At 15 HD, you gain immunity to any and all spells that affect evil or non-good creatures (Such as magic circle against evil).