Drow Pantheon

Lolth, The Spider Queen

Alignment: Chaotic Evil
Domains: Chaos [Demon], Darkness, Destruction [Torture], Drow, Envy, Evil [Corruption, Demon], Lust (Charm), Pride, Vermin[Spider, Venom], Trickery, Wrath.
Mysteries: Apocalypse, Darkness, Intrigue.
Favored Weapon: Dagger.

Lolth is the goddess of the drow race and drow society. She is responsible for the nature, customs, laws, and survival of most drow communities. The Spider Queen maintains her absolute rule over drow cities by means of her clergy, who tirelessly seek out and destroy all traces of dissent, disobedience, rival faiths, or sacrilege and will ruthlessly enforce the Way of Lolth. The Spider Queen foments unending chaos in drow society and sets the drow eternally at war with each other, both for her own amusement and to prevent complacency and rebellion. Once known as the Weaver of Destiny and the elven patron of artisanship and fate, she was cast out and into the Abyss for leading an uprising against the Seldarine and the elven clans loyal to them.

Once she had conquered her own dominion in the Abyss, the Spider Queen then turned her attentions toward corrupting elves and reclaiming her divinity. She drew in the Ilythiiri, the dark elves of whom she had been patron, who in the wake of their failures in the Crown Wars were also banished into the Underdark. Since the Time of Troubles, Lolth has assumed additional aspects, firstly by slaying and assuming the worship of Zinzerena, a renegade drow demipower. Then, in a gambit that resulted in an event known as the Silence of Lolth, in which her priests temporarily lost their divine power, the Spider Queen revived the flagging cult of Moander by granting spells in his name, and ultimately assuming the remnants of his portfolio, adding a resurgent number of surface worshipers into the ranks of her faithful. When she revealed herself again as the Spider Queen to her faithful, Lolth had become a greater deity.

Dogma: Fear is as strong as steel, while love and respect are soft, useless feelings that none can lean on. All drow must be either converted or destroyed. All weak and rebellious drow must be weeded out. All who impugn the faith must perish. Males or slaves of other races who act independently of Lolth’s dictates must be sacrificed to Lolth. Those of the faithful whose loyalty is weak must be eliminated. Children are to be raised as loyal worshipers of Lolth, and each family should produce at least one priest to serve the Spider Queen better than her parents. Arachnids of all sorts are to be revered, and anyone who mistreats or kills a spider must die.

Obedience: Bind a living male so only a few key portions of anatomy (such as the belly, mouth, or eyes) remain exposed, allowing you to torment the exposed areas with needles, tiny knives, or poisonous vermin, all the while proclaiming how all must be subject to the Spider Queen. Do not torment the captive to the point of perishing, but rather until he cries in submission, or until your time of obedience is done. Gain +4 profane bonus against poisons, and to checks to grapple and bind a creature.

 Boons
1: Webspinner (Sp) web bolt 3/day, spider climb 2/day, or snare 1/day.
2: Spider’s Blessing (Sp) You can use poison and vermin shape II once per day each as spell-like abilities.
3: Temporal Web (Sp) Once per day, you may use temporal stasis heightened to 9th level as a spell-like ability. The target  of this ability appears to be wrapped tightly in spiderwebs. You can maintain up to three targets in a temporal web at a time—if you use this ability on a fourth target, you must select one of the other three targets to immediately release.

