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Fiends with Class[]

Advancing and creating Fiends is a major hassle in the basic D&D rules. We are intent upon changing things so that is no longer true.

Base Classes[]

What follows are four base classes. The Summoner is a magician class available to any player character race, while the other three are intended only for Fiendish use and are of primary utility to construct and advance Fiends for use as villains and cohorts.

SMW::off===True Fiend===

I am a lord of the realms infernal, if I wanted your opinion I would beat it out of you.

Tanar'ri, Baatezu, Yugoloth, Demodand... these are the names that inspire terror throughout the planes, and with good reason. These True Fiends are far more powerful than the other denizens of the Dark Realms. These fiends stand above others and are destined to a life of greatness, to be legendary in the annals of Evil.

These true fiends are good at everything they do, but this doesn't make them more powerful at any particular level than any other fiend. Indeed, level is a measure of power. The most powerful fiends are True Fiends and higher level than Fiendish Brutes. The True Fiend advances in everything all at once, and thus gains new abilities relatively slowly compared to what other, more focused Fiendish progressions are capable of.

Making a True Fiend

Alignment: Nothing requires a True Fiend to be Evil, but it's... highly recommended that they be Evil.

Races: The True Fiend is only available to Outsiders with a plane of origin in the Lower Planes. Creatures from the prime material plane whose ancestors were from a Lower Plane may take this class, but they must have the Outsider type.

Starting Gold: 6d6x10 gp (210 gold).

Starting Age: Since a True Fiend is immortal and never ages, a character may claim any starting age she wishes.

Table: The True Fiend

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Immortality, Fiendish Traits
2nd +2 +3 +3 +3 Telepathy
3rd +3 +3 +3 +3 Fiendish Damage Reduction
4th +4 +4 +4 +4 Sphere
5th +5 +4 +4 +4 Greater Fiendish Traits
6th +6/+1 +5 +5 +5
7th +7/+2 +5 +5 +5 Improved Fiendish Damage Reduction
8th +8/+3 +6 +6 +6 Sphere
9th +9/+4 +6 +6 +6 Summon
10th +10/+5 +7 +7 +7
11th +11/+6/+6 +7 +7 +7 Bonus Feat
12th +12/+7/+7 +8 +8 +8 Sphere
13th +13/+8/+8 +8 +8 +8 Greater Fiendish Damage Reduction
14th +14/+9/+9 +9 +9 +9
15th +15/+10/+10 +9 +9 +9 Greater Summoning
16th +16/+11/+11/+11 +10 +10 +10 Sphere
17th +17/+12/+12/+12 +10 +10 +10 Dark Power
18th +18/+13/+13/+13 +11 +11 +11
19th +19/+14/+14/+14 +11 +11 +11 Epic Damage Reduction
20th +20/+15/+15/+15 +12 +12 +12 Sphere

Class Skills (Skill Points::8 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int) (all skills, taken individually), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: True Fiends are proficient with all simple and martial weapons, as well as the whip, the scourge, and the dire flail. True Fiends are proficient with light armor but not with shields of any kind.

Immortality (Ex): Like a pizza on the counter, the True Fiend only gets worse with age.

Fiendish Traits: A True Fiend is a member of one of the iconic aristocracies of evil. Starting at first level she has gains access to the distinctive abilities of her race, as befits her plane of origin:

  • Baator: Baatezu Traits:
    • See in Darkness (Ex): A Baatezu can see in normal or magical darkness as if it was fully illuminated.
    • Immunity to Fire: A Baatezu takes no damage from fire of any kind.
  • Gehenna: Yugoloth Traits:
    • Magic Resistance (Ex): Yugoloths are inherently resistant to magic, and have a Spell Resistance of 10 + their character level. If a Yugoloth has SR from any other source, this ability increases that SR by +2 (if that would be more beneficial than simply replacing the other SR).
    • Immunity to Acid: A Yugoloth takes no damage from Acid of any kind.
  • The Abyss: Tanar'ri Traits:
    • Bonus Feat: Forged with unbridled Chaos, every Tanar'ri is unique. Upon gaining access to its Fiendish Traits, a Tanar'ri gains one bonus feat of any [Fiend] feat that it qualifies for.
    • Immunity to Electricity: A Tanar'ri takes no damage from electricity of any kind.
  • Carceri: Demodand Traits:
    • Freedom of Movement (Ex): a Demodand benefits from the effects of a freedom of movement spell at all times.
    • Immunity to Poison (Ex): A Demodand suffers no harmful effect from poisons of any kind.

Telepathy (Su): At 2nd level, a True Fiend gains the ability to communicate telepathically with any creature that speaks a language within 100 feet.

Fiendish Damage Reduction (Su): At 3rd level, the True Fiend gains damage reduction that stops their class level in damage and that can be penetrated by Good weapons or weapons made out of a material that is baneful to the Fiend's race (Silver for Baatezu, Wood for Yugoloths, Iron for Tanar'ri, and Stone for Demodands). At 7th level, the Damage Reduction can be penetrated only by Good weapons. At 13th level the Damage Reduction is only penetrated by weapons which are both Good and made of a baneful substance. At 19th level, the True Fiend's Damage Reduction can only be penetrated by Epic weapons.

Sphere: The True Fiend gains basic access to a sphere at 4th level, and gains a new sphere at every fourth level afterwards. If the True Fiend selects a sphere that she already has basic access to, she upgrades it to advanced access. If she already had advanced access, she gains expert access.

