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ArachnomancerEdit

(Drow of the Underdark variant, p. 65)

By discarding the religious traditions dominating drow culture, the arachnomancer finds a different way to serve the Weaver of Webs. Through careful study, the arachnomancer comes to understand spiders in a unique and disturbing way, developing a rapport with the vermin. It doesn't take long for the arachnomancer to shape his magical studies to awaken the Spider Queen's blessings within himself, allowing him to assume the form of a monstrous spider.

RequirementsEdit

Alignment: Any evil

Skills: Climb 4 ranks , Knowledge (nature) 4 ranks , Knowledge (religion) 8 ranks

Feats: Verminfriend

Spells: Ability to cast spider climb, summon swarm, or web as an arcane spell.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At 1st, 3rd, 4th, 6th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an arachnomancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Poison Save Bonus (Ex): You gain a bonus on saving throws against poison equal to your class level.

Handle Spiders (Ex): You gain a +5 bonus on skill checks to use the Handle Animal skill with spiders (see page 46).

Spider Domain: You gain access to the Spider domain and the granted power associated with the domain (rebuke spiders as an evil cleric rebukes undead, a number of times per day equal to 3 + your Cha modifier). If you already have access to one or more domains, you can now choose spells from this domain as your daily domain spells. If you do not already have a domain, each day you can prepare one domain spell for each level you can cast, from 1st on up. See the deity, domains, and domain spells cleric class feature, PH 32.

Spider Shape (Su): At 2nd level, you can change into a Small, Medium, or Large monstrous spider (either hunting or web-spinning) and back again three times per day. At 5th level, you can also take the form of a Tiny or Huge monstrous spider, and at 8th level, you can take the form of a Gargantuan monstrous spider. The effect lasts for 1 hour per arachnomancer level. This ability functions as wild shape, so you can select and use the Natural Spell feat. See the wild shape druid class feature, PH 37.

Tremorsense (Ex): Starting at 3rd level, you can detect and pinpoint any creature or object within 20 feet. At 6th level, your tremorsense extends to 60 feet. You can use this ability five times per day. Activating this ability is a swift action, and it lasts for a number of rounds equal to your arachnomancer class level.

Webwalking (Su): Starting at 4th level, you can ignore webs (magical or nonmagical) as if you were under the effect of a freedom of movement spell. You can climb webs at your normal land speed without needing to make Climb checks and walk along webs without needing to make Balance checks.

Climb Speed (Ex): At 7th level, you gain a climb speed equal to your normal land speed. In addition, you gain a +8 bonus on Climb checks and you can always choose to take 10 on these checks, even if rushed or threatened.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +0 Poison save bonus, handle spiders, Spider domain +1 level of existing spellcasting class
2nd +1 +0 +3 +0 Spider shape
3rd +2 +1 +3 +1 Tremorsense 20 ft. +1 level of existing spellcasting class
4th +3 +1 +4 +1 Webwalking +1 level of existing spellcasting class
5th +3 +1 +4 +1 Spider shape (Tiny, Huge)
6th +4 +2 +5 +2 Tremorsense 60 ft. +1 level of existing spellcasting class
7th +5 +2 +5 +2 Climb speed +1 level of existing spellcasting class
8th +6 +2 +6 +2 Spider shape (Gargantuan)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Handle Animal CHA
Hide DEX
Jump STR
Knowledge (dungeoneering) INT
Knowledge (nature) INT
Knowledge (religion) INT
Move Silently DEX
Spellcraft INT
Spot WIS
Survival WIS

CavestalkerEdit

(Drow of the Underdark variant, p. 68)

The Underdark's most dangerous predators are not its horrific monstrosities, but rather they are the deadly cavestalkers who move effortlessly through a jungle of living rock.

RequirementsEdit

Base Attack Bonus: +2

Skills: Knowledge (dungeoneering) 4 ranks , Survival 8 ranks

Feats: Track

Special: The candidate must have natural darkvision to allow successful navigation of Underdark tunnels.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Advanced Spelunker (Ex): As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it easily, even in the most difficult conditions. As a result, you gain a +2 circumstance bonus on Balance, Climb, Escape Artist, and Jump checks in natural subterranean surroundings.

Underdark Affinity (Ex): At 2nd level, your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camouflage, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.

Hide of Stone (Ex): As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase as you progress through the cavestalker class, at 6th level and again at 10th level.