Archetypes: Demonic Apostle (Cleric),

Specialty Priest: Arachne (Cleric)

  • Gains Acrobatics, Bluff and Intimidate as class skills.
  • Must choose the Spider domain as her only domain.
  • Spider Affinity (Ex): All arachnes are immune to the venom of spiders and spiderlike creatures. Arachnes can communicate with arachnids and spiderlike creatures of all kinds as if they shared a language. Normal spiders never attack or harm arachnes unless magically controlled.
  • Web Walker (Ex): At 4th level, an arachne can ignore web spells and spider webbing as if affected continually by a freedom of movement spell. She can walk along webs as if on solid ground, so long as she begins and ends her movement on a surface she would normally be able to walk upon.
  • Spider Mount (Sp): At 5th level, an arachne can call an unusually intelligent, strong, and loyal spider to server her as a steed. Such mounts are always monstrous spiders, with medium (for a Small arachne) or large (for a Medium arachne) being most common. In all other respects, such spider mounts are identical to a paladin’s mount, using the arachne’s level as her paladin level. Should the arachne’s spider mount die, she may call for another one after a year and a day.
  • Spider Eyes (Su): At 7th level, the arachne can see though the eyes of the familiar granted by her domain, as long as it is within 400 feet + 20 feet per level. As long as the arachne and her familiar remain on the same plane, she can see and hear as if she were standing where it is, and during her turn she can switch her perception from its location to her own or back again as a free action. At 13th level, the arachne can cast a spell through her familiar, using the familiar’s line of sight and line of effect, a number of times per day equal to her Wisdom modifier. This replaces the familiar’s ability to speak with other creatures of its own kind at 7th level, and the arachne’s ability to scry on her familiar at 13th level.
  • Subjugation (Sp): At 8th level, the arachne can dominate a male drow as if casting dominate person as a spell-like ability once per day, using her cleric level as the caster level. At 17th level, she can use this ability to dominate a number of male drow at a time equal to her Wisdom modifier.

Feats: Breaker of Barriers, Channel Discord, Conversion Channel, CrueltyDestroy Identity, Destroyer’s Blessing, Fearsome Finish, Seductive Channel, Shatter Resolve,  Squash Flat

Prestige Classes: Arachnomancer†, Arcane DevoteeDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Drow Judicator†, Heirophant

Spells: Abyssal Vermin, Bloody Tears and Jagged Smile, Face of the DevourerSpawn Calling

Traits: Alluring, Deformed, Demonic Persuasion, Destructive Blows, Enchanting Conniver, Mother’s RagePoisonous Slayer, Potent Concoctions, Sacred Smasher, Secret Knowledge, Shadow Caster, Shadow Whispers, Venom-Drenched, Worthless Pawn, Wrecking Wrath, Wronged

Unique Spell Rules

  • Web Shelter can be cast as a 2nd-level divine caster spell.
  • Venomous Promise can be cast as a 3rd-level divine caster spell.

Unique Summons

Day-to-Day Activities: Lolth’s clergy are the rulers, police forces, judges, jurors, and executioners of drow society. They wield power daily, and most do so in a manner in keeping with the cruel and capricious nature of Lolth herself. Clergy of Lolth strive to act as Lolth wishes and to manipulate (often by brutal force) their fellow drow to do so too. The ultimate aim of every priest is to achieve and keep the Favor of Lolth. The spirits of priests who die in her favor are believed to go to the Abyss, where they become servant creatures. Those who die in Lolth’s disfavor are thought to pass into torment on another plane somewhere, perhaps to someday return to the Realms as a snake or spider. The duties of a good priest, then, are to do whatever is necessary to gain and to keep the Spider Queen’s favor. Although treachery and cruelty are often rewarded, Lolth does not look kindly on those who let personal grudges and revenge-taking bring defeat or shame to their House, clan, city, or band. Noble Houses have their own private temples, and every drow city has at least one large, open public gathering-area for large rituals, calls to war, and the like. Most cities also have a grand temple to the Spider Queen, used for training priests.

^top

Ghaunadaur

Alignment: Chaotic Evil
Domains: Cave, Chaos, Destruction [Hatred], Drow, Evil, Slime.
Mysteries: Apocalypse, Dark Tapestry.
Favored Weapon: Tentacle Rod (Flails).