Greater Fiendish Traits: A True Fiend of 5th level or more gains access to more of the distinctive abilities of her race, as befits her plane of origin:

  • Baator: Baatezu Traits:
    • Mundane Poison Immunity (Ex): A Baatezu is immune to all non-magical poisons.
    • Resistances: A Baatezu has Cold and Acid Resistance 10.
  • Gehenna: Yugoloth Traits:
    • Mundane Poison Immunity (Ex): A Yugoloth is immune to all non-magical poisons.
    • Resistances: A Yugoloth has Cold, Fire, and Electricity Resistance 10.
  • The Abyss: Tanar'ri Traits:
    • Mundane Poison Immunity (Ex): A Tanar'ri is immune to all non-magical poisons.
    • Resistances: A Tanar'ri has Cold, Fire, and Acid Resistance 10.
  • Carceri: Demodand Traits:
    • Immunities: The worlds of Carceri are varied beyond belief and each is filled with a new torture that defies comprehension. Upon reaching 5th level, a Demodand gains immunity to 2 Energy Types. Once chosen, the energy types cannot be changed.

Summon (Sp): At 9th level, a True Fiend can attempt to summon others of its kind (for example: a Yugoloth could summon other Yugoloths). Summoning another Fiend of the same character level has a 40% chance of success, and summoning a Fiend of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.

Bonus Feat: At 11th level, a True Fiend gains a bonus feat. This feat may be any [Fiend] feat for which she meets the prerequisites.

Greater Summoning: A True Fiend of 15th level may attempt to use her summon power to summon a fiend of a level higher than her own, though doing so carries only a 30% chance of success.

Dark Power: The powers of the lower planes are awesome to behold. At 17th level, the True Fiend gains a +10 bonus to defeating Spell Resistance with the spell-like abilities granted by her spheres. SMW::on

SMW::off===Fiendish Brute===

Rowwr!

The power of a fiend goes beyond mere magical power: it is a transformation into a form that most suits one’s evil. For some fiends, physical power is the route by which they work their will on the world, and fangs and claws are just a few of the weapons that fiends develop in order to rend the helpless flesh of their prey. Physical transformations like stingers, wings, poisons, and vile diseases all find their way into the armaments of fiends, but do not think that these are the limits of their evil; fiends are nothing if not creative in the pursuit of their own particular brand of evil.

Making a Fiendish Brute

Abilities: The Fiendish Brute is meant to be a useful source for combat-oriented Fiend feats. You'll probably want to take some of those.

Races: The Fiendish Brute is only available to Outsiders with a plane of origin in the Lower Planes. Creatures from the Prime Material Plane whose ancestors were from a Lower Plane may take this class, but they must have the Outsider type.

Alignment: A character must be non-good to take any levels in Fiendish Brute. Nothing happens to a Fiendish Brute if he becomes Good, save that he must look elsewhere for class advancing.

Starting Gold: 4d4x10 gp (100 gold)

Starting Age: As Warforged Rogue.

Table: The Fiendish Brute

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Natural Weapons, Natural Armor, Attribute Boost
2nd +1 +3 +3 +0 Bonus Feat
3rd +1 +3 +3 +1 Attribute Boost
4th +2 +4 +4 +1 Bonus Feat
5th +2 +4 +4 +1 Attribute Boost
6th +3 +5 +5 +2 Bonus Feat
7th +3 +5 +5 +2 Attribute Boost
8th +4 +6 +6 +2 Bonus Feat
9th +4 +6 +6 +3 Attribute Boost
10th +5 +7 +7 +3 Bonus Feat

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).

Class Features

Weapon and Armor Proficiency: Fiendish Brutes are proficient only with armor spikes, and aren't inherently proficient with any armor.

Natural Weapons: A Fiendish Brute has 2 claw attacks, one attached to each arm (or its two front legs if it is a quadruped, if it has no limbs at all it grows two vestigial arms that have claws at the end). These claws are natural weapons and inflict damage normal for the creature's size.

Natural Armor: A Fiendish Brute has a natural armor bonus of 3 plus its class level. So a 7th level Fiendish Brute has a natural armor bonus of +10.

Attribute Boost: At 1st level and every odd numbered level afterward, the Fiendish Brute's physical attributes improve, as if it had gained several character levels. Every time the Fiendish Brute gains an attribute boost, two of his physical attributes irrevocably increase by 1.

Bonus Feat: At every even numbered level, the Fiendish Brute gains a bonus feat. This feat may be any [Fiend], [Monstrous], or [General] feat, and the Fiendish Brute must meet the prerequisites. SMW::on

SMW::off===Conduit of the Lower Planes===

My powers are more than enough to deal with the likes of you!

A fiend is more than an individual; he is a representative of a particular brand of evil, and that role carries power with it. To become a Conduit of the Lower Planes is to embrace that role and become a living pathway by which the energies of the Lower Planes can be made manifest. Raw magical power is the result of this process, and a fiend that walks this route refines his mastery of his innate mystical arts to a terrible degree.

====Making a Conduit of the Lower Planes

Abilities: The Conduit of the Lower Planes primarily performs spellcasting via an unusual mechanic, the Sphere.

Races: The Conduit of the Lower Planes is only available to creatures with a plane of origin in the Lower Planes. Creatures from the prime material plane whose ancestors were from a Lower Plane may take this class.

Alignment: A character must be non-good to take any levels in Conduit of the Lower Planes. Nothing happens to a Conduit of the Lower Planes if he becomes Good, save that he must look elsewhere for class advancing.

Starting Gold: 4d4x10 gp (100 gold)

Starting Age: As Wizard.

