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DWG001 Darkwalkers, The Evil Within (OEF) (2006)

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The document provides an overview of the Darkwalkers: The Evil Within supplement which contains new character options for playing evil characters.

It contains new player character classes, races, prestige classes, feats, magic items, and spells with an evil slant for characters.

New character options include core classes, races, prestige classes, feats, magic items, and spells with an evil theme.

Darkwalkers

The Evil Within


Darkwalkers
The Evil Within

Lead Developers: Steven Creech and Kevin Ruesch

Additional Design: Doug Herring, Ken C. Shannon

Editing: Steven Creech

Graphic Layout: John Lianez

Cover Art: Tony Szczudlo

Interior Art: Bruce Colero, Antje Darling, John Lianez

Art Direction: Steven Creech and Hal Greenberg


Playtesting: Andy Kampfe, Beau Griffing, Brent Davis, Chris Bradley, Christopher Srnka, Daniel Brown,
David W. Henley, Jesse L. Casey, Josh Hellerich, Lucas MacKay, and Rachel Brown

This product requires the use of the Dungeons & Dragons® Player’s Handbook Revised, published by
Wizards of the Coast®
©2006 DragonWing Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. DragonWing Games
and the DragonWing Games logo are trademarks of DragonWing Games. Mystic Eye Games and the Mystic Eye Games logo are trademarks of Mystic
Eye Games. “All’s Lost” is ©2005 Antje Darling and is licensed for use by DragonWing Games. Dungeons & Dragons® and Wizards of the Coast® are
trademarks of Wizards of the Coast, and are used in accordance with the Open Game License contained in the Legal Appendix. The mention of or reference
to any company or product in these pages is not a challenge to the trademark or copyright concerned.

This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fiction and intended for entertainment
purposes only. Due to mature themes, reader discretion is advised.

This electronic file is not a free download, but rather available for purchase at online retailers. For a list, please visit http://dragonwing.
net. If you have obtained this file without purchasing it, then you are reading a file that is illegally being pirated and distributed. The pirating
of role-playing games negatively and adversely affects the sales and potential business of publishers who rely on this income to make a living.
Please do not support it by downloading and sharing illegal copies.

DragonWing Games may be found online at: http://dragonwing.net

Antje Darling’s artwork may be found online at:


http://antjesgraphics.com
http://antjedarling.deviantart.com
http://www.galleryof3d.com/site/artist.php?usernameID=antdar
http://www.renderosity.com (under the name of Antje)

Bruce Colero’s artwork may be found online at:


http://www.cultoferotica.coom/art_of_colero
http://www.renderosity.com (under the name of PerfectN)
Darkwalkers: The Evil Within

Foreword and Acknowledgements

When I think back to a phone conversation I had with Doug Herring in January of 2003, I would have never
dreamt of the adversity that would come along with agreeing to write this book. After all, how hard could it
possibly be to pen a book about playing evil characters in a campaign setting that has dark undertones? Well,
much harder than I would have ever thought, even though no one had really attempted it from purely the
player’s point of view.
It felt like there was some strange conspiracy developing as life’s events time and time again threw something
in our way to prevent getting this book done. After a long series of personal challenges faced by both Kevin and
myself that forced the need to delay the release of the book on more than one occasion, we were able to finish
it up with a bang. Unfortunately, shortly after the manuscript was turned in, events unfolded for Mystic Eye
Games that forced them to go on hiatus and cease publishing new material.
Not wanting to let hard work just disappear into the void, I decided to talk to Doug about getting the book
back and publishing it on my own. Not only did he agree but he was also kind enough to allow us to retain
the use of the Mystic Eye product identity from The Hunt: Rise of Evil campaign setting. Kevin and I put the
manuscript through a new round of development and playtesting, making it even better. The end result of
which is now what you hold in your hands. It has truly been a labor of love, especially considering all of the
roadblocks and hurdles that have been thrown at us even so much as a mere thirty days. We hope that you will
find it satisfying and inspire you to develop and play an evil character instead of always playing those run-of-
the-mill good or neutral type characters.
We’d like to acknowledge several people who were instrumental in the crafting of this book. First, we have
to thank Doug Herring for sticking with us even after a deadline came and went. Doug, you’re a class act in the
industry and are missed. Secondly, to Hal “I’m Pantless” Greenberg and Ken Shannon for providing feedback
and ideas at Gen Con 2004 when we were all able to actually sit down and talk about the book and its direction.
We’d also like to thank several publishers who have embraced the concept of the Open Gaming License and
allowed us to avoid reinventing the wheel by incorporating what they have already done in such a manner that is
complements the material in this book: Alderac Entertainment Group, Atlas Games, Bastion Press (specifically
Jim Butler – another class act), Fantasy Flight Games, Green Ronin (another classy publisher), Mongoose
Publishing, and Steven Peterson of Second World Simulations.
A gracious and very deep bow goes to the artists for this book, Bruce Colero, Antje Darling, and John Lianez.
Each of them donated their time and their art for this project. Without their willingness to participate, you would
be reading a book completely devoid of interior art. It should also be noted that all of the artwork within this
book has been licensed for use (with the exception of the cover art by Tony Szczudlo) and the copyrights and
ownership of that art remains with the artists themselves.
Finally, we like to say a special thank you to our wives and families for being tolerant of the late nights and
commitments that go with developing a project like this. Many long days and even longer nights were spent
writing and editing the manuscript time and time again. If it weren’t for your love and patience, much of this
would have never been possible. And for that, you have our undying gratitude, appreciation and love.

Steven Creech and Kevin Ruesch


May 13, 2006

II
Darkwalkers: The Evil Within

Introduction

Evil player characters, as a rule, are frowned upon by most role-playing groups. Having
an evil character within a group of adventures tends to run contrary to the overall theme
and ideals of classic fantasy where the good guy wins and the bad guy is defeated.
However, if treated in an intelligent and mature manner, an evil player character can
work effectively with a good aligned party and be fun to play at the same time.
Despite being a book that focuses on The Hunt: Rise of Evil campaign setting, the
information in this book can easily be used for any other campaign world with little
or no modifications. When specific deities are named, simply substitute a suitable one
from your campaign world in its place. Dark Walkers is not about using evil characters
in your campaign world so much as it is about providing players with the tools to craft
interesting and sometimes powerful characters that are playable but yet balanced when
compared to good aligned characters. Be advised, however, that there are mature themes
and subject matters within these pages that some individuals may find offensive. We
encourage readers to be responsible and not leave this book where younger readers can
have easy access to it without proper adult supervision.

III
Darkwalkers: The Evil Within

How to Use This Book: Chapter Seven


Skills
Dark Walkers: The Evil Within is divided into eight
chapters, each covering a different aspect of evil Examines how existing skills can be used for evil
characters suitable for all levels of play. intents and also gives new skills for evil characters to
use.

Chapter One Chapter Eight


Playing the Darker Role Malevolent Magic

Examines methods a player can use for inspiration in Explores the use of magic for evil purposes that
forming the mindset to play an evil character. include new magic items and spells.

Chapter Two
The Very Nature of Evil

Explores ways a player can use racial and class


abilities for evil intent.

Chapter Three
Evil Classes What This Book is Not:

Provides new core and prestige classes for evil aligned


The existence of evil and those who promote it
characters.
is something we see in our everyday lives. While
certain aspects of this book do draw upon evil events
Chapter Four from the real world and our history, it should not be
Evil Behaviors and Character Options misconstrued as a handbook for doing evil. The only
purpose of this book is to provide enjoyment and ideas
Gives players new tools for playing evil characters within the parameters and rules of a very popular
that include combat modifiers, example personalities, ROLE-PLAYING GAME. At no time should an
disadvantages and personality templates. individual take it upon himself or herself to perform
or act out with intent to do harm any portion of this
Chapter Five book for any reason whatsoever. Remember, it’s just a
Pacts, Powers and Agreements GAME and nothing more…

Covers options for negotiating with dark powers to


form pacts that will grant the character extraordinary
powers and abilities.

Chapter Six
Feats

Presents new feats for evil characters that include a


new type-specific feat.

IV
Table of Contents

Foreword and Acknowledgements Horizon Walker Greed


Introduction Inquisitor of the Pantheon Lust
How to Use This Book Knights of the Rose Pride
What This Book is Not Loremaster Sloth
Lorindwar Bard Wrath
Chapter One: Playing the Darker Role Mystic Theurge
Can’t we all just get along? Officer Chapter Five: Pacts, Powers and Agreements
Sins and Crimes Ovate Bard A Bargain with the Devil
Hostage Taking/Kidnapping Road Warden Special Powers and Abilities
Murder Seeker Allure [Evil]
Theft Shadowdancer Aura of Antimagic [Evil]
Blackmail/Extortion Slaughter Priest Aura of Despair [Evil]
Slavery Sorcerer Priest of Vlag Black Sight [Evil]
Gaining the Upper Hand Strictor Burst of Confusion [Evil]
Swashbuckler Cloak of Envy [Evil]
Chapter Two: The very nature of Evil Thaumaturgist Dark Host [Evil]
Evil Piety The Taken Destructive Essence [Evil]
Piety Core Classes for The Hunt: Rise of Evil Dissuade [Evil]
Favor Hunter of the Child Essence Drain [Evil]
Negative Favor Magician Fearsome Ire [Evil]
Heretics Unholy Warrior Greater Destructive Essence [Evil]
Dark Alternatives to Standard Heretical Actions Warlock Greater Essence Drain [Evil]
You Can’t Take It With You? Athemes Immortality [Evil]
Legendary and Prestige Classes Imp [Evil]
Chapter Three: Evil Core Classes Angel Hunter Loathsome Strike [Evil]
Barbarian Arcane Spellchanneler Magic Item [Evil]
Bard Beguiler Regeneration [Evil]
Centurion Child of the Demon (Legendary Class) Resist Compulsion [Evil]
Cleric Fearforger Rotting Touch [Evil]
Druid Fiend Summoner Sadistic Strike [Evil]
Fighter Grim Extractor Undetectable Lie [Evil]
Merchant Harvester Unholy Blessing [Evil]
Monk Hustler Unholy Strength [Evil]
Paladin Martial Master Wealth [Evil]
Ranger Silvertongue
Rogue Slaver Chapter Six: Feats
Samurai Slayer Armed and Dangerous
Shaman Avatar of Evil
Chapter Four: Evil Behaviors and Character Options
Sorcerer Bind Celestial
Combat Maneuvers and Modifiers for Evil
Warlock Blight
Situations
Wizard Blood Draft
Bodyshield
Playing Prestige Classes Crusader for Evil
Dirt in the Eyes
Arcane Archer Damned
Dirty Blow
Arcane Trickster Dangerous Insinuations
Field of Debris
Archmage Dark Spell
Lame Duck
Assassin Evil’s Champion
Paused Strike
Beast Friend Fearful Presence
The Lesser of Two Evils
Blackguard Indomitable
Extremes of Evil
Covenant to the Hunt Neck Snap
Self-centered
Dragon Disciple No Conscience
Heartless
Duelist Poison Use
Hateful
Dwarven Defender Sacrificial Lamb
Cruel
Enforcer Slippery Tongue
Advantages and Liabilities
Eldritch Knight Sneak Attack
Disadvantage Options for Character Creation
Furies of Destruction Spellsense
The Seven Deadly Sins
Hammers of Justice Stone-Cold Killer
Envy
Heirophant Traceless Spell
Gluttony
Table of Contents

Turn Tail Horn of Goblin Calling Disrupt Soul


Twist the Knife Manticore Whip Ecstasy
Tyrant Pox Recurrence Eel’s Grasp
Unholy Pact Ring of Mortis Eyes Upon You
Violating Strike Rod of the Swarms Delight Force Blast
Warlord Thistle Armor Force Pulse
Warrior of Evil Forget
Specific Magical Weapons Ghoulish Switch
Chapter Seven: Skills Bellor, the Warmonger Guardian Creature
New Uses for Existing Skills Casus, the Grim Fang Hex of an Addled Mind
Appraise Lues, the Blightbringer Hex of Off-handedness
Bluff Sitis, the Dearth Hex of Sickness
Craft Tainted Tools Hex of Sloth
Gather Information Howling Agony
New Skills New Magic Weapon Special Abilities Induced Illiteracy
Knowledge (acid use) Dred Conduit Inflict Phobia
Knowledge (anatomy & physiology) Feybrand Instant Fact
Knowledge (arson) Hurtful Casting
Knowledge (demonology) Spells Inversion
Knowledge (legalese) Spells in Gothos Know Thy Wicked Ways
Knowledge (monster) Half-Effect Enchantments Lunar Blessing
Knowledge (poisons) Piety, Warlocks, and Marks Malediction
Knowledge (sabotage) Exclusive Divine Spells in Gothos Mark of the Assassin
Knowledge (spirits) Cleric Domains Mark of Power
Knowledge (torture) Annihilation Domain Mark of Renewal
Psychological Torture Check Corruption Domain Mark of Undeath
Torture Devices Decay Domain Pestilent Carrier
Birdcage Perversion Domain Planar Binding
Box Pestilence Domain Planar Binding, Greater
Hood Plague Domain Planar Binding, Lesser
Iron Maiden Power Domain Protection from Spirits
Rack Rage Domain Proxy, Greater
Torturer’s Lab Retribution Domain Proxy, Lesser
Truth Serum Sacrifice Domain Scaly Digits
Knowledge (warfare) Secrets Domain Scourge
Profession (torturer) Shadow Domain Ceremonial Force
Seduction Temptation Domain Seeping Wounds
Undeath Domain Shield Against the Light
Chapter Eight: Malevolent Magic Bard Spells Snake Strike
Devilish uses for Standard Magic Items Blackguard Spiritwrack
Potions Cleric Spells Swarm of Imps
Scrolls and Maps Druid Spells Swarm of Rats
Rods Shaman/Magician Tempt
Sorcerer/Wizard Spells Tormenting Link
Miscellaneous Magic Items Unholy Warrior Wall of Poison Gas
Charming Witch/Warlock Spells Wild Curse
Illusions Absorb Information Wolverines Fury
Extra-dimensional spaces Astral Stowaway Xanthar’chkar’s Wall
Scrying Badger’s Fury You Will Awaken on Fire
Cursed Items Binding
Magic Items Black Lightning
Altar of Bloodletting Blight
Belt of Demonskin Briar Cage
Chalice of Bloodletting Corpse Decay
Deck of Bones Create Greater Undead
Dire Wand Create Undead
Hand of Charon Deathwatch
Chapter One
Playing the Darker Role
“Why embrace evil? It’s all about the power. Power to do what you want, when you want, and without
worrying about the consequences of what may happen as a result.”
– Shi’Kahr Darkstarr, Lord of Tonaga
The choice to play a character with an evil alignment in pulling the wool over the eyes of the moral majority.
requires a certain mindset and willingness to think There are a great many spells and magic items that can
outside the box that isn’t always a consideration with veil your heart and mind from view. Illusion spells can
other alignments. Players must be willing to overlook be immensely useful, both in masking your acts and/or
moral or ethical situations if it suits the need, personality in providing a much needed distraction. Spells such as
and/or goals of the character. This makes functioning misdirection, undetectable alignment, nondetection and
within a group dynamic quite challenging at times mind blank, while only temporary, are quite useful if you
depending on the alignment of the group as a whole. suspect you are going to be scrutinized. Or if you just
can’t help flaunting your audacity, the liberal use of a
Can’t we all just get along? modify memory spell can do wonders for your continued
When a group of adventurers work together some acceptance in the group. Permanent magic items like
behaviors can be over looked. A rogue’s occasional pick a ring of mind shielding or an amulet of proof against
pocketing during the group’s supply run may be forgiven. detection and location are invaluable; a must for most
Or the barbarian’s obvious racist remarks toward the evil characters.
gnome in the group may just be ignored. But there is Finally, if you happen to hold a dominant position
always a line to be drawn by the most moral and ethical within your group, you may not fear immediate
member(s) of the party. Learning just where that line repercussions for anything you do. Act as you will and
is, where enough is too much, is essential for an evil the submissive members won’t say a word. However,
character to survive in a group with mixed alignments. sooner or later the rest of the group will mutiny and you
How do you, as an evil character, avoid crossing that may find yourself cast out or worse, in the local lock-up.
line? Here are some tips to keep you from suffering And that’s trouble you can do without. To help prevent
the “wrath of the righteous” while still living up to your this, whenever you are questioned about the morality
particularly darker point of view. or ethics of your actions, attempt to sate their anger or
Learn to disguise your self and your actions. This can disgust by using logic to explain that the ends justify
be as simple as staying away from the stereotypical the means. The more submissive members may not
fashions and attitudes associated with evil people. like it, but they will usually use it as an excuse to let you
Nothing screams “I’m evil!” more than wearing a mask, get away with it rather than start a big confrontation.
lots of black garments or using harsh tones and venom- You can also use lies and deception to mask dark acts
dripping words with every NPC you meet. You don’t need with “good” intentions. Again they might not like your
to flaunt your dark side, although some characters live methods, but as long as they are not grossly unethical,
to do just that. Subtlety in word and action can keep the many characters will let things slide.
paladin in the group from coming down hard on you. When all is said and done you need your adventuring
Most morally questionable deeds can be accomplished party as much, if not more, as they need you. Keeping
in secret, in the shadows or just behind the backs of the peace within the group is ultimately to your
the “good guys”. Making sure they are preoccupied with advantage. That’s not to say you can’t have your fun, but
something else and too busy to take notice of what you at least by making the “good guys” think that they have
are doing is a standard technique. your number, everyone benefits. Besides, what they don’t
Of course, magic can and usually does play a large part know won’t hurt you.

 
Playing the Darker Role
Sins and Crimes target does not know who you are either, lest they reveal
The following section discusses some of the finer points you through speak with dead, sensitivity to psychic
of transgressions and misdeeds commonly committed by impressions and like spells. The fewer the people (live or
dead) who know it was you the safer you are.
antagonists, villains, monsters and evil characters.
Two things that are a must to have when committing a
murder are an airtight alibi and no discernable motive.
Hostage Taking/Kidnapping: The holding of someone
With these priceless treasures you can get away with
against his or her will can be a very useful tactic.
almost anything. It would also be advantageous to point
Whether for profit, protection, revenge or just to bait your
the investigators in the wrong direction. Because of the
adversary, a hostage is a compelling motive for your
use of divination spells for high priority crimes, framing
enemies to obey your wishes. But this tactic can be a
a dupe for your crime is a must. Use someone else’s
chancy operation at best. So if your going to make the
weapon to slay your target. This will quite often leave a
attempt, you had better do it right.
magical “blood trail” right to your patsy’s doorstep.
First off, choose your target carefully. This means that
you need to know your opponent’s mind-set, personality
Theft: Simply taking that which you desire from those
and desires. Ask yourself who do they love or feel an
that cannot defend themselves has been the law of the
obligation to protect. Are they willing to exchange that
jungle since time began. However, in the urban jungle
which you desire for the freedom and safety of this
the laws have changed, at least for most. With the
target? If you do not know your intended victim(s) on
development of civilization and commerce you are now
a personal level but you do know their general beliefs
expected to earn credit/currency and pay for what you
and sense of justice or honor, you can still choose a
need. But for many this is just not an option.
target that your victim’s will react to. When dealing with
Some steal for profit. They take what they want and
most Goodly types your target’s profile should usually
need. And if they need nothing for the time being, they
be a young, innocent looking, attractive female. If she is
take valuables that can be fenced for currency. Fencing
known to be a virgin, then all the better. Use your victim’s
is always the way to go here. Sure you get less than half
relatives and friends if at all possible. If not, sometimes
of what the stuff is actually worth, but at least you are
an innocent bystander will work just fine, especially when
free and clear of the items with no worries. The problem
taking a hostage on the fly.
with keeping your spoils is in the using or wearing of an
Executing the operation to a successful completion
item and the risk of being caught by the item’s former
takes lots of patience and extensive planning. Where
owner.
and how are you going to hold the target for the duration
Some individuals steal for the sheer thrill of the task.
of the operation? Where will the exchange take place?
They care not for the items themselves and often discard
What trickery can you expect from your victim(s)? How
them elsewhere or hide them away in a private trophy
are you going to get away once it all plays out? The
room or vault to admire at a later date. This is by far the
answers to all these questions and more need to be
most foolish and ill-conceived reason to commit thievery.
thoroughly examined before you even consider taking the
Still, some just can’t help themselves. But holding onto
first step. Divination spells and Gather Information skill
these items is folly because eventually someone can and
checks can bring you much needed insight. Offensively,
will track it down. Besides leaving incriminating evidence
there are many useful spells and/or the clever spreading
lying about, even if well hid, is just plain ludicrous.
of misinformation can keep your pursuers off your trail
Still others steal out of a sense of revenge or
until it’s far too late.
retribution. This is always a loosing proposition because
more times than not the thief wishes for her victim to
Murder: The taking of another’s life is a transgression
know whom it was that dared to pilfer their belongings.
that most civilized societies frown upon. But regardless
So once the thirst for revenge is sated she must make
of the moral implications, murder can be a very useful
her escape, never to be heard from again. Unfortunately
tool. Assassins kill for profit, vigilantes kill out of a sense
this is very hard to do. Bounty hunters and trackers of
of revenge or retribution, some kill only in defense,
all kinds come out of the woodwork looking for the thief.
still others kill for the sheer enjoyment of the act. For
She must do all she can to change her identity, both in
whatever reason, if you’re going to commit murder you
name and persona as well. Spending some of that ill-
had better prepare for the consequences of your actions.
gotten wealth for the services of a wizard, preferably a
How can you commit murder and avoid the
guild mage, to permanently alter her form can prevent
consequences? The first rule of thumb is never to leave
her untimely unmasking.
any witnesses. If you can’t be identified, you can’t be
Blackmail/Extortion: The most civil of crimes,
charged. In fantasy worlds this also means shielding your
blackmail, also known as extortion, is simply the
identity from divinations as well. And be sure that your


Darkwalkers
exchange of information for currency or something of
particular value. Oh yeah, and the promise never to
reveal the information to anyone else. So, as you can
see the art and function of blackmail is dependant
upon trust, a commodity that usually runs in short
supply in the shadowy underworld. Bluff, Diplomacy,
Gather Information, Intimidate and Sense Motive are
essential skills to master if you wish to be a successful
blackmailer. Extortion can take many forms with
the most common being the ransom of an object in
exchange for goods or money. However, there really is
no limit as to what can be used for blackmail purposes.
Perhaps a certain noble has a mistress he visits
regularly. This information can be useful for anyone
looking to advance themselves within the halls of
politics. The acquisition of a particular object, say a
family heirloom, can lead to riches if the family is willing
to pay the price. The potential for ideas is truly limitless,
especially when you look to real life news events, movies
or television for inspiration.
In a fantasy world, magical items such as scrying
mirrors, crystal balls and divination spells can make the
gathering of secrets an easy job. Unfortunately this also
means that a number of other spells and magic items impress upon them that this behavior is an absolute
can shield your target from your watchful eye. Your first must and that if they do not keep up the charade they
and best option is to do it the old fashioned way. Spies will surely pay for it when in more private surroundings.
and bribes work wonders for gathering information. The Slavery as a profession can be quite a profitable
truly devious will blackmail certain key people in order to venture. Cities are full of loners, beggars, prostitutes and
gather information on even more powerful and influential such. All of these are ripe for the picking to add to your
persons, thus creating a pyramid of informants. inventory. The smartest way to go is to spot a potential
Even if blackmailing is not a career you wish to explore, mark and study them for a day or so. Make sure that
the art itself can still be of some limited use. Keeping they don’t have a strong connection to anyone that will
a constant eye on key individuals around you can miss them. Be wary of adventurers. Although loners by
sometimes prove fruitful. Adventurers are notorious for nature they have a tendency to be slightly more resistant
bending the local laws now and then, when the need to capture and often possess some magic that can make
arises. Never forget who did what, when and where. their abduction rather difficult. Not to mention a party
Information is a very powerful tool in the right hands. of adventurers will usually come looking for them and
Keep a small log of transgressions. That little book could that always means trouble. But all in all, if you have a
prove to be extremely valuable someday. relatively quick turnover, dealing in the slave market
can be a quick and simple (though not necessarily
Slavery: While slavery may not be illegal in all civilized the easiest) way to make some coin at the expense of
areas or even considered a sin in some cultures, others.
humanity at large does considerate it an evil practice. Of course there are many other crimes that we
Subjugating others and revoking another’s basic have not covered, but the idea is that you should use
freedoms is a practice usually looked down upon by good your head when committing these crimes. Planning,
aligned individuals or nations. preparation, timing and flawless execution are all
If you wish to keep slaves but don’t want to deal with required to pull it off without a hitch. Think it through and
those uppity goody-goodies, then keeping them at home, if in doubt, don’t do it. And always have a plan B, a plan
and out of sight, is the way to go. But if you just have to C and a plan D. As long as you can get away, you can live
bring them along on your travels then discretion is the to break the law another day.
key. When in the presence of others refrain from treating
them as slaves. Both you and your slaves need to put Gaining the Upper Hand
up a front and pretend that they are your paid servants, Below are a number of suggestions for using the
bodyguards and/or hirelings. Of course you need to natural gifts that the different races benefit from in more


Playing the Darker Role
effective (if not impious) ways. One important thing to you happen to be immune to poisons, then poisoning
remember is that anytime your own senses or abilities everyone’s food or drink (including your own) with a toxic
allow you to perceive something that others around agent is a clever way to gain the upper hand. And since
you cannot is valuable information. Withholding that your own food was tainted as well, you will most likely not
information can benefit you in a number of ways. Noting become suspect.
a secret passage can lead you to undiscovered treasures Resistances: Being able to shrug off injuries inflicted
or simply an escape route that the others may not by certain types of energy has definite advantages,
benefit from. Seeing a threat in the distance or sensing especially if you are a rogue. Having Electrical Resistance
the presence of poison can allow you to avoid these 5 means you will likely avoid most of the effects of trap
dangers while you steer your enemies or rivals straight spell that deliver a mild electrical shock or at least only
into it. So keeping up covert communications with your come away with burnt fingers instead of winding up dead
GM is a must. from electrocution. Acid resistance lets you freely touch
Low-light vision: While working under the cover of a an object that is laced with acid without harm with the
moonlit night is almost always advantageous, the hours next individual not being as fortunate. A noble fearful of
of dusk and dawn are particularly good for devious work being poisoned may insist that you drink from the acid
because most “normal” sighted races have a difficult laced goblet first only to be shocked when he succumbs
time adjusting to the changing lighting conditions. to the acid while you stand there and happily watch him
Often they misjudge the limits of their vision and tend die.
to believe that their senses reach farther than they Size: Some races are considerably shorter, if not all
actually do. This false assumption can be exploited when together smaller, than most of the average humanoid
spying from just within your range of vision and therefore races. While many may consider this as a hindrance or
beyond the limit of their own. This same tactic can be a handicap, if you are clever you can use your size as
used when attacking with long-range weapons or spells. an advantage. Using openings that are too restrictive
Darkvision: Using magical or mundane methods of for average folks can make for great escape routes that
extinguishing external light sources can effectively blind allow you to flee without the fear of pursuit. Slipping
your “normal” sighted foes while leaving you unaffected. into a large sack or box can allow you to hitch a ride and
Anytime you can successfully leave your adversaries enter or exit from well-guarded areas. A personal favorite
sightless using the natural environment, in lieu of is the setting of traps, such as scythe blades or triggered
directly affecting them is preferable. This nullifies the crossbows, in advance that only affect those that are
effectiveness of your opponent’s defenses (i.e. spell 4 ft. high or taller, allowing you pass under the danger
resistance, magic items, spells, etc.) in regards to being unaffected.
blinded and increases the likelihood that your attempt Scent: Often over looked is the variant rule that allows
will be successful. What they can’t see can hurt them. half-orcs and gnomes (and some of the wilder humanoid
Fast Healing/Regeneration: The advantages are races) to gain the scent ability as a feat. This can be a
obvious for this ability. The fact that you heal faster than great (and unexpected) advantage that you and only you
others means you can recover from your wounds more need benefit from. Knowing that potential enemies are
quickly than others. It also means that injuries that are near can not only keep you from being caught flat-footed
life threatening to most others are survivable to you. This but it can allow you to prepare for combat, seek out the
is very handy if you are being pursued and find you must nearest escape route or hiding place, or even direct a
leap from a building or off a cliff into the water below to rival party member into the face of danger. Scent also
safety. Another benefit of fast healing and regeneration grants you a great advantage when trying to sniff out
is your ability to make it look as though you have come someone in disguise, discovering an illusion or tracking
back from the dead. Coming back to extract revenge an enemy.
upon a rogue or assassin who just put a dagger deep in Spell-like Abilities: Some races, most notably
your back (and anyone who may have hired him) can be gnomes, are known to have innate spell casting abilities.
a delicious role-play opportunity. Clever use of even the lowliest spells can give you an
Immunities: If you are immune to a particular effect advantage, especially if you are perceived as a character
you can always find situations where you can affect class that cannot or does not normally weave magic.
those around you without worry of affecting yourself. Dancing lights or ghost sound spells can make for great
For instance, if you are an elf and half-elf you are distractions when trying to commit a crime or sneak
immune to sleep spells and spell-like abilities and you passed someone. Prestidigitation can help you pick a
can proactively use this to your advantage. Casting a pocket, light a fuse to a Greek fire cocktail or mask the
sleep spell with yourself at its center can quickly reduce taste of the poison you just added to a rival’s ale. The
the number of effective opponents around you. Or if application of minor spell effects is limited only by your


Darkwalkers
cunning and shrewd imagination.
Whether by the will of the gods, genetics or just dumb
luck, Mother Nature has blessed you and your kind
with gifts that allow you to do things that many of those
around you cannot. It is only right that you use these
gifts to your advantage, improving your chances for
survival in a harsh and dangerous world. The morals
and ethics forced upon you by those around you should
not stand in the way of your own proliferation. After all,
the beasts of the wild don’t restrict the use of their own
natural weapons or abilities and neither should you.