Ghaunadaur is not a drow, rather it is an elder being, likely from the Far Realm, a fell deity that has presided over the darkest reaches of the Realms since the dawn of time, a dark purple blob with many tentacles. It is venerated by the largest slimes, oozes, slugs, and other crawling things which are said to possess intelligence, albeit alien. He was once a greater deity that had the worship of most aberrant creatures of the Underdark, until Araushnee was banished to the Abyss by the Seldarine, and went upon a spree of conquest to regain her divinity. Ghaunadaur was defeated by the Spider Queen and her offspring, and losing his greater deity status and becoming vassal to what would become the Drow pantheon. Although Ghaunadaur is a distinct entity from the demon lord Juiblex, the Faceless Lord, the latter is not active upon the Realms, so Ghaunadaur assumes Juiblex’ aspect in Toril’s crystal sphere, and answers the demon lord’s cultists’ prayers.

While a vassal to Lolth, he is not closely controlled by her, and he seeks to convert as many Drow and other subterrenean races as possible in hopes of eventual rebellion. Because he revels in corruption and rebellion, he sometimes grants boons and spells to false believers in other deities, knowing that the punishment that awaits the false leads to souls for which he can barter to take back to the Abyss.

Dogma: All creatures have their place, and all are fit to wield power. Those who hunt weed out the weak and strengthen the stock of all. Those who rebel or who walk apart find new ways and try new things and do most to advance their races. Creatures of power best house the energy of life, which Ghaunadaur reveres and represents. Make sacrifices to the Eye, persuade others to sacrifice themselves to Ghaunadaur or in service of the Eye, further knowledge and fear of Ghaunadaur, and in the end give yourself to Ghaunadaur in unresisting self-sacrifice. Convert all beings to the worship of Ghaunadaur. Slay all clergy of other faiths, plundering their temples and holdings for wealth to better your own lot and to further the worship of Ghaunadaur.

Obedience: Ghaunadaur’s obedience is the same as that of the aspect of Juiblex. Submerge a small, severed piece of a human body in a vial of acid and chant praise to the Elder Eye (Faceless Lord) as the flesh dissolves. Gain a +4 profane bonus on all saving throws against poison and effects with the [acid] descriptor.

Boons
1: Signs of the Faceless Lord (Sp) grease 3/day, slime form 2/day, or slow 1/day
2: Slimy Touch (Sp) Up to 3 times per day, you may make a melee touch attack which leaves a caustic slime upon another creature, dealing 1d3 points of Constitution damage for 6 rounds. This functions as the poison spell heightened to 7th level, using your character level as the caster level. If you make an attack with a melee weapon, you may activate this ability as a swift action as part of your attack, targeting the foe struck with the effect.
3: Call Forth the Spawn (Sp) Thrice per day you may use destruction as a spell-like ability heightened to 9th level, using your character level as your caster level.. Rather than crumbling to dust, the body of a creature slain by this ability immediately transforms into an ochre jelly under your mental control. Ochre jellies created by this ability melt away into noxious residue after 1 hour.

Specialty Priest: Amorphite (Cleric)

  • An amorphite only gains one domain, and cannot channel energy.
  • Among the Faceless (Su): An amorphite gains a measure of kinship to jellies, oozes, and slimes. Unintelligent oozes never attack the aphorite unless they are controlled to do so, and intelligent oozes have an initial starting attitude of friendly toward him. The aphorite gains ooze empathy — this works like a druid’s wild empathy using his cleric level as his druid level, except that it only works against with oozes. The amorphite can use this ability to influence intelligent oozes as though using the Diplomacy skill.
  • Acid Acclimation (Su): At 3rd level, amorphites can resist the effects of acids, corrosives, and caustic substances for 1 round per level, activating this resistance is an standard action, and lowering it is a free action. The rounds do not have to be used consecutively, but they do have to be used in one-round increments. Mundane corrosives cannot damage amorphite at all, although they can still damage his gear. Magical and supernatural effects, such as black dragon breath, acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies) inflict only half the normal damage. At 7th level, this ability further makes him immune to the effects of various oozes for its duration. At 11th level, this ability also makes him immune to acidic breath weapons for its duration. At 15th level, this ability also makes him immune to magical effects with the [acid] descriptor for the duration.
  • Ooze Shape (Su): At 8th level, the amorphite can assume the form of a small or medium ooze and back again once per day. This ability functions like the ooze form I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. At 12th level, the amorphite can also assume the form of a large ooze as per the ooze form II spell. At 16th level, the amorphite can assume the form of a huge ooze as per the ooze form III spell. The amorphite can use this ability an additional time per day at 10th level, and every 2 levels thereafter, until 20th level when this ability can be used at-will.

