Obedience Prestige Classes, Unchained

These prestige classes require the deific obedience feat to enter, and also enable and and advance the level gain of deific boons:

Diabolist

Some face damnation willingly. Seeking to control the awesome might of the infernal legions and twist the very powers of Hell to their whims, these blasphemous spellcasters jeopardize their immortal souls for mastery over devilkind. While those who already worship evil forces might come to control these profane powers and through their vile faiths, sinister arcanists too might learn the names, signs, and incantations to bind devils from heretical tomes and communion with the damned. Though some tread the path of the diabolist to enslave the forces of Hell and turn them towards goals other than corruption, only the most stalwart of diabolists can resist the temptations of the Pit. Regardless of whatever grim path leads spellcasters to seek power over the diabolical, their destination is nearly always the same – an eternity of damnation in the depths of Hell.

Requirements: To qualify to become a diabolist, a character must fulfill all of the following criteria.

  • Alignment: Neutral Evil or Lawful Evil.
  • Feat: Fiendish Obedience, Spell Focus (Conjuration).
  • Skills: Knowledge (planes) 5 ranks, Knowledge (religion) 5 ranks, Spellcraft 5 ranks.
  • Language: Infernal.
  • Spells: Ability to cast at least two conjuration spells of two different spell levels.
  • Special: Must worship an archdevil or infernal duke; must have conjured a devil using lesser planar ally or lesser planar binding (or a similar spell) to successfully command the devil to perform a task that takes a minimum of 1 day to complete.

Class Skills: The demoniac’s class skills are Bluff, Intimidate, Knowledge (Planes), Knowledge (Religion), Sense Motive, and Spellcraft.

Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.

Level BAB Fort Refl Will Special Spells Per Day
1st +0 +0 +0 +0 Damned, Imp Familiar, Infernal Charisma
2nd +1 +1 +1 +1 Infernal Bargainer, Infernal secret +1 level of existing class
3rd +1 +1 +1 +1 Infernal secret, fiendish boons +1 level of existing class
4th +2 +1 +1 +1 Infernal secret +1 level of existing class
5th +2 +2 +2 +2 Infernal secret, Pure Hellfire +1 level of existing class

Class Features

All of the following are class features of the demoniac prestige class.

Weapon and Armor Proficiency: A demoniac gains proficiency with all simple weapons and with his patron’s favored weapon. He gains no additional proficiencies with armor or shields.

Spells per Day/Spells Known: At the indicated levels, a diabolist gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other features a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting. If a character had more than one spellcasting class before she became a diabolist, she must decide to which class she adds each level of diabolist for the purpose of determining spells per day.

Damned (Ex): When a diabolist is killed, her soul is instantly sent to Hell. A character attempting to resurrect her must succeed at a caster level check with a DC equal to 10 + the diabolist’s level or the spell fails. That character cannot attempt to resurrect the diabolist again until 24 hours have passed, though other characters can still attempt to do so.

Imp Familiar (Ex): A diabolist forms a close bond with a particular imp, similar to how a wizard gains a familiar. This functions as the arcane bond wizard class feature with the Improved Familiar feat. If a diabolist has class levels in another class that grants a familiar, levels in that class and her diabolist class levels stack for determining the overall abilities of her imp familiar. The imp familiar can communicate with its master via telepathy as long as the imp is in physical contact with her.

At 5th level, the diabolist’s imp familiar can choose two of the following spells to add to its list of at-will spell-like abilities: bleeddeathwatchdetect evildetect lawdoomghost soundmage handmessageopen/close, or prestidigitation. The imp can also add one of the following spells to its list of 1/day spell-like abilities: curse waterfloating diskgreasehold portalidentifysilent imageunseen servant, or ventriloquism. The range of the imp’s telepathy with the diabolist increases to 60 feet.

When the diabolist’s effective caster level reaches 13th level, the imp can choose two more at-will spell-like abilities from the corresponding list above, and it can choose one more 1/day spell-like ability from the corresponding list above. The range of the imp’s telepathy with the diabolist increases to 1 mile.

Infernal Charisma (Ex or Su): A diabolist gains a bonus equal to her class level on Charisma checks to interact with devils. She can also communicate telepathically with any devil within 60 feet of her. The telepathy function of this class feature is a supernatural ability.