Chapter Two
The Very Nature of Evil

“It is a common belief that only the drow follow the path of darkness. Those are the beliefs of the inno-
cent and naïve. Evil makes no distinction according to race. It is an individual choice, nothing more.”
– Shi’Kahr Darkstarr, Lord of Tonaga
It is popular belief that humanity, and this includes the Justice, mercy, kindness, concern and love. These
demi-races as well, is at heart generally good-natured, concepts require the thought of and feelings for the well-
or neutral at the very least. So, why is it that dark and being of others and are reverently embraced by the good
powerful forces seem to constantly rise up and threaten and the virtuous. But to the self-important egos of the
to overcome humanity? How can these malevolent evil these concepts mean nothing. Indeed, the vile find
forces gain such power and influence in a world that them to be a weakness and will jump at the chance to
is fundamentally good? In other words, what is it that exploit them whenever possible.
makes Evil so strong? But that is the nature of evil. It relentlessly feeds upon
To understand the power of evil you must first anything in its path. Always growing, gaining power and
understand from where and how it is conceived and constantly thirsting for more. This is the driving force that
born. Evil comes from one very basic premise; that the makes evil the one thing that threatens to devour the
benefit of the individual is paramount and anything world.
else is of little or no concern in the grand scheme of
things. From this humble seed springs a darkness that Evil Piety
threatens to engulf the world. The concept of Piety and favor points was introduced
For evil to grow and fester it needs a place of safety in the The Pantheon and Pagan Faiths sourcebook by
that hides it from the good-natured world around it. If it Mystic Eye Games and is a wonderful alternative to the
should be discovered prematurely the light of the world standard powers and abilities of clerics and paladins.
would crush it well before it had a chance to thrive. However that system is geared more toward the good
But evil can conceal itself deep within a castle, a cave, and neutral aligned faiths and doesn’t fully take into
the mind of an adult or in the heart of a child. There account the needs of evil clerics and their dark gods.
it patiently waits, cloaking itself from detection and The following are the standard Piety rules revised with
gathering its strength. Only after it has grown strong additional rules for those that follow the more sinister
does it blossom and take its place in the world. deities.
Through that strength evil gathers more wickedness
to it, feeding itself and gaining even more power. The Piety
strong dominate the weak and enslave it in one form or
another. It forces the weak-willed to serve it, caring not Piety is a system for modifying the religious classes to
for those that fall in its service, but only for its own vile more accurately reflect their role in Gothos. It is used
glory. to help players roleplay in a world full of religious strife.
Evil adheres to no set of rules or guidelines, save its While it can be incorporated into any campaign, piety is
own. It doesn’t play fair, it abhors a level playing field and designed to represent the intense scrutiny, judgment and
it is willing to do whatever it takes to triumph, regardless competition of the gods in Gothos. Religion is no longer
of the cost to others. It holds no moral or ethical a class benefit: it is a way of life and death. While any
standards to shape its behavior, as these are far too character can have piety, only devout divine spellcasters
restrictive when striving to flourish. Deception, betrayal can unlock its full potential.
and the sacrificing of others are all basic tools used to The piety system supercedes the standard command/
achieve and to conquer. rebuke undead ability for clerics, unholy warriors and

 
Darkwalkers
blackguards. GMs should be aware that this will make
command/rebuke undead a more majestic, awesome Heretics
power—a pure display of unholy might. It will also make
command/rebuke less frequent and undead more A heretic is one who has incurred so much disfavor that
potent. Feats that rely on command/rebuke undead he or she is seen as an enemy of the god. Blackguards of
attempts to power them will likewise be lessened in the same faith hunt heretics, as their deaths bring favor
power. to the slayer. A character will remain a heretic until his
deeds are atoned for and the negative favor is raised to 0.
Favor Negative favor, lost when converting to a new religion,
does not prevent the heretic from being hunted. Killing or
Piety is measured in points, called favor. Favor is injuring a heretic is not considered heresy for determining
earned through promoting the ideals of the character’s favor.
chosen god and suppressing the opposition. It is lost Example: Mandor, an 8th-level cleric of Chargrond
through acts of heresy, and used up by special powers. the Destroyer with 2 points of favor, betrays his
A character can only gain favor from one god at a time. order. He commits many acts of heresy before
If he switches allegiance to a different god, he loses professing devotion to his new god, Whisper. The
all existing favor. A character cannot gain favor from a GM awards Mandor 25 points of negative favor for
god until he has worshiped that god for one year. If the his betrayal. Although Mandor’s favor is reduced
character returns to his previous faith, he retains any to 0 for his conversion, the stigma of the negative
negative favor. Positive favor is lost. Characters who are favor (-23) will continue to make him a target
not beholden to a god cannot gain favor. for Chargrond’s blackguards seeking glory in
When a character has positive favor, he can use the retribution. This hunt will continue until Mandor is
points to evoke the power of the god for personal use. slain (and stays dead) or he atones to his old god.
A character with 0 or less favor cannot activate these For convenience, assume a denomination will task one
powers. level of blackguard(s) for every point of negative favor a
heretic has. This may be one or multiple blackguards and
Negative Favor clerics as the Game Master sees fit.
Negative favor is a dangerous state where the
character has incurred the wrath of his or her god. It Detecting Heretics
occurs through heretical deeds or religious failings.
A blackguard may use his detect good ability to detect
If the afflicted character is a cleric, unholy warrior or
negative favor. The power automatically detects the
blackguard, he loses his unholy powers. Clerics and
presence of heretics. The cleric spell detect evil/good/
unholy warriors lose domain powers while blackguards
law/chaos operates in the same fashion.
lose their smite good ability. In addition, for every point
of negative favor, a spellcaster is treated as though he
were two levels lower for determining spells per day
Atonement
and caster level. For example, a fifth level cleric with Removing the penalties of negative favor may, at
–2 points of favor gains and casts spells as a 1st level the GM’s choice, require an atonement spell or other
cleric. The penalties occur immediately upon attaining restitution. If you use this, a character cannot gain
negative favor. positive favor or regain divine abilities until he has
In addition, a character with negative favor may completed his atonement.
become the target of divine vengeance. If a character’s
negative favor equals or exceeds his total combined
levels in cleric and/or blackguard, he becomes a
heretic (see sidebar). acts and the use of special powers. Any character
An act of piety, which knowingly benefits an opposing changing their religion immediately has his favor raised
god, will grant twice that act’s value in negative piety or lowered to 0.
to the offender. It is not possible to commit acts of Unless otherwise noted, starting characters have a
“negative heresy.” This functions only as a penalty. favor of 0. Clerics, unholy warriors and blackguards
have a higher number, earned through their ordination
Gaining and Losing Favor ceremony. Any other class that can command/rebuke
Characters gain and lose favor depending on their undead gets a number of favor equal to the number of
actions in the game. Favor is gained through pious acts times per day they could normally command/rebuke
devoted to their god. Characters have a maximum favor undead. Maximum piety for such classes is increased
capacity (see below). Favor is reduced through impious

The Very Nature of Evil
by one for each command/rebuke
Table 2-1: Maximum Favor attempt as well.
Druids, warlocks, magicians,
Blackguard/Unholy shamans and rangers do not gain
Level Cleric Max Standard Max Pious
Warrior Max piety for free at first level. This is
1 4+Cha Mod 1+Cha Mod 1 1
because the pagan gods and those
who emulate them are fading from
2 5+Cha Mod 2+Cha Mod 1 2
power and/or parsimonious with
3 6+Cha Mod 3+Cha Mod 2 3 their blessings.
4 7+Cha Mod 7+Cha Mod 2 4 Characters can gain additional
5 8+Cha Mod 8+Cha Mod 3 5 favor (and increase their maximum)
6 9+Cha Mod 9+Cha Mod 3 6 by taking the Extra Turning and
7 10+Cha Mod 10+Cha Mod 4 7 Pious feats.
8 11+Cha Mod 11+Cha Mod 4 8
9 12+Cha Mod 12+Cha Mod 5 9
Starting Favor
10 13+Cha Mod 13+Cha Mod 5 10 Cleric: 3 + Charisma modifier
Blackguard: 1 (Gain 3 +
11 14+Cha Mod 14+Cha Mod 6 11
Charisma modifier at 4th level)
12 15+Cha Mod 15+Cha Mod 6 12
Unholy Warrior: 1 (Gain 3 +
13 16+Cha Mod 16+Cha Mod 7 13 Charisma modifier at 4th level)
14 17+Cha Mod 17+Cha Mod 7 14 All others: 0
15 18+Cha Mod 18+Cha Mod 8 15
16 19+Cha Mod 19+Cha Mod 8 16
17 20+Cha Mod 20+Cha Mod 9 17
18 21+Cha Mod 21+Cha Mod 9 18
19 22+Cha Mod 22+Cha Mod 10 19
20 23+Cha Mod 23+Cha Mod 10 20

Pious Actions Favor Points


Favor can be gained and lost through the following actions:
Pray for an hour each day. Piety check DC 20• 1 for every 5 consecutive days
Pray for an hour each day at a sacred site. Piety check DC 25• 1
Pray and meditate for 24 hours at a sacred site 1
Per 10% of monthly income given to deity♦ 1
Destroy/Desecrate a good aligned shrine (cleric specific) +1d6
Destroy/Desecrate a good aligned temple (cleric specific) +2d6
Use Blight Magic to ruin a good or neutral aligned sacred place. +1d4
Sacrifice (i.e. Blood Magic) a good-aligned creature +1d2
Raise a rank in the church hierarchy +1
Found/rebuild shrine 1d6
Found/rebuild temple 2d6
Kill cleric of opposing religion 1
Kill cleric of opposing religion (blackguard only) 1/ 2 levels of cleric
Kill holy warrior of opposing religion 1
Kill holy warrior of opposing deity (blackguard only) 1/ 4 levels of warrior
Kill heretic 1
Kill heretic (blackguard only) 1/4 points negative favor
Succeed in an unholy quest 1d4
Anointment of another 1
Anointment of another (cleric only) see below


Darkwalkers
Dark Alternatives to Standard Heretical - Destabilize a wounded enemy. Charisma check (DC 15
Actions plus negative HP plus 1 per 10 ft. of distance between
The following are standard heretical actions, some may you and the character).
either not apply to evil characters or have been slightly - Grant a morale bonus to a single skill check. The DC is
adjusted for worshippers of evil gods, depending on the determined by the degree of aid. Roll a Charisma check
nature of the god. For some dark gods acts of betrayal, (DC 10) for a +5 to the roll. For every additional plus,
deception or murder to improve one’s own advancement increase the DC by five. A maximum of +15 is allowed in
may actually deserve the reward of piety (favor points). If this manner.
the god in question does not encourage such acts then - Re-roll any die roll made by an ally. Unlike other options,
the following actions should still be considered heretical this may be done immediately as a free action. It costs
in nature and should incur the standard penalties. two (2) favor. To succeed, roll a Charisma check (DC 18)
or (DC 22 if the roll was a natural 1). The second roll
must be accepted. A die roll
Standard Heretical Actions can only be changed once,
Favor Points
regardless of how many
Neglect daily prayer (cleric/blackguard only) -1 people try.
Destroy deity’s shrine –1d6+6 - Invoke the aid of a saint
Destroy deity’s temple –2d10+10 or equivalent being of
Further the cause of an opposing deity variable power (must be of the same
Injure cleric of own Deity* probably none pantheon).
- Invoke a loan of power
Injure cleric of own Deity -1
from a sophist (must be a
Kill cleric of own Deity* +2/level of cleric
follower of an outcast god or
Kill cleric of own Deity –1/2 levels of cleric Ithganin).
Destroy Priest of own Deity Shrine* +3 In game terms, a character
Destroy Priest of own Deity Temple* +5 spends favor to perform
Conceal Faith** +1 extraordinary actions. Failed
Conceal Faith*** -1
checks still use the favor
point(s). Invoking piety
Denies Faith** none
is a standard action and
Deny Faith*** -3 does not provoke an attack
Other Modifiers of opportunity. Only one
Gain a level in cleric 1 attempt per round may be
Take the Pious feat 3 or 6 made. Unless otherwise
indicated, each attempt
Take the Extra Turning feat 4
expends one point of favor.
Take a True Path feat 1 Invoking piety to aid a target
♦ The DC is reduced by 1 for every extra hour of prayer per day to a maximum of the character’s level in reduction. of an allied faith but not a
• This is in addition to any mandatory tithing. Income should be averaged for the year to offset donations during “lean months”. follower of the same god
* If the act advances the character’s position in the church
** Only if the god embraces deception as a necessary tool of its worshippers costs no additional favor but
*** Concealing faith includes hiding religious heraldry to avoid detection. Denying faith is actively refuting involvement in your religion. adds +2 to the DC. Aiding
someone of an unallied faith
Powers of Piety costs an additional point of piety. Invoking piety to aid a
By entreating his or her god, a character can perform person with an opposing alignment costs an additional
acts of superhuman ability. These actions are granted as point for each opposition (good/evil or law/chaos). These
a reward for loyal service to the gods: costs stack.
- Command /Rebuke undead (if the character already
possesses this ability, she is granted Extra Turning as a
bonus feat).
- Power any other feat that is powered through
command/rebuke undead attempts.
- Stabilize the character or a companion. Charisma check
(DC 10 plus negative HP plus 1 per 10 ft. of distance
between you and the character).

10
The Very Nature of Evil

You Can’t Take It With You?


Normally, a character’s piety cannot be transferred to a new character. However,
the Game Master may want to allow a player to spend favor from a dead character
to improve the abilities of a new character. If this is allowed, the player can make
the following adjustments:
- Increase an ability score (8 favor per point raised).
- Increase hit points (4 favor per hit point) – this may not exceed the maximum
based on Hit Dice and Constitution.
- 2d10x10 gp extra money (1 favor)
- Start the game with additional favor (2 favor per point gained)

11
Chapter Three
Evil Core Classes
“Evil clerics are full of passion, just like their good counterparts. Where they excel is motivating the Centurions. My
favorite spies, however, are the bards. They can travel almost anywhere and be my eyes and ears. All for a mere few
coins.” – Shi’Kahr Darkstarr, Lord of Tonaga

The explanation of core character classes (from both pillage, it is dispatched quickly and usually with malice.
standard core rules and The Hunt: Rise of Evil) highlights Evil barbarians are not concerned with the civil rights
how their class abilities are useful for more noble of others, nor do they care about future ramifications of
causes rather than more dark and sinister purposes. their actions. They live for the moment and they relish it
The following is an in-depth look at each class and how with great zest.
their abilities may be suited for more evil purposes and
intents. Bard
Bards are the true masters of manipulation. Using
Barbarian their abilities and skills, they capture and hold rapt an
The ferocity and toughness of the barbarian fits in with audience’s attention; relishing the power their voice
the profile of an evil warrior. A common misconception holds. Evil bards use these powers for self-gain, so they
concerning this class is one of stupidity and dullness. may improve upon their lot in life. Manipulation is a
Nothing can be further from the truth. Barbarians are game that evil bards play quite seriously and they play it
cunning and often use the belief of stupidity to gain the to win.
upper hand in a confrontation. Evil players of this class The bardic ability to inspire courage, competence,
may choose to pass themselves off as dullards and not greatness or heroic is all perfectly suited for evil intent.
exceptionally bright, only to take their foes by surprise. Using these abilities, the bard persuades his target into
The ability to rage is the barbarian’s most powerful “providing” him with something of value, whether it is
ability and an evil barbarian easily shows why many fear something tangible or not. Information is a powerful
his ire. The increased strength and fury accompanied tool in the hands of an evil bard, more so than physical
by that rage feeds right into the chaotic tendencies objects. He can use it to open all manner of doors for
commonly associated with barbarians. Evil barbarians himself, often lining his pockets with gold as he goes.
will use this stereotype to their advantage and attempt to Evil bards excel at the art of extortion. Bards, by their
intimidate their foes (usually successfully) into making a very nature, seek knowledge of all kinds. Evil bards will
rash move or critical mistake that provides the barbarian use the knowledge they acquire for self-gain before it
with an opportunity to strike hard and fast, crippling or is ever used for the benefit of others. Their charismatic
dispensing with the opponent in short order. ways and skills allow them access to many secrets,
The stereotype of the barbarian is also suitable for whether it comes from the bored wife of a noble who
evil players. Barbarians are often thought of as wild, yearns for more excitement in her life or the innkeeper
quick-tempered men who are constantly on the verge of who is down on his luck because of a gambling debt.
losing control and leaving a path of destruction in their Before long, they all fall prey to the evil bard and will
wake. They play hard, brawl, drink, and live to tell the do what he asks of them, whatever the price. Charisma
tales of their exploits and conquests. Nothing is more is a bard’s primary ability and he will wield it with the
satisfying to an evil barbarian than devastating their foes precision of a marksman, finding the vital center of his
and relishing in the spoils gained from the rape, pillage target and then exploiting it for maximum benefit.
and plunder of the people and properties that once Bards are also masters of disinformation and spreading
belonged to those foes. If resistance is met during this gossip, rumors and lies. A whisper here and there about

12 12
Evil Core Classes
a particularly prominent individual can quickly evolve Why not simply drum up a few skeletons or zombies?
into a life of its own with occasional prompts by the bard, Likewise, control of an incorporeal creature can be a
possibly ruining that person’s reputation (or even his valuable asset for looking through locked doors and even
life) within the village. Using his Perform skill, a bard may eliminating the orcs or goblins that wait on the other
frame a person for a heinous crime, or even convince side. Did the foes you just fought decimate your undead
an entire town they are about to attacked by marauding minions? Just raise those very enemies that your party
orcs and that they should hire him and his party for killed and add them to your personal entourage.
protection.
An evil bard will also use his bardic music ability to Druid
alter the mood of his audience. A crowd may become The picture of a stereotypical druid is one that
entranced by his ballad that tells of great deeds and has been painted with neutral colors. Druids are
greater betrayals. He may even modify the story so that often portrayed as seeking balance with nature and
the audience becomes hostile toward specific races or maintaining an air of neutrality. Evil druids can easily
individuals. Many a half-orc or other bastard race has be portrayed as one who embraces the darker, more
been found dangling from the end of a rope, victim of violent side of nature. He sees the presence of evil and
an enraged crowd thanks to the behind-the-scenes malevolent creatures as a part of nature’s own system
machinations of the bard. of checks and balances used to keep populations
from expanding two quickly and using up the natural
Centurions resources.
Centurions, while generally lawful in alignment, An evil druid looks upon humans as a blight because
all share one thing in common, their devotion to the they expand so rapidly and tend not to respect the order
Romanus Empire. Those who are evil in nature still of nature. To him, they are like an illness or virus that
possess a rigid code of personal honor and beliefs. must be isolated and eradicated before they overrun the
In their minds, actions that are normally considered entire world. Even the elder races are subjected to an
reprehensible are sanctioned if they “serve the greater evil druid’s wrath when they intentionally seek out and
good of Romanus.” For example, an evil-aligned eradicate the nearby evil influences such as a small tribe
centurion may determine within himself that thievery of orcs or even a family of owlbears.
is unacceptable under any circumstance and anyone
caught in the act should be summarily executed right Fighter
there and then. His justification for this is that theft Fighters make up a class that has no alignment
represents the ultimate rebellion against the codes restrictions. Their sole purpose is to serve as combat
of law. Therefore, if he would happen to witness a machines. When you boil a fighter down to his basic
street waif or homeless beggar steal food from a street essence, there is very little that separates a good
merchant, he would think nothing of drawing his weapon fighter from an evil one. It all has to do with his moral
and striking the offender with a fatal blow. convictions and beliefs regarding what is right and what
The lawful nature of a centurion serves to keep his is not.
evil tendencies in check. All centurions, regardless of Evil fighters aren’t above using trickery or deceit
alignment, have a personal code of honor and ethics to gain an advantage, especially during combat. The
that defines them for what they are. Many evil centurions number one goal of an evil fighter is survival, namely his
secretly serve the religious council that controls the rule own. Even lawful evil fighters will have self-preservation
of law in Romanus. ranking very high on their list of priorities. Gaining the
advantage or upper hand in a combat situation is vital to
Cleric them, increasing the chances of survival. Unlike a lawful
Clerics represent one of the easier classes to play good fighter, self-sacrifice is not usually a consideration
using evil intent. Devotion to a dark god or infernal in the minds of a lawful evil fighter. What purpose does
creature opens many potential doors. Not only does dying serve so that another may live? A quick wit and
worship of an evil power often grant the cleric special good sword are essential to an evil fighter’s long and
powers and abilities, but the fact that the character is a continuing life.
cleric makes him suited to converting the innocent into
worshippers. Merchant
Evil clerics have advantages that good clerics do Merchants come in all shapes, sizes and personalities.
not in that they can command the undead rather than They may be sellers of simple goods or run guilds that
destroying them. Need some extra bodies to bolster supply whole cities with vital resources. An evil merchant
the group’s defenses or to use as cannon fodder? may take any form. She could be a shopkeeper who
13
Darkwalkers
secretly fences stolen property or a traveling merchant causes that are right and just.
that smuggles illegal goods or substances from city to The choice of deity is critical for a person who wants
city. This type of merchant will always be looking for to play an “evil” paladin. While the character cannot
opportunities to increase her wealth but yet have her worship a deity that is clearly of evil alignment, he can
personal safety and well being in mind. There is no choose one that emphasizes law or neutrality. Barticus,
such thing as a “rash” business decision when an evil for example, is a god that focuses on law, protection
merchant is involved. Every move is carefully thought out and strength with a lawful neutral alignment. A paladin
and planned before committing to a course of action. To of Barticus could choose to champion the cause of an
the merchant, life represents the ultimate chess game. oppressed race or group. He could be trying to change
the way half-orcs are persecuted in Mirak, dispensing
Monk justice to those who would harm innocent half-orcs.
The monk is another class that is usually portrayed in a Paladins are instruments of divine will and instruction.
positive or neutral light. Monks seek inner enlightenment They are close to their patron and will embrace
in an attempt to reach perfection of self. Some monks the divine instruction they receive with a passion
are not concerned with the path taken to reach that unparalleled by anything else. Serving their deity is first
goal. Perfection is obtained through force of will and the and foremost in their mind. This devotion is exactly
attainment of specific goals. If something or someone the tool needed to be “evil” and good. Paladins are
stands in the way of those goals, the monk will choose always at the center of conflict in one way or another. By
to go through the obstacle rather than around it. An evil capitalizing on this conflict, “evil” players can establish
monk will contemplate the barrier and whether it blocks themselves as paragons of virtue yet sew the seeds of
his path to perfection. If it does, the barrier will crumble chaos within a group or even a whole nation.
under his hand. Being lawful good doesn’t automatically mean that
whatever you do is right and proper when viewed by
Paladin others. In the above example, the paladin would be
labeled a fugitive in Mirak and likely have a price upon
How can a class that has an alignment restriction of his head. Even though he is upholding the ideals of his
lawful good be played as an evil character? Most will god, he is breaking the law of Mirak. If by defending
answer that it cannot be done, that the tenants are a half-orc child he kills a Mirak soldier, he could find
contradictory. However, if one is clever and careful, it is himself wanted for murder yet still retain his paladinhood
possible. Remember, paladins tend to be champions of in the eyes of his deity.