Feats: Breaker of Barriers, Destroyer’s Blessing, Channel Hate, Conversion Channel, Fearsome Finish, Shatter Resolve, Squash Flat.

Spells: Monstrous Extremities.

Traits: Deep Wounding, Destructive Blows, Fury, Hatred of the Gods, Sacred Smasher, Wrecking Wrath.

Unique Spell Rules

  • Summon Monster I-IX: Can summon oozes from this summoning table in place of standard summon table.

^top

Kiaransalee

Alignment: Chaotic Evil
Domains: Death [Undead], Drow, Envy, Evil, Madness, Pride, Retribution.
Mysteries: Apocalypse, Bones, Occult.
Favored Weapon: Dagger

Kiaransalee, also known as the Lady of the Dead, is a drow deity whose portfolio includes vengeance and the undead. Kiaransalee is a cruel, twisted and vengeful deity. The Lady of the Dead became insane ages ago; however, she managed to keep her cunning and she could still clearly remember every slight or insult towards her, whether it was real or imagined. Kiaransalee is swift to anger, powerful, and has plotted a dark revenge to all who have wronged her. Much like Ghaunadaur, Kiaransalee’s ascension as a dark goddess of evil predates the banishment of Araushnee from the Seldarine, but the Vengeful Banshee has long been an unwilling vassal of the Queen of Spiders, capable of only small acts of rebellion.

Dogma: Death comes to all and cruel vengeance will be exacted on those who waste their lives on the petty concerns of this existence. True power comes only from the unquestioning servitude of the once-dead, mastery over death, and the eventual earned stature of one of the ever-living in death. Hunt, slay and animate those who scorn the Revenancer’s power, and answer any slight a thousandfold, so that all may know the coming power of Kiaransalee.

Obedience: Chew on pieces of undead flesh. Gain a +4 profane bonus on saves against negative energy effects. If you are undead, you instead gain this bonus against positive energy effects.

Boons
1: Maiden of Undeath (Sp) inflict light wounds 3/day, desecrate 2/day, or animate dead 1/day
2: Negative Energy Bolstering (Su) When you channel negative energy to heal undead creatures, you infuse the targets with negative energy made more powerful by the Vengeful Banshee’s influence. Any undead creatures healed by your channeled energy increase their movement speed by 10 feet and a +2 profane bonus to Will saves for 1 round for every Hit Die you possess. If you do not channel negative energy, then instead you gain this bonus whenever you are in the radius of another channel negative energy effect.
3: Allies from the Grave (Su) Any time you slay a creature of your hit dice or lower, it is immediately raised as a zombie under your control. You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum +1). Any creature warded by death ward before it is slain is immune to this effect.

Archetypes: Undead Lord (Cleric),

Specialty Priest: Yathrinshee (Cleric)