Channel Hellfire (Su): At 2nd level, the diabolist can alter spells that deal energy damage to instead deal hellfire damage — meaning that half of the damage dealt is as normal for the spell, while half of it is raw, profane energy not subject to resistances. She can do this as a free action a number of times per day equal to her diabolist level. Spells altered to use hellfire gain the lawful and evil descriptors.

Infernal Bargainer (Ex): At 2nd level, a diabolist making use of planar ally (or a similar spell) can attempt an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve her by half.

Infernal Secrets: At 2nd level, the diabolist taps further her connection with her patron — and the patron rewards her with a conduit to the power of the Hells. She selects a secret from this list at 2nd level, and every additional level after 2nd. Unless otherwise stated, she can only select a secret once.

  • Bloodline Development: This can only be selected by a diabolist with the infernal or pit-touched bloodline from a prior class. The demoniac with this secret stacks his class level with the class that grants him his bloodline to determine the level dependent effects and acquisition of his bloodline powers.
  • Empower Hellfire (Su): When the diabolist uses her channel hellfire ability, the damage of the spell is empowered as if it were cast with the empower spell feat, without altering the spell’s level or casting time. The additional damage done by the spell is hellfire damage, so that only 1/3 of the spell’s total damage is the normal damage type of the spell, with the remainder being raw, profane energy as described above.
  • Hellish Swarm: The diabolist gains superior summoning feat as a bonus feat. She does not have to meet the feat’s prerequisites. She must select the powerful summoner secret before selecting this secret, and these bonus feats will also apply to demons summoned using the demon caller ability.
  • Hellish Soul (Ex): The diabolist has been deemed useful enough to the cause of Hell to be allowed a brief respite from damnation. If killed by any means outside of the will of her patron, the archdevils, or another influential force in Hell, the diabolist can be resurrected as normal.
  • Infernal Transport (Sp): The diabolist can transport herself via the Hells in a burst of flames. She can use this ability twice per day as per dimension door, or she can expend both uses to travel as per teleport. She cannot use this ability to enter or leave areas warded against evil creatures.
  • Master Binder (Su): When the diabolist calls a devil whose name she knows, she adds half her Bluff, Diplomacy, or Intimidate modifier on the bargaining Charisma check. She must learn the truenamer secret before learning this one.
  • Maximum Hellfire (Su): Once per day, a spell cast using the diabolist’s channel hellfire ability can be treated as if maximized using the maximize spell feat, without altering the spell’s level or casting time, as well as empowered. When this ability is used, the spell’s energy type is converted fully to raw profane damage. At 5th level, this ability can be used twice per day. The diabolist must first learn the empower hellfire secret to learn this secret.
  • Powerful Summoner: The diabolist gains augment summoning as a bonus feat. She does not have to meet the feat’s prerequisites.
  • Truenamer (Ex): The diabolist adds her class level on Knowledge checks to research specific devils’ sigils or true names.

Fiendish Boons: At 3rd level, the levels at which the diabolist gains her boons from fiendish obedience is reduced by 2. If the demoniac is at, or past a level which she would gain a boon with this reduction, then she receives her boon(s) when she completes her obedience. This ability cannot stack with another class ability that reduces the level gain of deific boons. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the diabolist caster level for the spell-like ability equals her total character level. The diabolist is expected to perform the act of obedience every day needed to gain the benefits of the boon.

Pure Hellfire (Su): At 5th level, the diabolist’s ability to channel hellfire has reached an apex, and can expend a prepared spell or spell slot and tranfigure the raw energy of the spell into a bolt of pure hellfire. The bolt is a ranged touch attack with long range (400 feet + 40 feet/class level) that deals 1d6 points of damage per class level of the diabolist, plus 1d6 per level of the spell sacrificed to create the effect. This effect is not subject to spell resitance, or any other resistances or damage reduction. The diabolist can apply the benefits of empoer hellfire or maximum hellfire, if she has learned one or both secrets, and if she has available uses of these abilities.

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Demoniac

Those who seek to worship and gain power from a specific demon lord are known as demoniacs. Cultists, crazed mages, foul priests, and their kind delight in the adoration of demons and bargaining for their might. All demon worshipers understand that sinful mortal souls become demons once the Abyss digests them, but the demoniac simply cannot wait for death to begin this transformation, and instead begins the transformation while he yet lives. Depending on which demon lord a demoniac devotes himself to, his evil obedience, suite of powers, and resistance changes. Yet in the end, all demoniacs are damned, their souls transformed by the Abyss into demons upon their deaths. The drow are particularly fond of this prestige class, but typically refer to the demoniacs as demonic initiates.