14
Evil Core Classes
Ranger Shaman
Both good and evil aligned rangers share a connection Evil shamans use their connection to the spirit world
to the natural world. The difference between the two to gain knowledge that will give them the advantage
is how they use that connection. Many times the line over others. The spirit guide of an evil shaman will
between the two may be quite blurry. Both will protect always be evil in nature and demand much from the
that they deem valuable and both have sworn enemies. shaman. The type of guide and the domain it represents
The difference is that an evil ranger will kill without will define what the shaman needs to do in order to
conscience or second thought if he feels it is warranted. remain in his guide’s favor. Likewise, the domain also
He uses the elements and forces of nature for his determines the path of evil that the shaman tends to
own gain. An evil ranger will use the indigenous fauna follow. For instance, the coyote represents the spirit
to attack a settlement that encroaches too closely to domain Trickery. Shamans who have this guide will seek
his territory in an attempt to drive settlers away. He to acquire information that may be used as blackmail
may make pacts with other evil creatures and work to material or to sow dissent among others.
ensure that the forces of good do not gain a foothold in
his domain. The harmony of nature still influences his Sorcerer
actions, but his own motives ultimately dictate how he The innate ability to cast spells is a huge asset for
uses those influences. the evil sorcerer. Not needing to spend hours in spell
preparation gives her a huge tactical advantage against
Rogue her enemies. After all, she is not reliant upon spell books
Evil rogues come in many shapes, sizes and forms. that could potentially be destroyed or stolen. Everything
Playing an evil rogue can be the precursor to becoming she needs is already contained inside her head so there
an assassin or guildmaster. It can also mean that the is no need to become encumbered by carrying heavy
character is content spending his life as a common thief tomes about the countryside. Furthermore, the ability to
who preys on the witless and unsuspecting. Rogues are cast spontaneously means she can travel in cognito in
often considered to be of an unsavory nature by most, those lands where magic is frowned upon like Rylonia
so choosing an evil alignment isn’t too far from the base and Nord or where sorcerers are persecuted such as
assumption anyway. Kirkland.
A rogue’s class skills are well suited for evil players.
Balance, Climb, Escape Artist, Jump, Move Silently, and Warlock
Tumble are all useful skills for squeezing into areas Witches and warlocks who are evil use powerful blood
where a thief’s presence would not be welcome such as magics and curses against others for both personal gain
locked rooms where valuables may be kept. Bluff and and to please their respective deity. They are feared by
Diplomacy allow him to literally talk his way into or out of many and with good reason. Their spellcasting abilities
a precarious situation, such as convincing a guardsman are great (especially when joined in a group of 13) and
that he is innocent and the real thief just turned the their ability to invoke curses can quickly lead to the
corner. demise of one who has incurred their wrath and rage.
A character playing an evil warlock may seek to corrupt
Samurai the shining paladin or devout cleric she is traveling with.
All evil samurai are lawful in alignment. They exist to Or she may be on a quest for revenge against a family
serve their masters and are willing to give their life as a of nobles who have wronged her thus earning her most
part of that servitude. His fighting skills are perhaps the dangerous ability, a devastating curse.
most formidable of any of the warrior classes and his
discipline matched only by that of a monk’s. A samurai Wizard
may view that only those who exhibit honor on the Wizards are often the preferred class of choice for a
battlefield are worthy of a quick death. An opponent who majority of players wishing to have evil characters. There
is deemed to be without honor is wounded and crippled is something appealing in the knowledge that you can
by the samurai, and then left to die a slow and likely drop a fireball upon that paladin or group of villagers
painful death. Honor is everything to a samurai. It is his without dealing with a moral conscience. There are many
life and his passion. All other concerns and matters are spells and schools especially suited for evil spellcasters.
secondary to honor. Specialization in the Necromancy school may make
many good-aligned clerics look upon you with disgust
or worse while Evocation allows you to wield massively
powerful magic such as fireballs, walls constructed of

15
Darkwalkers
force, ice spells like cone of cold, or even call forth a Assassin
swarm of fiery meteors. One of the requirements to being an assassin is having
an evil alignment and rightfully so. Assassins exist to
Playing Prestige Classes kill people. Their death attack and poison use abilities
Prestige classes offer a great vehicle for evil characters. illustrate why other characters are cautious when dealing
Some classes, such as the assassin and blackguard with them. Those who reside in the world of Gothos will
require that the player be evil as a prerequisite. Others usually ally themselves with a guild or place themselves
have granted powers and abilities that may easily be in the service of a ruling noble who wants to be certain
utilized for evil intent but not with a specific alignment he has no competition. Assassin can be a lucrative
requirement. Each offers substantial opportunity for evil business as long as you’re careful not to lose your head
intent. or accept the impossible contract, such as killing Queen
Katherine IV of Gildor.
Arcane Archer
The deadly accuracy of the arcane archer gives an evil Beast Friend
character an uncanny edge in ranged combat. Why risk The lawful good alignment requirement of this
melee combat with a paladin when you can strike at class makes playing it as an evil character impossible
him with a phase arrow? The ability to imbue spells on unless you play upon the morality of a situation. See
an arrow makes them equally deadly when you consider the explanation for the paladin for more details and
that spells that normally require a touch attack can now suggestions on playing a character of this alignment
be used. An arcane archer that has imbued her arrow requirement.
with touch of idiocy can cripple an enemy spellcaster
from a distance. A wall of fire can suddenly halt the Blackguard
advancement of enemy troops who may not be equipped In many ways, the blackguard is considered an anti-
to withstand the heat and flames. Ithganin actively paladin, but there is much more to this class than just
recruits arcane archers to bolster their forces and an evil evil paladinhood. The presence of a fiendish servant
character may find herself rising through the ranks in no serves as a second set of eyes for the blackguard, both
time. protecting him and serving as a scout. His smite abilities
against good aligned creatures along with a sneak attack
Arcane Trickster bonus make for a particularly devastating combination
The arcane trickster relies on his stealth, mobility and against that cleric of Barticus. Blackguards are most
knowledge to create mischief and strife. What better prominent in Ithganin where they are not actively hunted.
class to cause havoc and evil than one where you can
slide into a situation undetected, make and action and Covenant to the Hunt
escape in the confusion afterwards? Being a naturally Devotion to Herander requires neutrality, but a
chaotic class, evil players may use the sneak attack character with evil ambitions can use that neutrality
abilities to sow the seeds of panic by striking at strategic to his advantage. Being neutral means intentionally
targets, usually political ones. Even though they are letting evil actions happen. It also means interfering
not openly embraced in any particular land, evil arcane with attempts by good aligned characters to prevent the
tricksters may be found traveling almost anywhere in actions of evil creatures. Under the guise of neutrality,
Gothos. a character may still follow the demands of his deity but
favor the forces of evil.
Archmage
The almost deific knowledge that an archmage Dragon Disciple
acquires is truly intimidating. This knowledge allows An evil dragon disciple is the result of a coupling
him to cast highly powerful magic that an evil player between a humanoid and an evil dragon. The draconic
will have no qualms about using on others, whether blood is awakened and initiates biological and magical
they are deserving or not. Most evil archmages serve changes within the recipient. An evil dragon disciple
the powerful lords and rulers in Ithganin, although it is views himself as superior to all other non-draconic
certainly not unusual in that the archmage is actually the lifeforms, especially the humanoid half of his heritage.
true power behind the throne and rules through a puppet He will seek out the means to form a base of power
king. The archmage’s ability to use arcane fire against in order to fully realize his potential and become one
one who has earned his wrath often leaves nothing but a with is draconic heritage. Quite often a dragon disciple
corpse in his wake, if even that. is mistaken for a demon or devil by commoners and

16
Evil Core Classes
persecuted. This only spurs him for vengeance against Ministry and order them to render assistance. Outside of
those who would vilify him and try to drive him away. As Mirak, their sneak attack ability makes them a forced to
a result, he often takes his fury out on those who would be feared in surprise encounters.
bring him to harm, terrorizing them and making them
beg for their lives. Dragon disciples are very uncommon Eldritch Knight
in Gothos, but those evil ones that do exist tend to An evil eldritch knight uses the marriage of martial
gravitate to Ithganin where persecution isn’t as strong or prowess with spells to become a very unpredictable
vengeful for these winged humanoids. opponent. The ability to cast devastating spells to
weaken a foe or disrupt an army’s advance makes them
Duelist invaluable to have on an evil lord’s payroll. Ignathin
A duelists is essentially the overland version of lords often employ eldritch knights to serve as unit
the swashbuckler. She uses her grace, dexterity and commanders for their forces.
nimbleness to make carefully measured and precise
attacks against an opponent. Evil duelists operate Furies of Destruction
much like rogues, looking for personal gain and even These followers of Chargond thrive on sowing
a reputation that travels across the lands of its own destruction and mayhem on the battlefield. The more
accord. What separates her from regular rogues is the chaos and destruction they can cause, the more pleased
level of panache or attitude she possesses. A duelist has their deity is. Evil followers will take the opportunity
a certain flair for the dramatic, especially when engaging to inflict damage upon both sides of the battle. While
opponents in combat. She carefully chooses her attacks working primarily for one side, they won’t hesitate to let
and, using the precise strike ability, inflicts extra damage loose a destructive spell upon “friendly” forces if they
upon her target, causing them excruciating pain and can do it without being caught.
suffering. The evil duelist treats life as a challenge and
operates under her own personal code of conduct and Hammers of Justice
morals. Like rogues, duelists may be found in any region
of Gothos where trade and commerce routes exist. Followers of Barticus and the Pantheon, members
of this class must be lawful neutral, yet like with the
paladin, ample opportunity exists for the presence of evil
Dwarven Defender
acts while holding true to the moral codes. A character
Dwarven defenders are typically thought of as may choose to slay an entire family of drow that includes
honorable and good protectors of their race. However, the children, judging them to be evil because of their
in Gothos, defenders who choose evil have a more very nature and not as the individuals they are. For
defined purpose; protecting the retreating flank of a additional examples, see the paladin description above.
group of outlaws and securing the hideout where they
reside. Most evil dwarven defenders find themselves in Heirophant
the company of rogues and outlaws who share a similar
view on life and politics. These outlaws value the abilities The divine power of a hierophant is awe inspiring to the
of the dwarf and will quickly listen to his thoughts and more common cleric or druid. This power in the hands
advice as it relates to defensive fortifications and the of an evil heirophant represents the strong connection
existence of traps. Evil dwarven defenders are especially he has with his deity or dark power. In many ways, he
rare in Gothos due to the smaller numbers of the symbolizes the right hand of his patron, capable of
dwarven race there. However, those that do exist tend blasting certain foes with negative energy, delivering
to work behind the scenes and remain the support pillar touch spells up to a distance of 30 ft., channeling
that others rely upon should the heat get too intense. negative energy more effectively and improving his
control of undead, and even increase the power of his
spells. He is a force to be reckoned with. Heirophants are
Enforcer
most prominent in Ithganin, although they may also be
Another evil class, enforcers are the special agents found in other lands with much less frequency.
of the Ministry of Internal Vigilance. They are tasked
with searching out and destroying elements of society Horizon Walker
that seek to disrupt the Republic. While commonly
found in Mirak, enforcers travel with merchants and will Horizon walkers of all alignments share one thing in
use covert methods to root out cells of resistance and common, a huge case of wanderlust. The overall motives
eliminate an organized force of good that represent a are quite different, however. As with other evil classes,
threat to the Republic. They use their Influence special the accumulation of power and knowledge are often
ability while in Mirak to command other members of the the primary motivators for evil horizon walkers. Mastery

17
Darkwalkers
of various terrains, including those from other planes, Lorindwar bards use this reputation for personal gain. In
means the character is better equipped to handle fact, they practically milk it like no other. They will charge
threats from those sources. The attack and damage higher than normal performance fees, use their status
bonus the horizon walker receives against creatures to gain a night of passion, and even get away with petty
from a mastered terrain gives her a tactical advantage theft. They will use their magical abilities to influence the
against summoned creatures native to that plane. This feelings of their audiences, much like regular bards, only
is especially helpful against celestials and other powers with greater and more pronounced effect. Evil Lorindwar
of good that always seem willing to help out that lawful bards are scoundrels at best but many are capable of
cleric or wizard bent on doing good. Because of their far, far worse.
constantly wandering nature, evil horizon walkers may be
found in any land although they tend to shun Romanus Mystic Theurge
because of the Inquisition and its tendency to root out The ability to cast both arcane and divine spells
those who are not a part of the Pantheon. makes the mystic theurge a strong temptation for any
spellcaster. Evil mystic theurges seek out ancient and
Inquisitor of the Pantheon forbidden tomes, experiment with dark magic and ally
Inquisitors of the Pantheon regard the uncovering themselves with diabolical powers and deities. The
of dangers to the Pantheon itself as their sacred duty. acquisition of knowledge and the power it provides is
While having a lawful neutral alignment requirement, the primary motivation of an evil mystic theurge. Mystic
it is still possible to play this class in such as way that theurges tend to frequent those lands that are more
it would be considered evil through the use of moral receptive to spellcasters and value their abilities such
dilemmas like those presented in the above paladin’s as Gildor, Ithganin, Romanus, Sheena, and Warkistan. In
description. these lands, mystic theurges may serve as an advisor to
an evil lord or ruler or serve as a special operative that
Knights of the Rose may be called upon to serve when other alternatives are
This prestige class’ requirements parallel those of not viable.
the paladin and player wishing to play an evil version of
this class need only review the moral dilemmas in the Officer
paladin description for ideas. This class represents the leader of an organized
military unit. Evil officers use their position to bully and
Loremaster blackmail subordinates into performing actions that the
To the evil loremaster, knowledge is power. No other officer wishes to avoid. In place of the Leadership feat,
axiom can account for the way in which this class evil characters should have the Tyrant feat. As the officer
seeks to learn and essentially consume every bit of is promoted, he uses his Tyrant feat to attract more
knowledge, legend and lore he can uncover. As far as followers. Additionally, as the officer’s rank increases,
the loremaster is concerned, the more knowledge he so does his reknown and reputation for cruelty. An
acquires, the more secrets he will learn and have at evil officer will be an effective leader so long as he
his disposal. Possession of secrets means he can put commands the fear and obedience of his minions. Game
himself in a position to dictate the course of events. An masters will likely want to encourage a higher degree of
evil loremaster is often the first to discover a truename role-play with this class.
of a demon or devil and then use that information to
his advantage. He may also discover an ancient spell Ovate Bard
that is especially effective or potent that gives him an Ovate bards serve to ease the passage from dying to
advantage over rivals. Loremasters may also delve into death. Their good alignment makes it difficult to perform
the family history of a particular noble and discover acts of evil. Characters wishing to do so should consult
information that may be of use, such as the presence of the moral ideas under the paladin entry.
bastard children. Loremasters may be found throughout
Gothos, although they are more prominent in the lands
that are more receptive to spellcasters. Road Warden
A road warden is another prestige class with a good
Lorindwar Bard alignment requirement. Unfortunately, due to the
These great bards are respected throughout Dunreth magical geas placed upon the character, evil players
because they are considered the best of the best. Evil cannot choose this prestige class unless they possess
magic greater than the geas placed upon them.

18
Evil Core Classes
Seeker because they are simply that good at what they do.
The seeker has a role in all situations, especially if that
seeker is evil. Her ability to seek out particular items is Slaughter Priest
a valuable asset to any criminal organization or group of The slaughter priests are the most devout worshippers
individuals. Given her ability to not only locate the object, of Guerrion. Chaotic neutral in alignment, they embrace
but gain an understanding of what lies near it, she is an the battle god’s teaching about the true nature of conflict
excellent character to “scope out” a vault or treasury and the beauty of the struggle. To the slaughter priests,
to determine whether any guardians or obvious traps the battlefield is their temple and melee the devotional.
await. Planning a bank robbery? Hire a seeker to help They become mercenaries to seek out combat, having a
you effectively plan it. Not sure if an abandoned ruin well-earned reputation for being ruthless in battle. This
lies unguarded? The seeker stands a good chance very ruthlessness allows for evil actions to exist freely,
of giving you an advance warning on such especially given their chaotic nature. The
matters. ability to rage on the battlefield coupled
with resist fear and slaughter abilities
Shadowdancer make them particularly fearsome
The shadowdancer is an ideal and devastating in combat,
prestige class for a player allowing them to mow down
who prefers to play to the their opponents in gruesome
darker side of things. A fashion.
shadowdancer who lacks
morals is a threat to any Sorcerer Priest of Vlag
force of good. The class A chaotic evil follower of
abilities of evasion and Vlag finds himself to be the
shadow jump make being carrier of disease and rot.
captured difficult at best. Although not contagious,
Likewise, the ability to the abilities gained from
both manipulate and this class are likely to
appear from the shadows repulse many foes and
offers ample opportunity create havoc or chaos
for flanking and then wherever the follower
taking an opponent by travels. A character taking
surprise, gaining the this class may try to incite
upper hand in combat public fear and even riot
and possibly even killing by spreading rumors of a
them with that first strike. plague running wild and how
Another benefit to this class the Pantheon seems unwilling
in the hands of an evil player to stop it.
is using the summon shadow
ability as a familiar to do much of Strictor
the character’s dirty work. Why sneak An evil strictor holds the interests of
into that noble’s bedchamber to kill the Church foremost in their minds. While
him while he sleeps when the shadow can the Inquisition fights threats outside of the
slip in without effort and with a simple touch or church, strictors look within the church for enemies.
two, drain the target’s Constitution to nothing, causing This is particularly true with evil churches that deal with
his death. Shadowdancers may be found in almost all as much internal strife and politics as they do outside
lands of Gothos, but finding one willing to do acts that threats. Conspiracies and manipulation of the facts are
are not exactly legal will be highly dependent upon excellent role-play tools for a strictor, especially when
the laws of that land and the presence of guilds. Most combined with his class abilities. Adventuring strictors
shadowdancers find that the safest and most secure may be considered as following up on a particular
way of making a consistent living is by allying themselves perceived threat or even traveling to a new satellite
with a guild. Of course, there are “rogue” shadowdancers church to ensure they are following the orders of the
who do not join guilds and manage to carve out a niche Inquisition.
for themselves. However, they are rare but do have the
luxury of commanding a very high price for their services

19
Darkwalkers
Swashbuckler potentially unbalancing effects. Each one should be
Like the duelist, a swashbuckler relies upon athletic evaluated to make sure it fits your own personal game
ability and panache to achieve his goals. The main and setting.
difference is that the swashbuckler prefers to be around
the coastal cities or at sea rather than overland like the Hunter of the Child
duelist. At best, an evil swashbuckler may be considered Hunter of the Child is a highly specialized class, one
a cad and petty thief. At worst, he has a huge price on that is devoted to the single goal of hunting and killing
his head and doesn’t hesitate to eliminate anyone who good aligned creatures, which includes any and all
represents a threat to his freedom. He is a charmer to Children of the Waking Dream. He specializes in combat
the ladies and won’t hesitate to spend a night in her and stalks his prey carefully only to strike quickly and
company and help himself to her goods or jewels in the decisively, often ending a fight before it has begun. The
process. To the evil swashbuckler, it’s more about the hunter attacks from ambush, trailing his target and
thrill of the chase and flair involved in it than the actual patiently waits for that one perfect moment to unleash
prize. his assault.

Thaumaturgist Class Abilities


Evil thaumaturgists tap into the other planes to form Dexterity, Strength and Wisdom are the hunter’s three
pacts with vile creatures that include demons and most important attributes. A high Wisdom improves the
devils. The class abilities gained assist them during hunter’s ability to spot and track his quarry, while a good
combat by allowing them to summon evil creatures to Dexterity aids his defense against attacks and makes
perform certain actions or engage in combat. An evil it harder for his prey to notice his approach. Strength
thaumaturgist motives are driven by a quest for one improves the hunter’s combat abilities and also some of
particular item, usually power or knowledge. He seeks to his special abilities.
acquire the necessary power to summon and command Alignment: Any evil
the greatest of villainous creatures, especially when it Hit Dice: d10
means saving his own life or destroying that paladin that Starting Gold: 6d4 x 10 gp
simply won’t go away. Thaumaturgists in Gothos tend to
be individualists, often secretive and almost hermitlike in Class Skills
their efforts to keep others from becoming privy to their The hunter’s class skills (and the key ability for each
affairs. On rare occasions, thaumaturgists who share the skill) are Climb (Str), Craft (Int), Diplomacy (Cha),
same evil patron may come together for a common goal Disguise (Cha), Escape Artist (Dex), Hide (Dex),
that is in their best interest or that of the deity or power Intimidate (Cha), Jump (Str), Knowledge (anatomy &
they serve. physiology) (Int), Knowledge (monster) (Int), Listen (Wis),
Move Silently (Dex), Profession (Wis), Sense Motive (Wis),
The Taken Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and
Servant of Ithganin, a character who is evil must Use Rope (Dex).
sacrifice himself for the greater evil while at the same
time, corrupting the soul of an innocent willing to be Skill Points at 1st Level: (4 + Int modifier) x 4
taken over by a devil spawn. This class represents the Skill Points at Each Additional Level: 4 + Int modifier
pinnacle of pure evil. The end result is a faithful and
loyal servant to Ithganin. The ability to assume the form Class Features
of either host allows the character to masquerade and All of the following are class features of the hunter of the
infiltrate his way into the former’s trusted circle of friends child
and acquaintances. From that position he can lay the
seeds of mistrust and evil that will work in Ithganin’s Weapon and Armor Proficiency
favor. A hunter of the child is proficient with all simple and
martial weapons, light armor, and shields. Armor check
Core Classes for The Hunt: Rise of Evil penalties for armor heavier than leather do apply to
The Hunt: Rise of Evil setting presents a great relevant skill checks.
opportunity to introduce new core classes into a
campaign. Evil core classes are especially suited for Bonus Feat: Starting at 3rd level and every three
this setting. Game Masters should take caution in using levels thereafter, the hunter gains a bonus feat that
these classes outside of the Rise of Evil due to their may be chosen from any Game Master approved

20
Evil Core Classes
Table 3-1: Hunter of the Child
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +2 +0 Foe Specialization
2 +2 +0 +3 +0 Stunning blow
3 +3 +1 +3 +1 Immobilize, Bonus feat
4 +4 +1 +4 +1 Surprise attack +1d8
5 +5 +1 +4 +1 Foe Specialization
6 +6/+1 +2 +5 +2 Bonus feat
7 +7/+2 +2 +5 +2 Hunter’s sense (20%)
8 +8/+3 +2 +6 +2 Surprise attack +2d8
9 +9/+4 +3 +6 +3 Ambush, Bonus feat
10 +10/+5 +3 +7 +3 Foe Specialization
11 +11/+6/+1 +3 +7 +3 --
12 +12/+7/+2 +4 +8 +4 Surprise attack +3d8, Bonus feat
13 +13/+8/+3 +4 +8 +4 Hunter’s sense (30%)
14 +14/+9/+4 +4 +9 +4 Knockout shot
15 +15/+10/+5 +5 +9 +5 Foe Specialization, Bonus feat
16 +16/+11/+6/+1 +5 +10 +5 Surprise attack +4d8
17 +17/+12/+7/+2 +5 +10 +5 --
18 +18/+13/+8/+3 +6 +11 +6 Eyes of the hunter, Bonus feat
19 +19/+14/+9/+4 +6 +11 +6 Hunter’s Sense (40%)
20 +20/+15/+10/+5 +6 +12 +6 Surprise attack +5d8
source as long as the hunter meets the feats normal and/or subdual damage equal to more than one
prerequisites. half its total hit points, the hunter can attempt to knock
his enemy senseless with a melee attack. The creature
Foe Specialization: Hunters study their quarry, analyzing must make a Fortitude save (DC 10 + one half the
anatomy, tendencies, and tactics. The hunter chooses hunter’s level + Strength modifier) or be stunned for one
a monster-type from the following list (including his own round. The hunter may use this ability once per round,
race): but no more than once per level per day. Creatures
• Aberration immune to critical hits ignore this ability.
• Animal Immobilize (Ex): At 3rd level, the hunter may hog-tie a
• Beast Large or smaller opponent that he or an ally has pinned.
• Dragon To do so, the hunter makes a grapple check as a full-
• Fey round action. If successful, he ties up his opponent
• Giant or shackles him in chains. Make a Use Rope check as
• Humanoid* normal to determine the Escape Artist DC the foe needs
• Magical Beast to escape.
• Monstrous Humanoid Surprise Attack (Ex): The hunter excels at quickly
• Vermin putting down opponents who do not see his attack
coming. If the hunter attacks an opponent who loses his
The hunter must select a creature type that is good Dexterity bonus to AC, he deals additional damage. The
aligned and follows the path of the Children of the bonus damage is +1d8 at 4th level, and increases by
Waking Dream. When fighting an opponent of his chosen an additional +1d8 every 4 levels thereafter. The hunter
type, the hunter gains several benefits. His weapon’s may opt to deal subdual damage rather than normal
critical multiplier increases by one, he may deal subdual damage with this attack, but must make an unarmed
damage without incurring the –4 penalty, and he gains attack. The hunter may use his surprise attack with a
a +1 dodge AC bonus against that creature’s attacks. missile weapon if the range to his target is within 30 ft.
At 5th, 10th, and 15th levels, the hunter must select Creatures immune to sneak attacks or critical hits are
another foe. not affected by this ability. If the hunter scores a critical
hit with a death attack, do not multiply the damage
*Hunters may not choose “humanoid” as a foe, but may grated by this ability. If the hunter gains the sneak attack
select a more narrowly defined type of humanoid (such ability from multiclassing, the bonuses do not stack, but
as goblinoids, humans, or reptilian humanoids). rather the larger bonus is applied.
Hunter’s Sense (Ex): Starting at 7th level, the hunter
Stunning Blow (Ex): If a 2nd level hunter makes a learns to read a variety of subtle hints, from a slight
subdual strike against a creature that has suffered whispering noise to an opponent’s scent. When

21
Darkwalkers
attacking an enemy who gains a miss chance due to
concealment, the hunter subtracts 20% from his chance
to miss. The hunter’s keen senses allow him to zero in on
his foe’s position. Note that this ability functions against
all forms of concealment, including invisibility. At 13th
level, the hunter subtracts 30% from the miss chance
and at 19th level he subtracts 40%.
Ambush (Ex): At 9th level, the hunter’s knowledge of
anatomy allows him to make a truly deadly blow against
unsuspecting opponents. If he spends 3 or more rounds
observing his foe and then successfully makes an attack
against him, the result is an automatic critical hit. In
addition, the hunter adds his surprise attack damage to
the damage inflicted.
Knockout Shot (Ex): At 14th level, on a confirmed critical
hit, the hunter may choose to attempt to knock his
target unconscious rather than deal the extra damage
by inflicting normal subdual damage. The hunter’s
opponent must make a Fortitude save with a DC equal
to 10 + damage dealt. On a failed save, the target falls
unconscious for 2d6 minutes.
Eyes of the Hunter (Su): At 18th level, the hunter’s sharp
eyes allow him to see through even the most convincing
magic. The hunter ignores all illusions, the effects of
spells from the illusion school of magic, and any miss
chance due to a target’s concealment.

Magician
A magician is an evil aligned medicine man (or shaman)
who has bonded with a spirit to gain mystical powers.
Unlike the traditional shaman, a magician uses the
spirits to gain advantages over others and to extract
vengeance upon those who anger him. A magician
doesn’t just communicate with spirits, he commands
them and considers himself to be superior by right of
mystic power. He derives his power directly from the
spirit world and wields it with malice in order to please
the evil spirits he associates with.

Class Abilities
Spell bonuses are based on the ability of the spirit. For
Intelligence- and Charisma-based spirits, a magician’s
spells are based on the respective attribute. For Wisdom
and the physical ability spirits, Wisdom is used for
determining bonus spells and spell DCs. Regardless, the
magician should have a high Charisma to influence the
tribe he serves. Constitution is also an important ability
for the magician because he is often forced to go on
dream-quests and ritualistic fasts to appease the spirits.
Alignment: Any
Hit Dice: d8
Starting Gold: 3d4 x 10gp

22
Evil Core Classes
Class Skills Class Features
The magician’s class skills are: Bluff (Cha), Climb (Str), Magicians are proficient with all simple weapons,
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle shields, and light armor. Armor check penalties for armor
Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge heavier than leather do apply to relevant skill checks.
(arcana), Knowledge (local), Knowledge (nature) (Int), Magicians do not suffer a spell failure chance for casting
Knowledge (spirits) (Int), Perform (Cha), Profession (Wis), spells in light armor.
Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and
Survival (Wis). Spells: The magician casts divine spells in the same way
that a cleric does. A magician receives an extra spell
Skill Points at 1st Level: (4+Int modifier) x 4 for each spell level, taken from the domain of the spirit
Skill Points at Each Additional Level: 4 + Int modifier guide. They do not gain the special ability of the domain,
only the additional spell per day.
Spirit Guides: Every magician must bond with a specific
Table 3-2: Magician
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Illiterate, Spirit Sense, Spirit Guide
2 +1 +3 +0 +3 Rebuke Spirit
3 +2 +3 +1 +3 Deathwatch
4 +3 +4 +1 +4 Spirit Guard (+1)*
5 +3 +4 +1 +4 Ability Boon (+1), Imbue with Spirit
6 +4 +5 +2 +5 Planar Binding (8 HD)
7 +5 +5 +2 +5 Protection from Spirits
8 +6/+1 +6 +2 +6 Spirit Guard (+2)*
9 +6/+1 +6 +3 +6 Create Undead
10 +7/+2 +7 +3 +7 Ability Boon (+2)
11 +8/+3 +7 +3 +7 Planar Binding (16 HD)
12 +9/+4 +8 +4 +8 Magic Circle, Spirit Guard (+3)*
13 +9/+4 +8 +4 +8 Create Greater Undead
14 +10/+5 +9 +4 +9 Imbue with Spirit (Greater)
15 +11/+6/+1 +9 +5 +9 Ability Boon (+3)
16 +12/+7/+2 +10 +5 +10 Spirit Guard (+4)*
17 +12/+7/+2 +10 +5 +10 Planar Binding (24 HD)
18 +13/+8/+3 +11 +6 +11 Binding
19 +14/+9/+4 +11 +6 +11 Trap the Soul
20 +15/+10/+5 +12 +6 +12 Ability Boon (+4), Spirit Guard (+5)*
* The magician gets an additional +1 vs. necromantic effects from the spirit guard.