Lesser Cavesense (Ex): At 3rd level, you are gifted with a mystical connection to the Underdark, giving you darkvision out to 120 feet. If you already have darkvision out to 120 feet, your darkvision extends an additional 60 feet. Due to your familiarity with the acoustic qualities of the Underdark, you also gain a +4 competence bonus on Listen checks made in subterranean surroundings.

Exotic Combat Style (Ex): At 4th level, you gain mastery of a specific exotic combat style, either the spiked chain style or the hand crossbow style.

If you are not a ranger or have not already selected a ranger combat style, choose one of these two styles. You gain proficiency in that exotic weapon – either the spiked chain or the hand crossbow – if you do not already have it.

If you already have selected two-weapon combat as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (spiked chain) feat and permits the use of a spiked chain as a one-handed weapon.

If you already have selected archery as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (hand crossbow) feat and grants you the Rapid Reload feat, even if you do not have the normal prerequisites for the feat.

If you acquire a ranger combat style after gaining an exotic combat style, then the two styles must correspond in a similar fashion: You must select two-weapon combat after choosing the spiked chain style, or archery after choosing the hand crossbow style.

The benefits of your chosen exotic combat style apply only when you wear light or no armor. You lose all benefits of your exotic combat style when wearing medium or heavy armor.

Expert Spelunker (Ex): Upon reaching 5th level, your familiarity with the tight confines of the Underdark allows you to retain your Dexterity bonus even when climbing or when in a cramped space. Furthermore, you're better able to negotiate cramped spaces, lowering Escape Artist DCs, move penalties, and attack penalties by one category.

Gaseous Form (Sp): At 6th level, you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuminggaseous form once per day (caster level 12th).

Improved Exotic Combat Style (Ex): Your aptitude for your chosen exotic combat style increases at 7th level. If you do not already have a combat style from the ranger class, then the improved exotic combat style grants you one of those ranger combat styles. If you already have the hand crossbow exotic combat style, you must select archery; if you already have the spiked chain exotic combat style, you must choose two-weapon combat.

If you select archery, then you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.

If you select two-weapon combat, then you are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat.

If you already have the ranger two-weapon combat style and the spiked chain exotic combat style, then the improved exotic combat style allows you to treat a spiked chain as one size category smaller for the purpose of use in a cramped space (see Expert Spelunker, above).

If you already have the ranger archery combat style and the hand crossbow exotic combat style, then you are treated as having the Manyshot feat even if you do not have the normal prerequisites for that feat. You are able to use this feat in conjunction with a hand crossbow.

As before, the benefits of your chosen style apply only when you wear light or no armor. You lose the benefit of your exotic combat style when wearing medium or heavy armor.

Greater Cavesense (Ex): When you reach 8th level, your mystical connection to the Underdark increases, granting you tremorsense out to 30 feet.

Void in Space (Su): When you reach 9th level, your attunement to the particular atmosphere of the Underdark allows you to warp the sounds, scents, and vibrations you give off, making you invisible to creatures that rely on senses other than sight to detect others. This effectively makes you undetectable to blindsense, blindsight, and tremorsense. You still make noises and vibrations (though a successful Move Silently check can mask the sounds), but creatures that cannot see are incapable of determining your true location and believe that you are 30 feet in a random direction from where you are actually located.

In addition, this ability nullifies the effect of the Blind-Fight feat against you.

Master Spelunker (Su): By the time you reach 10th level, your affinity for the terrain of the Underdark has become so great that you can negotiate it without difficulty and even merge with it at times. This grants you the ability to use spider climb (as the spell) on any natural stone surface at will. In addition, you can use meld into stone (as the spell) with any surface of unworked stone three times per day.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Advanced spelunker
2nd +2 +3 +3 +0 Underdark affinity, hide of stone +1
3rd +3 +3 +3 +1 Lesser cavesense
4th +4 +4 +4 +1 Exotic combat style
5th +5 +4 +4 +1 Expert spelunker
6th +6 +5 +5 +2 Gaseous form, hide of stone +2
7th +7 +5 +5 +2 Improved exotic combat style
8th +8 +6 +6 +2 Greater cavesense
9th +9 +6 +6 +3 Void in space
10th +10 +7 +7 +3 Master spelunker, hide of stone +3

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Heal WIS
Hide DEX
Jump STR
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (local) INT
Listen WIS
Move Silently DEX
Profession WIS
Search INT
Sense Motive WIS
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

DemonbinderEdit

(Drow of the Underdark variant, p. 72)

The demonbinder draws the essence of demons into herself to acquire their power.