Requirements: To qualify to become a demoniac, a character must fulfill all of the following criteria:

  • Alignment: Chaotic Evil or Neutral Evil
  • Feats: Fiendish Obedience, Spell Focus (Transmutation)
  • Skills: Intimidate 5 ranks, Knowledge (Planes) 5 ranks, Spellcraft 5 ranks.
  • Spells: Ability to cast at least two transmutation spells of two different spell levels.
  • Language: Abyssal
  • Special: Must worship a demon lord. Must have been physically traumatized by a demon — either reduced to negative hit points by a demon’s physical attacks, taken a total of 10 or more points of ability damage or drain from a demon’s special attack (this total damage can be from multiple attacks as long as the total is 10 or more in all), or spent at least 1 day under a demon’s control (either via charm or compulsion effects or via demonic possession). Note that this demon need not be one encountered during an adventure—many would-be demoniacs simply summon a demon and command it to aid in fulfilling this requirement. In order to maintain the abilities gained from this prestige class (including all spellcasting enhancements), a demoniac must indulge in a daily obedience to his chosen demon lord.

Class Skills: The demoniac’s class skills are Bluff, Intimidate, Knowledge (Planes), Knowledge (Religion), Sense Motive, Spellcraft, Stealth.

Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.

Level BAB Fort Refl Will Special Spells Per Day
1st +0 +1 +0 +0 Abyssal emissary, damned, demonic mark
2nd +1 +1 +1 +1 Darkvision, demonic secret, energumen +1 level of existing class
3rd +2 +2 +1 +1 Demonic secret, fiendish boons +1 level of existing class
4th +3 +2 +1 +1 Demonic secret +1 level of existing class
5th +3 +3 +2 +2 Abyssal form, demonic secret +1 level of existing class

Class Features

All of the following are class features of the demoniac prestige class.

Weapon and Armor Proficiency: A demoniac gains proficiency with all simple weapons and with his patron’s favored weapon. He gains no additional proficiencies with armor or shields.

Spells per Day or Spells Known: At 2nd and successive levels, when a new demoniac level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before taking the prestige class. He does not gain other features a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a demoniac, he must decide to which class he adds the new level for purposes of determining spells per day.

Abyssal Emissary (Ex or Su): At 1st level, a demoniac can communicate telepathically with any demon within 60 feet. He also gains a bonus equal to his demoniac level on any Charisma-based skill or ability checks he makes when dealing with these outsiders. The telepathy function of this class feature is a supernatural ability.

Damned (Ex): When a demoniac is killed, his soul is instantly claimed by the Abyss. In time, the demoniac’s soul is transformed into a demon appropriate to the greatest sins the demoniac gloried in while he lived. Any character attempting to resurrect a slain demoniac must succeed at a caster level check equal to 10 + the demoniac’s level or the spell fails. That character cannot attempt to resurrect the demoniac again until the following day, though other characters can attempt to do so if they please.

Demonic Mark (Ex): At 1st level, a demoniac bears the sign of his chosen demon lord as a tattoo-like brand somewhere on his body, this grants him the benefits of the eschew materials feat and counts as having the feat. Once per day, a demoniac can call upon the profane power of this mark to power a spell as he casts it. Doing so causes the spell to gain the chaotic and evil descriptors, and causes the spell not be expended as it is cast, allowing the demoniac to cast the spell again at a later point in the day. Invoking this power allows for anyone who succeeds in the Spellcraft check to identify the cast spell, to sense the fiendish energy channeled in this casting.

Darkvision: At 1st level, the demoniac gains darkvision out to 60 feet.