Table: The Conduit of the Lower Planes

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Sphere, Petitioner Immunities
2nd +1 +0 +0 +3 Enhanced Sphere Access
3rd +2 +1 +1 +3 Sphere
4th +3 +1 +1 +4 Bonus Feat
5th +3 +1 +1 +4 Sphere
6th +4 +2 +2 +5 Petitioner Skills
7th +5 +2 +2 +5 Sphere
8th +6/+1 +2 +2 +6 Bonus Feat
9th +6/+1 +3 +3 +6 Sphere
10th +7/+2 +3 +3 +7 Magical Training

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Int) (Arcana), Knowledge (Int) (History), Knowledge (Int) (Religion), Knowledge (Int) (The Planes), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Conduits of the Lower Planes are proficient with all simple and martial weapons, as well as the whip, the scourge, and the dire flail. True Fiends are proficient with light armor but not with shields of any kind.

Sphere: The Conduit of the Lower Planes gains basic access to a Sphere at every odd numbered level. If the Conduit of the Lower Planes selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access.

Petitioner Immunities: A Conduit of the Lower Planes gains his power from a specific lower plane, and is protected by the nature of that plane:

  • Pandemonium: Sonic Immunity
  • The Abyss: Immunity to Electricity
  • Carceri: Immunity to Cold
  • Hades: Immunity to Fear and Morale Effects.
  • Gehenna: Immunity to Acid
  • Baator: Immunity to Fire
  • Acheron: Immunity to [Compulsion] effects.

Enhanced Sphere Access: At 2nd level, the Conduit of the Lower Planes gains extra uses of the spell-like abilities that he gains from his Spheres. The Conduit of the Lower Planes gains a number of extra uses of any spell-like ability equal to half the number his character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Conduit of the Lower Planes has a character level of 4, he would gain 1 extra use of a spell-like ability that is granted by one of his spheres at character level 3 and 2 extra uses of any spell-like from one of his spheres with a minimum level of 1. Upon gaining this ability, the Conduit of the Lower Planes immediately gains a number of extra feats that must all have the [Fiend] tag equal to the number of spheres he has expert access to. If he ever gains expert access to another sphere, he also gains an extra [Fiend] feat.

Bonus Feat: At 4th level, the Conduit of the Lower Planes gains a bonus feat. This feat may be any [Fiend], [Monstrous], or [Item Creation] feat, and the Conduit of the Lower Planes must meet the prerequisites. He gains another such feat at level 8.

Petitioner Skills: A Conduit of the Lower Planes gains his power from a specific lower plane, and at 6th level gains abilities from the nature of that plane (this must be the same plane as was chosen at 1st level):

  • Pandemonium: +10 to Listen checks.
  • The Abyss: +10 bonus to Survival checks.
  • Carceri: +10 bonus to Bluff checks.
  • Hades: +10 bonus to Hide checks.
  • Gehenna: +10 bonus to Climb checks, if he doesn't already have a climb speed, he gains one equal to half his normal ground speed (bonuses to Climb from having a Climb speed gained in this way would be included in the +10 bonus)
  • Baator: +10 bonus to Disguise checks.
  • Acheron: +10 bonus to Intimidate checks.

Magical Training: At 10th level, the Conduit of the Lower Planes is able to cast magic in a more traditional fashion. He has the spells known and spells per day of a 6th level sorcerer. The Conduit of the Lower Planes has a caster level of 10, and can take classes that improve spellcasting in order to gain additional spellcasting ability. SMW::on

SMW::off===Summoner===

Watch me pull a rhinoceros out of my hat.

====Making a Summoner

Races: Summoners appear in every race. Halflings in particular are very likely to adopt the way of the Summoner.

Alignment: A Summoner may be of any alignment.

Starting Gold: 4d4x10 gp (100 gold).

Starting Age: As Rogue.

Table: The Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Rapid Summoning, Summoned Cohort, Armored Casting, Aura 5 3
2nd +1 +0 +3 +3 Sudden Extend 6 4
3rd +1 +1 +3 +3 Advanced Learning 6 5
4th +2 +1 +4 +4 Extended Summoning: 1st level 6 6 3
5th +2 +1 +4 +4 Advanced Learning 6 6 4
6th +3 +2 +5 +5 Master Tactician 6 6 5 3
7th +3 +2 +5 +5 Advanced Learning, Summon 6 6 6 4
8th +4 +2 +6 +6 6 6 6 5 3
9th +4 +3 +6 +6 Advanced Learning, Extended Summoning: 2nd level 6 6 6 6 4
10th +5 +3 +7 +7 Medium Armor Proficiency 6 6 6 6 5 3
11th +5 +3 +7 +7 Advanced Learning, Improved Summoning 6 6 6 6 6 4
12th +6/+1 +4 +8 +8 Advanced Aid 6 6 6 6 6 5 3
13th +6/+1 +4 +8 +8 Advanced Learning 6 6 6 6 6 6 4
14th +7/+2 +4 +9 +9 Extended Summoning: 3rd level 6 6 6 6 6 6 5 3
15th +7/+2 +5 +9 +9 Advanced Learning, Improved Summoning 6 6 6 6 6 6 6 4
16th +8/+3 +5 +10 +10 Shield Proficiency 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +10 +10 Advanced Learning 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +11 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +11 +11 Advanced Learning, Extended Summoning: 4th level 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +12 +12 Perfect Summon 6 6 6 6 6 6 6 6 6 6

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, as well as the bola, the whip, the net, and the harpoon. Summoners are proficient with light armor but not with shields of any kind. At 10th level, a Summoner gains proficiency with Medium Armor. At 16th level, the Summoner gains proficiency with shields.

Spells: The Summoner is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A Summoner casts spells from the Summoner Spell List (below). A Summoner automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Summoner spell, she must have a Charisma at least equal to 10 + the Spell level. The DC and bonus spells of the Summoner's spells is Charisma based.