RequirementsEdit

Alignment: Chaotic evil

Race: Drow

Skills: Bluff 4 ranks , Knowledge (the planes) 8 ranks , Sense Motive 4 ranks

Language: Abyssal. Invocations: Baleful utterance plus any two others.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Invocations Known: At each level above 1st, you gain new invocations as if you had also gained a level in the warlock class. You do not gain any other benefits a warlock would have otherwise gained.

Damnation Points (Ex): You gain a number of damnation points equal to your Charisma modifier plus your class level. You use damnation points to activate your demonbind abilities. You cannot spend damnation points when in the area of a consecrate, hallow, or magic circle against evil spell. You regain all spent damnation points after 5 minutes of rest.

Demonbind (Sp): Once per day per class level, you can spend damnation points to invoke the essence of a demon and bind it to your soul. This changes your general appearance (which has no significant game effect unless stated otherwise) and also grants you certain benefits. Binding a demon in this way is a full-round action and lasts for 10 rounds.

If you invoke a second demonbind when another is still active, the new one replaces the old one. Temporary hit points granted by a demonbind vanish when the demonbind ends (or is replaced by a new demonbind).

Some demonbinds allow you to spend additional damnation points to gain an extra benefit. You can use this option only when affected by the demonbind, and the benefit lasts until the start of your next turn or until the demonbind ends, whichever comes first. Any saving throw allowed has a DC of 10 + class level + Cha modifier.

When under the effect of a demonbind, you gain telepathy out to 100 feet (MM 316) and the evil subtype if you don't have it already. If you are targeted by a banishment or dismissal spell, you instantly lose your demonbind. If you enter an area protected by a hallow orconsecrate spell, the demonbind is suppressed for as long as you remain in the area.

Each demonbind is the equivalent of a spell whose level equals the damnation point cost for invoking the demonbind.

Dretch (1 point): Your body becomes flabby and grotesque, and your limbs become thin and spindly.

You gain 5 temporary hit points and resistance to acid 5, cold 5, and fire 5.

Babau (2 points): A sheen of red ectoplasm covers your hands. You gain 10 temporary hit points and sneak attack +1d6 (as the rogue class feature).

In addition, you can spend 1 damnation point as a swift action to lace your eldritch blast with caustic slime, dealing an extra 5 points of acid damage.

Succubus (3 points): Small, useless black wings erupt from your back.

You gain 15 temporary hit points and the benefits of the tongues spell.

You can spend 1 damnation point as a swift action to gain a +5 competence bonus on Bluff and Diplomacy checks.

Yochlol (4 points): Your flesh takes on a slightly amorphous appearance, occasionally forming tiny vestigial tendrils that wave about as if searching for something.

You gain 20 temporary hit points, and you have a 25% chance to ignore the extra damage from a critical hit or sneak attack.

Also, you can spend one damnation point as a swift action to use gaseous form on yourself.

Bebilith (4 points): Your skin turns a dark shade of blue and your eyes redden. Six vestigial limbs that flap uselessly for the duration emerge from your ribs.

You gain 20 temporary hit points and the scent ability. You can spend 1 damnation point as a swift action to gain a climb speed equal to your land speed.

Vrock (5 points): A down of gray and white feathers covers your body. Your face twists and contorts, forming a hard beak in place of your mouth. As you move, puffs of harmless dust rise from your body.

You gain 25 temporary hit points.

In addition, you can spend 1 damnation point as a swift action to augment your eldritch blast with screeching sonic energy. A target struck by this eldritch blast takes an additional 10 points of sonic damage and becomes deafened for 5 rounds (Fort negates deafness).

Glabrezu (6 points): Your hands twist into crab-claws. You gain 30 temporary hit points and a +5 competence bonus on Bluff checks.

In addition, you can spend 1 damnation point as a swift action to gain the benefit of a true seeing spell.

Nalfeshnee (7 points): Your body swells with corruption, the skin stretching taut from the profound pressure created by the possessing fiend.

You gain 35 temporary hit points and resistance to acid 5, cold 5, and fire 5.

Additionally, you can spend 1 damnation point as a swift action to lace your eldritch blast with a nalfeshnee's smite. Non-evil targets with fewer HD than your character level who are struck by the eldritch blast are dazed for 1 round, overwhelmed by horrid visions (Will negates).