Energumen (Su): At 2nd level, the demoniac can use his connection with his patron to open his soul to an abyssal spirit as a free action. The spirit possesses the demoniac’s body and mind for up to 4 rounds, and an additional 2 rounds for each additional level beyond 2nd, driving him into an abyssal fury similar to a barbarian’s rage, but it is not affected by any feats that would otherwise modify rage. While possessed, the demoniac gains a profane bonus of +4 to one ability of his choice and to Intimidate checks, a scaling resistance to acid, cold and fire equal to his class level, and a natural armor increase of +1. At 5th level, the ability bonus increases to +6 and the natural armor increases to +2. Ending this state is a free action. After the energumen has ended, the demoniac becomes confused, as the demonic spirit is reluctant to leave his mind, for a number of rounds equal to the number of rounds spent on the ability. At the start of each round of confusion, the demoniac can make a DC 25 Will save to end the confusion effect immediately.

For each round the demoniac is continually in this possessed state and actively engaged in combat, he has a cumuative 5% chance at the beginning of each turn of going into a berzerk state of bloodlust (to a maximum of 25% each turn). Once the demoniac is berzerk, he is unable to use any skill or ability that requires interaction, focus or concentration, and he will continue attacking whatever creature he is currently fighting until it dies, then proceed to attack the next nearest living creature (determined randomly if there’s more than one). He cannot freely end his energumen while berzerk; he can attempt to end it at the beginning of each subsequent turn by making a Will save against a DC of 25, until the save is made, or until his available rounds of use run out, whichever comes first. If the frenzy ends by running out of uses, the demoniac suffers the confusion effect as stated above.

Energumen is a possession effect, and is negated by protection from evil or protection from chaos. A demoniac can prevent or end these effects by having one of these spells cast upon him when (or before) the energumen ends, but being affected by such a spell before the energumen has run its course also causes the benefits granted to end immediately.

Demonic Secrets: At 2nd level, the demoniac taps into forbidden profane lore in order to further his connection with his patron — and the patron grants him more power with each discovery. He selects a secret from this list at 2nd level, and every additional level after 2nd. Unless otherwise stated, he can only select a secret once.

  • Abyssal Army: The demoniac gains superior summoning feat as a bonus feat. He does not have to meet the feat’s prerequisites. He must select the demon caller and powerful caller secrets before selecting this secret, and these bonus feats will also apply to demons summoned using the demon caller ability.
  • Bloodline Development: This can only be selected by a demoniac with the abyssal or brutal bloodline. The demoniac with this secret stacks his class level with the class that grants him his bloodline to determine the level dependent effects and acquisition of his bloodline powers.
  • Demon Caller (Sp) Once per day, the demoniac can summon a demon, as if he were casting summon monster with the summon evil monster feat. This summon serves him for 1 minute per class level. He uses his total effective caster level to determine the maximum level of summon monster he can call the summon from (for example, summoning a babau is summon monster V, which would require a minimum of 5th-level spellcasting ability). The demoniac can use this secret a second time per day at 5th level.
  • Master of Puppets (Sp): The demoniac’s patron has empowered his spirit to reach into others’ souls and take control in the same way as the demoniac is possessed by his patron’s petitioners. This works identically to the possession spell as a spell-like ability, using the demoniac’s character level as his caster level, and the DC is Charisma based. The demoniac must be 5th level to select this secret.
  • Profane Defense (Su): The demoniac gains a profane bonus to saving throws equal to his Charisma modifier (minimum +1) to a maximum of his class level; at 4th level, the mimimum bonus increases to +2.
  • Profane Shield (Su): The demoniac’s patron takes keen interest in keeping his proxy alive and wreaking as much pandemonium as possible. The demoniac gains the ability to radiate an aura of profane energy that grants him a profane bonus equal to his Charisma modifier to AC and CMD, up to a maximum of his class level.
  • Powerful Caller: The demoniac gains augment summoning as a bonus feat. He does not have to meet the feat’s prerequisites. He must select demon caller to select this secret, and it also applies to the demons summoned by that ability.
  • Telepathic Gaze (Su): The demoniac gains the ability to communicate via telepathy with any creature within 100 feet that meets his gaze and has a language. The target and demoniac do not have to share the same language to understand one another.

Fiendish Boons: At 3rd level, the levels at which the demoniac gains his boons from fiendish obedience is reduced by 2. If the demoniac is at, or past a level which he would gain a boon with this reduction, then he receives her boon(s) when he completes her obedience. This ability cannot stack with another class ability that reduces the level gain of deific boons. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the demoniac’s caster level for the spell-like ability equals his total character level. The demoniac is expected to perform the act of obedience every day needed to gain the benefits of the boon.