0—anticipate teleportation[1], caltrops[1], darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment[1]

1st—avoid planar effects, comprehend languages, grease, portal beacon[1], summon frost beast i[2], summon monster i, summon nature's ally i, summon undead i[3], wall of smoke[1]

2nd—analyze portal[1], baleful transposition[1], dimension hop[4], daylight, deeper darkness, entangle, phantom steed, planar tolerance[1], portal alarm[1], regroup[4], sleet storm, summon frost beast ii[2], summon monster ii, summon nature's ally ii, summon undead ii[3], tongues, web, wind wall

3rd—clairaudience/clairvoyance, dimension step[4], dimensional anchor, greater anticipate teleportation[1], magic circle against alignment, plant growth, stinking cloud, summon frost beast iii[2], summon monster iii, summon nature's ally iii, summon undead iii[3], vipergout[1], wall of ice

4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv[2], summon monster iv, summon nature's ally iv, summon undead iv[3], wall of fire

5th—dimension shuffle[4], dimensional lock, black tentacles, greater dimension door[1], plane shift, summon frost beast v[2], summon monster v, summon nature's ally v, summon undead v[3], teleport, wall of iron, wall of stone, word of recall

6th—antipathy, greater plane shift[1], planar ally, planar binding, planar bubble[1], summon frost beast vi[2], summon monster vi, summon nature's ally vi, sympathy, wall of thorns

7th—binding, forcecage, greater teleport, maze, shadow walk, summon frost beast vii[2], summon monster vii, summon nature's ally vii, teleport object

8th—freedom, greater planar ally, greater planar binding, shades, summon frost beast viii[2], summon golem[4], summon monster viii, summon nature's ally viii

9th—elemental swarm, gate, imprisonment, refuge, summon elemental monolith[1], summon frost beast ix[2], summon monster ix, summon nature's ally ix, teleportation circle, unbinding[1]

Rapid Summoning: A Summoner can cast summoning spells in less time than most other casters. Any Conjuration spell of the [Summoning] subschool that a Summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead. This ability has no effect on spells which already require less than one full round to cast, nor does it affect spells with a casting time greater than one full round.

Summoned Cohort: Once per day when a Summoner casts a Conjuration spell of the [Summoning] subschool, she may extend its duration to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell.

Armored Casting: A Summoner casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her Summoner spells, if she is able to cast any other arcane spells, they are affected by arcane spell failure normally.

Aura: A Summoner's strong connection to the outer planes causes them to be detected very strongly of whatever alignment she has. For purposes of spells like detect chaos, levels in Summoner count as Outsider hit dice.

Sudden Extend: At 2nd level, the Summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.

Advanced Learning: At 3rd level and every two levels afterwards, the Summoner may permanently add one spell to her spell list. This spell must be of a level she can already cast, and it must be of the Conjuration school. Only spells from the Cleric, Druid, or Wizard spell list may be added in this way.

Extend Summoning: Conjuration spells of the [Summoning] subschool that the Summoner casts can be affected by the Extend Spell metamagic for free. At 4th level, the Summoner may apply this free spell extending to spells of 1st level or lower. At 9th level, she may apply it to 2nd level spells, at 14th level she may apply it to 3rd level spells, and at 19th level she may apply Extend Spell for free to 4th level spells.

Master Tactician: A Summoner learns to fight with many allies. At 6th level, any ally within 30 feet of her may gain a +4 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner.

Summon (Sp): At 7th level, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the Summoner's level exceeds the CR of the target. This ability can be used once per day.

Advanced Aid (Ex): A Summoner of 12th level may take the Aid Another action as a free action once per round.

Improved Summoning: At 11th level, the Summoner's chances to summon an outsider increase by 10%. This chance increases by another 10% at 15th level.

Perfect Summon: At 20th level, the Summoner's summon power has a 100% chance of success, even when summoning a creature of equal level to herself. SMW::on

Prestige Classes[]

For something that has received so much ink, the world of fiend related prestige classes is remarkably non-functional. Fiendish Cultists, Dark Summoners, and Fiend-blooded Sorcerers are classic D&D fodder. But unfortunately, the previously published classes for these archetypes are generally... not good. And that makes us sad. Here are some classes designed to fill those perceived holes.

SMW::off===Hellwalker===

What terrors do you think I have not already seen?

Life in the Lower Planes is generally nasty, brutish, and short, and it is only the strongest survive long enough to learn the mysteries and unique properties of these locales. The Hellwalker is one such individual. Trained in the Lower Planes and weaned on the taint of evil, these solitary hunters roam the Lower Planes, traveling along planar byways and through networks of portals too dangerous or erratic for regular use.

Becoming a Hellwalker

Entry Requirements
Skills: Knowledge (Planes) 4 ranks, Survival 8 ranks.
Feats: Track.
Special: Must have visited every Lower Plane, and lived at least one year in the Lower Planes.
Table: The Hellwalker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Members Only +1 spellcaster level
2nd +1 +3 +0 +3 Craft of the Lower Planes
3rd +2 +3 +1 +3 Free Traveler's Checks +1 spellcaster level
4th +3 +4 +1 +4 Craft of the Lower Planes
5th +3 +4 +1 +4 Membership has Privileges, Skill of War +1 spellcaster level

Class Skills (Skill Points::4 + Int modifier per level)
Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Geography) (Int), Knowledge (The Planes) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features

Weapon and Armor Proficiency: Hellwalkers gain no proficiency with any weapon or armor.

Spellcasting: At levels 1, 3, and 5, the Hellwalker casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level. If the character does not have any levels in any spellcasting classes when he takes his first level of Hellwalker, this class feature gives him levels in Sorcerer spellcasting.

