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Cancer Mage[]

(Book of Vile Darkness variant, p. 52)

The cancer mage makes quick, poisonous attacks and then retreats.

Demonologist[]

(Book of Vile Darkness variant, p. 54)

A demonologist is a mortal who has devoted his life to the study of demons.

Diabolist[]

(Book of Vile Darkness variant, p. 56)

A diabolist does not serve devils — she wants to be one.

Disciple of Asmodeus[]

(Book of Vile Darkness variant, p. 57)

A disciple of Asmodeus uses his power and influence to learn secrets, which in turn gains him more power.

Requirements[]

Alignment: Lawful evil or neutral evil

Skills: Bluff 4 ranks , Diplomacy 5 ranks , Sense Motive 4 ranks

Feats: Disciple of Darkness , Evil Brand , Leadership

Special: The sect of Asmodeus initiates its disciples in a horrific rite that involves the sacrifice of an intelligent being. The sacrifice must be of someone with royal blood or of similar political significance.

Hit die[]

d6

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Disciples of Asmodeus are proficient with no weapons, armor, or shields.

Spells: When a disciple of Asmodeus attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Ulthanc, an 8th-level wizard, gains a level in disciple of Asmodeus, he gains new spells as if he had risen to 9th level in wizard, but uses the other disciple of Asmodeus aspects of level progression such as base attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard/1st-level disciple of Asmodeus, he gains spells as if he had risen to 10th level as a wizard.

If a character had more than one spellcasting class before he became a disciple of Asmodeus, he must decide to which class he adds the level of disciple of Asmodeus.

Charm (Sp): Once per day, a disciple of Asmodeus can produce an effect identical to that of a charm person spell cast by a spellcaster of his effective caster level.

Learn Secret (Ex): Through trickery, deceit, and sometimes even intimidation, a disciple of Asmodeus can learn secrets otherwise unattainable. At 1st level, the disciple can make a Gather Information check once per week with a +10 competency bonus. For every two levels beyond 1st level, the disciple of Asmodeus can use this ability one more time per week (twice at 3rd level, three times at 5th level, and so  on) until 9th level, when the disciple of Asmodeus can use the ability once per day.

Command (Sp): Once per day, a 2nd-level disciple of Asmodeus can produce an effect identical to that of a command spell cast by a spellcaster of his effective caster level.

Summon Hellcat (Sp): A 4th-level disciple of Asmodeus can summon 1 hellcat once per day. This functions as a summon monster spell cast by a spellcaster of his effective caster level. A 9th-level disciple of Asmodeus gains the ability to summon 1d4 hellcats once per day.

Evil Authority (Sp): Once per day, at the command of a disciple of Asmodeus of 6th level or higher, all evil-aligned creatures within 50 feet that have fewer Hit Dice than the disciple must succeed at a Will saving throw (DC 10 + disciple's class level + disciple's Cha bonus) or recognize the disciple as their superior. Affected creatures do not attack the disciple of Asmodeus and do as he commands as though affected by a mass suggestion spell. This mind-affecting ability lasts for 24 hours.

Summon Major Devil (Sp): Once per week, a 8th-level disciple of Asmodeus can produce an effect identical to that of a greater planar ally spell to call a devil and work out a bargain for aid.

Greater Command (Sp): Once per day, a 9th-level disciple of Asmodeus can produce an effect identical to that of a greater commandspell cast by a spellcaster of his effective caster level.

Dread Might (Ex): Drawing some of Asmodeus's power into himself, the disciple gains a permanent +2 divine bonus to Armor Class and on saving throws and attack rolls.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Charm, learn secret +1 level of existing class
2nd +1 +0 +0 +3 Command
3rd +2 +1 +1 +3 Learn secret 2/week +1 level of existing class
4th +3 +1 +1 +4 Summon hellcat
5th +3 +1 +1 +4 Learn secret 3/week +1 level of existing class
6th +4 +2 +2 +5 Evil authority
7th +5 +2 +2 +5 Learn secret 4/week +1 level of existing class
8th +6 +2 +2 +6 Summon major devil
9th +6 +3 +3 +6 Greater command, learn secret 1/day +1 level of existing class
10th +7 +3 +3 +7 Dread might +1 level of existing class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Decipher Script INT
Diplomacy CHA
Gather Information CHA
Hide DEX
Innuendo Wis
Intimidate CHA
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Scry Int
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

Disciple of Baalzebul[]

(Book of Vile Darkness variant, p. 58)

A disciple of Baalzebul uses deceit and trickery to get what she wants.

Disciple of Dispater[]

(Book of Vile Darkness variant, p. 60)

A disciple of Dispater is a warlike general of evil.