Table 3-3: Magician Spell Progression


Level Spells per Day
0 1 2 3 4 5 6 7 8 9
1 3 1+1 — — — — — — — —
2 4 2+1 — — — — — — — —
3 4 2+1 1+1 — — — — — — —
4 5 3+1 2+1 — — — — — — —
5 5 3+1 2+1 1+1 — — — — — —
6 5 3+1 3+1 2+1 — — — — — —
7 6 4+1 3+1 2+1 1+1 — — — — —
8 6 4+1 3+1 3+1 2+1 — — — — —
9 6 4+1 4+1 3+1 2+1 1+1 — — — —
10 6 4+1 4+1 3+1 3+1 2+1 — — — —
11 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15 6 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

23
Darkwalkers
spirit guide. This guide grants the magician access to to command a new one. A magician may also
spells, defines which attribute the shaman uses for control a single spirit with more Hit Dice than he
bonus spells and spell DCs, grants access to a single has levels, but he must concentrate continuously
clerical domain, and upon reaching 5th level, grants to maintain control (as in concentrating to
the magician a divine bonus (known as a boon) to the maintain a spell), and he can command no other
spirit’s attuned attribute. A magician must appease and spirits while doing so.
consider his spirit guide by following its stricture, or the Bolster: A magician can strengthen spirits
guide might remove one or more of its blessings from to resist the rebuke of another magician or
the shaman. shaman. He makes a rebuke check as if
attempting to rebuke the spirits, but the Hit Dice
Illiterate: Like barbarians, magicians start the game result of the check becomes the spirits’ effective
illiterate. A magician can spend 2 skill points to learn to Hit Dice as far as rebuking is concerned (if higher
read and write each language he knows how to speak. than the spirits’ actual Hit Dice). The bolstering
Spirit Sense: Magicians can sense spirits and effect lasts 10 rounds.
Dispel, Rebuke or Command: A magician can
Table 3-4: Magician Spirit Spell Attributes attempt to overcome the effects of another
Attribute Used for Bonus Spells magician’s or shaman’s rebuke. The magician
Spirit’s Attuned Attribute makes a rebuke check, if it is equal to or greater
and Spell DCs
Strength Wisdom* than the first rebuke check, then the effects of
Dexterity Wisdom* the rebuke are canceled.
Constitution Wisdom* Dispel Shamanic Magic: Since shamanic magic
Intelligence Intelligence
draws upon the power of the spirit world, a
Wisdom Wisdom
Charisma Charisma magician’s rebuke can dispel it. A magician
can make a rebuke attempt against another
magician’s (or shaman’s) magic like a targeted
incorporeal creatures within 60 ft., perceiving them as use of dispel magic. The magician rolls 1d20 +
translucent images. When fighting incorporeal creatures, character level against a DC of 11 + the spell
even if they are invisible, the miss chance for a shaman caster’s level for each spell on the subject. If the
is reduced from 50% to 25%. check succeeds, the spell is dispelled. If it fails,
Rebuke: At 2nd level, a magician gains the authority it remains in effect. The check automatically
and power to rebuke spirits, like an evil cleric rebukes succeeds against any spell the magician cast
undead. Instead of driving the spirit off, he either himself. This ability also affects the spell-like
rebukes (awes) or controls (commands) that spirit. powers of spirits in the same way. It is completely
Rebuking spirits works exactly the same as turning ineffective against any other spells or spell-like
undead in terms of game mechanics: the magician powers, such as against spells cast by clerics,
makes a check of 1d20 + Charisma modifier to wizards or the spell-like powers of a non-spirit
determine the most powerful spirit that may be creature.
rebuked for that action. He then rolls 2d6 + class level Rebuking Undead: Magicians can rebuke
+ Charisma modifier to see how many total Hit Dice incorporeal undead just like evil clerics do. In
of spirits are affected that turn. In all other respects, cases where a shamanic and clerical rebuke
rebuking spirits works like turning undead (see PHB). interact, they can affect each other normally. So
Magicians may cause the following effects when a magician can overcome a good cleric’s attempt
rebuking spirits: to turn incorporeal undead or dispel the effects
Rebuke: A rebuked spirit cowers in awe of the of an evil cleric’s rebuke or command.
magician for 10 rounds. Attack rolls against the Deathwatch (Sp): At 3rd level, magicians gain the ability
spirit during this time gain a +2 bonus. to know when any creature close by is near death, as
Command: If the magician has twice as many if they had a constant deathwatch spell active, cast at
levels as the spirit has Hit Dice, it may be their class level.
commanded instead of rebuked, placing it under Spirit Guard: Starting at 4th level, as a natural side
the magician’s control. The magician must take effect of interacting with the spirit world, the magician
a standard action to issue orders to the spirit. gains a spirit sheath, which provides some protection
A magician may command a number of spirits against spells. The magician has a divine bonus of +1
whose total Hit Dice do not exceed his level. to saves vs. spells and an additional +1 if the spell is of
He may relinquish command of a spirit in order necromantic origins. For every four full levels afterwards

24
Evil Core Classes
(8th, 12th, 16th, and 20th), the magician receives an ritual, which otherwise works exactly like the spell.
additional +1 bonus. Trap the Soul (Sp): At 19th level, a magician can use
Ability Boon: Starting at 5th level, and again at 10th, trap the soul as a spell-like ability once per day. The
15th, and 20th level, the magician gains a +1 divine magician must supply the material component of the
bonus to his spirit guide’s attuned attribute. spell.
Imbue with Spirit: At 5th level magicians who cast
the following spells have their durations extended to Unholy Warrior
10 minutes/level: bear’s endurance, bull strength, Unholy warriors are the servants of absolute evil. Their
cat’s grace, fox’s cunning, owl’s wisdom, and eagle’s servitude and devotion to a dark power or deity gives
splendor. In addition, the spell that corresponds to the them the ability to cast divine spells by channeling foul
magician’s spirit ability boon may be cast as a 3rd level energies. They are offensive powerhouses who employ
spell with a duration of 1/hour per level. These can be weapons and armor that instill fear in their foes and
further enhanced by metamagic feats as normal. At spread the chill hand of dread among the good. Unholy
14th level, magicians may have the same effect upon warriors thrive on the chaos and revel in the destruction
the mass versions of these spells, including casting the their presence causes. As they prove their loyalty to
version related to their guide’s ability boon as a spell one their patron and advance in levels, they gain additional
level higher and having it gain an hour/level duration. supernatural abilities that bolster the evil they are
Planar Binding (Sp): Once per day at 6th level, a capable of invoking. These powers manifest themselves
magician may perform a ritual that functions as the in the form of domains similar to clerical domains,
spell lesser planar binding (see Malevolent Magic or the except that they provide distinct bonuses, feats, or other
PHB). The magician must provide the necessary material options for use during combat. Each domain confers two
components of the ritual. At 11th level, this ability tiers of abilities. Some improve as the character grows in
becomes equivalent to planar binding and at 17th level, power, while others are front-ended, giving quick reward
it becomes equivalent to greater planar binding. The with no long-term benefit. In addition, unholy warriors are
magician’s caster level is equal to his character level for granted gifts of darkness, spells and servants by their
the use of this spell-like ability. fickle masters to complement their fearsome abilities.
Protection from Spirits (Su): At 7th level, a magician No universal code of conduct exists for unholy warriors,
is surrounded by a constant protection from spirits but what boundaries do exist take the form of the seven
effect, like the spell (see Malevolent Magic). This is virtues, often referred to as the Forbidden Seven. If the
a supernatural ability representing the character’s unholy warrior deviates from evil and performs any of
powerful command of spirits. As with the spell, the the forbidden acts knowingly and with good intention,
protection ends if the magician launches an attack or his patron will strip him of all his abilities and likely take
tries to force the barrier against a spirit, negating the even more severe action (depending upon the patron).
protection against that spirit for one full day. Only seven possible actions, performed in a manner
Create Undead (Sp): Once per day, a 9th level magician disturbing to the unholy warrior’s patron exist: faith,
may create undead using his class level as the caster hope, love, prudence, justice, fortitude, and temperance.
level to create either shadows or wraiths. This spell-like A character that performs one of the forbidden acts may
ability functions exactly as the spell and the magician retain his abilities if subject to atonement, provided an
must supply the necessary material components. evil cleric casts the spell within a time frame of days
Magic Circle Against Spirits (Su): At 12th level, a equal the unholy warrior’s class level.
magician radiates a magic circle against spirits at Note that it may be necessary to commit any one of the
all times as a supernatural ability, with the same forbidden seven, especially with treachery in the heart.
restrictions as Protection from Spirits above. Despite the risks, the reward for betraying someone with
Create Greater Undead (Sp): A 13th level magician whom you have built trust and respect is mush sweeter
can create greater undead once per day as a spell-like when the knife blade is unsuspected. If used for evil
ability with his class level equaling his caster level. The intent, any one of the forbidden seven are viable options
magician can only create spectres and ghosts, and must to corrupt and destroy good and thus are not instances
supply the material components that are needed for the where the unholy warrior could be stripped of his powers.
spell. Evil is a demanding mistress and an unholy warrior
Binding (Sp): At 18th level, a magician can cast binding must continually prove his worth to his lord or master,
as a spell-like ability once per day at a level equal to his whether by slaying entire villages or sacrificing ancient
caster level. This ability only effects spirits (elementals, relics stolen from temples of opposing deities. The
outsiders, or incorporeal creatures). The magician must dedicated unholy warrior may grow mighty and acquire
provide the necessary material components for the great power, but he must always remain vigilant for

25
Darkwalkers
his rivals. The very nature of evil means that there will Skill Points at Each Additional Level: 2 + Int modifier
always be another warrior who seeks to take your place
in the hierarchy of power through servitude. All too often Class Features
the master falls to the conniving apprentice. All of the following are class features of the unholy
warrior.
Class Abilities
Because of the deception and treachery practiced by the Weapon and Armor Proficiency
unholy warrior, Charisma serves as the key ability for this Unholy warriors are proficient with all simple and martial
class. It is the determining factor for all things related to weapons, all armors and all shields. Armor check
casting spells, including level availability, DCs, and bonus penalties for armor heavier than leather do apply to
spells. Next to Charisma, an unholy warrior’s focus relevant skill checks.
should be upon Strength for combat and Constitution for
increased hit points and Fortitude bonuses. Domains
Alignment: Any evil. Unholy warriors gain access to domains through the dark
Hit Dice: d8 power they worship and serve. Unlike clerical domains,
Starting Gold: 5d4 x 10gp these abilities are not enhanced spell lists and granted
powers. Instead, they reflect the warlike nature of the
Class Skills* class and mirror many of the domains granted to good
The unholy warrior’s class skills (and the key ability for clerics and paladins.
each skill) are: Bluff (Cha), Climb (Str), Concentration At first level, the unholy warrior may select two domains
(Con), Craft (Int), Handle Animal (Cha), Intimidate from the available choices. This grants four abilities, two
(Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge from each domain. At 2nd level, he gains an additional
(religion) (Int), Knowledge (the planes) (Int), Profession ability from each domain. Thus, by 2nd level, the unholy
(Wis), and Ride (Dex). warrior has six domain abilities.

*Additional class skills may be granted at the Game


Master’s discretion based upon the deity or power that
the unholy warrior serves.

Skill Points at 1st Level: (2 + Int modifier) x 4

Table 3-5: Unholy Warrior


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells/day
1 +1 +2 +0 +0 4 Domain abilities --
2 +2 +3 +0 +0 2 Domain abilities --
3 +3 +3 +1 +1 Rebuke Undead --
4 +4 +4 +1 +1 -- 0/--/--/--
5 +5 +4 +1 +1 Gift of darkness 0/--/--/--
6 +6/+1 +5 +2 +2 Dark Ally 1/--/--/--
7 +7/+2 +5 +2 +2 -- 1/--/--/--
8 +8/+3 +6 +2 +2 Gift of darkness 1/0/--/--
9 +9/+4 +6 +3 +3 -- 1/0/--/--
10 +10/+5 +7 +3 +3 -- 1/1/--/--
11 +11/+6/+1 +7 +3 +3 Gift of darkness 1/1/0/--
12 +12/+7/+2 +8 +4 +4 -- 1/1/1/--
13 +13/+8/+3 +8 +4 +4 -- 1/1/1/--
14 +14/+9/+4 +9 +4 +4 Gift of darkness 2/1/1/0
15 +15/+10/+5 +9 +5 +5 -- 2/1/1/1
16 +16/+11/+6/+1 +10 +5 +5 -- 2/2/1/1
17 +17/+12/+7/+2 +10 +5 +5 Gift of darkness 2/2/2/1
18 +18/+13/+8/+3 +11 +6 +6 -- 3/2/2/1
19 +19/+14/+9/+4 +11 +6 +6 -- 3/3/3/2
20 +20/+15/+10/+5 +12 +6 +6 Gift of darkness 3/3/3/3

26
Evil Core Classes
Table 3-6: Unholy Warrior Domains and Granted Abilities
Domain Granted Ability

Air Energy Resistance (cold or lightning) (Su) equal to his level times his Charisma modifier during a 24-hour period.

Corruption Dark Blessing (Ex) as the blackguard ability listed in the DMG.

Shadowhost (Su) automatically dims all lighting by one degree, providing one-tenth concealment at all times. A
Darkness daylight spell or brighter light source suppresses this concealment. Unholy warriors in the presence of existing
concealment increase that concealment by one step (i.e. 20% concealment moves to 30% concealment).

Dark Host (Ex) gains immunity to all diseases, including those of magical origins. The unholy warrior’s body hosts a
Disease
number of virulent diseases but has adapted to the constant presence of contagions.

Earth Ken (Su) grants an unholy warrior the ability to read and speak Terran as a free language. Also, once per day,
Earth he may add a natural armor bonus to his AC equal to his levels in unholy warrior for a single round. This ability is
useable as a free action.

Burst of Confusion (Sp) allows the unholy warrior to unleash, once per day, a 20-ft. spread of raw energy, jealousy
and greed. All those within the area of effect must attempt a Will save against a DC equal to 10 + the unholy
Envy
warrior’s level + the unholy warrior’s Charisma modifier. On a failed save, the victim is confused, as per confusion,
for 1d10 rounds.

Fire Ken (Su) provides the unholy warrior with the ability to make a flaming attack once per day. Activating the
flaming attack is a free action that must be declared prior to the attack roll. On the round the unholy warrior makes
Fire the flaming attack, flames wreathe his weapon, allowing it to inflict 1d6 + the unholy warrior’s Charisma modifier
in fire damage. The fire does not harm the weapon, nor are creatures immune to fire affected by the fire damage,
although they take the weapon damage as normal. The unholy warrior also gains Ignan as a free language.

Taste (Ex) grants the unholy warrior the ability to taste the very air, gaining information from it as if he had the Scent
Gluttony
ability (see the MM for details).

Sneak Attack (Ex) as the rogue ability listed in the PHB at +1d6. Additional instances of this ability provide an extra
Greed
1d6 of sneak attack damage. This ability stacks with other sneak attack abilities.

Loathsome Strike (Ex) allows an unholy warrior to make a specialized attack capable of destroying an opponent’s
Hate soul. Once per day, on a successful attack he may inflict 1d8 points of temporary Charisma damage in lieu of
normal damage. He may use this ability after the attack roll; it does not provoke an attack of opportunity.

Unspeakable Visage (Su) gives the unholy warrior the ability to adapt to horror’s maddening effects and, to some
extent, reflect these horrors upon those who behold him. He is immune to fear and all who see him catch sight of
Horror
their own fears manifested in his features. The unholy warrior gains a +4 insight bonus to all Intimidate checks and
a +2 profane bonus to Bluff and Disguise checks due to the fluid nature of the fears he echoes.

Stirrings of Desire (Su) provides an aura of sexuality noticeable by any creature of a similar subtype. The unholy
Lust warrior gains Skill Focus (Bluff) and Skill Focus (Intimidate) as bonus feats. All interactions with NPCs attracted to
members of the unholy warrior’s gender are one step improved.

Spell Resistance (Su) equal to the unholy warrior’s level (max. 15) to a single school of magic. This ability stacks
Magic
with other forms of spell resistance.

Aura of Despair (Su) causes all enemies within 10 feet to receive a -1 morale penalty from sensations of bitter pain
Pain
and sorrow to all saving throws and attack rolls along with a -2 morale penalty to saving throws against fear effects.

27
Darkwalkers
Impervious Persona (Su) bolsters the psyche through his arrogance and self-love. The unholy warrior is immune to
Pride any form of psionic attack or spell-like abilities replicating psionics. He also gains a +6 competence bonus to saves
versus psionics.

Slow Aura (Sp) can be emitted once per day in a 30-ft. diameter centered on the unholy warrior and functions as
Sloth the slow spell. Those affected must make a Will save (DC 13 + unholy warrior’s Charisma modifier) to avoid the
effects.

Treachery Poison Use (Ex) as the assassin ability listed in the DMG.

Tyranny Smite Good (Su) as the paladin ability listed in the PHB with the exception of affecting good aligned creatures.

Shadowform (Sp) allows unholy warrior to become incorporeal once per day for a number of rounds equal to his
Undead
unholy warrior levels.

Water Energy Resistance (acid) (Su) equal to his level times his Charisma modifier during a 24-hour period.

Wrath Enhanced Move (Ex) granting +5 feet to movement during combat.


a supernatural or spell-like ability as defined by his
Spells particular faith. Those unholy warriors who are dedicated
Beginning at 4th level, unholy warriors gain the ability to to evil as a whole gain the spell-like ability contagion,
cast a limited number of divine spells. In order to cast useable once per week per gift awarded. (For example,
a spell, the unholy warrior must have a Charisma score a 17th level unholy warrior may use contagion five times
of at least 10 + the spell’s level. Unholy warriors derive per week.)
bonus spells from their Charisma scores; saving throws
against these spells have a DC of 10 + spell level + Dark Ally: At 6th level, the dark forces lend a foul ally
unholy warrior’s Charisma modifier. Through 3rd level, to serve the unholy warrior on his quest to spread
an unholy warrior has no caster level. Starting at 4th, his misfortune. The unholy warrior may choose to call this
caster level is one-half his class level. companion at any point during or after this level. The
Bonus spells may be cast from the allotted domains unholy warrior’s master or patron determines the exact
of the unholy warrior in addition to the normal selection nature of the companion that includes alignment,
of spells for the class (see Chapter XX –Spells). Like a form and other abilities. Unholy warriors who have no
cleric, an unholy warrior must prepare the appropriate patron or master may summon a fiendish warhorse
spells and cast them in the normal fashion. Unholy by default. All dark allies receive benefits based upon
warriors do not gain the ability to cast spontaneous the level of the unholy warrior (see Table XXX). Unlike
injury spells. the companions of paladins and wizards, there is no
empathic link between an unholy warrior and his dark
Rebuke Undead (Su): At 3rd level, the unholy warrior ally. It is considered to be a magical creature regardless
may rebuke and command undead as a cleric two levels of its base creature type.
lower (see the relevant section on turning and rebuking
undead in the PHB). This ability may be used a number Unholy Warrior Level: Reflects the unholy warrior’s class
of times per day equal to 3 + Charisma modifier. level. If the dark ally gains a negative level, it is counted
as a dark ally of a lower level unholy warrior.
Gift of Darkness (Su): At each level where the Bonus HD: The dark ally gains this number in extra d8’s
unholy warrior gains a gift of darkness, he receives added to its Hit Dice. The creature’s Constitution bonus

Table 3-7: Dark Ally Template


Unholy Warrior Level Bonus HD Natural Armor Strength Adjustment Intelligence Special
6-8 +2 +2 +1 6 Improved Evasion
9-11 +4 +4 +2 7 Bonus feat
12-15 +6 +6 +3 8 Aura of Corruption
16-20 +8 +8 +4 9 Spell Resistance

28
Evil Core Classes

“Warlock” by Bruce Colero


29
Darkwalkers
modifies the bonus Hit Dice. (See the MM for rules on the warlock’s Wisdom modifier.
creature advancement.) Since warlocks are only likely to wear leather armor, a
Natural Armor: Reflects the degree of improvement to good Dexterity will improve their defense ability.
the creature’s normal natural armor bonus. Alignment: Chaotic evil
Strength Adjustment: Reflects the progressive increase Hit Dice: d6
in Strength of the creature as foul energies course Starting Gold: 6d4 x 10gp
through its veins.
Intelligence: A dark ally’s Intelligence increases to the Class Skills
appropriate number. If the creature’s Intelligence score The warlock’s class skills (and the key ability for each
is greater than the number listed, that score is retained. skill) are: Bluff (Cha), Concentration (Con), Craft (Int),
Improved Evasion (Ex): This functions as the rogue Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge
special ability of the same name (see PHB). (arcana), Knowledge (demonology) (Int), Knowledge
Bonus feat: The mount gains any bonus feat it meets (religion) (Int), Knowledge (nature) (Int), Knowledge (the
the prerequisites for. Bonus feats may be selected from planes) (Int), Listen (Wis), Profession (Wis), Seduction
the fighter bonus feat list or any other Game Master (Cha), Spellcraft (Int), and Survival (Wis).
approved source.
Aura of Corruption (Su): Mounts with this ability project Skill Points at 1st Level: (4 + Int modifier) x 4
an aura of foul energies, forcing all animals (but not Skill Points at Each Additional Level: 4 + Int modifier
beasts) within 30 ft. to make a Will save (DC 15) or be
shaken while they remain within the area of effect and
IClass Features
for 1d4 rounds after they depart it. Animal making a
Warlocks are proficient with the following weapons: club,
successful save cannot be affected again by that dark
dagger, quarterstaff, dart, light crossbow, and hand
ally for 24 hours.
crossbow. Due to their affinity to nature and their god,
Spell Resistance (Su): The dark ally gains an SR equal
they are not likely to use other weapons, unless dictated
to the unholy warrior’s level + 5. (See the DMG for details
by the deity and coven.
on spell resistance).
They are proficient with light and medium armor but
are prohibited from wearing metal armor. Wearing metal
Warlock armor completely negates all the non-feat abilities of the
Warlocks are chaotic evil witches that exist in Gothos. warlock. Interestingly enough, encasing them in iron or
They are both feared and hated by their good-aligned steel also hampers their abilities in the same manner.
sisters, the white witches, and reviled by most everyone Armor check penalties for armor heavier than leather
else who does not have a direct interest in the affairs of do apply to relevant skill checks. A warlock who uses
evil. Warlocks gain their magical powers through worship prohibited armor or weapons cannot use any of her
of the Outcast gods, from pacts with demons and other granted powers for a period of 24 hours thereafter.
fiendish creatures, or by draining it directly from the
natural magical energy that flows through all living Spells: A warlock may prepare and cast any spell on the
things. warlock spell list provided she can cast spells of that
A warlock uses her ability to invoke curses much more level. Prepared spells are considered divine in nature. A
freely than white witches dare and will use Bloodlet warlock prepares and casts spells as a cleric with one
magic. However, even a warlock must use judgment to exception: Since a warlock also has ties to the arcane
ensure that she is not the subject of a panicked witch world she gains the ability of arcane spontaneous
hunt at the hands of common folk or caught by an casting, as noted below.
Inquisitor of the Pantheon. Because of this, she is highly Arcane Spontaneous Casting (Su): A warlock may
secretive and works behind the scenes to sow the seeds spontaneously cast arcane spells from the Enchantment,
of chaos and destruction that are befitting of her and her Divination, Illusion or Necromancy schools. She may
coven. also swap out spells for bane and hex spells. Additional
arcane spells may be be added to this list from other
Class Abilities sources at the Game Master’s option, but no more than
Warlocks use Wisdom to determine the power of their 3–4 additional spells should be added to any given
spells, how many spells can be cast, and how difficult it spell level. This works in a manner similar to the cleric
is to resist their spells. To cast a spell, a warlock must ability to spontaneously cast cure spells. The warlock
have a Wisdom of 10+ the spell’s level. Warlocks gain may switch out a number of spells as noted in Table XXX,
bonus spells based on Wisdom. The DC of the saving which is generally their number of spells (not including
throw against a warlock’s spells is 10+ the spell level + bonus spells) per day for a given level divided in half.

30
Evil Core Classes

Table 3-8: Warlock


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Arcane Spontaneous Casting, Bonus Language, Coven Boon
2 +1 +0 +0 +3 Soulbound, Summon Fiendish Familiar
3 +1 +1 +1 +3 Brew Potion, Poison Use, Power of 13
4 +2 +1 +1 +4 Undetectable Alignment, Warlock Mark
5 +2 +1 +1 +4 Dark Blessing, Potion Brewing +1
6 +3 +2 +2 +5 Minor Curse (1/week)
7 +3 +2 +2 +5 Potion Brewing +2
8 +4 +2 +2 +6 Atheme Creation, Bloodletting Magic
9 +4 +3 +3 +6 Fiendish Visage, Potion Brewing +3
10 +5 +3 +3 +7 Hallowing
11 +5 +3 +3 +7 Forbidden Knowledge
12 +6/+1 +4 +4 +8 Potion Brewing +4
13 +6/+1 +4 +4 +8 Potent Curse (1/month)
14 +6/+1 +4 +4 +9 Masterful Atheme
15 +7/+2 +5 +5 +9 Potion Brewing +5, Timeless Body
16 +7/+2 +5 +5 +10 Forbidden Knowledge
17 +8/+3 +5 +5 +10 Ancient Markings
18 +8/+3 +6 +6 +11 Potion Brewing +6
19 +9/+4 +6 +6 +11 Devastating Curse (1/year)
20 +9/+4 +6 +6 +12 A Thousand Faces, Scourge

Table 3-9: Warlock Spell Progression


Spells per Day*
0 1 2 3 4 5 6 7 8 9
1 3/1 1/0 -- -- -- -- -- -- -- --
2 4/2 2/0 -- -- -- -- -- -- -- --
3 4/2 2/1 1/0 -- -- -- -- -- -- --
4 5/2 3/1 2/0 -- -- -- -- -- -- --
5 5/2 3/1 2/1 1/0 -- -- -- -- -- --
6 5/2 4/2 3/1 2/0 -- -- -- -- -- --
7 6/3 4/2 3/1 2/1 1/0 -- -- -- -- --
8 6/3 4/2 3/1 3/1 2/0 -- -- -- -- --
9 6/3 4/2 4/2 3/1 2/1 1/0 -- -- -- --
10 6/3 5/2 4/2 3/1 3/1 2/0 -- -- -- --
11 6/3 5/2 4/2 4/2 3/1 2/1 1/0 -- -- --
12 6/3 5/2 4/2 4/2 3/1 3/1 2/0 -- -- --
13 6/3 5/2 5/2 4/2 4/2 3/1 2/1 1/0 -- --
14 6/3 5/3 5/2 4/2 4/2 3/1 3/1 2/0 -- --
15 6/3 5/3 5/2 5/2 4/2 4/2 3/1 2/1 1/0 --
16 6/3 5/3 5/2 5/2 4/2 4/2 3/1 3/1 2/0 --
17 6/3 5/3 5/3 5/2 5/2 4/2 4/2 3/1 2/1 1/0
18 6/3 5/3 5/3 5/2 5/2 4/2 4/2 4/2 3/1 2/0
19 6/3 5/3 5/3 5/3 5/2 5/2 4/2 4/2 3/1 3/1
20 6/3 5/3 5/3 5/3 5/2 5/2 4/2 4/2 4/2 4/2
*Number behind the slash is the number of spells the warlock can trade out using arcane spontaneous casting each day.