Marilith (8 points): An extra two sets of arms grow from the sides of your body, your legs fuse into a green serpent's tail, and your eyes burn with an unholy light.

You gain 40 temporary hit points.

Your original arms (if any) are your primary arms, and the new limbs are secondary limbs. You can wield extra weapons with these new limbs, but all such attacks are treated as off-hand attacks.

Also, you can spend 1 damnation point as a swift action to use one of your new limbs to fire an eldritch blast at a -5 penalty on the attack roll; you can't apply any eldritch essence or blast shape invocations (or any other modifications) to this eldritch blast.

Balor (9 points): Massive wings tear out of your back, and angry red flames wreathe your body. You gain 45 temporary hit points and a fly speed equal to your land speed (good maneuverability).

Also, you can spend 1 damnation point as a swift action to make a melee touch attack that deals fire damage equal to the damage normally dealt by your eldritch blast.

Damage Reduction (Su): Starring at second level, you gain damage reduction 2/good. At 6th and 10th level, your damage reduction improves to 4/good and 6/good, respectively.

Resistance to Electricity (Su): Beginning at 3rd level, you gain resistance to electricity 5. At 5th level, this resistance increases to 10. This resistance stacks with the energy resistance class feature gained by the warlock.

Immunity to Poison (Su): At 7th level, you gain immunity to all types of poison, even magical poison.

Immunity to Electricity (Su): At 9th level, your resistance to electricity is replaced by immunity to electricity.

AdvancementEdit

Level BAB Fort Ref Will Special Invocations Known
1st +0 +2 +0 +2 Damnation points, demonbind
2nd +1 +3 +0 +3 Damage reduction 2/good +1 level of existing class
3rd +1 +3 +1 +3 Resistance to electricity 5 +1 level of existing class
4th +2 +4 +1 +4 +1 level of existing class
5th +2 +4 +1 +4 Resistance to electricity 10 +1 level of existing class
6th +3 +5 +2 +5 Damage reduction 4/good +1 level of existing class
7th +3 +5 +2 +5 Immunity to poison +1 level of existing class
8th +4 +6 +2 +6 +1 level of existing class
9th +4 +6 +3 +6 Immunity to electricity +1 level of existing class
10th +5 +7 +3 +7 Damage reduction 6/good +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Disguise CHA
Intimidate CHA
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Sense Motive WIS
Spellcraft INT
Use Magic Device CHA

Dread Fang of LolthEdit

(Drow of the Underdark variant, p. 76)

The dread fangs of Lolth are elite soldiers who fight for the drow matriarchs.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Lawful evil

Race: Drow

Skills: Hide 4 ranks , Listen 2 ranks , Move Silently 4 ranks , Spot 2 ranks

Special: Evasion, Sneak attack +2d6.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Lolth's Will (Su): Your racial bonus on Will saves against spells and spell-like abilities increases to +4.

Lolth's Whispers (Su): The dread voice of the Spider Queen fills your thoughts. You gain a +2 insight bonus on damage rolls. As a swift action, you can give up this bonus and bestow it on an ally within 30 feet that you can clearly see. The ally's bonus lasts for 1 round.

Sudden Strike (Ex): You deal extra damage at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. You can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Otherwise, this ability functions as the sneak attack rogue class feature (PH 50), and it stacks with sneak attack whenever both would apply to the same target. (This ability is the same as the ninja's sudden strike class feature, described in Complete Adventurer.)

This extra damage increases by 1d6 at each odd-numbered level beyond 1st.

Poison Use (Ex): Starting at 2nd level, you never risk accidentally poisoning yourself when applying poison to a weapon.

Team Maneuverability (Ex): Also at 2nd level, you add one-half your class level as an insight bonus on Climb and Jump checks. All allies within 30 feet gain a +2 competence bonus on these checks if they can see you.

Uncanny Dodge (Ex): At 3rd level, you cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. See the uncanny dodge barbarian class feature, PH 26. If you already have this ability, you gain improved uncanny dodge instead (see below).

Improved Evasion (Ex): Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the improved evasion monk class feature, PH 42.

Team Defense (Ex): At 4th level, you gain a +1 dodge bonus to Armor Class. As a swift action, you can give up and bestow this bonus onto an ally within 30 feet that you can clearly see. The ally's bonus lasts for 1 round. The dodge bonus increases to +2 at 8th level.