Abyssal Form (Sp); When a demoniac reaches 5th level, he may undergo a temporary transformation into a demonic form as a spell-like ability. This is a polymorph effect of the Transmutation school. His type changes to outsider with the chaotic, demon, evil, and native subtypes. He gains damage reduction 10/good and cold iron, immunity to poison, and resistance 10 to acid, cold, and fire. When he transforms, he also chooses one additional physical transformation from the following to gain when he transforms:

  • Wings: fly speed of 40 feet with good maneuverability
  • Gills: ability to breathe water and a swim speed of 30 feet
  • Natural Attacks: choose between a bite, two claws, gore, slam, or tail sting — damage inflicted as appropriate for the demoniac’s size, and he is considered proficient in its use.

The newly created form’s natural weapons, as well as any weapon it wields, are treated as chaotic and evil for the purpose of resolving damage reduction. The demoniac can remain in this form for a number of minutes per day equal to his character level; this duration does not need to be consecutive, but it must be used in 1 minute increments. The benefits of this ability overlap with, and do not stack with, those of the energumen ability. Returning to his normal form is a free action.

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Feysworn

The Eldest appreciate a broad range of talents in their servants. While some of their faithful are traditional divine casters, many more are feysworn—adventurers of all sorts who pledge themselves to the service of one of the fey lords in exchange for magical power. Most common in the First World, feysworn can also be found on the Material Plane among those adventurers and scholars who deal with fey, were raised with a close connection to the First World, or simply appreciate the Eldest’s willingness to exchange divine power for souls and service without the burden of excessive dogma.

Requirements: To qualify to become a feysworn, a character must fulfill all of the following criteria.

  • Feats: Fey-Guarded or Fey Insight (or Resist Nature’s Lure class feature), Fey Obedience
  • Languages: Sylvan
  • Skills: Knowledge (Nature) 5 ranks.
  • Special: Must have a fey power as a patron, and be within one step of the patron’s alignment. In order to keep the abilities granted by this prestige class (including spellcasting progression), a feysworn must conduct a daily obedience to her chosen Eldest.

Class Skills: The Feysworn’s class skills are Bluff, Handle Animal, Intimidate, Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Sense Motive, Spellcraft, and Survival.

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.

Level BAB Fort Refl Will Special Spells Per Day
1st +0 +0 +0 +1 Feymarked, feyskinned
2nd +1 +1 +1 +1 Fey secret, low-light vision +1 level of existing class
3rd +2 +1 +1 +2 Fey boons, fey secret +1 level of existing class
4th +3 +1 +1 +2 Fey secret +1 level of existing class
5th +3 +2 +2 +3 Fey secret +1 level of existing class

Class Features

The following are the class features of the feysworn prestige class.

Weapon and Armor Proficiency: A feysworn gains proficiency with all simple weapons and with her Eldest’s favored weapon. She gains no additional proficiency with armor or shields.

Spells per Day or Spells Known: At 2nd and successive levels, when a new feysworn level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking the prestige class. She doesn’t gain other features a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting. If the character had levels in more than one spellcasting class before becoming a feysworn, she must choose to which class she adds the new level for the purposes of determining spells per day.

Feymarked (Ex): Upon death, a feysworn is immediately resurrected and transported to her patron’s dominion (at the GM’s discretion, the feysworn may be reincarnated instead). From that point forward, the character is held in her living state only by the Eldest’s will. While the amount of service the Eldest demands in exchange varies, if at any point the Eldest becomes displeased enough to revoke this status, the feysworn is immediately and utterly destroyed, her soul energy permanently reabsorbed into the First World. Creatures slain in this manner cannot be resurrected short of deific intervention. Feysworn creatures are immune to any spell not capable of targeting fey (such as dominate person, charm person, hold person, and any other spells specifically targeting humanoids). This immunity can be voluntarily suspended as per the rules for spell resistance.

Feyskinned (Ex): A feysworn begins assuming the physical resistance of her fey patron, granting herself DR 1/cold iron per feysworn level, to a maximum of DR 5/cold iron at 5th level. As an immediate action, the feysworn can double this damage resistance for 1 minute per level. This duration need not be consecutive but must be used in 1-minute increments.

Fey Secret: At 2nd level, a feysworn starts to learn secrets of her fey patron, and they are imparted to her as a divine servant. She chooses one of the secrets listed below and gains its benefits. At every additional level, she chooses another secret. Unless otherwise specified, each secret can only be selected once.