Members Only (Ex): At 1st level, a Hellwalker attunes himself to energies of the Lower Planes. While on the Lower Planes, he counts as if under the effect of a Attune Form spell. If not currently on a Lower Plane, he may cast plane shift at will, with his target destination being a location on a Lower Plane.

Craft of the Lower Planes: At 2nd and 4th level, the Hellwalker learns the martial or mystical arts of the Lower Planes. He can choose to gain a +1 to spellcasting level, or a +1d6 to sneak attack dice(but only if he has sneak attack dice from another class), or a fighter bonus feat(which is must meet the prerequisites). Once chosen, this ability cannot be changed.

Free Traveller's Checks (Sp): At 3rd level, the Hellwalker has so attuned himself to the energies of the Lower Planes that he can call this energy to himself, ferrying himself with it when the energy is strong and drawing it to him when it does not exist. While on a Lower Plane, the Hellwalker can cast teleport without error at will as a spell-like ability, with a limit of 50 pounds over his own weight. While not on a Lower Plane, a Hellwalker can cast planar bubble on himself, at will, and he can choose to be a native of any one Lower Plane(chosen each time this effect is used) for the purposes of this spell.

Membership has Privileges (Sp): A Hellwalker of 5th level has tapped into a rarely used and poorly maintained network of portals dotting the Lower Planes, and he can manipulate those portals for his own purposes. The Hellwalker may cast gate (travel version only) as a spell-like ability once per day. Unlike a normal gate, only living creatures and attended objects may pass through this gate. This ability can only be used if at least one side of the gate is on a Lower Plane.

Skill of War: At 5th level, the Hellwalker's Base Attack Bonus increases by 1 permanently. SMW::on

SMW::off===Seer of the Tempest===

Aaaah! AAAAAAAH! AAAAAAH!

The Windswept Depths of Pandemonium breed a special kind of magician. Driven half-mad by the eternal darkness and thunderous din of the eternal windstorm, they walk the battlefields of the multiverse bringing the terrors they know to those who do not.

Most characters who become Seers of the Tempest are War Mages, though sometimes this path appeals to Wizards of a particularly martial bent.

Becoming a Seer of the Tempest

Entry Requirements
Alignment: Non-lawful.
Skills: Intimidate 9 ranks.
Spellcasting: Must be able to cast 3rd level Arcane spells, and must be able to cast Evocations of every level you can cast.
Table: The Seer of the Tempest

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Increased Edge, Sonic Spells, Suffer the Firmament +1 Spellcaster Level
2nd +1 +0 +0 +3 Scary Noises +1 Spellcaster Level
3rd +2 +1 +1 +3 Winds +1 Spellcaster Level
4th +3 +1 +1 +4 Attune Domain: Storm +1 Spellcaster Level
5th +3 +1 +1 +4 Swift Winds +1 Spellcaster Level
6th +4 +2 +2 +5 Uproar +1 Spellcaster Level
7th +5 +2 +2 +5 Sense the Winds +1 Spellcaster Level
8th +6 +2 +2 +6 Attune Domain: Darkness +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level)
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: The Seer of the Tempest gains no proficiency with armor or weapons.

Spellcasting: Every level, the Seer of the Tempest casts spells (including gaining any new spell slots and spell knowledge) as if she had also gained a level in a spellcasting class she had previous to gaining that level.

Increased Edge: If the Seer of the Tempest has the Edge class feature, she may add her class level to the Edge bonus. This has no effect if she does not have

Sonic Spells: Every spell that the Seer of the Tempest casts that inflicts any damage may inflict Sonic damage instead at her option when the spell is cast. No other effects of the spell are changed, nor is the casting time of the spell. Spells that are made to inflict Sonic damage in this way gain the [Sonic] descriptor.

Suffer the Firmament (Ex): A Seer of the Tempest is at home in a tornado as a calm day. She is unaffected by winds of any strength, and suffers no penalties to her listen checks in even the stiffest gale.

Scary Noises (Su): At 2nd level, the booming destruction of the Seer's magical attacks channels the haunting terrors of Pandemonium. Any creature damaged by a [Sonic] spell cast by the Seer must make a Willpower Save or become shaken. If a creature becomes shaken twice, she becomes frightened. The Save DC is Charisma based, and this is considered a [Fear] effect.

Winds (Sp): A Seer of the Tempest who has reached 3rd level may use gust of wind as a spell-like ability at will. At 5th level, using this ability becomes an Immediate action.

Attune Domain: At 4th level, the Seer of the Tempest gains Attune Domain (Storm Domain) as a bonus feat. At 8th level she gains Attune Domain (Darkness Domain) as a bonus feat.

Uproar (Su): As a free action, a Seer of the Tempest of 6th level can attempt to Intimidate all creatures she can target within line of effect that are within an area afflicted by Severe (or worse) winds.

Sense the Winds (Su): At 7th level, a Seer of the Tempest can feel the disturbances caused by creatures and objects within the wind. She can perceive and target any creature or object within 120 feet of herself so long as there is at least a light breeze. SMW::on

SMW::off===Initiate of the Black Tower===

Bow before your new Master!

Fiends and mortals have played the slavery game for eons, each tempting the other with promises of greater power and threats of greater tortures. In this game, there are favored playing pieces, and they are The Initiates of the Black Tower. These fiend-trained conjurers are weapons in the Blood War, aimed at rival fiends and upstart mortals who have little respect for the scions of the Lower Planes. In exchange for otherworldly secrets, these casters pay a terrible price in service to the fiends of the Black Tower.