Bonus spells for high wisdom never increase the number the purging, the warlock loses all spell abilities and the
of spells a warlock can spontaneously cast. coven boon.
Bonus Language (Ex): All warlocks speak a secret
language known only to their coven. Warlocks are Soulbound (Su): A warlock’s soul is bound to her evil
forbidden to teach this language to anyone not of their deity or patron through their pact. Upon her death,
coven. This language is sometimes similar enough in her soul will travel to the patron’s extraplanar domain
other covens for two warlocks from different covens to thereby preventing her from being raised or her spirit
communicate. summoned in any way without the patron’s cooperation.
Coven Boon: Each coven grants its members a special Summon Fiendish Familiar: Starting at 2nd level, the
ability. Warlocks may only ever be active in one coven, warlock may gain an evil familiar. This is the same as the
and leaving the coven requires one year of “spiritual sorcerer ability except that the familiar has the fiendish
purging” before the warlock can join another. During creature template applied to it. The familiar gains
31
Darkwalkers
Table 3-10: Warlock Coven Boons
Coven Alignment Boon Bloodletting
May spontaneously cast Inflict spells as well as sorcerer spells with the arcane
Coven of Azarsu Black spontaneous casting ability. May glamour alignment to appear CG for 1 hour/day. Common
May only cast healing spells on followers of Azarsu.
Crones of Hate Black Hide and Move Silently are class skills. May not use cure spells Common
Furies Black or White Celerity feat for free without prerequisites. Common
Gol’ri Black or White May spontaneously cast 1 additional spell per level per day Rarely used
Kora-Koran Black +2 to all DCs of spells when target is female. Common
Ord’In’Aruin Black Bloodletting bonus DC is +1 per point of damage instead of +1 per 2 points. Common

darkvision to 60 feet, cold and fire resistance based she wishes. Spells and effects that detect alignment pick
on the familiar’s Hit Dice, damage reduction, and spell up this false alignment rather than the warlock’s true
resistance equal to the familiar’s Hit Dice. The warlock’s alignment.
class level continues to advance for the purpose of the Warlock Mark (Su): Starting at 4th level, when casting
familiar’s special abilities. mark spells, the warlock can extend their dormant (pre-
Although the familiar serves the warlock, its ultimate activated) duration from 1 day to 1 day per warlock level.
loyalty and responsibility are to the warlock’s dark Doing so increases the casting time to 10 minutes as the
patron, who can observe everything the familiar does. It warlock performs a minor ritual. The warlock can never
reports any transgressions on the warlock’s part to her have more warlock marks in existence then half her
patron. warlock level.
Brew Potion: At 3rd level, the warlock gains the Brew Dark Blessing (Ex): Growing in favor with her dark or
Potion feat. fiendish patron, a 5th level warlock adds her Charisma
Poison Use: Warlocks are skilled poisoners and never modifier (if positive) to all her saving throws.
risk accidentally poisoning themselves when preparing Potion Brewing (Ex): Starting at 5th level, when using
or using poisons. the Craft (Alchemy) skill to brew herbal healings, magical
Power of 13 (Su): When a full coven numbering 13 healing, divination, or charm potions, add the bonus
warlocks is gathered in a hallowed site or within 200 listed for the appropriate level to the roll. This bonus also
yards of each other, they can combine and cast group applies to all potions made that require the Brew Potion
spells. While a warlock may participate in group casting feat. In addition, add the listed amount to the caster
before 3rd level, she does not gain the benefit until 3rd level of all potions the warlock produces. For example,
level. Each participating warlock of 3rd level or higher a 5th level witch creates a cure light wounds potion as
may select one of the following bonuses to apply to her a 4th level caster, paying all experience and monetary
spell: costs for the potion as normal for a 1st level spell with
Damage: Add 2 additional dice of the appropriate caster level 4. However, when the potion is used, it cures
damage type to the spell, even if this exceeds the 1d8+5 hit points because the warlock’s brewing bonus
maximum for the spell. (+1) raises the caster level to 5. Potions must still be
Area: Double the area of a spell. made at the minimum caster level for their level of spell.
Range: Double the range of a spell. Curse (Su): Starting at 5th level, as a standard action, a
Duration: Double the duration of a spell. If the spell warlock can, once per day, issue a minor curse upon an
is permanent, add +5 to the effective caster level individual. Starting at 13th level, she can cast a potent
for purposes of resisting dispel. This also applies to curse once per week, and at 19th level she can issue a
magic items created by 13 warlocks. devastating curse once per month.
Spell Intensity: Any spell that requires the target to
make a save gains a +5 bonus to the DC. Curses are limited in the following ways:
If the warlocks hold hands and chant, the somatic • Warlock must have a possession of the
component of spells cast are ignored. The caster level of target.
any spell cast while the warlocks hold hands, regardless • Target must have an Intelligence of 8
of which warlock casts the spell, is that of the highest or higher and understand the language
level warlock holding hands and gains 2 of the abilities used for the curse.
described above. • Target cannot be deaf.
Undetectable Alignment (Su): At 4th level, a warlock • Warlock cannot affect the same target
has the effect of a permanent undetectable alignment with more than one curse at a time.
spell. She may choose to present any outward alignment • Target cannot be immune to

32
Evil Core Classes
Enchantments. Devastating Curse: This effect can be to cast a potent
curse on a group of up to 1 person per level of the
Cursing is a powerful, supernatural enchantment with warlock. If cast at an individual, this is the most terrible
the following special qualities: of curses and will often result in a painful death. This
• Does not require the warlock to have curse has no time limit. It could be a withering state that
line of sight to the target (though it must reduces the target’s Con by 1 point per week until dead.
be on the same plane as the warlock); The curse could be ill omen for the family of the victim
however, the creature will hear the for all time. The Pantheon hates even white witches, let
utterance of the curse regardless of alone warlocks for this power. A Game Master should be
distance. very careful about the uses of these curses. The same
• Target gets no saving through against the rules apply here, as with the other two types of curses.
curse, though resistance still applies. Devastating curses can imitate any Enchantment or
• Curse may only be dispelled by the Necromancy spell or group of spells whose total level
warlock, by killing the warlock, target(s) sum is 10 or less. They cannot directly, instantaneously
completing a quest or fulfilling a kill the individual, but they can kill the victim within up to
condition set by the warlock, or (minor their Con in days after the curse is issued.
curse only) be dispelled by a dispel Atheme Creation (Su): Starting at 8th level, a warlock
magic. may create an atheme. Doing so is similar to the creation
• Warlock can set the effects of a curse of any other wondrous magic item (though the warlock
only to occur at a certain time or times. A does not need the Craft Wondrous Item feat for this
warlock can also set “triggers” to cause special item). The atheme is a special item used by
the curse to flare up. warlocks to focus their spells. Non-warlocks cannot
Minor Curse: This is a curse that is not really harmful create athemes.
but more of an annoyance to the victim. Fleas often
plague the cursed victim or the warlock has placed a Bloodletting Magic (Su): Starting at 8th level, the
permanent itch on the victim. The minor curse should warlock may use her atheme to inflict a wound upon
be agreed to by the GM and not be truly harmful in any her body as a free action during spellcasting, granting
way. The power of a minor curse should be equal to or her power. For every 2 hit points of lethal damage, the
less effective than the effects of a prestidigitation spell, warlock can add 1 to the DC or damage of any given
however, the curse stays with the individual until lifted. spell. The wound must be self-inflicted with the atheme.
Potent Curse: These curses are far nastier and can This stacks with the other abilities of the atheme. The
have long-term effects. A potent curse can acts as a damage done by the weapon is 1d4 (thus, no bonus for
minor curse when issued, but it effects up to 1 person 1 point of damage, +1 DC for 2 or 3 points of damage,
per 2 levels of the warlock. If focused on a single and +2 for 4 points of damage, etc.). The warlock may
individual, however, it could be terrible boils that result in apply her Strength bonus, if any, to increase the damage.
the victim having a –2 Charisma check for one random Fiendish Visage (Ex): At 9th level, the warlock acquires
week out of the month for a year, or the victim could be either great beauty or terrible ugliness, depending on
cursed with a clubfoot that reduces speed. her own desires and the whims of her dark or fiendish
A potent curse cannot be imminently life threatening. patron. A warlock of great beauty can bewitch the hearts
The maximum duration of a potent curse is one year, and minds of others, allowing her to use charm person
but can have a lingering effect. As an example, the boils as a spell-like ability three times per day. A warlock that
could have left scars that would forever reduce the is hideous inspires terror and disgust in all who see her,
victim’s Charisma by 1. allowing her to use cause fear as a spell-like ability three
A potent curse can reduce skill checks linked to a times per day. The caster level of either spell equals the
specific ability by up to –2, caster level by 2 (for spell warlock’s level.
effects only, not for spells cast), or reduce speed by up Hallowing (Su): Warlocks with this ability can gain one
to 10 ft. It can also reduce a target’s attack or damage of the Power of 13 effects whenever they are within a
by –2. Only one of the above effects can be applied, hallowed site, even if no other warlocks are present.
though other effects can be made up of similar scope. When using the Power of 13 within a hollowed site, they
At the end of the curse, the victim can lose up to one may choose 2 effects instead of 1 (or three if all 13 are
point from an ability score related to the curse or have a holding hands).
permanent reduction of 5 ft. for speed, or –1 to attack or Forbidden Knowledge (Ex): At 11th and 16th levels, the
damage. It can otherwise imitate any 5th level or lower warlock’s patron gives her secrets of powerful magic by
Enchantment or Necromancy spell. allowing her to choose a bonus metamagic feat.

33
Darkwalkers
A Thousand Faces (Su): At 20th level, a warlock may
Athemes change her appearance at will, as if using the spell alter
An atheme may be any object, dagger-sized or self.
smaller. It is intricately carved and jewel encrusted, or Scourge (Su): The malign and vile patron of the warlock
otherwise made of a rare material (such as the root bestows upon her a gift reserved for his most faithful
of a petrified life tree, etc.). Only one atheme can be and loyal followers by granting her the ability to curse any
created and possessed by a warlock at a time. If the cleric or paladin who follows a good aligned deity with
atheme is lost or destroyed, the warlock suffers a –1 a modified form of the spell scourge (see Malevolent
caster level for all spells for 90 days (one season). A Magic). The warlock must obtain a treasured personal
new atheme can be created once this time period has item of the subject and bring it to a hallowed site. There
passed. the warlock must spend one hour for every level of
The atheme grants the following abilities to its the target in ritual casting. Ceremonial force may be
warlock: invoked if more than one warlock assists in the ritual
• Spells of 3rd level and lower are cast (maximum 13). Once cast, the target must make a Will
at +1 caster level for effects. save (DC 10 + warlock’s Charisma modifier + Ceremonial
• Warlock may cast one 0-level and force) to avoid the effects of the curse. The warlock
one 1st level spell each day as a free may stipulate any of the listed effects or devise one of
action. her own choosing (pending Game Master’s approval).
• The warlock may use the bloodletting This curse may only be removed when either the set of
ability by drawing her own blood with declared circumstances have been met or the target is
the atheme. the recipient of a miracle or wish.
Moderate Transmutation; CL 8th; Atheme special
ability; Price 10,000 GP
Legendary and Prestige Classes
Masterful Atheme: This is a more powerful, Evil can easily be personified through a prestige class
advanced atheme. A warlock must destroy her old or even a legendary class. Many prestige classes grant
atheme (if possessed) and suffer the penalty for abilities or powers perfectly suited for those with vile
doing so before being able to create a masterful intentions while legendary classes provide the vehicle
atheme. A masterful atheme grants the following to develop the character into a truly memorable force of
abilities to its warlock: darkness that is capable of shaping your world’s history.
• Spells of 5th level and lower are cast
at +1 caster level for effects. Angel Hunter
• Warlock may cast one 0-level, 1st, The angel hunter is a killer of celestials and other forces
and 2nd level spell each day as a free of good. A figure of no remorse or conscious, without any
action. respect for the sacred, he preys upon servants of good
• The warlock may use the bloodletting gods and destroys all that is pure and clean. Considered
ability by drawing her own blood with worse than a fiend, he has chosen his wicked life, having
the atheme. falling irredeemably, and has no hope for mercy by those
Moderate Transmutation; CL 14th; Atheme special who would judge him.
ability; Price 30,000 GP Angel hunters are primarily specialized unholy warriors,
with some skill as rangers. In addition to experience
as a ranger, angel hunters require a special breed of
Timeless Body (Ex): At 15th level, a warlock no longer
corruption to descend to these depths of depravity. Once
suffers ability penalties for again and cannot be
on the path of darkness, it is night impossible to stray
magically aged. Any penalties she may have already
from it. Some clerics dedicated to demons or evil gods
suffered, however, remain in place. Bonuses still accrue
find this road a promising one, as it offers incredible
and the warlock still dies of old age when her time is up.
reward for danger and damnation that most fear to
Ancient Markings (Su): When casting Mark spells, the
embrace.
Warlock may choose to cast them infused with the power
Hit Dice: d10
of the ancients. She may have one of these infused
marks per 10 levels. The infused marks operate as if the
Requirements:
individual has sacrificed a point of Favor or suffered the
To qualify to become an angel hunter, a character must
temporary Wisdom damage to initiate the special effect.
fulfill all of the following criteria.
These marks also have a duration of permanent until
Alignment: Any evil
used (or the individual dies).
Base Attack Bonus: +8
34
Evil Core Classes
Class Abilities: Favored Enemy (outsiders)* angel hunter that specifically target humanoids extend
Skills: Knowledge (the planes) 6 ranks to celestials as well (saving throws and spell resistance
Special: Must have killed a celestial in single does still apply).
combat and violated the remains. Smite Celestial (Su): Once per day, the angel hunter
may attempt to smite a celestial with one normal melee
*At the discretion of the Game Master, the attack. He adds his Charisma modifier (if positive) to
Favored Enemy requirement may be replaced the attack roll and adds the sum of his unholy warrior
by the Track feat and 8 ranks of Knowledge (the levels to his angel hunter levels, applying the total to
planes), which allows a non-ranger to qualify for his damage roll for the single attack. The smite attempt
the class. must be declared prior
to the attack roll. If the
Class Skills: angel hunter attempts to
The angel hunter’s class smite an illegitimate target
skills (and the key ability for (non-celestial), the smite
each skill) are Bluff (Cha), automatically fails, and
Climb (Str), Concentration damage is determined
(Con), Hide (Dex), Jump (Str), normally. At 7th level, the
Knowledge (the planes) (Int), angel hunter may make two
Listen (Wis), Move Silently smite attempts per day.
(Dex), Ride (Dex), Search (Int), Honed (Ex): At 3rd level,
Sense Motive (Wis), Spot the angel hunter perfects
(Wis), Survival (Wis), Swim his skills with a weapon
(Str) and Use Rope (Dex). of his choice, functioning
as if he had the Improved
Class Features Critical feat with the chosen
weapon. This does not stack
An angel hunter is proficient
with the keen property or
with all simple and martial
an existing Improved Critical
weapons, all armors, and
feat.
all shields. Armor check
Clip the Wings (Su): A
penalties for armor heavier
magical field, emanating
than leather do apply to
in a 30 ft. spread centered
relevant skill checks.
on the angel hunter,
Enemy of the Light (Ex): At
prevents any celestial from
1st level, the angel hunter
entering or leaving the
gains a number of abilities
area of effect by means
to aid him in his unholy war
of any spell or effect that
against celestials. Angel
provides extradimensional
hunters gain an insight bonus
movement. Hence, no
equal to one half of their
celestial within 30 ft. of the
angel hunter class level (rounded down) to all Bluff,
hunter can use dimension door, gate, teleport, or any
Listen, Sense Motive, Spot, and Survival checks when
similar effect.
using these skills against celestials. In addition, any
Buttressed by Evil (Sp): At 5th level, the angel hunter
enchantment spells or effects cast or triggered by the
Table 3-11: Angel Hunter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Enemy of the Light
2 +2 +3 +0 +3 Smite Celestial (1/day)
3 +3 +3 +1 +3 Honed
4 +4 +4 +1 +4 Clip the Wings
5 +5 +4 +1 +4 Buttressed by Evil
6 +6 +5 +2 +5 Blinding Bolt
7 +7 +5 +2 +5 Smite Celestial (2/day)
8 +8 +6 +2 +6 Blaspheme Celestial
9 +9 +6 +3 +6 Corrupt Celestials
10 +10 +7 +3 +7 Turn/Destroy Celestials

35
Darkwalkers
receives a +4 insight bonus on saves against spells with
the “good” descriptor. Furthermore, he receives a +2 Arcane Spellchanneler
profane bonus to saves against all divine spells cast by a The arcane spellchanneler has, for whatever reason,
good caster. developed a deep hatred for wizards and sorcerers and
Blinding Bolt (Su): When the angel hunter reaches 6th (considering the arrogance that many show) who can
level, he may hurl a bolt of negative energy once per day. blame them. So many have searched the world over
This is a ranged touch attack that is only useable against looking for a way to annul these wielders of power and
celestials. If the bolt strikes its target, the creature must many are the secrets that they have uncovered. Through
make a Will save (DC 10 + one half angel hunter and self-discipline these individuals have learned to channel
unholy warrior levels + the angel hunter’s Dex modifier). arcane energy to boost/augment their own abilities and
On a successful save, the celestial takes 2d6 points grant them some of the same abilities as the spells
of damage. On a failed save, the celestial takes 4d6 wielded by their enemies. Because of the nature of an
damage and is blinded for 1d6 minutes. arcane spellchanneler, he may not willing fail a saving
Blaspheme Celestial (Sp): Once per day, the angel throw when subjected to an arcane spell, regardless of
hunter may make a normal melee attack against a target the source. Monks, Rogues, Divine Spellcasters, and
celestial, adding his Charisma modifier (if positive) to sometimes Fighters may elect to take levels in this class.
the attack roll. This action must be declared prior to the Hit Dice: d8
attack roll. If the angel hunter attempts to blaspheme a
non-celestial creature, there is no additional effect. On a Requirements:
successful attack, the angel hunter renders all celestial To qualify to become an arcane spellchanneler, a
qualities dormant for 1d3 rounds. character must fulfill all of the following criteria.
Corrupt Celestial (Su): All melee and ranged attacks Alignment: Any
against celestial creatures inflict corruption damage. Base Saving Throws: All base saves must be +3
Corruption damage only affects good-aligned outsiders, or better.
inflicting an additional 1d3 points of Wisdom damage Feats: Great Fortitude, Iron Will, and Lightning
with every successful hit. The angel hunter must exceed Reflexes.
the creature’s spell resistance on the attack for the Skills: Knowledge (arcana) 8 ranks, Spellcraft 8
corruption damage to take effect. ranks.
Turn/Destroy Celestials: Angel hunters may attempt to Special: Cannot cast arcane spells.
turn or destroy celestials as a good-aligned cleric turns
or destroys undead. Angel hunters add their unholy
Class Skills:
warrior levels to their angel hunter levels for the purpose
The arcane spellchanneler’s class skills (and the key
of determining the effects of the turn attempt.
ability for each skill) are Balance (Dex), Concentration
(Con), Escape Artist (Dex), Hide (Dex), Jump (Str),
Campaign Suggestions Knowledge (arcana) (Int), Listen (Wis), Move Silently
Hunt: Rise of Evil: The angel hunter is the perfect (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex)
nemesis for Children of the Waking Dream. Despising
all forces of good, he may use the endangerment of the Skill points at Each Level: 4 + Int modifier
good or innocent as bait to draw celestials into the open
so he might savagely slay them.
Modern: An angel hunter is the ultimate sociopath killer. Class Features
He has no remorse and will focus on the extermination of
The arcane spellchanneler gains no new armor or
high-ranking priests in an attempt to draw the attention
weapon proficiencies. Armor check penalties for armor
of the higher holy powers.
heavier than leather do apply to relevant skill checks.
Standard Fantasy: The angel hunter in this setting
travels from land to land, viciously killing paladins and
Spellchannel I: The arcane spellchanneler learns to
clerics of good deities and leaving a path of death and
absorb some of the residual magic left over from a
destruction in his wake. He might very well wound and
(mostly) unsuccessful magical assault. At first level, an
torture a paladin until the paladin relents and pleas for
arcane spellchanneler that makes a successful save
divine help. A favorite tactic is leaving the paladin staked
against a magical effect may utilize expeditious retreat,
to the ground or crucified and then slowly inflicting level
jump or magic weapon 1/day per effect for 1 round/level
upon level of pain and suffering until the victim can take
of arcane spellchanneler.
no more and relents or perishes from the blood loss and
Spellchannel II: At second level, an arcane
shock.
spellchanneler that makes a successful save against a
36
Evil Core Classes
Table 3-12: Arcane Spellchanneler
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Spellchannel I
2 +1 +3 +3 +3 Spellchannel II
3 +2 +3 +3 +3 Spellchannel III
4 +2 +4 +4 +4 Elemental Resistance
5 +3 +4 +4 +4 Damage Reduction

magical effect may utilize protection from arrows, spider target. She will use her charm, wit, physical beauty
climb or true strike 1/day per effect for 1 round/level of and seductive ways to entrance her victims and make
arcane spellchanneler, or gain 5 temporary hit points/ them desire her to the point where they are willing to
level of arcane spellchanneler. do anything to keep her in their lives. Beguilers typically
Spellchannel III: At third level, an arcane spellchanneler prey upon those who can afford to keep a comfortable
that makes a successful save against a magical effect lifestyle and will wait patiently for the most opportune
may utilize blink, greater magic weapon or haste once/ time when they can eliminate that person and escape
day for 1 round/level of arcane spellchanneler, or he may with the victim’s personal wealth.
gain an inherent (i.e. stackable) bonus to Strength (+1 Beguilers are well versed in the art of poisons and
per level of Arcane Spellchanneler). often prefer to dispose of their prey in that manner,
Elemental Resistance (Su): At fourth level, an arcane as it offers sufficient time to develop an airtight alibi.
spellchanneler gains the supernatural ability (as a free However, in the event that poison is not a viable option,
action) to become temporarily invulnerable to a selected a beguiler will use any convenient method at hand, so
energy type as per the spell protection from energy for a long as it does not leave incriminating evidence behind,
duration of 1 round/level of arcane spellchanneler per including her own special powers. Rogues and bards
each type of energy (acid, cold, electricity, fire, or sonic). are the most common classes that choose to become
This ability is only useable 1/day per type of energy. beguilers due to its mostly non-combative nature.
Damage Reduction: At fifth level, an arcane
spellchanneler gains damage reduction 5/-. Hit Dice: d6

Campaign Suggestions Requirements:


Hunt: Rise of Evil: The arcane spellchanneler is the To qualify to become a beguiler, a character must fulfill
perfect nemesis for any practitioner of Blood or Blight all of the following criteria.
magic. The practitioner may have used the arcane Abilities: Cha 14
spellchanneler’s loved-ones, sacred lands or homelands Alignment: Any evil
as sacrifices. On the other hand, this PrC would work Feats: No Conscience, Skill Focus (Seduction)
well for any politician or warlord that wishes to control an Skills: Diplomacy 5 ranks, Gather Information 5
area that has wizards as the main controlling faction. ranks, Seduction 5 ranks
Modern: In a world of technology the arcane
spellchanneler may be a mage slayer or a hunter of the Class Skills:
supernatural, tracking down magical beasts and spell- The beguiler’s class skills (and the key ability for each
wielders alike. If the DM wishes, the abilities of the skill) are Appraise (Int), Bluff (Cha), Concentration (Con),
arcane spellchanneler can be attributed to technological Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable
devices or implants. Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery
Standard Fantasy: The arcane spellchanneler can be (Int), Gather Information (Cha), Hide (Dex), Intimidate
the antithesis to the stereotypical mad and power-hungry (Cha), Knowledge (local) (Int), Knowledge (nobility)
sorcerers that seem to plague just about every fantasy (Int), Knowledge (poisons) (Int), Knowledge (torture)
campaign setting. Or, in a magic rich world, they could (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
be law enforcers specially trained to handle the unruly Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read
spellcasters or magical beasts that cause havoc in large Lips (Int), Search (Int), Seduction (Cha), Sense Motive
cities from time to time. (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 5 + Int modifier


Beguiler
The beguiler is a master manipulator who uses the
power of sex to place herself intimately close to her Class Features
A beguiler is proficient with light armor and simple
37
Darkwalkers
weapons only. Armor check penalties for armor heavier Cha mod + half the beguiler’s level, rounded down) to
than leather do apply to relevant skill checks. avoid the effects and become immune to them for one
day. The beguiler may use this ability a number of times
Poison Use: A beguiler is trained in the handling per day equal to her class level.
and use of poisons and is never at risk of accidental Alluring Gaze (Sp): At 4th level, a beguiler may
poisoning when applying poison to a weapon. It should selectively use the power of her gaze once per day
be noted that good-aligned characters might be to further captivate her intended target as the spell
restricted on the use of this ability. confidant. However, unlike the spell, the victim is allowed
Skill Bonus: At 2nd level and every other level a Will save (DC = 10 + Cha mod + half the beguiler’s
afterwards, a beguiler gains a +2 competence bonus to level, rounded down).
one of the following skills: Appraise, Bluff, Diplomacy, Detect Thoughts (Sp): At 5th level, a beguiler may
Escape Artist, Forgery, Perform, or Use Rope. A skill may detect thoughts (as the spell) a number of times equal to
be chosen more than once if so desired; the bonuses are her class level per day.
stackable. Forgotten Kiss (Sp): A 6th level beguiler may alter a
Sneak Attack: Any time the beguiler’s target would person’s memory slightly through a simple touch or kiss
be denied a Dexterity bonus to AC (whether the target at will. This ability mimics the spell modify memory.
actually has a Dexterity bonus or not), or when the Those affected must make a Will save (DC= 14 + Cha
beguiler flanks the target, the beguiler’s attack deals mod + half the beguiler’s level, rounded down) or risk
extra damage. The extra damage is +1d6 at 2nd level having a memory irrevocably altered. The beguiler may
and an additional 1d6 every four levels thereafter. use this ability a number of times equal to their class
Should the beguiler score a critical hit with a sneak level per day.
attack, this extra damage is not multiplied. This ability Seduction’s Embrace (Sp): At 7th level, a beguiler
does stack with sneak attack bonuses from other has acquired the ability to strengthen her hold on an
classes. individual’s desires through a simple touch. When
Stunning Looks (Ex): A 1st level beguiler, because of any humanoid touches her, she can at will, release a
their eye-catching good looks, gains +3 competence chemical agent that simulates the effects of a fascinate
bonus on all Charisma-related skill checks when dealing spell. The individual afflicted must make a Will save (DC
with a member of the opposite sex and a +1 bonus when = 15 + Cha mod + half the beguiler’s level, rounded
dealing with members of the same sex. down) or fall under the influence of her seduction.
Endurance (Ex): At 2nd level, the beguiler has Outburst (Sp): An 8th level beguiler has mastered
developed incredible stamina and drive, especially toying with the emotions of her conquests and may
during romantic interludes. As a result, she gains the cast emotion three times within a single day. Affected
Endurance feat and in addition, will recover in one half individuals may attempt a Will save (DC = 10 + Cha mod
the normal time if fatigued. + half the beguiler’s level, rounded down) to shake off
Magnetic Presence (Su): A 3rd level beguiler, at will, the effects of the spell without harm.
emits a certain subliminal energy that others find Gaze of Dominion (Sp): At 9th level, a beguiler can
arousing. This energy field, while undetectable, attracts cause anyone to fall under her power. Once per day, a
members of both sexes who find they experience beguiler may make eye contact with an individual she
a strong desire to remain in the presence of the desires followed by a slight touch and cause him to be
beguiler. Affected persons suffer a –1 penalty to all subjected to the same effects as the spell smitten. The
Wisdom-related skill check and all Will saving throws. target may make a Will save (DC = 15 + Cha mod + half
This attraction extends for a range of 2 ft. per level of the beguiler’s level, rounded down) to avoid the effects.
beguiler. Individuals are allowed a Will save (DC = 10 + However, if the target has previously been affected by
Table 3-13: Beguiler
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Stunning Looks, Poison use
2 +1 +0 +0 +3 Endurance, Skill Bonus, Sneak attack +1d6
3 +1 +1 +1 +3 Magnetic Presence
4 +2 +1 +1 +4 Alluring Gaze, Skill Bonus
5 +2 +1 +1 +4 Detect Thoughts
6 +3 +2 +2 +5 Forgotten Kiss, Skill Bonus, Sneak attack +2d6
7 +3 +2 +2 +5 Seduction’s Embrace
8 +4 +2 +2 +6 Outburst, Skill Bonus
9 +4 +3 +3 +6 Gaze of Dominion
10 +5 +3 +3 +7 Passion’s Death, Skill Bonus, Sneak attack +3d6

38
Evil Core Classes
either the Alluring Gaze or Seduction’s Embrace of the Child of the Demon is a legendary class for evil
beguiler, a –4 penalty is assessed. characters that have the half-fiend template applied
Passion’s Death (Sp): A 10th level, a beguiler is a lethal to their race. Characters learn to awaken the inherent
vixen. Using a combination of powers together once per powers contained within their blood by completing a
day, she is capable of killing her lover during while in series of quests on the path to their destiny. To do so,
the midst of having sex. The use of this ability requires they must not only face challenges and tribulations, but
two full rounds and participates must be fully engaged also handle them in such a way that it further advances
in acts of passion. During the first round, the beguiler is the cause of the forces of evil.
able to use mists of ecstasy and heighten the sensations
and emotions of those within the area of effect. All Hit Die: d8
individuals within the mist must make a Will save at –4
penalty since their current state of arousal makes them Requirements:
more receptive (DC = 20 + Cha mod + half the beguiler’s To qualify to become a child of the demon, a character
level, rounded down). must fulfill all of the following criteria.
The second round is where the passion takes Alignment: Any evil.
a deadly turn. The beguiler uses tainted body to poison Base Attack Bonus: +10
her lover (and anyone else who may be involved in the Feats: Warlord
“activities” at the time). Those poisoned by this method Skills: Diplomacy 10 ranks, Gather Information
must make the standard series of poison Fortitude saves 5 ranks, Intimidate 5 ranks, Knowledge (the
(DC 20 + Cha mod + half the beguiler’s level, rounded planes) 5 ranks, Knowledge (torture) 5 ranks,
down) or take poison damage (initial 1d10 temporary Seduction 5 ranks, and Sense Motive 5 ranks.
Con; secondary 1d10 temporary Con), which could lead Special: Character must have the half-fiend
to their deaths. template applied.