  • Alien Mind (Ex): For a number of rounds per day equal to her feysworn level, the feysworn gains a +4 sacred bonus to one mental ability score and on saving throws against mind-affecting effects. These rounds do not need to be used consecutively. Once selected, the mental ability score affected cannot be changed until the feysworn next performs her Eldest’s obedience. Activating or maintaining this ability is an immediate action.
  • Breacher (Ex): A feysworn has a constant and instinctive sense of the direction (though not distance) to the nearest breach between the First World and the Material Plane.
  • Fey Caller (Sp): The feysworn can use summon monster once per day as a spell-like ability to conjure fey from the summon monster list specific to his fey patron. At 1st level, this functions as summon monster IV, at 3rd level, it functions as summon monster V, and at 5th level, it functions as summon monster VI. The caster level for this ability is equal to the feysworn’s character level.
  • Fey Charm (Su): As a standard action, with a spellbinding glamour and honeyed words, the feysworn can fascinate a target creature; this works the same as the bard’s fascinate ability, for a number of rounds equal to her feysworn level + her Charisma modifier. To resist, the target must make a Will save against a DC of 10 + twice the feysworn’s level + her Charisma modifier. At 5th level, once a target has been fascinated by this ability, a second use of this ability can be spent to plant a suggestion upon the target, like the spell, using the same DC.
  • Fey Flight (Su): The feysworn can sprout gossamer wings as a standard action. These grant her a fly speed equal to her land speed, with average maneuverability. She can maintain these wings for 10 minutes per level, and the duration has to be spent in 10-minute increments. Ending the effect is a move action.
  • Plane Swap (Sp): The feysworn gains the ability to transport herself and up to one touched willing creature per feysworn level from the Material Plane to the First World or vice versa. This ability can be used once per day as a standard action, and functions as plane shift. The feysworn must be 5th level to learn this secret, and have also learned the breacher secret.
  • Vanishing Trick (Su): As a swift action, the feysworn can vanish, like the vanish spell, for a total of 1 round per feysworn level. These rounds do not have to be used consecutively, and ending the effect is a free action. The feysworn must be 3rd level or higher to learn this secret.
  • Wild Stride (Su): The feysworn is unimpeded and unharmed by natural terrain, undergrowth, thorns, etc., similar to the druid’s woodland stride ability. At 5th level, she is also unimpeded by plants and terrain that are magically manipulated to hamper movement, though she is still vulnerable to damage caused by these effects. For example, she would be able to move freely in the area of thorny entanglement, but would still take damage for passing through affected squares.

Low-light Vision: At 2nd level, if she does not already have it, the feysworn gains lowlight vision.

Fey Boons: At 3rd level, the levels at which the feysworn gains her boons from fey obedience is reduced by 2. If the feysworn is at, or past a level which she would gain a boon with this reduction, then she receives her boon(s) when she completes her obedience. This ability cannot stack with another class ability that reduces the level gain of deific boons. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the feysworn’s caster level for the spell-like ability equals her total character level. The feysworn is expected to perform the act of obedience every day needed to gain the benefits of the boon.

Ex-Feysworn: A feysworn who goes against the will of her Eldest loses all class features of this prestige class, including all spellcasting ability enhanced by this class (even if that spellcasting ability comes from a class that normally doesn’t rely on the approval of a divine patron). She can’t thereafter gain levels as a feysworn until she atones for her misdeeds (either through atonement or negotiation with one of the Eldest’s chosen representatives), or until she appeals to and is accepted by another Eldest (symbolized by an atonement spell cast by a worshiper of that Eldest). This is the only method by which she can switch her Eldest patron, and even this may not be sufficient, as the Eldest are generally reluctant to take on unreliable servants.

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Souldrinker

There’s profit to be had in the soul trade — knowledge, money, power are all there for the taking, and the daemons of the lower planes are the facilitators of that trade. There are some mortals who delve into forbidden lore to learn how to goad their way into the scheme. Pledging their souls to fiendish powers, souldrinkers learn fiendish magic while gaining the ability to bind and devour souls. With every bit of soul they consume, these casters tithe a fraction to their patron. They are the proxies of corruption, serving the agents of apocalypse until eventually their own souls are drawn into their masters’ waiting maws.