  • A yathrinshee must be a female drow of evil alignment.
  • A yathrinshee only chooses one domain, and cannot spontaneously cast inflict spells.
  • Command Undead (Su): The yathrinshee gains Command Undead as a bonus feat at 1st level.
  • True Necromancy: A yathrinshee adds all Necromancy spells from the wizard spell list that are not already on the cleric spell list, to her spell list, using the wizard spell level as the cleric spell level. She removes all Conjuration (healing) spells from her spell list.
  • Zone of Desecration (Su): At 3rd level, instead of using her channel energy ability to channel negative energy or to command undead, the yathrinshee can choose to radiate a negative energy aura in a 2-foot radius centered on her, that duplicates the effects of the desecrate spell. This aura lasts for a number of rounds equal to her number of chaneling dice.
  • Threnody (Su): At 8th level, the yathrinshee can sing a song of lament that unnerves opponents who are engaged in combat with an undead creature. Any creature that meets eyes of the yathrinshee or the undead under her control within 30 feet of her becomes shaken, as the affected creature sees the faces of departed loved ones or bitter enemies. If an undead creature actually is the animated corpse of a friend or companion of the affected creature, then the creature further becomes sickened. This functions similarly to, but does not count as, bardic performance, and requires both audible and visual components to be effective. The yathrinshee can use this ability for a number of rounds equal to her class level + her Charisma modifier. Creatures can attempt to avoid the eyes of the yathrinshee or her undead minions in the same fashion as avoiding gaze attacks.
  • Undeath Ward (Su): At 12th level, the yathrinshee gains the effects of a continual death ward spell. If the yathrinshee is undead, she instead gains +4 to her saving throws against channeled energy and turning effects.

Feats: Aura of Succumbing, Bloodletting, Bloody Vengeance, Bolster Undead, Conversion Channel, Curse of Vengeance, Fearsome Finish, Shatter Resolve.

Prestige Classes and Alternate Class Features: Agent of the Grave†,

Traits: Accident ResistantCorpse Cannibal, Deathspeaker, Deep Wounding, Furious Vengeance, Sacred Avenger, Unhinged Mentality, Vindictive Strike.

^top

Selvetarm

Alignment: Chaotic Evil
Domains: Chaos, Drow, Evil, Rage (Destruction), Vermin [Spider], War, Wrath.
Mysteries: Battle
Favored Weapon: Mace

Selvetarm is the Champion of Lolth and the patron of drow warriors and driders. The Spider Demon is also venerated by many of the evil inclined aranea of the Spider Swamp in southern Calimshan where he is known as Zanassu, the Spider That Waits. Selvetarm is the offspring of an ill-fated tryst between Vhaeraun and Zandilar the Dancer, and he gained his divne essence with the defeat of Zanassu, a minor Abyssal Lord with pretensions of suzerainty over spiders, however this victory forever corrupted the halfdrow godling into the drider form he has now, and reduced him to a being of hatred and senseless rage akin to that of Garagos. He is loyal to Lolth only so far as he lacks the power to overthrow her. Efforts he has made to gain strength through worship to him have continually been thwarted by the Spider Queen, and so mainly he begrudgingly does her bidding as an extension of her portfolio and influence.

Dogma: War is the ultimate expression of individual power, and only through battle and death can you realize the respect of your comrades. Hone your fighting skills constantly and teach those who will follow into the fray. Never give or receive quarter, and hope to die amid the bloodlust of battle against overwhelming odds.

Obedience: Spend an hour torturing another sentient creature, during which at least a pint of blood must be shed. Drink and/or bathe in this blood to gain a +2 profane bonus to attack rolls and to damage.

Boons
1: Adhesive Arcana (Sp) adhesive spittle 3/day, spider climb 2/day, or slow 1/day.
2: Blessing of the Spider Demon (Ex) Whether it’s truly a blessing, or a curse, you begin to assume the likeness of your patron. Your lower half swells into a spider’s body, complete with eight spindly legs and spinnerets. You become one size category larger, but your reach and the size of weapons you wield do not change. You gain the web universal monster ability (usable seven times per day) and a climb speed of 20 feet. You gain darkvision with a range of 60 feet (or the range of your existing darkvision increases by 30 feet). Finally, you gain a permanent +2 bonus to your Strength, Dexterity, or Constitution score (your choice).
3: Spider Demon’s Rebirth (Su) In emulation of the driders’ curse, you have been granted the ability to curse a foe to rebirth itself—when you do so, its new and horrible form bursts from the husk of its old flesh. This works like the witch’s forced reincarnation hex, but instead of becoming a random race, the creature’s new body is that of a spider of its original size category with the head of its original form. As with reincarnate, a rebirthed creature can be returned to its original form only through a wish or miracle spell. This ability can be used once per day, and a successful Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) negates this effect. Once rebirthed, the resultant spawn is under your control, as if affected by the charm person spell, unless it makes a Will save against this effect.