Disciple of Mammon[]

(Book of Vile Darkness variant, p. 60)

A disciple of Mammon takes what she wants any way she can.

Disciple of Mephistopheles[]

(Book of Vile Darkness variant, p. 62)

A disciple of Mephistopheles wields hellfire as his weapon.

Lifedrinker[]

(Book of Vile Darkness variant, p. 63)

Lifedrinkers are vampires who have been undead for a very long time.

Requirements[]

Alignment: Any Evil

Skills: Knowledge (arcana) 6 ranks , Spellcraft 6 ranks

Special: Must be a Vampire

Hit die[]

d12

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: A lifedrinker is proficient with no weapons, armor, or shields.

Lifewell (Ex): A lifedrinker stores the life energy that it steals in a reservoir in itself called a lifewell. From this lifewell, the lifedrinker draws the power needed to use their abilities. A lifedrinker gains lifewell points by bestowing negative levels and by dealing Constitution drain. Each negative level bestowed by a vampire's energy drain ability grants 2 lifewell points. Each point of Constitution drained grants 1 lifewell point. The lifewell of a lifedrinker can hold a maximum of 3 points per lifedrinker level. Lifewell points gained when the lifewell is already full are wasted. A lifedrinker with 0 lifewell points must succeed at a Will saving throw (DC 20) or go temporarily insane, attacking any living creature within sight until the lifewell has at least 1 point per lifedrinker level. A successful saving throw means that the lifedrinker need not make a saving throw against this temporary insanity until one week has passed and even then only if the lifewell has remained at 0 points throughout the week.

Invigorate (Ex): A lifedrinker can spend 1 lifewell point to gain 1d6 temporary hit points. These hit points last 24 hours, and while they do not stack with those granted by other sources of temporary hit points, they do stack with more hit points gained from the invigorate ability, so a lifedrinker may spend multiple lifewell points to gain more temporary hit points. No more lifewell points may be spent on this ability in any given day than the lifedrinker has levels.

Spell Boost (Empower) (Ex): If a lifedrinker of 2nd level or higher casts spells, it may spend 4 lifewell points to empower a spell as if using the Empower Spell feat. The spell slot and level of the spell do not change.

Spell Boost (Heighten) (Ex): If a lifedrinker of 3rd level or higher casts spells, it may spend a variable number of lifewell points to heighten a spell as if using the Heighten Spell feat. For every 2 lifewell points devoted to the spell boost, the spell's effective level is treated as one higher for purposes of save DC and other effects. For example, if a lifedrinker spends 4 lifewell points to boost a fireball spell, the spell is treated as a 5th-level spell when calculating the Reflex save DC, and the boosted fireball can penetrate a minor globe of invulnerability, which a 3rd-level fireball cannot. The spell slot and level of the spell do not change.

Special Attack Boost (Empower) (Ex): A 4th-level lifedrinker can spend 4 lifewell points to empower a special attack, increasing its variable, numeric effects by a factor of 1.5. The special attack is empowered for one use only. For example, a lifedrinker empowering its blood drain ability would drain 1d3 points of Constitution, multiplied by 1.5. A lifedrinker could also use this ability to summon more creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can use with this ability; a sea hag vampire lifedrinker, for example, could use this to empower her horrific appearance.

Blood Servant (Ex): By spending 10 lifewell points, a 5th-level lifedrinker can call forth a lesser planar ally (evil only), as per the spell of the same name. The ally automatically serves the lifedrinker for 24 hours.

Boost Defenses (Ex): At 5th level, a lifedrinker can spend 8 lifewell points to add +2 to its natural armor bonus and turn resistance, add +10 to its cold resistance and electricity resistance, and increase its damage reduction to 20/+2. The effect lasts for 24 hours.

Spell Boost (Maximize) (Ex): If a lifedrinker of 6th level or higher casts spells, it can spend 6 lifewell points to maximize a spell as if using the Maximize Spell feat. The spell slot and level of the spell do not change.

Greater Blood Drain (Ex): At 7th level, a lifedrinker's blood drain ability now deals 1d6 points of Constitution drain.

Special Attack Boost (Maximize) (Ex): A lifedrinker of 7th level or higher can spend 6 lifewell points to maximize all variable, numeric effects of a special attack. The special attack is maximized for one use only. A lifedrinker using this ability to maximize its greater blood drain ability, for example, would deal 6 points of Constitution drain. A lifedrinker could also use this ability to summon a maximum number of creatures using the children of the night ability it gains as a vampire. Some lifedrinkers might have other special abilities that they can boost in a similar fashion.