Spider Bite (Ex): By 6th level, you have learned where to strike your foes to best deliver your poison. When you attack with a poisoned weapon, the save DC to resist the initial effect increases by 2.

Opportunist (Ex): At 7th level, once per round, you can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the opportunist rogue class feature, PH 51.

Improved Uncanny Dodge (Ex): From 9th level on, you can no longer be flanked. See the improved uncanny dodge barbarian class feature, PH 26.

Ambush (Ex): At 10th level, during a surprise round, you can act normally if aware of your opponents; you are not restricted to just a standard action and can perform a full round action, standard and move action, and so on. If you are surprised, you can still take a standard action.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Lolth's will, Lolth's whispers, sudden strike +1d6
2nd +2 +3 +0 +0 Poison use, team maneuverability
3rd +3 +3 +1 +1 Sudden strike +2d6, uncanny dodge
4th +4 +4 +1 +1 Improved evasion, team defense +1
5th +5 +4 +1 +1 Sudden strike +3d6
6th +6 +5 +2 +2 Spider bite
7th +7 +5 +2 +2 Opportunist, sudden strike +4d6
8th +8 +6 +2 +2 Team defense +2
9th +9 +6 +3 +3 Improved uncanny dodge, sudden strike +5d6
10th +10 +7 +3 +3 Ambush

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Escape Artist DEX
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Spot WIS
Tumble DEX

Eye of LolthEdit

(Drow of the Underdark variant, p. 80)

The eyes of Lolth are stealthy servants and watchers faithful to the Church of Lolth.

RequirementsEdit

Race: Drow

Skills: Hide 8 ranks , Knowledge (religion) 4 ranks , Listen 8 ranks , Spot 8 ranks

Feats: Cautious Attack

Domain: Trickery. Special: Evasion, Sneak attack +2d6 or skirmish +2d6.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eye of Lolth, you must decide to which class to add each level for the purpose of determining spells per day, caster level. and spells known.

Aura of Truth (Su): You emit a 20-foot-radius aura that prevents other creatures from speaking falsehoods, as if they were in the area of a zone of truth spell. Creatures are entitled to a Will save (DC 10 + your class level + your Cha modifier) to resist this effect. As with the spell, characters that move beyond the range of your aura are free to speak as they choose.

Blindsense (Su): You gain blindsense (MM 306) out to 10 feet. At 4th, 7th, and 9th level, the extent of your blindsense increases by an additional 10 feet.

Lolth's Vision (Ex): You add your class level to Spot checks. You can grant this bonus to an ally within 30 feet as a swift action. This bonus lasts for 1 round.

Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the sneak attack rogue class feature, PH 50. This damage increases by 1d6 at 5th level and again at 8th level.

Teamwork Observation (Ex): From 3rd level onward, if you spend 1 minute taking no other action than observing a single target, you gain a +2 bonus on attack rolls and weapon damage rolls against that target for 5 rounds. All allies within 30 feet gain the same bonus. (The allies need not be present while you study the target.)

At 7th level, this bonus increases to +4.

Hide in Plain Sight (Ex): Beginning at 6th level, as long as you are within 10 feet of some 80 sort of a shadow, you can use the Hide skill even when being observed. See the assassin class feature, DMG 181.

Team Sense (Ex): At 6th level, you gain a +2 insight bonus on initiative checks and Listen, Search, and Spot checks. All allies within 30 feet of you also gain this bonus.

Team Stealth (Ex): Beginning at 9th level, you take no penalty on Hide and Move Silently checks when moving faster than one-half your normal speed but less than your full speed, and you take only a -10 penalty on Hide and Move Silently checks when moving your full speed. As a swift action, you can grant this benefit to another character within 30 feet for 1 round.

Vanish (Su): At 10th level, as a swift action you can become invisible for 5 rounds. You can use this ability at will, but you must wait 1 minute between uses.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Aura of truth, blindsense 10 ft., Lolth's vision
2nd +1 +0 +3 +3 Sneak attack +1d6 +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Teamwork observation +2
4th +3 +1 +4 +4 Blindsense 20 ft. +1 level of existing divine spellcasting class
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 Hide in plain sight, team sense +1 +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Blindsense 30 ft., teamwork observation +4
8th +6 +2 +6 +6 Sneak attack +3d6 +1 level of existing divine spellcasting class
9th +6 +3 +6 +6 Blindsense 40 ft., team stealth
10th +7 +3 +7 +7 Vanish +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Disguise CHA
Gather Information CHA
Hide DEX
Intimidate CHA
Knowledge (local) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Search INT
Sense Motive WIS
Spot WIS

Insidious CorruptorEdit

(Drow of the Underdark variant, p. 83)

The insidious corruptor is a manipulator, a devious and sinister villain who lures individuals to their doom.