Becoming an Initiate of the Black Tower

Entry Requirements
Skills: Knowledge (planes) 10 ranks, Spellcraft 10 ranks, Diplomacy 4 ranks, Intimidate 4 ranks.
Feats: Broker of the Infernal.
Spellcasting: Ability to cast 5th-level arcane spells, and the spell lesser planar binding.
Special: Must be a native of the Prime Material Plane, and must either specialize in the conjuration school or have one [summoning] or [calling] spell known at each spell level available.
Table: The Initiate of the Black Tower

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Access to the Registrar, Binding Sense +1 Spellcaster Level
2nd +1 +0 +0 +3 Dispel the Chains of Service +1 Spellcaster Level
3rd +1 +1 +1 +3 Marks of the Black Tower +1 Spellcaster Level
4th +2 +1 +1 +4 True Scrying +1 Spellcaster Level
5th +2 +1 +1 +4 Usurp Services +1 Spellcaster Level
6th +3 +2 +2 +5 Share Name +1 Spellcaster Level
7th +3 +2 +2 +5 Calling Ruse +1 Spellcaster Level
8th +4 +2 +2 +6 Unnamed +1 Spellcaster Level
9th +4 +3 +3 +6 Recall the Servant +1 Spellcaster Level
10th +5 +3 +3 +7 Master of the Black Tower +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Initiates of the Black Tower gain no proficiency with any weapon or armor.

Spellcasting: Every level, the Initiate casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Access to the Registrar: At 1st level, the Initiate gains access to The Registrar, a library of True Names of extraplanar beings. For each level in this class, he learns one True Name of a creature of a CR equal to his character level at the time this ability is gained, minus two.

Binding Sense (Su): At 1st level, an Initiate of the Black Tower may make a Spellcraft check to identify a [calling] or [summoning] effect as if it was a spell being cast whenever he come within of 100' of such an effect. Also, he is alerted whenever a creature whose True Name he knows is called or summoned.

Dispel the Chains of Service: at 2nd level, this spell is added to the Initiate of the Black Tower's list of spells known as a 3rd level spell. This spell functions in all ways as dispel evil, but it affects [calling] and [summoning] effects instead of evil effects.

Marks of the Black Tower (Ex): By scratching runes and magical diagrams into the walls, ceilings, and floors of a building, an Initiate of the Black Tower of 3rd level can ward an area from the effects of [calling] and [summoning] spells used by other casters. No creature can be called from the area unless a True Name is used, and no other caster can use [summoning] spells in the area. To create these marks, chalks or paints must be used to inscribe the marks, and a Spellcraft check must be made (DC equals 10 + 5 for every 20' radius). Up to one 10' by 10' area in each Marked area can be free of chalk or paint and still have the Marks be effective. If any markings are disturbed, the effect ends. It takes 10 minutes per 10' radius to scribe these Marks.

If the character uses 100 GP in magical reagents and silver per 10' radius, these markings can be made more difficult to disturb. A Disable Device check is needed to disturb these Marks (DC 25).

True Scrying (Sp): At 4th level, the Initiate gains the ability to scry on creatures whose True Name he knows as a spell–like ability usable at-will. By casting this effect on any reflective service, the Initiate of the Black Tower can scry on any creature whose True Name he knows with no chance of failure. This also gives enough information to cast teleport or other transportation magic as if the location of creature was a well known location.

Usurp Services (Sp): At 5th level, an Initiate of the Black Tower may make a caster level check as swift action to Usurp a [calling] or [summoning] effect. If this check is successful, the Initiate becomes the caster of the spell for that effect, gaining services, control over summoned monsters, etc.

Share Name (Sp): At 6th level, the Initiate of the Black Tower may Share Spells with a creature whose True Name he knows as if the creature was a Familiar of the Initiate.

Calling Ruse: At 7th level, the Initiate of the Black Tower may substitute himself whenever a creature whose True Name he knows is called by a summoning or calling effect. Instead of the creature, he appears and he has three rounds to act as he pleases before the spell affects him as if he were the original creature called.

Unnamed (Sp): At 8th level, the Initiate of the Black Tower's knowledge of True Names has become so great that he has learned a way to remove True Names from creatures without removing them from existence. He may use this ability once per month, and for all effects, they no longer have a True Name, and can no longer be a target for [summoning] or [calling] spells.

Recall the Servant (Sp): At 9th level, the Initiate of the Black Tower gains the ability to cast a special version of gate to call any creature whose True Name he knows. This may be used three times per day, and it ends any preexisting [calling] or [summoning] effects.

Master of the Black Tower: At 10th level, the Initiate of the Black Tower has mastered the secrets of the Black Tower. He may now use his Unnamed ability once per day, except that when he uses this ability he can instead takes their True Names. Taking a True Name means that these creatures are now immune to any [calling] or [summoning] effects, except for effects cast by the Initiate. SMW::on

SMW::off===Barrister of the Nine===

Perhaps unfortunately, your contract actually does not allow that.

The rules governing planar contracts are inviolate, but they are not written down in their entirety in any book of laws or treatise on the planes. Only the most agile, creative, and logical of minds can grasp the entirety of the mystical laws governing contracts between the planes, and these individual find service among power brokers and demon princes of the Nine Hells. If they survive this term of service, they eventually learn all the ways to abuse and exploit the unclear language and loopholes in the contract agreements of the planes.