Requirements: To qualify to become a souldrinker, a character must fulfill all of the following criteria.

  • Alignment: Must be evil and within one step of patron’s alignment.
  • Feats: Fiendish Obedience, Spell Focus (Nercomancy).
  • Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
  • Language: Abyssal or Infernal.
  • Spells: Ability to cast at least two necromancy spells, one of which must be 3rd-level or higher.
  • Special: Must have a fiendish patron, and this must be the patron to whom she has fiendish obedience; must have died or experienced her soul leaving her body (such as with a magic jar). In order to keep the abilities granted by this prestige class (including spellcasting progression), a souldrinker must conduct a daily obedience to her chosen patron.

Class Skills: The souldrinker’s class skills are Bluff, Diplomacy, Intimidate, Knowledge (Arcana, Planes, and Religion), Sense Motive and Spellcraft.

Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.

Level BAB Fort Refl Will Special Spells Per Day
1st +0 +0 +0 +1 Apocalyptic vow, cacodaemon familiar, enervating touch, soul pool
2nd +1 +1 +1 +1 Darkvision, soul pool, profane secret +1 level of existing class
3rd +1 +1 +1 +2 Fiendish boons, profane secret +1 level of existing class
4th +2 +1 +1 +2 Patron’s blessing, profane secret +1 level of existing class
5th +2 +2 +2 +3 Apotheosis, profane secret +1 level of existing class

Class Features

The following are the class features of the souldrinker prestige class.

Weapon and Armor Proficiency: A souldrinker gains no additional armor or weapon proficiencies.

Spells per Day or Spells Known: At 2nd and successive levels, when a new souldrinker level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking the prestige class. She doesn’t gain other features a character of that class would have gained, except for additional spells per day, spells known, and an increased effective level of spellcasting. If the character had levels in more than one spellcasting class before becoming a souldrinker, she must choose to which class she adds the new level for the purposes of determining spells per day.

Apocalyptic Vow (Ex): When a souldrinker dies, her patron instantly claims her soul. In time, the soul is consumed for its power or transformed into an outsider appropriate to the patron’s needs and interests. Any character attempting to resurrect a slain souldrinker must succeed at a caster level check equal to 10 + the souldrinker’s level or the spell fails. That character cannot attempt to resurrect the souldrinker again for 24 hours, though other characters can attempt to do so if they please.

Cacodaemon Familiar (Ex): The souldrinker gains a cacodaemon familiar, as if she had the Improved Familiar feat. If the souldrinker already has a familiar, the cacodaemon replaces that familiar by devouring the prior familiar (this does not penalize the souldrinker). The souldrinker counts as an evil outsider for the purpose of using soul gems created by a cacodaemon.

Enervating Touch (Su): As a standard action, the souldrinker can make a touch attack upon a target to deliver the effects of an enervation spell, inflicting 1d4 temporary negative levels upon the target creature. Each negative level inflicted on the target creature bestows 5 temporary hit points upon the souldrinker for up to one hour. The souldrinker can use this touch a number of times per day equal to her class level + her Charisma bonus (if any).

Soul Pool (Su): At 2nd level, a souldrinker gains a pool of soul points, stolen life energy she can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when the souldrinker uses her enervating touch on a suitable target. A souldrinker gains 1 soul point for each negative level bestowed by her touch, but only if the target’s soul qualifies as at least an “animal spirit” with Hit Dice equal to or greater than the souldrinker’s class level, a “basic soul,” or something more powerful/notable (see The Soul Trade). The maximum number of soul points a souldrinker can have in her pool is equal to her class level plus her spellcasting ability modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised.

  • The souldrinker can expend these points to prevent herself from suffering temporary negative levels or energy drain effects at the rate of one soul point per prevented negative level.
  • She can also use these points to regain an expended spell slot or prepared spell as a full-round action, at a cost equal to double the level of the spell.

Darkvision: At 2nd level, the souldrinker gains darkvision out to 60 feet.

Profane Secret: At 2nd level, a souldrinker delves into the profane arts of consuming, and dabbling in the trade of souls. Many of these abilities are fueled using the captured fragments of souls reserved in her soul pool. She chooses one of these secrets listed below and gains its benefits. At every additional level, she chooses another secret. Unless otherwise specified, each secret can only be selected once.