Specialty Priest: Spidersword (Bloodrager)

What sparse clergy Selvetarm might claim — challenged as he is by Lolth to rise higher in divine rank — are more akin to warriors than priests, they are diciples of reckless rage, and granted a smattering of divine spells with which to decimate opposition.

  • Raging Blessing (Su): A spidersword chooses a warpriest blessing belonging to Selvetarm; he gains the blessing powers using his bloodrager level as his cleric level, and he may activate these powers while in a bloodrage. This uncanny dodge and improved uncanny dodge.
  • Orisons: At 1st level, the gains a number of orisons from the inquisitor spell list that he may cast at will. Use the Inquisitor table for spells per day to determine how many orisons the bloodreaver may learn as spells known. This replaces bloodline.
  • Sacred Weapon (Su): At 1st level, the bloodreaver gains Weapon Focus in selvetarm’s favored weapon group, and the sacred weapon warpriest ability equal to his bloodrager level; the benefits of this ability apply to his weapon when he enters a bloodrage, and only when he is in a bloodrage. This replaces bloodline powers and bloodline spells.
  • Unholy Rage: Starting at 3rd level, and every 3 levels thereafter, rather than bloodline feats, the bloodreaver chooses a rage power, treating his bloodrager level as his barbarian level. This replaces blood sanctuary and bloodline feats.
  • Spellcasting: At 4th level, the bloodreaver casts spells from the Inquisitor spell list, rather than the bloodrager spell list. Only 1st- through 4th- level inquisitor spells are considered part of his spell list. He casts these spontaneously like a bloodrager, and uses the bloodrager tables for spells per day and spells known. He adds the domain spell for the domain that matches his chosen blessing as a bonus spell known; each time he gains the ability to cast a new spell level, he adds the corresponding domain spell as a bonus spell known. This alters spellcasting.

Feats: Breaker of Barriers, Destroyer’s Blessing, Conversion Channel, Fearsome Finish, Ironbound Master, Shatter Resolve, Squash Flat, Sword Oath.

Traits: Avowed Inspiration, Battlefield Caster, Deep Wounding, Destructive Blows, Divine WarriorIron Grip, Sacred Smasher, Shield-Trained, Steady Strength, Strong Heart, Veteran of Battle, Wrecking Wrath.

^top

Vhaeraun

Alignment: Neutral Evil
Domains: Drow, Envy, Evil, Pride, Travel, Trickery [Greed].
Mysteries: Intrigue.
Favored Weapon: Rapier

Vhaeraun, also known as the Masked Lord, is the drow god of thievery, drow males, and evil activity on the surface world. His worshipers include assassins, male drow and half-drow, poisoners, rogues, and thieves. Vhaeraun is Lolth’s son, but he chafes under his mother’s dominance and despises her favoritism towards the females of the race. He has become the patron of male drow and has taught many of them the arts of the rogue so that they are not helpless against the great power of Lolth’s chosen females. Many of his followers teach rebellion against the ingrained matriarchy. Others preach that the drow should increase their influence and power above the ground.

Like most drow deities, Vhaeraun is arrogant (often vain) and vindictive, championing the superiority of the drow over all other races and encouraging his followers to unite across the gender lines in the name of better conquering the other races. Scheming and underhanded, he bears a hypocritical fury at being deceived and will not tolerate the use of underhanded tactics against himself or the drow. Many of his divine followers infiltrate the ranks of Lolth’s faithful, working to undermine them and deliver intelligence to their breathren.