Spell Boost (Quicken) (Ex): If a lifedrinker of 8th level or higher casts spells, it can spend 8 lifewell points to quicken one of its spells, as if using the Quicken Spell feat. The spell slot and level of the spell do not change.

Greater Invigorate (Ex): Whenever a 9th-level lifedrinker uses its invigorate ability, it gains a +1 enchantment bonus to Strength for each lifewell point spent. If multiple lifewell points are spent at the same time, the bonus is correspondingly larger. A lifedrinker that spends 10 lifewell points all at once on invigorate gains 10d6 temporary hit points and +10 enchantment bonus to Strength. But if the lifedrinker spends 5 lifewell points in one round and 5 more points in the next, it has 10d6 temporary hit points but only +5 enchantment bonus to Strength. The bonus to Strength lasts for 24 hours.

Blood Revel (Ex): Once a 10th-level lifedrinker drains any blood from a victim, it can choose to enter a state called a blood revel as a free action at the beginning of its next turn and remain in that state for 10 rounds. In this state, the lifedrinker gains a +4 profane bonus to Strength, its damage reduction increases to 25/+3, its fast healing increases to 10 hit points per round, and it may ignore its weakness toward garlic, mirrors, holy symbols, and running water, as well as its vulnerability to sunlight.

Advancement[]

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Hide DEX
Knowledge (arcana) INT
Listen WIS
Move Silently DEX
Profession WIS
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

Mortal Hunter[]

(Book of Vile Darkness variant, p. 64)

Mortal hunters are fiends who specialize in killing mortals.

Soul Eater[]

(Book of Vile Darkness variant, p. 66)

The soul eater is a monstrous being that feeds on the very essence of life force.

Thrall of Demogorgon[]

(Book of Vile Darkness variant, p. 67)

A thrall of Demogorgon thrives on the chaotic nature of mutation and deformity.

Thrall of Graz'zt[]

(Book of Vile Darkness variant, p. 68)

The thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets.

Thrall of Juiblex[]

(Book of Vile Darkness variant, p. 70)

A thrall of Juiblex oozes a horrible slime and is surrounded by a nauseating stench.

Thrall of Orcus[]

(Book of Vile Darkness variant, p. 71)

A thrall of Orcus has devoted herself to the demon prince of undeath.

Ur-priest[]

(Complete Divine variant, p. 70)

A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god.

Requirements[]

Alignment: Any evil

Skills: Bluff 6 ranks , Knowledge (arcana) 5 ranks , Knowledge (religion) 8 ranks , Knowledge (the planes) 5 ranks , Spellcraft 8 ranks

Feats: Iron Will , Spell Focus (evil)

Base Save Bonus: Fort +3, Will +3. Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. The character must be trained by another ur-priest.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Ur-priests are proficient with simple weapons, but not with armor or shields.

Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a Wisdom score of at least 10 + the spell’s level, so an ur-priest with a Wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the ur-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don’t count.)

Rebuke Undead: Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s Handbook).

Divine Spell Resistance (Su): At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders. At 8th level, the ur-priest’s spell resistance increases to 20.

Siphon Spell Power (Ex): Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 × 3/4 = 6).

Steal Spell-Like Ability (Su): The most powerful ur-priests can use the same techniques that siphon off the gods’ spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability as often as the creature can, or three times per day, whichever is less. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the urpriest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn’t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails.

For example, if an ur-priest is near a noble salamander, he can steal fireball and use it three times that day or steal dispel magic and use it once that day. If he is near a pit fiend, he could steal teleport without error (self plus 50 pounds of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend’s wish ability, but because a pit fiend can only use wish once per year, the ur-priest would be similarly limited. He could not steal that power again from any creature for one year.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 4 2
2nd +1 +0 +0 +3 Rebuke undead 5 3 0
3rd +2 +1 +1 +3 5 3 1 0
4th +3 +1 +1 +4 Divine spell resistance 15 6 3 2 1 0
5th +3 +1 +1 +4 6 3 3 2 1 0
6th +4 +2 +2 +5 Siphon spell power 6 3 3 3 2 1 0
7th +5 +2 +2 +5 6 4 3 3 3 2 1 0
8th +6 +2 +2 +6 Divine spell resistance 20 6 4 4 3 3 3 2 1 0
9th +6 +3 +3 +6 6 5 4 4 4 4 3 2 1 0
10th +7 +3 +3 +7 Steal spell-like ability 6 5 5 4 4 4 4 3 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT

Vermin Lord[]

(Book of Vile Darkness variant, p. 73)

The vermin lord offers itself as a host for all manner of parasitic organisms.

Warrior of Darkness[]

(Book of Vile Darkness variant, p. 75)

The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic.

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