RequirementsEdit

Alignment: Any evil

Race: Drow

Skills: Bluff 9 ranks , Diplomacy 4 ranks , Sense Motive 4 ranks

Feats: Persuasive

Spells: Ability to cast dominate person.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an insidious corruptor, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Claws of Influence (Su): At will, as a standard action, you can select a single living creature within 30 feet that you can see and that has an Intelligence score of at least 3. The target must succeed on a Will save (DC 10 + your class level + your Cha modifier) or become vulnerable to your coercions. You gain your class level as an insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against targets that fail their save against this ability.

At 1st level you can affect one target at a time. At 3rd level and every three levels thereafter, you gain an additional target. The claws of influence remain until you release the subject (a swift action) or until it is more than 30 feet away from you, at which point it is instantly freed from your influence.

Manipulate Senses (Su): As a swift action, you can alter the senses of a creature affected by claws of influence. You can grant an insight bonus or penalty, of any amount up to your class level, to its Listen, Search, and Spot checks for 1 minute.

Probe Thoughts (Sp): Starting at 2nd level, as a standard action you can violate the thoughts of any creature currently under the effect of claws of influence. This ability functions like the detect thoughts spell, except the target does not get a saving throw. You gain information as if you had spent 3 rounds in concentration. After you use this ability, the target becomes confused (as the confusionspell) for 1 round.

Manipulation (Su): At 3rd level, as an immediate action you can telepathically urge a single creature under the effect of claws of influence to take any of the following specific actions on its next turn.

Attack: The target creature uses a standard action to make a single attack.

Cast: The target creature casts a spell with a casting time of 1 standard action or less.

Move: The target creature spends a move action to move at a rate equal to his speed.

The target is free to make choices as to the target of its attack or spell, or where and how it moves. The target is under no compulsion to abide by your instructions. However, if the target chooses not to obey, it takes a -4 insight penalty on all attack rolls, weapon damage rolls, saving throws, and checks for 1 round.

Minion (Su): Beginning at 4th level, as a standard action you can select a single creature under the effect of claws of influence and affect it with a dominate monster spell for 1 round. As with the spell, if you force the target to do something against its nature, it can immediately make another saving throw against claws of influence with a +2 bonus to break free from this effect.

Swift Enchantment (Ex): Starting at 5th level, as an immediate action you can release a subject under the effect of claws of influence to cast an enchantment spell as a swift action.

Irresistible Charm (Ex): At 6th level, as a swift action you can release a subject under the effect of claws of influence to increase the save DC of the next enchantment (charm) spell you cast by an amount equal to your Charisma modifier (minimum +1).

Greater Manipulation (Su): Beginning at 7th level, you can issue commands to creatures under the sway of claws of influence with greater effect.

Attack: The target attacks another creature that you indicate. If it does, it gains a +4 bonus on attack rolls and damage rolls.

Cast: The target casts a spell at a target you indicate. If it does, the save DC increases by 2.

Move: The target moves where you indicate. If it does, it gains a +10 enhancement bonus to its speed for 1 round.

As with manipulation, subjects are not forced to abide by your directives. However, if they choose some other action, they do so under penalties prescribed by manipulation.

Greater Minions (Su): Starting at 8th level, as a standard action you can force any and all creatures under the effect of claws of influence to act as if under the influence of a dominate monster spell for 1 round. This ability otherwise functions as the minion ability.

Irresistible Compulsion (Ex): At 9th level, as a swift action you can release a subject under the effect of claws of influence to increase the save DC of the next enchantment (compulsion) spell you cast by an amount equal to your Charisma modifier minimum +1).