Becoming a Barrister of the Nine

Entry Requirements
Alignment: Must be Lawful and cannot be Good.
Skills: Knowledge (planes) 10 ranks, Profession (Infernal Lawyer) 10 ranks, Diplomacy 4 ranks, Intimidate 4 ranks.
Feats: Broker of the Infernal, Apprentice[5] (Devil).
Spellcasting: Ability to cast 5th-level arcane spells, and the spell lesser planar binding.
Special: Must be a native of the Prime Material Plane.
Table: The Barrister of the Nine

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Corner Office, Immunity Deal, Seal the Contract +1 Spellcaster Level
2nd +1 +0 +0 +3 Penalized +1 Spellcaster Level
3rd +1 +1 +1 +3 Pacts: Stability Pact +1 Spellcaster Level
4th +2 +1 +1 +4 Contractual Obligations +1 Spellcaster Level
5th +2 +1 +1 +4 Pacts: Renewal Pact +1 Spellcaster Level
6th +3 +2 +2 +5 Proof of Payment +1 Spellcaster Level
7th +3 +2 +2 +5 Pacts: Death Pact +1 Spellcaster Level
8th +4 +2 +2 +6 Inheritance Clause +1 Spellcaster Level
9th +4 +3 +3 +6 Pacts: Contingency +1 Spellcaster Level
10th +5 +3 +3 +7 Loophole +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Barristers of the Nine gain no proficiency with any weapon or armor.

Spellcasting: Every level, the Barrister casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Seal the Contract (Su): At first level, a Barrister of the Nine may use any of the planar binding spells to seal an agreement between any two individuals. While the Barrister must cast the spell, one of the two individuals becomes the caster for the purposes of services owed and payments.

Corner Office (Sp): At 1st level, the Barrister gains an extraplanar office for his dealings. This effects may be used at will, and is in effect a magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout.

Immunity Deal (Ex): A Barrister of the Nine is immune to energy drain and wisdom drain.

Penalized: At 2nd level, the Barrister of the Nine has learned to incorporate double-talk and legal trickery in his calling spells, meaning that if called creatures survive to complete their service(s), they must return half the GP value treasure used to buy their services. Note: If a creature accepted the caster's services in return for their service, they must instead pay half the value of such services in GP or magic items.

Pacts (Sp): At 3rd level, the Barrister of the Nine can cast Stability Pact as a spell-like ability one per day.

  • At 5th level, he may cast renewal pact[1] once per day as a spell-like ability.
  • At 7th level, he may cast death pact[1] once per day as a spell-like ability.
  • At 9th level, he may cast contingency once per day as a spell-like ability.

Contractual Obligations: When making a bargain with a extraplanar being, the Barrister can gain one additional service for every +5 added to the DC of bargaining check.

Proof of Payment: At 6th level, the Barrister of the Nine has learned to add in clauses to his planar binding spells that delays payment for services until those services are completed. If the called creature is killed before the service is complete, the Barrister does not need to pay for services.

Inheritance Clause: A Barrister of the Nine of 8th level can transfer services owed him by creatures he has bound to other creatures, even if those creatures are not present at the time a calling spell is cast.

Loophole: At 10th level, the Barrister of the Nine has learned to word his agreements is such a way as to avoid payment. He no longer needs to pay for any agreements made with his calling spells. SMW::on

SMW::off===Celestial Beacon===

The Lower Planes are realms of evil of such magnitude that the good are oppressed in such a place. Those whose goodness is so strong that it radiates from them are beacons to the denizens of these realms, and some have learned to harness this light to burn away the unclean presence of the fiends.

Becoming a Celestial Beacon

Entry Requirements
Base Attack Bonus: +5.
Skills: Knowledge (Planes) 4 ranks, Knowledge (Religion) 9 ranks.
Special: Must radiate moderate good.
Special: Must be proficient in heavy armor.
Table: The Celestial Beacon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Aura of Good, Smite Evil +1 Spellcaster Level
2nd +2 +3 +0 +3 Halo of the Righteous +1 Spellcaster Level
3rd +3 +3 +1 +3 Arm of the Holy +1 Spellcaster Level
4th +4 +4 +1 +4 Armament of the Holy +1 Spellcaster Level
5th +5 +4 +1 +4 Death Ward +1 Spellcaster Level
6th +6 +5 +2 +5 Flare of Goodness +1 Spellcaster Level
7th +7 +5 +2 +5 Light of Peace +1 Spellcaster Level
8th +8 +6 +2 +6 Holyfire Shield +1 Spellcaster Level
9th +9 +6 +3 +6 Celestial Aspect +1 Spellcaster Level
10th +10 +7 +3 +7 Ward Again Evil Magic +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Celestial Beacons gain no proficiency with any weapon or armor, but do gain proficiency in the Tower Shield.

Aura of Good (Ex): The power of a Celestial Beacon’s aura of good (see the detect good spell) is equal to her Celestial Beacon level. This stacks with any other Aura of Good ability gained from other sources.

Smite Evil (Su): As a free action, a Celestial Beacon may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Celestial Beacon level. If the Celestial Beacon accidentally smites a creature that is not evil, the smite has no effect, but a use of the ability is expended for that day. The Celestial Beacon may use this ability once for every level of Celestial Beacon, and uses per day and bonuses of this effect stacks with any Smite Evil gained from other classes.

Halo of the Righteous (Su): At 2nd level, the Celestial Beacon emanates a magic circle against evil effect, as the spell.

Arms of the Holy: At 3rd level, any melee attack performed by a celestial beacon counts as good-aligned for the purposes by bypassing damage reduction.

Armament of the Holy (Su): At 4th level, any armor worn by the Celestial Beacon takes on a silvery or golden shine, and it is one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields worn by a Celestial Beacon are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

The Celestial Beacon gains DR 5/evil

Death Ward (Su): At 5th level, the Celestial Beacon is continuously under the effects of a death ward, as the spell. The irises of his eyes become gold or silver.