Campaign Suggestions Quests


Hunt: Rise of Evil: A beguiler is best suited in the role • The character must seek out and corrupt or taint
of traveling socialite or romancing bard, moving from the soul of an innocent virgin by convincing her
town to town, staying long enough to sink her claws into to willfully commit a damning or heinous crime. If
a wealthy soul and suck them him dry. Evil lords also he is successful, her soul becomes marked and
employ them as agents of espionage and sabotage, is now considered to be his property for use in
letting them worm their way into the confidences of negotiations with dark powers or other fiends.
rivals to extract information or even eliminate them all • The character must directly challenge and defeat
together. a champion of good that is at least two levels
Modern: Beguilers fit into any modern urban setting greater in experience than he is. If successful,
easily. They are the ones who are found frolicking among the character earns the enmity of the deity that
the rich and affluent. They also tend to disappear into the champion followed.
the night once the body of a wealthy tycoon that they • The character must directly challenge a powerful
have been seen with shows up dead. fiend that is at least 3 Hit Die greater than his
Standard Fantasy: Beguilers are more fitted for an level and force it to become his loyal servant. If
urban or relatively stationary campaign, but they may successful, the fiend will serve faithfully as long
still be used in an adventuring style. A beguiler may be as the character actively pursues an evil agenda.
encountered traveling to a new city or perhaps even
on the run from the law. She may hire the characters Class Skills
to be her bodyguards and help protect her from those The child of the demon’s class skills (and the key ability
convinced of her guilt or to prevent a lynch mob from for each skill) are Bluff (Cha), Climb (Str), Concentration
burning her at the stake. (Con), Craft (Int), Diplomacy (Cha), Gather Information
(Cha), Intimidate (Cha), Jump (Str), Knowledge (all
Child of the Demon (Legendary Class) skills taken separately) (Int), Listen (Wis), Profession
When making pacts with dark powers, there is always (Wis), Search (Int), Seduction (Cha), Spellcraft (Int) and
a price that must be paid. Sometimes that cost results Survival (Wis).
in the birth of a child. Cursed with the blood of fiendish
parentage, that child must choose between forsaking his Skill points at each level: 8 + Int modifier
heritage or embracing the darkness and fulfilling his true
potential. Class Features
39
Darkwalkers

40 “All’s Lost” by Antje Darling


Evil Core Classes

Table 3-14: Child of the Demon


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +1 +1 +2 +2 Child of the Demon Ability +1 level of existing class
2 +2 +2 +3 +3 Child of the Demon Ability
3 +3 +2 +3 +3 Child of the Demon Ability +1 level of existing class
4 +4 +3 +4 +4 Child of the Demon Ability

The child of the demon gains no new armor or weapon In preparation for those encounters, the dark power or
proficiencies. Armor check penalties for armor heavier deity that the character worships bestows protection
than leather do apply to relevant skill checks. upon him in the form of divine magic resistance. The
child of the demon gains spell resistance 10 + 4 per
Child of the Demon Abilities power level against the divine magic of good-aligned
When a Child of the Demon gains a new ability she creatures and damage reduction 10/- against weapons
may choose one from the list below. Each ability can be that possess divine qualities. These abilities do not stack
chosen only once. with any existing spell resistance or damage reduction.
Abyssal Skill: Constant dealings with abyssal and Use whichever is greater.
fiendish powers have sharpened the character’s skills,
perceptions and judgment. This legendary skill continues Campaign Suggestions
to grow and develop. With this ability, the character may Hunt: Rise of Evil: A Child of the Demon is a perfect
select one skill from his class skill list per power level legendary class for any follower of Ithganin. Characters
and gain a +3 legendary bonus per power level to his who are seeking to rule kingdoms and conquer enemy
bonus with that skill. This legendary bonus stacks with lands will find the abilities and the bonuses to the Tyrant
any skills, feats, abilities, or spells that provide a bonus score quite appealing.
to the selected skill. Modern: What better way to empower yourself, further
Alter Self (Su): The need to interact with and ultimately the cause of evil and attract followers than starting
corrupt innocent individuals requires the character to your own cult? Demonic cults always draw the curious,
be more than charming and charismatic, he also has to the rebellious and the sadistic. They also serve as an
be physically attractive with little or no visible signs of excellent vehicle for the corruption of the innocent,
his fiendish blood. With this ability, the character may who are very quick to embrace evil and have their souls
change his form as the spell alter self at will. become tainted.
Enhanced Charisma: Corrupting souls and tempting the Standard Fantasy: Half-fiends already are the subject
innocent requires a great deal of skill and charm. This of many a paladin’s or good-aligned cleric’s mission to
panache has increased his charisma to legendary levels. vanquish. Knowing this, a Child of the Demon may easily
The character gains a +1 legendary bonus per power set a trap with himself as the bait to draw an appropriate
level to his Charisma score. This is a one-time bonus. champion into his clutches as a part of one of the quests
Enhanced Intelligence: Outwitting your enemies and that must be fulfilled.
leading armies requires the ability to strategize and plan
your moves well in advance. This foresight and critical
thinking has increased his intelligence to legendary Fearforger
levels. The character gains a +1 legendary bonus per The Fearforger has learned not only to master his own
power level to his Intelligence score. This is a one-time fear but also to incite it in others and draw strength
bonus. from those powerful emotions. By using his abilities,
Evil’s Temptation: The allure and temptation of evil is a fearforger creates fear within the innocent and then
quite strong when coercing your followers. The charisma feeds upon it, making him a more deadly and mighty
evoked by the character grants a +1 bonus to his Tyrant adversary. More powerful fearforgers are capable of
score per power level. creating images of a victim’s worst nightmare and then
Fiendish Evolution: By embracing the dark nature of his soak up the waves of fear as they emanate from the
bloodline, the character awakens the full potential of his victim.
fiendish inheritance. He gains all of the innate abilities, Rogues and bards are the most common classes that
bonuses and liabilities of his fiendish heritage as if he go on to become fearforgers, although occasionally a
were a full-blooded member of that race. spellcaster such as a sorcerer, warlock or wizard will
Resist the Power of Faith (Ex): As an agent of the choose this path.
forces of evil, the character must face and confront the
minions of good, justice and law on an ongoing basis. Hit Die: d8

41
Darkwalkers
Requirements: bonus to all attack, save and skill check rolls.
To qualify to become a fearforger, a character must fulfill Horrific Visage (Su): The fearforger can now generate a
all of the following criteria. glamour that transforms his image into the most horrific
Alignment: Any non-lawful evil visage the viewer can imagine. Anyone within 30 ft. of
Skills: Bluff 5 ranks, Intimidate 5 ranks, and the fearforger must make a Will save (DC 15 + the level
Perform 5 ranks. of fearforger) or become automatically frightened. This
Feats: Persuasive ability is not affected by the Intensify Terror ability. This
ability can be used once per day per level of fearforger.
Banquet of Fear (Su): The fearforger has mastered his
Class Skills art and can now fully exploit the terror around him. As
The fearforger’s class skills (and the key ability for each long as at least two sentient creatures within 30ft. of
skill) are Acid Use (Int), Bluff (Cha), Concentration (Con), the fearforger are under some form of fear effect the
Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist fearforger gains a +4 morale bonus to all attack, save
(Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), and skill check rolls.
Knowledge (Arson) (Int), Knowledge (Torture) (Int), Listen
(Wis), Move Silently (Dex), Perform (Cha), Profession Campaign Suggestions:
(Wis), Sense Motive (Wis), Speak Language (None), Spot Hunt: Rise of Evil: Fearforgers always make for devilish
(Wis), and Use Rope (Dex). adversaries, but adding this PrC to one of the many
nightmare creatures of Gothos is truly horrific. Even more

Table 3-15: Fearforger


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +1 +1 +2 Immune to Fear, Fear Increase
2 +2 +1 +2 +2 Intensify Terror, Cast Fear
3 +3 +2 +2 +3 Feed on Fear
4 +4 +2 +3 +3 Horrific Visage
5 +5 +3 +3 +4 Banquet of Fear
Skill Points at each level: 4 + Int modifier. so if added to the multitude of Outsiders that love to
plague the mortal world.
Modern: Fearforgers are connoisseurs of chaos and
anarchy. They thrive in areas where large crowds
Class Features gather, such as arenas or public events. Sizeable
A fearforger gains proficiency with simple and martial gatherings such as this allow the fearforger to obtain the
weapons and with all forms of armor and shields. Armor maximum benefit of his abilities and cause considerable
check penalties for armor heavier than leather do apply pandemonium at the same time. Panic breeds fear. If
to relevant skill checks. there is a panicked crowd, you can bet a fearforger is
nearby.
Immune to Fear: At 1st level the fearforger becomes Standard Fantasy: Use of his horrific visage ability
immune to all forms of fear. allows the fearforger to tap into the psyche of people and
Fear Increase: The DC for any fear based powers or discover what frightens them most. By appearing to them
spells cast by the fearforger are increased by a +2 in the guise of what they fear most, it becomes relatively
competence bonus. easy to procure information from them as a means of
Intensify Terror: The level of terror of anyone under the extortion.
effects of a fear based power or spell that is with 30 ft.
of the fearforger is automatically raised by one step (i.e. Fiend Summoner
shaken to frightened, frightened to panicked). A fiend summoner is a spellcaster who specializes in the
Cast Fear (Sp): At 2nd level the fearforger gains the summoning and control of fiendish denizens, such as
ability to cast a fear spell once per day per level of demons and devils. Typically residing on the outskirts
fearforger. This spell is as if cast by a 10 + the level of of civilization, these practitioners of the darker arts of
fearforger sorcerer. magic may be found conversing with the foul beings
Feed on Fear (Su): The fearforger learns to feed off that serve them, deeply studying ancient tomes, and
the terror of those around him. As long as a sentient venturing into the realms of population centers only
creature within 20 ft. of the fearforger is under some when they require goods that cannot be gained through
form of fear effect the fearforger gains a +2 morale other means. As spellcasting and use of summoning

42
Evil Core Classes
spells is vital to this class, sorcerers, wizards and added the prestige class. She does not, however, gain
clerics are the only classes permitted to become fiend any other benefit a character of that class would have
summoners. All other classes lack the necessary magical gained. This essentially means that she adds the level of
energies to become summoners. fiend summoner to the level of some other spellcasting
class the character has, then determines spells per day,
Hit Dice: d4 spells known, and caster level accordingly.
Metamagic feat: Becoming more proficient at casting
Requirements: spells is essential for the survival of a fiend summoner.
To qualify to become Starting at 1st level and
a fiend summoner, a continuing at 2nd, 4th,
character must fulfill all of 7th, and 10th levels,
the following criteria. he may choose any
Alignment: Any evil metamagic feat. If he
Skills: Knowledge has made a pact with
(demonology) 6 a demonic power and
ranks, Knowledge chosen the Unholy Pact
(the planes) 5 feat, he may select from
ranks, Spellcraft 6 the special abilities in
ranks. place of a metamagic feat
Spellcasting: Cleric (pending Game Master
7th level or higher, approval).
Sorcerer 6th level Apprentice: The fiend
or higher, Wizard summoner gains an
5th level or higher. apprentice at 3rd level
Special: The fiend (and again at 6th and 8th
summoner must levels). This is a novice
be able to speak who has learned of the
both Abyssal and summoner’s prowess and
Infernal languages. is offering her services in
exchange for the tutelage
and instruction of the
Class Skills art. She begins as a 0-
The fiend summoner’s level (apprentice) wizard
class skills (and the key and gains experience at
ability for each skill) are half the rate of the fiend
Appraise (Int), Bluff (Cha), summoner, learning
Concentration (Con), Craft whatever spells the
(Int), Decipher Script (Int), Diplomacy (Cha), Gather summoner deems appropriate. Although fairly weak
Information (Cha), Knowledge (arcana) (Int), Knowledge in power, she can perform menial tasks for the fiend
(demonology) (Int), Knowledge (the planes) (Int), summoner and, when she reaches sufficient level, can
Spellcraft (Int), and Use Magic Device (Cha). not only help prepare the magic circle, but also help her
master cast the spells of summoning.
Skill Points at Each Level: 2 + Int modifier Servitor: At 5th level, the reputation of the fiend
summoner has grown to a state where beings from the
lower planes take notice. The summoner gains an imp
Class Features (or quasit depending on the character’s alignment) as
a servitor. The servitor attaches itself to the summoner
The fiend summoner gains no proficiency in either armor as a permanent follower, so long as the summoner
or weapons. Armor check penalties for armor heavier continues to grow in power. If, in the judgment of the
than leather do apply to relevant skill checks. fiend (aka the Game Master) the summoner experiences
a major loss of temporal power, the servitor abandons
Spells per Day: When a new fiend summoner level is him and returns to the lower planes.
gained, the character gains new spells per day (and Permanent Control (Su): At 9th level, a fiend summoner
spells known, if applicable) as if she had also gained a may control a fiend of Challenge rating 5 or less and
level in a spellcasting class she belonged to before she

43
Darkwalkers
Table 3-16: Fiend Summoner
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +0 +0 +2 Metamagic feat +1 level of existing class
2 +1 +0 +0 +3 Metamagic feat +1 level of existing class
3 +1 +1 +1 +3 Apprentice +1 level of existing class
4 +2 +1 +1 +4 Metamagic feat +1 level of existing class
5 +2 +1 +1 +4 Servitor +1 level of existing class
6 +3 +2 +2 +5 Apprentice +1 level of existing class
7 +3 +2 +2 +5 Metamagic feat +1 level of existing class
8 +4 +2 +2 +6 Apprentice +1 level of existing class
9 +4 +3 +3 +6 Permanent control +1 level of existing class
10 +5 +3 +3 +7 Metamagic feat +1 level of existing class
bring it entirely under his will through overriding magical Hit Dice: d6
bonds. To gain control of that fiend, the summoner must
make a Will save against the opposed Will save of the Requirements:
fiend. If he is successful, the fiend will be trapped in To qualify to become a grim extractor, a character must
the material world and will be compelled to follow the fulfill all of the following criteria.
summoner’s instructions at all times. Upon completion Alignment: Any evil.
of any instruction, it will remain at the summoner’s side Skills: Intimidate 5 ranks, Sense Motive 5 ranks,
rather than returning to the lower planes. The number and Knowledge (torture) 5 ranks.
of fiends under the summoner’s control is equal to his
Wisdom modifier.
Class Skills
Campaign Suggestions: The grim extractor’s class skills (and the key ability for
Hunt: Rise of Evil: Fiend summoners are primarily each skill) are Appraise (Int), Bluff (Cha), Concentration
located in Ithganin, as this is the only land where (Con), Gather Information (Cha), Heal (Wis), Intimidate
they are less likely to suffer persecution for engaging (Cha), Knowledge (Acid Use) (Int), Knowledge (Torture)
in matters with demons and devils. Anywhere else (Int), Listen (Wis), Perform (Cha), Profession (Wis),
in Gothos they are often in seclusion and hiding, Search (Int), Sense Motive (Wis), Speak Language
especially from Inquisitors of the Pantheon. Adventuring (None), and Use Rope (Dex).
summoners are likely searching for areas of power that
might be used to summoner greater fiends. Skill Points at each level: 4 + Int modifier.
Modern: Evil cults are perfect for fiend summoners. Not
only is there an ample supply of willing sheep to satisfy
the needs of a fiend, but so many individuals willing
to hand over their souls gives the fiend summoner a Class Features
measure of respect in the eyes of that fiend. The grim extractor gains proficiency with any simple or
Standard Fantasy: The ability to permanently control martial weapon and light or medium armor. Armor check
fiends and have an imp for a familiar makes a fiend penalties for armor heavier than leather do apply to
summoner a formidable foe. Those who choose to relevant skill checks.
adventure will likely hire others to assist and protect him
so as not to reply upon or abuse the favor of his fiendish Persuasive Feat: The grim extractor gains the
patron. Persuasive feat.
Detect Lie (Ex): Experience has granted the grim
Grim Extractor extractor an uncanny ability to detect when someone is
A macabre diviner of sorts, the Grim Extractor uses lying to him. This ability can be foiled by a nondetection
a number of techniques (not the least of which being spell or more powerful spells.
torture) to obtain information. Not simply an inquisitor, Eye of Fate (Sp): By gazing into the eyes of a sentient
he uses his pain-wracked victims as a source of power creature, the grim extractor can “see” the future. This
and insight, allowing him to see the past and present as ability works similarly to a clerics augury spell with a
well as the future. Through the torment and suffering of base chance of success equal to 80% + level of grim
others, he is granted a glimpse through the eyes of the extractor. This ability can be used 1/day for each level of
gods themselves. The fact that others must pay the price grim extractor.
for such glorious revelations is of little consequence. Insightful Chorus (Su): By concentrating on the sound
of the screams and moans of their victims the grim

44
Evil Core Classes
extractor can enter a
trance-like state and Table 3-17: Grim Extractor
gain the benefits of a Level Base Attack Bonus Fort Save Ref Save Will Save Special
divination spell. This is 1 +1 +2 +0 +1 Persuasive feat
2 +2 +2 +1 +2 Detect Lie
a ritual technique that
3 +2 +3 +1 +2 Eye of Fate
must be performed 4 +3 +3 +2 +3 Insightful Chorus
in a controlled
environment and lasts passing. A good corpse should never go to waste.
10 minutes. Any disruption during this time spoils the
ritual. This ability works with a base chance of success Hit Dice: d10
equal to 80% + level of grim extractor. This ritual can
be performed any number of times, but only once per Requirements:
victim. To qualify to become a harvester, a character must fulfill
Goreaugury (Su): By eviscerating his victim and studying all of the following criteria.
the blood splatters and spilled organs, the grim extractor Alignment: Any evil.
can gain insight to the future. This ability allows the Skills: Knowledge (Anatomy) 5 ranks.
grim extractor to commune, as the spell, with his deity Feats: Blood Draught.
or (if he has no patron deity) a dark power of the lower
planes. Only one question per level of grim extractor can
be asked. This ritual can be performed any number of
Class Skills
times, but (obviously) only once per victim.
The harvester’s class skills (and the key ability for
Campaign Suggestions each skill) are Concentration (Con), Craft (Int), Disable
Device (Int), Handle Animal (Cha), Heal (Wis), Intimidate
Hunt: Rise of Evil: In the world of Gothos, the grim (Cha), Knowledge (Anatomy) (Int), Move Silently (Dex),
extractor goes hand in hand with Blood Magic, either as Profession (Wis), Search (Int), Speak Language (None),
a team up of a practitioner of each or both aspects in Spot (Wis), Survival (Wis), and Use Rope (Dex).
one truly evil individual. The possibilities for decadence
are astounding. Skill Points at each level: 6 + Int modifier.
Modern: The supernatural abilities of the grim extractor
can be easily coupled with the technology of the modern
Class Features
campaign setting, however the setting will still have to
have some form of otherworldly being from which to The harvester gains proficiency with simple and martial
gain insight. This PrC is usually seen in an underling weapons and light armor and shields. Armor check
inquisitor, but sometimes the high-level masters delve penalties for armor heavier than leather do apply to
into these dark arts. relevant skill checks.
Standard Fantasy: The grim extractor is an excellent
addition to a church of any Dark god, either as a Create Fetish (Ex): The harvester can take a piece of
replacement of some clergy or as an additional faction a creature (hair, skin, teeth, etc.) and create a totem or
within the church. This could explain a sudden raise of fetish that grants the wearer certain benefits in regards
power or influence for the unholy congregation. to that type of creature. Once created, the wearer of the
totem gains a +1 bonus to attacks and saves against
that type of creature. In addition, the wearer can never
Harvester be caught flat-footed by that type of creature. The
The Harvester believes that blood and certain organs harvester can create and have active only one fetish for
contain the remnants of a creature’s life essence. His each level of harvester. Once the maximum number of
art is the harnessing of that power through the extracted totems has been created no more can fashioned until
body parts or fluids of the freshly slain. A methodical one or more are destroyed.
mortician, he does not take pleasure in the death, pain
or suffering Table 3-18: Harvester
of those he
considers his Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +1 +1 Create Fetish
“garden”, only 2 +2 +2 +2 +1 Psychic Surgery
in the reaping of 3 +2 +3 +2 +2 Improved Blood Draft
the fruit that is 4 +3 +3 +3 +2 Bolster Ability
bared from their 5 +3 +4 +3 +3 Assimilate

45
Darkwalkers
Psychic Surgery (Ex): The ability allows the harvester his heart he considers his job a social service by thinning
to physically push through the skin of a living body to the herd of weak-minded fools.
extract foreign objects and even poisons. The harvester
must make a Knowledge (Anatomy) check (DC 15) to Hit Dice: d6
safely remove a foreign object or (DC 17) to remove
poisons. However, the target creature still takes 1d3 Requirements:
points of piercing damage from the intrusion. To qualify to become a hustler, a character must fulfill all
Improved Blood Draft: When the harvester uses his of the following criteria.
Blood Draft feat he gains hit points equal to 2 + 2 per Feats: Deceitful.
character level/ HD of the slain creature. He also gains Skills: Appraise 5 ranks, Bluff 5 ranks, Gather
an additional use of the Blood Draft feat. Information 5 ranks, and Sense Motive 5 ranks.
Bolster Ability (Su): The harvester can gain temporary
benefits from extracting and consuming a part of certain
organs from a recently slain corpse. These bonuses Class Skills
remain for 24 hours and are stackable with any other The hustler’s class skills (and the key ability for each
bonuses. skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Organ Benefit Escape Artist (Dex), Forgery (Int), Gather Information
Heart +2 bonus to Str
Brain +2 bonus to Int (Cha), Hide (Dex), Intimidate (Cha), Knowledge
Lung +2 bonus to Con (Legalese) (Int), Listen (Wis), Move Silently (Dex), Open
Liver +2 bonus to saves against poisons Lock (Dex), Perform (Cha), Profession (Wis), Search
(Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak
Assimilate (Su): The harvester gains the ability to Language (None), and Use Rope (Dex).
assimilate the organs and limbs of the recently
deceased to replaced lost or damaged parts of his own. Skill Points at each level: 6 + Int modifier.
The harvester must make a Knowledge (Anatomy) skill
check (DC 15) for the replacement to be successful. The
new organ or limb will meld and change form to match Class Features
the harvester’s original parts almost immediately.
Hustler gains proficiency with all simple weapons, light
or medium armor and shields. Armor check penalties
Campaign Suggestions for armor heavier than leather do apply to relevant skill
Hunt: Rise of Evil: In the world of Gothos, the harvester checks.
is naturally drawn to Blood Magic with both arts
combined in one truly decadent and depraved individual. A Friend to All (Ex): The hustler radiates an aura of trust
Modern: Because of the will power of the harvester and and friendliness that shifts all reactions to the hustler
his absolute faith in his abilities, this PrC can fit nicely one category in a positive direction.
into a realistic modern day setting. Since his abilities Second Chance (Su): Having a knack for loading the dice
are based on real world myth the harvester can be used of Fate the hustler may choose to re-roll any single die
even in settings with little or no true magic. throw. However he must adhere to that result, whatever
Standard Fantasy: The harvester works best when it may be. The hustler may use the ability 1/day for each
coupled with less-than mainstream faiths and level of hustler.
shamanism. They could be used in sub-human cultures Find Loophole (Ex): The Hustler can find a technicality
as cannibalists. Or, in more civilized areas, the harvester or some obscure tradition that allows him to escape the
could be used as a Jack the Ripper-style serial killer. harshest of punishments or perhaps even any charges at
all, depending on the exact circumstances. The hustler
Hustler must roll a successful Legalese (Int) check to do so, but
The consummate conman, the Hustler is skilled at is allowed to add his Charisma modifier as well as his
creating “favorable” conditions or odds in his favor, Intelligence modifier.
usually in gambling of all sorts. Wiley in the ways of Bonus Feat: The hustler may choose either the
rules, laws and local customs, the hustler has a talent Negotiator or Persuasive feat.
for finding the optimum beneficial angle in most any Trusted Confidante (Su): The target of this power
situation. Gambling, gaming, bartering and even perceives the hustler as a long-time and trusted friend,
legitimate business are the hustler’s main fare. Pulling dropping their guard and feeling safe and secure.
the wool over the eyes of the gullible is his trade and in The hustler takes on a glamour effect that completely

46
Evil Core Classes
Table 3-19: Hustler Note: the Martial
Master is not a prestige
Level Base Attack Bonus Fort Save Ref Save Will Save Special class, simply a revision
1 +1 +1 +2 +2 A Friend to All
2 +2 +2 +3 +2 Second Chance of the monk core
3 +2 +2 +3 +3 Find Loophole class and therefore
4 +3 +3 +4 +3 Bonus Feat retains all experience
point benefits for
conceals his true identity (from the target only) and the being a single classed
target’s own subconscious creates an identity for the character.
hustler. The hustler may do or say whatever he likes
and the target will always perceive each word or gesture Hit Dice: d8
as friendly and at ease. However, should the hustler
cause actual physical damage, the target does get a Will Requirements:
save (DC 17 + the hustler’s Cha modifier) to break the To qualify to become a martial master, a character must
enchantment. Otherwise the affect remains intact. fulfill all of the following criteria.
Base Attack Bonus: +7
Campaign Suggestions Feats: Stunning Fist, Whirlwind Attack
Hunt: Rise of Evil: The hustler is most often found in Skills: Concentration 5 ranks, Move Silently 5
the many port cities of Gothos. As a weaver of scams ranks, and Sense Motive 5 ranks.
and cheats the hustler is usually well traveled and multi- Special: Must be a 10th level monk.
lingual, as he must constantly move from place to place
to avoid his past victims. Class Skills
Modern: While the professions of used car salesman, The martial master’s class skills (and the key abilities for
lawyer and realtor are obvious choices for this PrC, the each skill) are Balance (Dex), Climb (Str), Concentration
more interesting characters could be biker riders, cops, (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex),
second-story men (cat burglars), or just the jack-of-all- Hide (Dex), Jump (Str), Knowledge (arcana) (Int),
trades types. Knowledge (religion) (Int), Listen (Wis), Move Silently
Standard Fantasy: The hustler works very well when (Dex), Perform (Cha), Profession (Wis), Sense Motive
coupled with the bard, ranger, rogue or sorcerer core (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
classes. They are most often found in large cities where
the game is plentiful and faces are easily lost and Skill Points at each level: 4 + Int modifier.
forgotten in a crowd.

Martial Master Class Features


The standard monk spends her life training and The martial master is proficient with all simple weapons.
improving, making her way on a road towards Armor check penalties for armor heavier than leather do
enlightenment and is always striving to achieve spiritual apply to relevant skill checks.
perfection. However, some monks lose sight of this
lofty goal, they become ego driven to defeat all who Abundant Step (Sp): This is the same as the Monk’s
challenge them and choose an alternative path. A path Abundant Step ability.
that leads them instead in the ways of the warrior and Regeneration 5 (Ex): The Martial Master gains the ability
supreme carnage, leaving behind them the spiritual to regenerate in much the same way as a common troll.
and embracing the raw power and might of the ultimate She can re-grow or re-attach lost limbs or organs. She
unarmed fighter. This is the path of the Martial Master. cannot regenerate damage sustained by fire or acid.
When a standard Monk has gained enough experience Damage Reduction (Su): the Martial Master gains DR:
points to gain her 11th level as a Monk she may make 10/magic. This ability increases at 7th and 10th levels.
the decision to follow the path of the Martial Master Ghost Strike (Su): The Martial Master can focus her
instead. This can only be done at this particular time energy into physical strikes that can affect incorporeal
in her development, when a 10th level Monk can go on creatures. This is limited to one such strike and it is the
to 11th level. The Monk is still considered 11th level only attack that can be made that round.
for most purposes, except as is noted below. Example: Fury Attack (Ex): This ability allows the Martial Master
Ro-shen is a 17th-level Martial Master (i.e. a 10th level to perform one attack, at her highest Unarmed Attack
Monk/ 7th level Martial Master), but for all intents is still Bonus, against every target within a 5ft. radius (an
considered a single classed 17th level Monk. adjacent square). At the completion of this attack, she

47
Darkwalkers

Table 3-20: Martial Master


Fort Ref Will AC Unarmed
Level Base Attack Bonus Special
Save Save Save Bonus Damage
1 +7/+3/+1 +7 +7 +7 Abundant Step +2 1d12
2 +8/+4/+2 +7 +8 +7 Ki Strike (+1), Regeneration 5 +3 1d12
3 +9/+5/+3 +8 +8 +8 Damage Reduction 10/magic +3 1d12
4 +10/+6/+4/+1 +8 +8 +8 Ki Strike (+2), Ghost Strike (1/rnd) +3 1d12
5 +11/+7/+5/+2 +8 +9 +8 Fury Attack +3 1d20
6 +12/+8/+6/+3 +9 +9 +9 Improved Abundant Step +4 1d20
7 +13/+9/+7/+4 +9 +9 +9 Ki Strike (+4), Damage Reduction 20/magic +4 1d20
8 +14/+10/+8/+5 +9 +10 +9 Improved Fury Attack (1/day) +4 1d20
9 +15/+11/+9/+6 +10 +10 +10 Ki Strike (+5), Ghost Strike (2/rnd) +4 1d20

may choose which square she ends up standing in. This class is the perfect compliment to aristocrats, bards,
ability can be used only once per day. nobles, rogues or sorcerers.
Improved Abundant Step: This ability is the same as
above accept that the Martial Master can now perform Hit Dice: d4
this feat 1 + Charisma modifier times per day.
Improved Fury Attack: Same as above except that the Requirements:
Martial Master can now attack foes within a 10ft. radius. To qualify to become a Silvertongue, a character must
fulfill all of the following criteria.
Campaign Suggestions Ability Scores: Cha 14
Hunt: Rise of Evil: While martial masters can be found Feats: Persuasive, Skill Focus (Diplomacy)
most anywhere, by and large they are most commonly Skills: Bluff 5 ranks, Diplomacy 5 ranks, and
found in Ithganin. In that country tournaments of martial Intimidate 5 ranks.
arts prowess between monks and martial masters are
rather common.
Modern: Martial masters are often found competing in Class Skills
toughman competitions. Of course they also make for The silvertongue’s class skills (and the key ability for
excellent enforcers and bodyguards for those wealthy each skill) are Appraise (Int), Bluff (Cha), Concentration
enough to afford them. (Con), Decipher Script (Int), Diplomacy (Cha), Disguise
Standard Fantasy: In medieval-style fantasy monks (Cha), Escape Artist (Dex), Forgery (Int), Gather
are an exotic alternative to common fighters and Information (Cha), Hide (Dex), Intimidate (Cha),
barbarians, the martial master even more so. Due to Knowledge (Legalese) (Int), Listen (Wis), Move Silently
their competitive nature, martial masters are an ideal for (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis),
putting a new twist to gladiator arena fighting. Search (Int), Seduction (Cha), Sense Motive (Wis), Sleight
of Hand (Dex), and Speak Language (None).