  • Dark Arcana: The souldrinker can select from the arcanist’s list of exploits, treating her soul pool as the arcanist’s arcane reservoir for fueling these exploits; these exploits are still keyed off of the souldrinker’s Charisma, or Intelligence as specified in the exploit’s description. At 5th level, she can select a greater exploit. If the souldrinker already has the exploit ability from another class feature, then her class levels stack for determining the level-dependent effects of all of her exploits. However, she cannot fuel exploits selected by the other class with her soul points, nor can she fuel exploits selected with this secret using her arcane reservoir. She can select this secret up to twice, each time selecting a different exploit.
  • Conductive Touch (Su): So long as the souldrinker has at least 1 point in her soul pool, she can spend a swift action to grant a weapon she is wielding the Conductive property for a number of rounds equal to her level. She can use her enervating touch with this property. The weapon loses its conductive property if another person wields it, or it leaves the souldrinker’s hand for longer than one turn.
  • Familiar Conduit (Su): By selecting this secret, the souldrinker’s enervating touch can be delivered by her familiar; this replenishes the souldrinker’s soul pool as normal, but the temporary hit points are granted upon the familiar. If the familiar is holding a charge from the deliver touch spells ability, then it can deliver the spell with the same touch as this ability, with the enervating touch applying first.
  • Patron Spells (Sp): The souldrinker gains a spell-like ability, based on the domain chosen for her patron’s blessing. She chooses the 2nd- or 3rd-level domain spell of that domain (she may instead select a spell of an accessible subdomain of that domain); once chosen, it cannot be changed, and the souldrinker can cast it at-will, using her effective caster level, at a cost of 1 soul point per casting. When her effective caster level reaches 10th, she can select the 4th-level spell in a similar fashion, and also cast this spell at a cost of 2 soul points. When her effective caster level is 12th, she can cast the 6th level spell at a cost of 3 soul points per casting.
  • Soul Battery: The souldrinker gains soul-powered magic as a bonus feat. Selecting this secret requires the Soul Gem Trader secret, and she has to be 5th level to select this secret.
  • Soul Calling (Sp): The souldrinker can expend points in her soul pool to summon a daemon, as if she were casting summon monster with the expanded summon monster feat. This summon serves her for 1 minute per souldrinker class level. She uses her total effective caster level to determine the maximum level of summon monster she can call the summon from, and the cost of this ability is equal to the effective spell level of the summon, plus one (for example, a ceustodaemon is summon monster V, which would require a minimum of 5th-level spellcasting ability, and cost a total of [5+1] 6 soul points).
  • Soul Crafter (Su): The souldrinker can use her soul points toward the creation of magic items, at the cost of one point per 500gp worth of raw materials. She can also use points to recharge a magical staff by spending points equal to the number of spell slots required to charge the staff, plus one.
  • Soul Gem Trader (Sp): The souldrinker gains the ability to create soul gem, as per the spell, as an immediate action when her enervating touch ability successfully kills a target creature. Creating this soul gem requires the material component to be on-hand, and additionally costs a number of points from the soulrinker’s soul pool equal to the total number of negative levels inflicted upon the target creature.

Fiendish Boons: At 3rd level, the levels at which the souldrinker gains her boons from fiendish obedience is reduced by 2. If the souldrinker is at, or past a level which she would gain a boon with this reduction, then she receives her boon(s) when she completes her obedience. This ability cannot stack with another class ability that reduces the level gain of deific boons. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the souldrinker’s caster level for the spell-like ability equals her total character level. The souldrinker is expected to perform the act of obedience every day needed to gain the benefits of the boon.

Patron’s Blessing: At 4th level, the souldrinker gains blessings based on a chosen ideal of importance to her patron. She selects one domain accessible to her patron. She gains the lesser and greater blessings of that chosen domain, treating her caster level as her warpriest level for when she gains her greater blessing, and for the level-dependent effects of each power.

Apotheosis (Ex): At 5th level, the souldrinker reaches the state of a mortal petitioner of her chosen patron. Her type changes to that of a native outsider, and she gains DR 10/good. Once she reaches this status, she is eternally beholden to her patron should she die. Her ability to return from the dead is at the whim of her patron, and no mortal spell has a chance to retrieve her. Those who wish to barter with the patron for the life of the souldrinker may attempt do so, at their GM’s discretion.

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