Master Manipulator (Su): At 10th level you can use claws of influence as a swift action. If you use it as a standard action, the save DC to resist it increases by 4.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Claws of influence (1 target), manipulate senses
2nd +1 +0 +0 +3 Probe thoughts +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Manipulation, claws of influence (2 targets)
4th +2 +1 +1 +4 Minion +1 level of existing spellcasting class
5th +2 +1 +1 +4 Swift enchantment
6th +3 +2 +2 +5 Irresistible charm, claws of influence (3 targets) +1 level of existing spellcasting class
7th +3 +2 +2 +5 Greater manipulation
8th +4 +2 +2 +6 Greater minion +1 level of existing spellcasting class
9th +4 +3 +3 +6 Irresistible compulsion, claws of influence (4 targets)
10th +5 +3 +3 +7 Master manipulator +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Diplomacy CHA
Disguise CHA
Forgery INT
Gather Information CHA
Intimidate CHA
Knowledge (arcana) INT
Knowledge (local) INT
Listen WIS
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

KinslayerEdit

(Drow of the Underdark variant, p. 87)

Though the ancient conflict that rent the elves and the drow asunder has long passed into antiquity, neither race has forgotten.

RequirementsEdit

Race: Drow

Feats: Endurance , Diehard , Unspeakable Vow , Vow of Vengeance

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Mettle (Ex): Whenever you make a successful Fortitude or Will saving throw that would normally lessen (rather than negate) the effect of a spell or other magical ability, it has no effect on you at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability.

Rage (Ex): You can fly into a screaming blood frenzy. See the barbarian rage class feature (PH 25). You gain additional uses of this ability at 5th and 9th levels. If you already have a rage or frenzy ability from another source, the uses per day stack with the rage granted by this class feature.

Surge of Hate (Ex): Whenever you begin a combat in which you see elves among your enemies, add your class level as a morale bonus on your initiative check.

Inured to Sunlight (Ex): Starring at 2nd level, you no longer suffer from the detrimental effects of bright light, such as sunlight or the daylight spell.

Smite Elves (Su): Beginning at 2nd level, you can smite elves once per day. This ability functions like the smite evil paladin class feature (PH 44), but the smite affects only elves or half-elves. You gain additional uses of this ability at 5th and 8th levels.

Elf Bane (Su): Beginning at 3rd level, when using a weapon to attack an elf, you gain a +1 insight bonus on your attack rolls and deal an extra 1d6 points of damage.

Shameful Strike (Su): At 4th level, you can make a shameful strike as a full-round action. You make a normal melee attack, but at a -4 penalty. If you hit, the target becomes sickened for 1 round per class level.

Deny Elf Magic (Su): From 6th level on, whenever you are targeted by a spell or spell-like ability cast by another elf, you can make a level check (using your total character level) as an immediate action. If the result is higher than your spell resistance, it replaces your spell resistance for the purpose of negating that spell.

Disguise Heritage (Su): Beginning at 7th level, you can alter your appearance to that of a surface elf, as if using the disguise self spell. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance within the limits described for the spell.

Fey Bane (Su): Starting at 8th level, when using a weapon to attack a creature of the fey type, you gain a +1 insight bonus on your attack rolls and deal an extra 1d6 points of damage.

Vengeful Strike (Su): At 10th level, whenever an elf deals damage to you, you gain a +4 morale bonus on attack and weapon damage rolls on your first melee attack against that individual in the following round.

Lolth's Curse (Su): At 10th level, you can bestow a powerful curse on a single elf as a full-round action. You must sacrifice two of your daily uses of smite or rage (or a combination of both) to use this ability. When you use Lolth's curse, any single elf within 30 feet that you can see clearly must succeed on a Will save (DC 20 + your Cha modifier) or gain the light blindness special quality as well as assuming the appearance of a drow. The target gains no other drow abilities. The effects are permanent and can only be lifted by a remove cursespell or more powerful magic.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +2 Mettle, rage 1/day, surge of hate
2nd +2 +0 +3 +3 Inured to sunlight, smite elves 1/day
3rd +3 +1 +3 +3 Elf bane
4th +4 +1 +4 +4 Shameful strike
5th +5 +1 +4 +4 Rage 2/day, smite elves 2/day
6th +6 +2 +5 +5 Deny elf magic
7th +7 +2 +5 +5 Disguise heritage
8th +8 +2 +6 +6 Fey bane, smite elves 3/day
9th +9 +3 +6 +6 Rage 3/day
10th +10 +3 +7 +7 Lolth's curse, vengeful strike

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Disguise CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (geography) INT
Knowledge (history) INT
Listen WIS
Move Silently DEX
Search INT
Sense Motive WIS
Spot WIS
Survival WIS

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