Silvertongue Skill Points at each level: 4 + Int modifier.


The Silvertongue uses the power of her voice to charm,
command and control. She can talk her way out of a
hangman’s noose, seduce a merchant or sell you a river. Class Features
She can wield her power politically over a vast kingdom A silvertongue gains no new armor or weapon
or to control the reigns of a large organization or simply proficiencies. Armor check penalties for armor heavier
just to get by doing as little as possible. This prestige than leather do apply to relevant skill checks.
Table 3-21: Silvertongue
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +1 +1 Fascinating Voice
2 +1 +0 +2 +2 Vocal Grasp
3 +1 +1 +2 +3 Soothing Voice
4 +2 +1 +3 +4 Suggestion
5 +2 +2 +3 +5 Enthrall

48
Evil Core Classes
Fascinating Voice (Su): The very sound of the make for a very fertile playground for the seductive
silvertongue’s voice can cause her intended target to powers of the politically minded silvertongue. In the
become infatuated with her. The target’s full attention role of ambassador or major domo the silvertongue can
becomes focused solely on her while she continues influence a great deal indeed.
to speak to the target. This power doesn’t allow the Modern: In a world of lawsuits and sound bites the
speaker any additional persuasive powers (i.e. charming, silvertongue can easily rise to great power. Politicians
suggestion, etc.), but it does give the silvertongue a +2 and lawyers are most suited to and can gain the greatest
synergy bonus to any spells or powers that involve vocal benefit from adding the silvertongue PrC.
commands in regards to the target. The Silvertongue Standard Fantasy: The ideas presented above will work
can fascinate 1 HD of creatures per Silvertongue level nicely in a standard medieval-style setting. A new twist
at any one time. The target gains a Will save (DC 12 could be to create an organization of individuals that
+ the silvertongue’s Cha modifier) to avoid this effect. are renown (in general) for being typically “weaker” (i.e.
If the save succeeds the target is immune to that women, halflings, etc.) and having them wield great
silvertongue’s fascinate power for one day. political influence through the silvertongue abilities.
Vocal Grasp (Sp): This ability is identical to the clerical
command spell. The Silvertongue may use the ability Slaver
1/day for each level of Silvertongue. (DC 14 + the The slaver embraces all aspects of the slavery trade. He
silvertongue’s Cha modifier) knows how to handle prisoners, in both incarceration
Soothing Voice (Su): The sound of the silvertongue’s and in transportation. He is skilled at handling and
voice can calm those around her and place her intended controlling his charges, suppressing an individual’s
target(s) in a state of ease. While in this state the target rebellious tendencies and cowing them into submission.
becomes inattentive to their immediate surroundings The slaver is also knowledgeable of the trade itself,
and can be caught flat-footed at anytime while she the going price for certain stock, the rules of each
continues to speak. This affect is broken if the target marketplace, the appraisal of potential inventory and so
is struck for
Table 3-22: Slaver
any amount of
damage. The Level Base Attack Bonus Fort Save Ref Save Will Save Special
Silvertongue 1 +1 +1 +1 +1 Exotic Weapon Proficiencies
2 +2 +2 +1 +2 Improved Grapple Feat
may choose as 3 +2 +2 +2 +2 Submission
many potential 4 +3 +3 +2 +3 Stunning Fist Feat
targets as she 5 +3 +3 +3 +3 Compulsion
likes within a 20
ft. radius. Targets are allowed a Will save (DC 15 + the on. In areas where slavery is a way of life the slaver is the
silvertongue’s Cha modifier) to avoid this affect. She may master of the meat market.
use this ability 1/day per level of Silvertongue. Hit Dice: d6
Suggestion (Sp): This ability is identical to the
suggestion spell. The Silvertongue may use the ability Requirements:
1/day for each level of Silvertongue. (DC 16 + the To qualify to become a Slaver, a character must fulfill all
silvertongue’s Cha modifier) of the following criteria.
Enthrall (Su): The silvertongue may use her powers of Alignment: Any Evil
persuasion to enslave one target to her will and whim. Base Attack Bonus: +5
The target becomes infatuated with her and devoutly Feats: Improved Unarmed Strike and Persuasive.
loyal. The intended target is allowed a Will save (DC Skills: Appraise 5 ranks, Bluff 5 ranks, Intimidate
17 + the silvertongue’s Cha modifier) to avoid this 5 ranks and Sense Motive 5 ranks.
affect. The thrall is allowed a new save once a week
starting from the initial affect. While still free-willed, the
thrall will always do what he or she believes to be the Class Skills
silvertongue’s will or in her best interest. The thrall will
act so until a new save is successful or the power has The slaver’s class skills (and the key ability for each
been dispelled or broken. The silvertongue may have skill) are Appraise (Int), Bluff (Cha), Concentration (Con),
only one enthralled slave at a time. Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (legalese) (Int), Listen
Campaign Suggestions
(Wis), Move Silently (Dex), Open Lock (Dex), Perform
Hunt: Rise of Evil: The many lands and rulers of Gothos (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),

49
Darkwalkers
Sleight of Hand (Dex), Torture (Int) and Use Rope (Dex). Slayer
Most classes that engage in melee combat on a regular
Skill Points at each level: 4 + Int modifier. basis are of a neutral mindset regarding other intelligent
creatures who are not considered to be part of the
Class Features combat. A slayer, is an exception to this as she willingly
A slaver gains proficiency with simple and martial engages in wanton destruction and violence whenever
weapons, light and medium armor and shields. Armor it is convenient or possible. To encourage and bolster
check penalties for armor heavier than leather do apply her reputation, she will maim, pillage, loot and destroy
to relevant skill checks. anything she can at the slightest opportunity. While
this may leave some rulers uneasy about contracting
Exotic Weapon Proficiencies: At first level the slaver her services, those who revel in carnage and chaos will
learns to wield bolas, nets and whips. find the slayer to be an asset to their forces due to her
Submission (Ex): At third level the slaver gains the combat prowess and abilities. Barbarians, fighters and
ability to cow one of his captives with only a look and the occasional ranger are the most common classes that
the right body language. To do so the slaver must make choose to follow the bloody path of a slayer.
an Intimidate skill check against the captive’s Will save. Hit Dice: d12
If successful, the captive not only calms down and
behaves, but remains subdued when in the slaver’s Requirements:
presence and acts as if under a charm person spell cast To qualify to become a slayer, a character must fulfill all
by the slaver for one day. The slaver can use this ability of the following criteria.
1/day for every level of the slaver class. This is a full Alignment: Any evil
round action. Base Attack Bonus: +8
Compulsion (Sp): At fifth level the slaver gains the ability Feats: Cleave, Great Fortitude, Power Attack,
to command his captives with magical compulsion. The Toughness, Weapon Focus (Any)
slaver may speak a one-word command to one of his Special: The slayer cannot advance to the 6th
captives and that captive must roll a Will save with a level of this prestige class without Weapon
–4 circumstance penalty. This ability works in the same Specialization.
manner as the command spell. The slaver can only use
this ability on one of his captives and can attempt it 1+1
times/ his Charisma modifier each day. Class Skills
The slayer’s class skills (and the key ability for each skill)
Campaign Suggestions are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str),
Hunt: Rise of Evil: Slavers thrive in Ithganin, but may be Ride (Dex), and Survival (Wis).
found in every land if you know where to look. Slavers
are cautious, however, especially in areas where the Skill Points at Each Level: 2 + Int modifier
Inquisition is prominent or influential. If a slaver doesn’t
have any “goods” on hand, he knows where he can Class Features
easily obtain them for the right price. A slayer is proficient with all simple and martial weapons,
Modern: Modern slave trading is a very lucrative all armors, and all shields. Armor check penalties for
business, especially among clientele who have a armor heavier than leather do apply to relevant skill
preference for the exotic. Characters who specialize checks.
in slaves may also be involved with organized crime in
eastern lands where nubile westerners are the catered Weapon Focus: At 1st level, a slayer gains the feat
tastes to crime lords and wealthy individuals. Weapon Focus in any one weapon. This weapon is now
Standard Fantasy: Nefarious slave traders will often rely considered to be favored by the slayer and will be the
upon the seaways to transport their cargo quickly and chosen weapon during combat over all others.
efficiently. If they must travel overland, they avoid routes Blood of the Slayer (Su): A 2nd level slayer receives the
that are heavily traveled. Characters who are slavers ability to increase the damage dealing capacity of his
are likely to look for ways to covertly capture suitable weapon. She spends one day in prayer to an evil deity or
subjects that will turn a profit. They may set up roadside dark power and immerses his chosen weapon in a barrel
traps, urban distractions, or even result to extortion as a containing the blood of his victims. At the end of the day,
means of operations. she removes the weapon to find that it is permanently
stained blood red. This increases the damage die type
by one (d8 becomes d10, d10 becomes d12, etc.) and
50
Evil Core Classes
Table 3-23: Slayer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Weapon Focus
2 +2 +3 +0 +0 Blood of the Slayer
3 +3 +3 +1 +1 Greater Weapon Focus
4 +4 +4 +1 +1 Supreme Force
5 +5 +4 +1 +1 Supreme Cleave
6 +6 +5 +2 +2 Enhanced Damage
7 +7 +5 +2 +2 Wicked Strike
8 +8 +6 +2 +2 Improved Critical Strike
9 +9 +6 +3 +3 Greater Critical Strike
10 +10 +7 +3 +3 Bloodbath
only applies to the weapon when the slayer wields it. No Gothos. Players of this class will likely find themselves
weapon can ever be stained more than once. in the favor of a ruling lord of any of these three lands
Greater Weapon Focus: At 3rd level, a slayer gains the should they perform some service that will garner the
feat Greater Weapon Focus for her chosen weapon only. favor of said rulers.
Supreme Force (Ex): At 4th level, a slayer adds +2 to all Modern: Slayers in this setting are sociopaths and cold-
damage rolls with her chosen weapon. blooded killers. They will usually find employment as a
Supreme Cleave (Ex): A 5th level slayer gains the ability hired gun for underground organized crime operations,
to take one (and only one) 5 ft. step before making a including those that operate in the Orient where high
Cleave or Great Cleave attack. mortality rates among gang members exist.
Enhanced Damage (Ex): Starting at 6th level, a slayer Standard Fantasy: Living for chaos and destruction,
gains the ability to deal greater damage. When using a a slayer is always mindful of her personal gain. The
weapon that she has Weapon Specialization with, she opportunity to leave her mark and increase her reknown
increases the critical strike multiplier by one. will drive her to accept contracts that others would be
Wicked Strike (Ex): At 7th level, a slayer wields her faint about taking. Although lacking the finesse of an
weapons with such force that she has the ability to assassin, a slayer can deliver a more effective message
deliver wicked and devastating blows. Whenever she to others, like delivering a body in pieces rather than
wields a weapon that she has Weapon Specialization killing that person with poison.
with, the weapon is considered to have the wounding
quality.
Improved Critical Strike: At 8th level, the slayer gains
the Improved Critical feat in her chosen weapon. This
does stack with the Enhanced Damage ability.
Greater Critical Strike: A 9th level slayer may deliver a
Greater Critical Strike once per day. When she scores
a critical strike normally, she may elect to deal an extra
1d6 damage per slayer level. The critical strike modifier
does not multiply these extra dice.
Bloodbath: The 10th level slayer is truly a fearsome
visage. Once per day, she may enter a frenzy of
destructive rage as a free action. While enraged, the
slayer receives two additional attacks at her highest
attack bonus and dealing +4 points damage with each
attack, thereby initiating a bloodbath. The rage lasts until
the slayer chooses to end it, but the slayer suffers 1d8
damage per round spent in the rage and is taken at the
beginning of each round while enraged.

Campaign Suggestions
Hunt: Rise of Evil: Slayers may be found in many lands,
usually as mercenaries. Warkistan, Ithganin and Nord
all employ these fearsome fighters in their units. The Ice
Queen has a special fondness for slayers and it is said
that her personal guard consists of the best slayers in

51
Chapter Four
Evil Behaviors and Character Options

“Honorable combat? There is no such thing. You do what is necessary to survive. If it means taking a hostage to
buy yourself time to get away, then grab the nearest person. Nothing is off limits. After all, you are talking about the
difference between living and dying.” – Corinth Blackblade, Master at Arms

Combat Maneuvers and Modifiers for Evil deliver a potentially fatal strike. With this maneuver, you
may use any powdered or liquid substance and target
Situations
your opponent’s face in an attempt to blind him. Before
Evil opponents almost never fight fair. In a combat
performing this maneuver, you must make a declaration
situation, it is almost a certain thing that they will use
of intent to the Game Master.
any trick in the book to gain
In a two-part process, you must
the upper hand. Under specific
first make a targeting attack roll
situations, an evil character may
against your opponent’s normal
choose to attempt one of the
armor class. If you successfully hit,
listed combat actions in the hopes
a second attack roll is then made.
that the success will allow him to
If this is also a hit, your opponent
get away cleanly or even dispatch
must make a Fortitude save (DC
his ‘do-gooder’ foe.
12 + your Dexterity modifier) or be
blinded for 1d6 rounds.
Bodyshield: You can use a
hostage as a living shield, Dirty Blow: Evil characters like
providing total concealment (if hitting below the belt. It can be a
using a hostage that is of the certain way to stop that brute of a
same size category as yourself). fighter. To use this maneuver, you
This requires a successful grapple must have multiple attacks within
check each round to maintain a a single round. The first attack is
proper hold. sacrificed, but the second gains
Note: If you, as the attacker, care a +2 maneuver bonus to damage
nothing for the hostage, you can and, if successful, your victim
use the Cleave feat to bypass must make a Fortitude save (DC
the Bodyshield maneuver by 12 + your Strength modifier) or
first scoring a critical hit on the suffer a –4 penalty on attack rolls,
hostage’s AC and then hitting the skill checks and ability checks,
true target’s AC. Neither target is in addition to a –2 penalty to his
allowed any Dexterity bonus to AC. Dexterity score for 1d6 rounds due
At your discretion, you don’t have to the intense physical pain.
to kill the hostage, as you would
normally have to in order to use the Cleave feat, but you Field of Debris: Retreat is always a part of the evil
must at least inflict normal damage. player’s vocabulary. Especially when he can get away
from the pursuing paladin just by delaying him a bit. An
Dirt in the Eyes: There’s nothing like a handful of good evil character may choose not to make a directed attack
old-fashioned dirt or a cup full of wine to blind your and throw loose debris into the combat area instead.
opponent, allowing you to slip through his guard and Indirect attacks such as this suffer a –4 circumstance
52 52
Evil Behaviors and Character Options
penalty to hit as the character is haphazardly throwing your character willing to go? What level of behavior does
the debris into the general area of his opponent. he or she find suitable, acceptable, comfortable or even
preferable? The answers to these questions are crucial
Lame Duck: You target a victim’s limb in order to in the development of the persona your evil-aligned
reduce their effectiveness. Weapons wielded by a lame character.
arm receive a -2 penalty to attack and damage rolls.
Lamb legs receive the same penalty if used to attack Extremes of Evil
with and victim’s base speed is reduced by 10 ft. and Below are a number of examples of different degrees
receives a penalty of -2 to their Dex adjustment to AC (if of behavior that you can use as a starting point when
any). developing the personality of your evil character.
In order to strike the targeted appendage, you must roll
a successful attack, suffering a –3 circumstance penalty, Quirky: These people are generally considered to be
against the target’s AC. “not all that bad” by most people who know them. What
puts them over the top and into the evil alignment is one
Paused Strike: This is when you place your opponent little personality quirk that is usually not acceptable to
at your mercy by holding them at the tip of your sword the general populace. They may suffer from alcoholism
or the edge of your dagger and they are aware that or drug addiction, be a compulsive liar, a kleptomaniac,
you can drive the weapon home at any second. To do suffer from cowardice or self-loathing or from any
this you must roll a successful attack with a piercing number of other debilitating personality quirks (see
or slashing weapon. If you would normally hit you may the Seven Deadly Sins section for more ideas). These
declare a paused strike instead of dealing damage. At quirks are what cause the character to commit evil acts
any time during the contact you gain automatic initiative in an attempt to sate their dark compulsions. When
in regards to the target. Should you decide to, you may confronted with their crimes a quirky character will often
complete the strike, dealing the target whatever damage respond with “I just couldn’t help myself.” or “The devil
you would have normally dealt. In addition, if you have made me do it.” and plead for mercy.
the sneak attack class ability or feat, you may add this
damage also. Self-centered: These are the most commonly
encountered type of evil characters. They are interested
The Lesser of Two Evils only in what affects them personally. All they want to
What is the difference between a corrupt aristocrat and know is “what’s in it for me?” They care not for any
a pit fiend, aside from the obvious? Both are Lawful Evil. cause, charity or for any moral or ethical ideal, unless of
Both follow a certain set of laws or code of conduct. course it can be twisted to benefit them personally.
Both, at their core, really only care about themselves, If confronted about their wrongdoing, a self-centered
their own well-being, their own goals and their own character will usually feel and show some amount of
desires. However, only one of the two would you consider shame and even remorse. In their hearts they know that
shaking hands with or mind meeting face to face in a what they are doing is wrong but care little at the time.
dark ally. But technically they are fundamentally the Only when the consequences of their actions come to
same. So what’s the difference between the two? bear do they consciously make the distinction between
At one end of the spectrum you have a sleazy politician right and wrong. And even then, some characters just
that will lie, cheat or blackmail to get the recognition, don’t care.
prestige and power he desires. But, generally speaking,
he just doesn’t have the stomach to commit a heinous Heartless: These cold-blooded people, while not
crime. Or course not, that’s what hirelings are for. At the aggressively malevolent, are willing to do whatever
other end of the spectrum, you have the afore mentioned it takes to get the job done. Most of the time these
pit fiend that would slay you without a second thought, characters will behave within the “normal” realm of
but would most likely enjoy maiming your body and social interaction. However, when focusing upon a task,
torturing your mind, taking great pleasure in slowly killing they become cold, unemotional machines, acting without
you over the next couple years, only to resurrect you so moral or ethical constraints.
that it can do it all over again. Obviously, not all evils are When confronted about their methods the heartless
created equal. character simply dismisses any argument for
With this in mind, if you are playing an evil character, compassion or mercy, seeing no reason why these
the degree of your behavior is what will determine your “unrealistic” ideas should bar them from doing what
acceptance within an adventuring party and in society must be done. In their eyes, the ends always justify the
in general. So, just how evil are you? To what extreme is means.

53
Darkwalkers
Hateful: These individuals are anger, fury and rage Disadvantages fall into one of three categories:
barely contained. They derive pleasure in venting their magical, mental or physical. Magical liabilities may
negative feelings into acts that are deliberately hurtful affect spellcasting abilities, make an individual more
to others. Bullying, doling out verbal and physical abuse, susceptible to certain kinds of magic, and even be
torturing and killing stray animals, flaunting distain resistant to particular forms of magic. Mental liabilities
towards goodly creatures, these are all typical behaviors include mental disorders, phobias, and neuroses.
for the hateful character. Physical liabilities may take the form of chronic diseases,
Standing up to and confronting a hateful character prominent scarring, or a persistent nagging wound from
about their transgressions only fuels their inner rage an injury. All disadvantages should be rigidly policed by
more, and if pressed, usually ends up causing them the Game Master, as many of them involve penalties that
to lash out violently. Their own sub-conscience pain are apparent in role-play situations more than a straight
consumes them and if venting their frustrations upon game mechanic.
those around them eases the torment, then so be it.
Disadvantage Options for Character Creation
Cruel: These sadistic people thrive and thrill at the Players may choose from the following options during
anguish and torment of others. Psychologically speaking, character creation granting them the appropriate benefit.
they are truly demons in mortal form. Torturous, There is an initial experience point cost that must be
homicidal, genocidal, psychotic, these terms are all paid upon character creation, which will likely give the
synonymous with a cruel character. The total and character a negative experience balance that must
unbridled violation of others, especially those deemed as be paid off before he can advance to the next level. If
“innocent”, is the only real passion these sick individuals an occasion arises that allows the character to select
enjoy. a disadvantage at a later level, the experience cost is
For the cruel character, there is no such thing as multiplied by the character’s total character level.
compassion or remorse. While they may be well aware of • Select a disadvantage from Table XXX and gain 5
the consequences of their actions, they care little. Their additional skill points. This option may be selected
only real concern is the rapture that comes from the a maximum of 3 times during character creation. XP
melodious sound of tormented screams and the sweet cost: 50
smell of fresh blood. • Take a one point reduction in any single ability
attribute and gain 10 skill points. This option may be
Behaviors can take many forms and almost any selected once during character creation. XP cost: 50
behavior can serve as a guiding template for forming the • Take a two point reduction in any single ability
characteristics of an evil character. For the innovative attribute and gain one bonus feat. This option may
player, even behaviors not typically associated with evil, be selected once during character creation. XP cost:
such as complacency or honor, can serve as a model for 100
the formulation of an evil personality. Such behaviors
are often the ones that unhinge and surprise the other
players in group as they become astounded at the layers
of evil that character is capable of.

Advantages and Liabilities: Trading Spaces


As has been mentioned before, evil characters not only
seem to be more powerful, but they also tend to have at
least one inherent weakness. During character creation,
players who are openly choosing to play a character of
evil alignment may select from certain disadvantages or
liabilities that, in return, provides them with additional
skill points or possibly even an additional feat to
utilize. During the course of that character’s career, it
is possible that she may gain additional advantages in
exchange for incurring further liabilities, disadvantages,
or even grievous injury. This is an option that should not
be taken lightly, neither is it one that can be taken often.
The opportunities for increased power are few and carry
greater cost as a character advances in levels.

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Evil Behaviors and Character Options

Table 4-1: Disadvantages


d4 Roll Disadvantage Table Chosen
1 Magical Disadvantages
2 Mental Disadvantages
3 Physical Disadvantages
4 GM’s Choice

Table 4-2: Magical Disadvantages


Disadvantage Game Effect
You suffer short-term memory loss, which affects your spell You lose the ability to cast one spell from a particular spell level slot (GM
casting. You have a difficult time remembering the critical phrase choice) unless you make a successful Spellcraft check (DC15 + Int modifier)
or gesture for a certain spell during casting. once each day.

The arcane energies you wield consume spell components at a All spells require twice the normal amount of material components to be
much faster rate. successful.

You develop a weakness against certain schools of magic. Spells You suffer a –2 circumstance penalty against all spells from a particular
cast against you are much harder to defeat. school (GM choice) that involve a saving throw.

You have a singular weakness against one particular spell. This You suffer a –2 circumstance penalty against a single spell (GM choice) that
makes you more likely to receive serious wounds from the spell. involves a saving throw. If failed, you take double damage.

All spells have an inherent 5 % chance of failure when being cast. This
Drawing upon the weave of magic is more difficult than normal.
stacks with other penalties.

You have a harder time performing the intricate gestures needed All spells that require a somatic component require double the amount of
for the somatic component of spells. time than normal.

You tend to stutter when casting spells, making it difficult to All spells that require a verbal component require double the amount of time
pronounce certain arcane phrases. than normal.

Spells from diametrically opposed schools of magic are especially Spells from diametrically opposed schools of magic from your specialty deal
damaging to you. double damage to you.

Table 4-3: Mental Disadvantages


Disadvantage Game Effect
Player must make a successful Will save (DC 15 + Wisdom modifier) or
You’ve developed a phobic disorder for a single specific item or
suffer a –2 circumstance penalty to all actions while being subjected to the
situation.
source of the phobic disorder.

You have a substance abuse addiction and cannot go longer than


Player suffers a cumulative –1 reaction penalty to all Charisma based skill
24 hours without the substance. This includes alcohol, drugs or
checks for every day that he goes without the addicted substance.
even magical energies.

If a skill check is unsuccessful, the player must make a Will save (DC 15 +
You suffer from a brooding depression and are prone to fits of
Wis mod) or suffer a –2 reaction penalty to all Charisma based skill checks
anger and rage.
for the next 12 hours.

A particular object or person becomes the focus of your Player suffers a –2 reaction penalty to all Charisma based skill checks
obsession related to the subject of the obsession.

Player suffers a –1 reaction penalty to all Charisma based skill checks and a
Low frustration threshold, not easily patient
–1 reaction penalty to all Wisdom based skill checks.

55
Darkwalkers
Table 4-4: Physical Disadvantages
Disadvantage Game Effect
An unfortunate accident has left you with a very prominent and
All Charisma based skill checks suffer a –1 reaction penalty.
unsightly scar.

You’ve sustained an injury that has left you with a severe limp. Your base movement speed is reduced by one-third of its normal rate.

An unfortunate accident has cost you a leg and you must now
Your base movement rate is reduced by one-half of its normal rate.
wear a prosthetic device.

You have contracted a neuromuscular disease that makes Your suffer a –2 circumstance penalty to all Dex based skill checks but gain a
movement painful but tolerable (this is a non-curable disease). +1 bonus to Fort saves because you are used to enduring the pain.
You have a chronic respiratory disease that reduces the length
All Con based skill checks suffer a –1 circumstance penalty and all Fort saves
of time you can exert yourself without developing a hacking
suffer a –1 circumstance penalty.
cough.

The Seven Deadly Sins Envy


The personality of your character can be used as a “The grass is always greener…”
means of developing evil tendencies. During the initial The envious will always covet whatever anyone else
creation of a character, the player may opt to utilize may have and often resent those that have that special
personality templates to add an element of evil to that “something” that they themselves lack. Whether it is
character. At the Game Master’s discretion, a template wealth, power, looks, prestige, respect, talent, or just
may be applied to a character later in his career if about anything else, this character will scheme to take
that character has experienced a profound event that it for herself. The envious rarely hold on to anything for
completely alters the character’s perspective, including a very long as something bigger and better always comes
shift to an evil alignment. along to covet and acquire. Not surprisingly, many
Based upon the proverbial “seven deadly sins”, these envious characters are kleptomaniacs and tend to make
templates not only provide certain advantages and skilled rogues.
limitations, but they also serve as a wonderful tool for Because the envious character is filled with dark
giving a character added personality and increases thoughts of desire for what others possess, she gains
the opportunities for role-playing that character more a profane bonus equal to her personality level to all
effectively. Only one of these templates may be applied Appraise, Listen, Open Lock, Sleight of Hand, and Spot
to a single character, however they are stackable with skill checks. However, due to that fact that these feelings
additional Disadvantages (found elsewhere in this of desire consume her, making her vain, aggressive and
chapter) provided the character can meet the required covetous, she suffers a circumstance penalty equal to
experience point costs to assume the template or her personality level to all Charisma-based skill checks.
disadvantage. As the character advances in levels, he (See Page 56 for Personality adjustments table)
acquires a new “level” of that personality template up to
a maximum of 7th level. Each level has its own positive
and negative aspects and once the template is selected,
the character will continue to advance in personality
Gluttony
levels until the maximum level is reached for as long as “Innkeeper, I’ll take one of everything!”
the character continues to accrue experience points and The gluttonous character unashamedly indulges in not
gain regular levels. only food and drink but in any and all sensations. In
When a player adds one of these templates to his his opinion, there is never too much of a good thing.
character, the “sin” becomes a major part of that Not surprisingly, many gluttons are avid drug users,
character’s personality, causing the character to trying anything and everything in order to discover a
develop an obsession with the chosen compulsion. This new sensation in which to indulge in. They are fanatic
compulsion should be highly influential and noticeable consumers, buying and/or stealing everything they
in the everyday life of the character and not just when desire. Being natural connoisseurs, gluttons tend to
it’s convenient for the story or group. The character’s trade in consumables (i.e. food, drink, drugs, services,
actions and behavior surrounding the compulsion should etc.). As a result of their experience with merchants and
be reflected to the same degree as the character’s trade, the character gains a +2 competence bonus to all
alignment. Apprise (consumable) skill checks.