Dogma: The shadows of the Masked Lord must cast off the tyranny of the Spider Queen and forcibly reclaim their birthright and rightful place in the Night Above. The existing drow matriarchy must be smashed, and the warring practices of twisted Lolth done away with, so that the drow are welded into a united people, not a squabbling gaggle of rival Houses, clans and aims. Vhaeraun will lead his followers into a society where drow once again reign supreme over the other, lesser races, and there is equality between males and females.

Obedience: Perform an act of cruelty upon a creature of another faith (preferably one of the Dark Seldarine) after spending an hour observing the nonbeliever — preferably from a vantage unknown by the vicitm. This act must, at the very least, incite the victim to fear or anger. Gain a +4 profane bonus on saves against illusions and on Sense Motive checks against deceived by the Bluff skill.

Boons
1: Become the Unseen (Sp) vanish 3/day, chameleon stride 2/ day, or invisibility sphere 1/day
2: Hidden in Darkness (Su) You can use the Stealth skill even while being observed. As long as you are within an area of dim light or darker, you can hide yourself from view in the open without anything to actually hide behind. You can’t, however, hide in your own shadow, and you can’t use this ability to hide from creatures that have darkvision or have the see in darkness supernatural ability.
3: Feed on Shadows (Su) Whenever you are in an area of dim light or darker, you can, as a standard action, regain a number of hit points equal to 4d8 + 1 per character level. You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1).

Archetypes: False Priest (Sorcerer), Masked Traitor (Cleric)*
*Cleric must be female. Abilities referring to good faiths and alignments instead apply to followers of the church of Lolth.

Specialty Priest: Darkmask (Inquisitor)

  • A darkmask gains Knowledge (local and geography), Disable Device and Sleight of Hand as class skills, and loses Intimidate, Knowledge (nature and planes) and Ride.
  • A darkmask must select a domain, rather than an inquisition, and it must be one accessible to Vhaeraun.
  • Covert Striker (Ex): The darkmask gains the slayer’s studied target ability. At 3rd level, he gains the sneak attack of a slayer equal to his inquisitor level. This replaces all instances of Judgment as well as Bane.
  • Canny Ambush (Ex): A darkmask adds his Wisdom modifier to Bluff and Stealth checks made to surprise another creature, and to Bluff attempts to create a diversion. This replaces Monster Lore.
  • Glib Tongue (Ex): A darkmask is always able to speak and act with duplicity, foiling even tbe most perceptive onlooker. He gains a morale bonus to Bluff and Sleight of Hand checks equal to half his level. This replaces Stern Gaze.
  • Versatile Subterfuge (Ex): At 3rd level, the darkmask selects a slayer talent, using his inquisitor level as his slayer level. If a talent is keyed upon Intelligence, it instead keys on Widsom. At 6th level, and every third level thereafter, he selects another talent. At 12th level, this talent can be from the list of advanced talents. As a standard action, the darkmask can choose to adopt a new talent for which he qualifies in place of the most recent talent he selected. In effect, the darkmask loses the talent in exchange for the new one. He can only change the most recent talent gained and reverts to the originally selected talent each time he prepares his daily spells; at the levels he gains a new talent, the previous talent becomes set and cannot be changed again. The darkmask can change out his most recent talent a number of times per day equal to his Wisdom modifier. This replaces Solo Tactics and teamwork feats.

Feats: Conversion Channel, Fearsome Finish, Shatter Resolve, Trailblazing Channel.

Prestige Classes: Arcane DevoteeDivine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Heirophant

Traits: Always Threatening, Deep Wounding, Frightening SpeedLight Sleeper.

Unique Other Rules

Because divine servants of Vhaeraun often engage in suterfuge and espionage within the ranks of an enemy faith, a divine caster need only be up to a mile away from his holy symbol in order to gain the benefits of brandishing it or using it as a divine focus, once he has made an initial connection with said symbol for at least 24 hours. If he should lose or replace his holy symbol, he must spend this 24 hours again attuning to the symbol.