Flare of Goodness (Su): At 6th level, the Celestial Beacon may perform a Flare of Goodness as an immediate action. This has the effects of a sunburst spell, and any evil magic in the radius is automatically dispelled. After using this ability, all class features gained from Celestial Beacon levels cease functioning for 1d4+1 rounds.

Light of Peace: Upon reaching 7th level, the Celestial Beacon is continuously under the effects of a sanctuary spell. If the Celestial Beacon attacks during a round, this effect ends for 1d4 rounds, then renews itself. The Celestial Beacons also gains the ability to shine as brightly as a torch. He may suppress or renew this ability as a swift action.

Holyfire Shield (Sp): As a swift action, an 8th level Celestial Beacon can cast use a spell-like ability called holyfire shield at will. This effect is like a golden-colored fire shield, but the damage it inflicts is holy damage and it grants immunity to unholy damage.

Celestial Aspect (Ex): At 9th level, the Celestial Beacon becomes an Outsider, and gains a +2 to Str, +2 to Wis, and +2 to Cha. He may be restored to life according to his previous type.

Ward Against Evil Magic: At 10th level, the Celestial Beacon gains Spell Resistance of 15 + character level, but only against [Evil] spells and spell-like abilities and the spells and spell-like abilities cast by evil-aligned creatures. SMW::on

SMW::off===Boatman of Styx===

The River Styx is a planar path winding its way along the Lower Planes servicing the myriad planes of evil, and its waters rob mortals and immortals of their memories. Ferrymen ply these waters, offering safe passage and travel between the planes, but most are con-men looking to make a quick silver, predators in disguise, or well-meaning fools. Few beings know the truly safe routes along the River Styx, thus earning the tile of boatmen, and even fewer have accepted its nature into their very body.

Becoming a Boatman of Styx

Entry Requirements
Skills: Knowledge (The Planes) 8 ranks, Survival 4 ranks, Profession (boatman) 4 ranks.
Feats: Quick Draw.
Sneak Attack: +2d6.
Special: Must have visited every Lower Plane via the River Styx, and lived at least one year on a boat on the River Styx.
Table: The Boatman of Styx

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Safe Passage, Stygian Blood
2nd +1 +3 +3 +0 River-born, Sneak Attack +1d6
3rd +2 +3 +3 +1 Stygian Tears
4th +3 +4 +4 +1 River-marked, Sneak Attack +2d6
5th +3 +4 +4 +1 Kiss of Lethe
6th +4 +5 +5 +2 Eternal Boatman, Sneak Attack +3d6
7th +5 +5 +5 +2 Bonus Feat
8th +6 +6 +6 +2 Knowledgeable, Sneak Attack +4d6
9th +6 +6 +6 +3 Stygian Tributary
10th +7 +7 +7 +3 Xirfilstyx Dance, Sneak Attack +5d6

Class Skills (Skill Points::6 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: A Boatman of Styx gains proficiency in the Long Staff, but does not gain any other weapon or armor proficiency.

Safe Passage (Su): At 1st level, the Boatman of Styx learns to navigate the River Styx. When leading a boat or ship, the Boatman can lead a craft to any other planar location that contains some portion of the River Styx. This journey takes 1d6 hours, and is uneventful.

Stygian Blood (Ex): At 1st level, the Boatman of Styx has absorbed small amounts of the River Styx into his blood, and from this point forward he is immune to mind-affecting effects and the effects of the River Styx.

River-born: At 2nd level, the Boatman of Styx gains a swim speed of 60', and he may take 10 on any Swim check. He also does not need to breathe while submersed in water.

Sneak Attack: A Boatman of Styx gains an additional die of Sneak Attack at every even numbered level.

Stygian Tears: At 3rd level, the Boatman of Styx's tears gain the effects of the River Styx. He may collect up to one vial of tears per day. Being struck by a vial of these tears has the same effects as an exposure to the waters of the River Styx (DM's option). If kept stoppered, these vials of tears last indefinitely.

River-marked: At 4th level, the Boatman of Styx's continues exposure to the River Styx grants a +8 to Swim checks, a +6 to Disguise checks, and a +4 to Bluff checks.

Kiss of Lethe (Su): At 5th level, the Boatman of Styx may kiss an enemy on an opposed Grapple check. This kiss has the same effects as an exposure to the River Styx (DMs option).

Eternal Boatman (Sp): At 6th level, the Boatman of Styx may summon a normal wooden boat once per day. This boat is large enough to carry the Boatman and up to eight Medium sized passengers. This boat lasts 24 hours, then falls apart into pieces of rotted wood.

Bonus Feat: At 7th level, the Boatman of Styx gains a bonus feat. He must meet any prerequisites of this feat to choose it.

Knowledgeable: At 8th level, the Boatman of Styx has absorbed a critical mass of memories from swimming in the River Styx. He always has at least 10 ranks in all Knowledges, and may expend skill points to raise these Knowledges as if they were class skills. The Boatman also gains the ability to speak, read, and write any language.

Stygian Tributary (Sp): At 9th level, the Boatman of Styx learns a secret about the River Styx: it sometimes touches rivers on planes other than the Lower Planes. Once per day, a Boatman of Styx may cast gate (travel version only) as a spell-like ability, but only while standing on a boat in a river. This portal leads to any other river on any plane.

Xirfilstyx Dance (Su): At 10th level, the Boatman of Styx has studied these fiends of the River Styx and learned a secret fighting art. Any creature struck a Boatman of Styx's sneak attack must make a Will save or be dazed for 1d4 rounds. Any affected creature does not remember any events while dazed. SMW::on


References[]



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