56
Evil Behaviors and Character Options
In addition, gluttonous characters may make a bite Search skill checks. However, in exchange for this bonus,
attack, once per round, at their base melee attack it is also increasingly difficult to resist taking things
modifier. This attack may be used in conjunction with he desires, even in the face of danger. When spotting
other melee attacks, but only during full round actions a valuable whose gold piece value exceeds his total
and at a –5 penalty to the attack roll. Consult the table character level x 50, the greedy character must make
below for the proper damage that a successful bite a Will save (DC 10 + Greed personality level). If the
attack inflicts. save is failed, the character must attempt to steal the
A gluttonous character object, regardless of what
prefers to bask in guards the object and
the fruits of his labor, where it lies. If the save
steadily gaining weight is successful, he may
as his personality resist the temptation for
levels increase. Over 24 hours. Thereafter, if
the course of time, the he encounters the object
added weight affects his again, a new saving throw
ability to perform certain must be made. This does
actions, which causes the not prevent the greedy
appropriate circumstance character from willingly
penalty to be assessed attempting to steal the
to all Charisma and object if he so desires.
Dexterity-based skill (See Page 56 for
checks. The heavier and Personality adjustments
more cumbersome the table)
character becomes, the
harder it is to perform
actions that require a high
Lust
degree of Dexterity and
skill. Furthermore, as he ”There is no such thing
gains weight, the reaction as too kinky.”
that others have to him Similar in some
will be affected. ways to gluttony,
(See Page 56 for the lustful character
constantly seeks
Personality adjustments
new and interesting
table) sensations. However,
unlike the glutton, they
specialize only in sexual
Greed gratification. Constantly
“And you thought dragons on the prowl, they are
were bad!” always looking to the next
The greedy are natural conquest, searching for
hoarders and extremely their next thrill. Sexual
distrustful of others. Miserly by nature, the greedy hate orientation is nothing but a limitation and no fetish is out
to pay for anything and will always take advantage of of bounds and worth trying, at least once. While physical
“free” stuff, which makes them natural scavengers as sensation is important, it is just a means to an end. The
well. “More is always better” and “Whoever dies with the real goal for the lustful character is to find that ultimate
most gold wins” are the two main creeds of the greedy psychological climax. To that end, characters with this
(and most adventurers). template receive a reaction bonus equal to their lust
Acquisition of valuables (currency, gems, artwork, personality level to all Charisma-based skill checks when
etc.) is all that matters to the greedy character. Just interacting with others.
where exactly, to keep it all, is another question entirely. Lust-driven characters rely on their appearance to
Because of the desire to acquire anything he feels compensate for wellness of spirit and as a result, lack
should be his, a character with this personality template a fundamental component within themselves that fuels
receives a profane bonus equal to his Greed personality spell abilities. As a consequence, the character receives
level to all Appraise, Open Locks, Sleight of Hand, and a profane penalty equal to one half the personality level

57
Darkwalkers
(rounded down) to his effective Charisma score when Sloth
determining spell casting ability and the potency of the “But that’s what hirelings are for!”
spells. For example, a character with a 16 Charisma and Never getting his hands dirty and rarely ever breaking a
a lust personality level of 6 would treat all spell casting sweat, the slothful character will always find someone
abilities as though he had a 14 Charisma. else to do what needs to be done. While he will defend
Characters with this template steadily become himself when necessary, he will rarely take the initiative
consumed with sexual desire and need for gratification. in any task, including combat. He is essentially a tool
Each time the character encounters an NPC and makes that slows progress, distracting the good-hearted from
a Charisma-based skill check, he must make a Will their goals, and ultimately erodes the power of Good’s
save or become obsessed with having sexual relations collective will. Because of his leisurely nature, he
with that individual for the next 24 hours. During that suffers an initiative penalty equal to one half his sloth
period, he will do everything in his power to convince that personality level (rounded down).
individual to spend a night with him. If he is refused, the If he can afford it, the sloth character will always try to
character must make a second Will save at the same surround himself with a group of hirelings, guards and/or
DC. If the saving throw fails, the character will attack the slaves. Because of his dependence on the help of others
object of his desire and attempt to force himself upon the slothful character is particularly skilled at dealing
him or her. Game Masters should treat any damage with people (i.e. the hired help) and gains the Leadership
inflicted during this encounter as subdual damage. feat at first level and a reaction bonus equal to one half
(See Page 56 for Personality adjustments table) his sloth personality level (rounded down) on his existing
personality levels. Furthermore, he gains a circumstance
bonus to specific skill involving people based upon his
Pride personality level (see below).
“I make a nymph look homely!” (See Page 57 for Personality adjustments table)
The proud character tends to be narcissistic and will
talk about her self constantly. She just can’t get over her
own beauty and constantly compares herself to others. Wrath
This overabundance of self-love corrupts a soul more “And with that last remark, the gauntlet falls.”
quickly than any other sin. It is self-righteousness. The The wrathful character takes the idea of vengeance
most noble cleric or paladin can fall sway to this belief, to an all-new level, never letting even the slightest of
especially when humility seems to always fail. insults go unpunished. Whether driven by honor or ego,
Pride is synonymous with arrogance. To a character this character will not stand to have anyone question
with this template, she believes that she is naturally born his skills or abilities. He possesses a short and highly
and bred to be the very best at everything. To that end, explosive temper and is prone to outbursts of frustration
all skills gradually become class skills over the course and anger. Of course, vengeance can come in many
of acquiring pride personality levels (see table below) forms, bold or subtle, vicious and quick or slow and
based upon the key skill ability. drawn-out. But in whatever form retribution should come,
Characters with this sin are overconfident and in the end this character will always let his victim know
tend to be superfluous. In their eyes, only their own why they have earned his wrath.
accomplishments will ever amount to anything The wrathful character has a presence that makes
worthwhile. Everyone else is just wasting their time; others uneasy and gains a profane bonus equal to one
fore they will never outshine the sheer talent and skill half the personality level (rounded down) to all Intimidate
of those filled with pride. This arrogance results in the skill checks. He also suffers a reaction penalty equal to
character never being able to conceal her thoughts, his personality level for all Bluff, Diplomacy and Sense
alignment, and image in any way. She is always Motive skill checks for the same reasons. Additionally,
susceptible to scrying, and can never use any spell or he is capable of entering a state of semi-rage that
spell-like ability that conceals her nature. Additionally, (dependent upon his personality level) grants a bonus to
due to her own pride interfering with interactions with his Strength and Constitution and lasts for a number of
others, she suffers an insight penalty equal to her pride rounds equal to 3 plus his newly improved Constitution
personality level on all Sense Motive and Charisma- modifier, if any. Characters who enter this wrathful rage
based skill checks. will attack the nearest creature, be it friend or foe.
(See Page 57 for Personality adjustments table) (See Page 57 for Personality adjustments table)

58
Evil Behaviors and Character Options

“The Summoning” by Bruce Colero 59


Darkwalkers

Envy Personality Adjustments


Personality Level Profane Bonus Circumstance Penalty
1 +1 -1
2 +2 -2
3 +3 -3
4 +4 -4
5 +5 -5
6 +6 -6
7 +7 -7

Gluttony Personality Adjustments


Personality Level Weight Gained Circumstance Penalty Bite Damage
1 +50 lbs. -- 1d4
2 +100 lbs. -- 1d6
3 +150 lbs. -1 1d8
4 +200 lbs. -1 1d10
5 +250 lbs. -2 1d12
6 +300 lbs. -2 2d8
7 +350 lbs. -3 2d10

Greed Personality Adjustments


Personality Level Profane Bonus Will Save DC
1 +1 11
2 +2 12
3 +3 13
4 +4 14
5 +5 15
6 +6 16
7 +7 17

Lust Personality Adjustments


Personality Level Reaction Bonus Profane Penalty Will Save DC
1 +1 -- 11
2 +2 -- 11
3 +3 -1 12
4 +4 -1 12
5 +5 -2 13
6 +6 -2 13
7 +7 -3 14

Pride Personality Adjustments


Personality Level Key Skill Ability Insight Penalty Will Save DC
1 -- -1 11
2 Charisma -2 11
3 Constitution -3 12
4 Wisdom -4 12
5 Intelligence -5 13
6 Dexterity -6 13
7 Strength -7 14

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Evil Behaviors and Character Options

Sloth Personality Adjustments


Personality Level Initiative Penalty Leadership Bonus Circumstance Bonus
1 -- Leadership feat +1 Diplomacy
2 -1 +1 +1 Sense Motive
3 -1 +1 +1 Gather Information
4 -2 +2 --
5 -2 +2 +2 Gather Information
6 -3 +2 --
7 -3 +3 +2 Diplomacy

Wrath Personality Adjustments


Personality Level Profane Bonus Reaction Penalty Wrathful Rage
1 -- -1 +1
2 +1 -2 --
3 +1 -3 +2
4 +2 -4 --
5 +2 -5 +3
6 +3 -6 --
7 +3 -7 +4

61
Chapter Five
Pacts, Powers and Agreements

“I require your soul and that of an unsoiled virgin…” – Aervynxx, Minor Demon Lord

A Bargain with the Devil and not very sporting), you can ask for something that
If you are willing to deal with the dark powers of hell, will cause your target’s demise. Summon an otherworldly
it is possible to sell your soul (actually just a part of it) assassin to do the job, inflict the target with some dread
in return for great power. In order to gain a favor from disease or cause a natural disaster to strike dead center
a demon lord you must perform a specific summoning on where your victim is. Better yet, use your favor to find
ritual, the details of which are known (but rarely used) by a way to frame your target for whatever crime seems
most clergy and sages of religion or the planes. During appropriate or ironic and have the local government do
the ritual, the casting of either a commune or contact the job nice and legal. The method used is limited only
other plane spell is required. This Ritual of Contract is by your imagination.
a cosmic law that every primal entity must adhere to The favor granted need not be an immediate
and obey, regardless of the entity’s alignment. However, occurrence either. If you ask to be made ruler of a small
these immortal beings are extremely clever and skilled kingdom you’re not just going to simply pop onto the
at twisting the wording of the contract to mean many throne and everyone bows to you. Getting you there will
things. take some time and effort. Your benefactor may grant
During the course of the ritual, you must sacrifice five you an assistant to aid your ascension by assassinating,
drops of your own blood into an open fire, which acts as bribing or threatening the right people, acting as your
the conduit to the lower planes. In doing so, you sacrifice PR guy or orchestrating just the right events to unfold to
one (1) character level. This is a personal offering and steer you into the perfect political position to take the
cannot be taken from any other source. (No, you can’t throne at the appropriate time.
sacrifice someone else’s experience points) This will Finally, the favor gained can be nearly any service or
take your experience point total down to the mid-point of thing that could normally be granted by a wish or miracle
your previous level. Unfortunately, the evil entities that spell. However, just as with these particular spells, you
are summoned are very greedy and will try to take more must be careful of what you wish for. The dark powers
than what you are offering. You must immediately make take great pleasure in twisting requests into something
a Will save (DC 20) or lose one additional character level. other than what you intended and the end result will
Whether or not you make your save, you are granted one rarely be in your favor, so careful wording of the contract
favor. is paramount.
The dark powers of the multiverse wield incredible
power, can and do obtain vast amounts of riches and Special Powers and Abilities
command legions of worshippers. They can intimidate, To bargain with a dark power is to seek a favor in
control or influence tens of thousands of others who return for the promise of something the power desires.
wield power in the form of politics, economics and, most These pacts and contracts are typically made for the
importantly, magic. From this immense treasure trove of sole reason of gaining power. Depending on the power
resources you can accomplish nearly anything that you level of the infernal being and the request being made,
set your mind to, but only if you are clever enough to ask certain special abilities may be granted provided the
for just the right thing. bargainer takes the Unholy Pact feat (see pg. XX) before
For example, the most often requested favor by an evil choosing an ability in place of a regular or bonus feat.
character is to have someone killed. While you just can’t Each ability has a special drawback attached to it that
ask for someone’s death (sorry, that’s just not allowed affects the character. If more than one ability is chosen
62 62
Pacts, Powers and Agreements
by the character, he must make additional contracts with and greed once per day.
that power to gain access to it. Prerequisites: Unholy Pact
Benefit: All those within the area of effect must make a
Allure [Evil] Will save against a DC equal to 10 + your character level
You may enrapture individuals to do your bidding and + your Charisma modifier. On a failed save, the victim is
befriend you. confused (as the spell confusion) for 1d10 rounds.
Prerequisites: Unholy Pact, Cloak of Envy Drawback: Your face takes on a hardened and bitter
Benefit: Twice per day, you may cast charm person at a appearance with a constant scowl. You suffer a –1
sorcerer’s level equal to your character level. profane penalty to all Charisma based skill checks.
Drawback: You develop a presence about you that
makes others nervous and wary of you. You find that you Claws and Fangs [Evil]
must become more reliant of this feat in order to secure You possess razor sharp claws in place of normal fingers
friends that do not share the same alignment. and/or elongated eyeteeth for fang.
Prerequisites: Unholy Pact
Aura of Antimagic [Evil] Benefit: You inflict 1d8 points of damage in unarmed
Spells cast from good sources or from sacred items have combat. This cannot be subdual damage.
difficulty affecting you. Special: You may select this feat twice, one for claws
Prerequisites: Unholy Pact, Aura of Despair and one for fangs.
Benefit: Whenever magic from an explicitly good Drawback: The claws and fangs are highly noticeable.
source (such as sacred items or spells with the “good” You suffer a –1 circumstance penalty to all Charisma
descriptor) is used against you, your Charisma modifier based skill checks when dealing with NPCs.
may be added to your saving throw.
Drawback: You cannot touch or stand near any object Cloak of Envy [Evil]
that is good without making a Will save (DC 10 + the Others are envious of your status in life and are receptive
level of the item). Artifacts are considered to be 20th to doing business with you.
level. Prerequisites: Unholy Pact
Benefit: Your evil presence allows you to gain a +4
Aura of Despair [Evil] profane bonus to all Bluff, Diplomacy, Gather Information
You give off an aura that creates emotions of sorrow and and Intimidate checks when negotiating an exchange of
biter pain in those you are near you. goods, information or services.
Prerequisites: Unholy Pact Drawback: While within the boundaries of a populated
Benefit: All good aligned creatures within 10 ft. receive area, such as a village or town, rogues and thieves
a –1 morale penalty to all saving throws and attack rolls. will actively attempt to steal your goods, wares and
Furthermore, those within this area suffer a –2 morale belongings, believing you to be quite wealthy based upon
penalty to saving throws against fear effects. your reputation.
Drawback: Commoners tend to avoid you and you find
interacting with them to be quite difficult, making simple Dark Host [Evil]
things like buying goods or procuring a room for the night Your body serves as a host for a number of virulent
challenging. diseases.
Prerequisites: Unholy Pact, 250 XP cost
Black Sight [Evil] Benefit: You gain total immunity to all diseases,
You can see in magical darkness as if it were twilight. including those of magical origin.
Prerequisites: Able to cast arcane or divine spells, Drawback: Your body becomes emaciated, pale and
Unholy Pact weak and you suffer from a nagging throaty cough
Benefit: Any penalties you might face from various that afflicts you once per day. You lose 1d4 points of
darkness enchantments or spells are negated. In Constitution permanently.
addition, you gain a +4 circumstance bonus to saving
throws versus blindness spells. Destructive Essence [Evil]
Drawback: Your eyes become cat-like with slitted pupils. You can tap into fiendish destructive powers and deal
serious damage to your foes.
Burst of Confusion [Evil] Prerequisites: Able to cast arcane or divine spells,
You may unleash a 20 ft. spread of raw energy, jealousy Unholy Pact, Dark Host, Unholy Blessing, 1000 XP

63
Darkwalkers
Benefit: You may call forth a 1st to 5th level damage circumstances.
causing or destructive spell. You may call upon this Prerequisites: Unholy Pact
power once per day per Charisma or Wisdom bonus Benefit: When reduced to 50% or less hit points by an
(depending on which is higher). This is not in addition opponent, you may make a Fortitude save (DC 10 +
to your current spell complement; so you must use an attacker’s Hit Dice or level) to heal 2d8 + your character
existing spell slot for any called spell. The destructive level hit points once per day.
spell takes up a slot equivalent to its normal spell level. Drawback: Your hatred may also work against you.
The desired spell can come from any Game Master When you fail your save, your existing wounds bleed
approved arcane or divine spell list and need not be a more profusely inflicting an additional 2d8 hit points of
part of your prepared spell list. For purposes of spell damage.
damage, duration, and so forth, your current spellcasting
levels are used. You may not call forth more destructive Greater Destructive Essence [Evil]
powers per day than you have open slots remaining.
You can tap into fiendish destructive powers and deal serious
Drawback: The odor of brimstone permeates the air damage to your foes multiple times.
around you. Each time you call forth this power, you must Prerequisites: Able to cast arcane or divine spells,
make a Fortitude save against the spell itself or have Unholy Pact, Dark Host, Destructive Essence, Unholy
your body burst into fiendish hellfire and causing 12d6 Blessing, 3000 XP
points of damage to you. Magical resistances do not help
Benefit: You may call forth a 1st to 5th level damage
you in this circumstance.
causing or destructive spell. You may call upon this
power once per day per Charisma or Wisdom bonus
Dissuade [Evil] (depending on which is higher) times three. This is not
You have the ability to prevent the outcome of a in addition to your current spell complement; so you
particular action by preying upon the individual’s own must use an existing spell slot for any called spell. The
doubts and misgivings. destructive spell takes up a slot equivalent to its normal
Prerequisites: Unholy Pact spell level. The desired spell can come from any Game
Benefit: Once per day, a successful Concentration check Master approved arcane or divine spell list and need not
(DC 10 + opponent’s Hit Dice or levels) will force an be a part of your prepared spell list. For purposes of spell
opponent to rethink the action he is about to engage in. damage, duration, and so forth, your current spellcasting
Actions that may be affected are only those that are free levels are used. You may not call forth more destructive
or standard action in nature. Full round actions cannot powers per day than you have open slots remaining.
be dissuaded since the opponent is more committed to Drawback: The odor of brimstone and other gases
that action. permeates the air around you for a radius of 5 feet.
Drawback: Sometimes your own self-doubts and Each time you call forth this power, you must make a
inadequacies interfere with your actions. Whenever Fortitude save against the spell itself or have your body
you use this feat, there is a 15% chance that your next burst into fiendish hellfire and causing 15d10 points of
action will be affected by your misgivings regarding its damage to you. Magical resistances do not help you in
prudence. this circumstance.

Essence Drain [Evil] Greater Essence Drain [Evil]


You can steal a subject’s life force with only a touch. You can steal a greater amount of a subject’s life force
Prerequisites: Unholy Pact, base attack +3 with a mere touch.
Benefit: Once per day, a successful touch attack will Prerequisites: Unholy Pact, Essence Drain
bestow 1d3 +1 temporary negative levels upon your Benefit: Once per day, a successful touch attack
opponent with no saving throw. will bestow 2d3 temporary negative levels upon your
Drawback: Your skin becomes pale and you find that opponent with no saving throw.
you prefer the darkness over the sunlight. Although Drawback: You become vulnerable to sunlight and
direct sunlight does not directly cause damage, you find suffer 1 point of burning damage for every round that
it uncomfortable enough to avoid its effects whenever your skin is directly exposed to the rays of the sun. You
possible. must wear clothing that covers every inch of your body or
find some other way to avoid the sun when in daylight.
Fearsome Ire [Evil]
The level of hate you possess in your soul burns so Immortality [Evil]
hot that you may heal your own wounds under certain You stop aging and will never die. Only an act of violence

64
Pacts, Powers and Agreements
against you can terminate your eternal existence. Drawback: You are cold-blooded. In addition, fire
Prerequisites: Unholy Pact, Unholy Blessing, 5000 XP damage deals double damage without a successful
cost saving throw.
Benefit: You are immortal. You will never age or die from
aging effects. Any magical attempts to age you fail. Resist Compulsion [Evil]
Drawback: The dark power is counting on the fact that Your laziness makes it difficult for others to impel you to
someone will eventually kill you and may even provide action.
that person with a weapon suitable enough to do the Prerequisites: Unholy Pact
job. When you do finally die, your soul will belong to that Benefit: You receive a +4 competence bonus to all saves
power and will be subjected to torture and torment. against Enchantment [compulsion] spells and effects.
Drawback: You become slothful and suffer a –1 profane
Imp [Evil] penalty to all Initiative rolls.
You gain an imp or quasit familiar.
Prerequisites: Unholy Pact, arcane or divine spell caster Rotting Touch [Evil]
Benefit: You gain an imp (or quasit) as a familiar. It Your touch may wither and decay things.
works for you, but still serves its master in every way. Prerequisites: Unholy Pact, Dark Host, base attack
Its powers can be used to aid you if necessary, but it is
bonus +5
unreliable and will only respect promises it made to you
in the spirit of the law.
Benefit: Once per day, you may make a melee touch
attack against a target and inflict 1d4 points of
Drawback: If you already have a familiar, the Imp slays it
temporary Constitution damage.
and consumes its soul. You do not suffer an XP loss per
the rules for loosing a familiar, however any benefits that
Drawback: Sensing the evil within you, animals cower
and attempt to run away while children hide behind their
were gained from the familiar are lost.
parents in fear. You also give off an odor like that of a
rotting corpse. All Charisma based skill checks suffer a
Loathsome Strike [Evil] –2 circumstance penalty.
Your attacks may damage your opponent’s soul.
Prerequisites: Unholy Pact, Sadistic Strike, Power Attack Sadistic Strike [Evil]
Benefit: Once per day, you may make a strike that You take perverse pleasure when harming others during
damages your opponent’s soul. On a successful attack melee combat.
roll, instead of normal damage you may choose to inflict
Prerequisites: Unholy Pact, Power Attack
1d8 points of temporary Charisma damage.
Benefit: Every hit that inflicts maximum damage against
Drawback: Good aligned clerics and paladins will
an opponent sends a surge of intense pleasure through
actively pursue and attempt to have you incarcerated in
you, granting a +5 ft. bonus to Speed, +1 profane bonus
prison because of your association with evil.
to all attack rolls, and a –1 reaction penalty to AC for
1d4 rounds.
Magic Item [Evil] Drawback: The pleasure becomes an addiction that
You are given a single magic item. drives you seek out and instigate combat for the sole
Prerequisites: Unholy Pact, Wealth purpose of reaching that erotic high.
Benefit: You receive one magic item (Game Master’s
discretion or roll and consult the DMG) from your Undetectable Lie [Evil]
bargaining with the dark power. This cannot be You can lie without fault, negating all effects to penetrate
exchanged for something else regardless of bargaining your words.
tactics or threats to the dark power that gave it to you.
Prerequisites: Unholy Pact
The item is permanent and yours to keep.
Benefit: You can lie without detection. All spells that
Special: You may take this feat multiple times.
attempt to discern that you are lying fail, and powerful
Drawback: The item has a 40% chance of being cursed. magic cast by anyone other than an outsider finds your
words truthful.
Regeneration [Evil] Drawback: Your tongue is forked. Anyone looking closely
You recover faster than others, and can even regrow while you are talking (Spot check against opposed Bluff
severed limbs. check) can see that there is something unusual about
Prerequisites: Unholy Pact, Dark Host, 300 XP Cost your tongue.
Benefit: You gain regeneration 5.
65
Darkwalkers
Unholy Blessing [Evil] Wealth [Evil]
You radiate powerful evil and are rewarded with unholy You are given a great deal of money or valuables
aura. Prerequisites: Unholy Pact
Prerequisites: Unholy Pact, Dark Host, 500 XP cost Benefit: You gain 15,000 gp or its equivalent in gems,
Benefit: You are blessed with the permanent effects of goods and magic items.
unholy aura as cast at 20th level. Special: You may take this feat multiple times. Each time
Drawback: Small horns sprout from your skull. These you take the feat, you gain an additional 10,000 gp or its
horns grow into full demonic horns over the course of a equivalent.
year. Drawback: No immediate. This is the easiest desire for
a dark power to fulfill, although it is most often taken
Unholy Strength [Evil] from source of wealth closest to the character, which is
You have greater than normal Strength. often fellow party members.
Prerequisites: Unholy Pact
Benefit: You permanently gain a +2 profane bonus to
your Strength score.
Drawback: The enhanced strength is difficult to control.
You find that delicate items are easily crushed or
destroyed in your grip. Items with a hardness of 1 or less
cannot be held without breaking unless a successful
Concentration check (DC 10) is made.

66
Chapter Six
Feats
“Take the city by nightfall and each one of you may pleasure yourselves on its women.” – Shi’Kahr Darkstarr, Lord of
Tonaga

What good is a villainous character without his own Bind Celestial [Item Creation]
brand of vile and despicable feats? To this end, a new You may draw celestials into items and force them to
category of feat has been created: Evil. Evil feats are serve you.
designed for characters of specifically evil alignments
Prerequisites: One item creation feat, any non-good
and often carry other prerequisites, which are outlined in
alignment.
each individual feat. In addition to this new type of feat,
several feats that may be quite valuable in the hands of Benefit: Any time you subdue a celestial in combat,
an evil character are included in this chapter. you may take its unconscious form and compel it to
inhabit an item. The receptacle must be a magic item of
a value equal to the celestial’s Hit Dice times 1000gp.
Armed and Dangerous [General, Fighter]
Binding the celestial takes 1 day for every two Hit Dice
You are considered to be armed at all times and carry a the celestial possesses. In addition, the binder must
concealed weapon. spend 1000gp per day of binding for the foul and unholy
Prerequisites: Lightning Reflexes materials needed to tie the outsider to a physical object.
Benefit: If you are disarmed or have lost your primary Finally, the binder must spend 1 point of Constitution
weapon, you may draw a hidden weapon that is no larger and 1/25 of the total receptacle gp price in experience
than size Tiny and make one attack at your highest to complete the binding.
attack bonus as a free action. The target of the attack is Special: Once the binder secures the celestial in the
considered to be flat-footed for this single attack only. item, the item’s previous powers are unchanged,
Normal: Drawing a weapon is a partial action and although the item assumes a more sinister appearance.
cannot be combined with an attack unless you possess Thereafter, he may draw upon the bound celestial’s
the Quick Draw feat. innate spell-like abilities for as many times as the
celestial could have used them. Each attempt to use an
Avatar of Evil [Evil] innate ability counts as a full round action.
You are evil incarnate, and a terrible foe of all good If the celestial is bound to a charged item, once
creatures as unholy power courses through your veins. the charges have been expended, it is freed from the
Prerequisites: Evil subtype, Crusader for Evil, base item and may act as normal (typically attempting to slay
attack bonus +15 its master). Bound celestials are also freed if the items
Benefit: Once per week, when you damage a good they are imprisoned in are destroyed. Binding celestials
creature with an attack or spell, you may force that confer no other special attacks or qualities.
creature to make a Will save (DC 10 + ½ your character
level) or die. Blight [Evil]
Special: If you lose the evil subtype after selecting You can cause plants to wither and die.
this feat, you may never regain the benefit, even if you Prerequisites: Able to cast divine spells, evil alignment,
restore the evil subtype. Wis 15
Benefit: Once per day for every two class levels, you
may draw all moisture from normal plants within a 5

67 67
Darkwalkers
ft. radius, causing them to die. The moisture is
dissipated into the air. If the plant is sentient or
otherwise considered a creature, such as a treant
or choke creeper, you inflict 1d4 points per level of
damage instead. The creature is allowed a Fortitude
save and this feat is considered a spell-like ability.
Special: This feat can be taken multiple times. Doing
so will increase the area of effect by an additional 5
feet.

Blood Draft [Evil]


Once a day you can drink the blood of any creature
that you have personally slain. Doing so allows
you to temporarily gain vigor and vitality from the
creature’s fleeting essence.
Prerequisites: Evil alignment, Con 12
Benefit: You gain hit points equal to 1 + 1 per
character level or hit die of the slain creature. These
hit points are in addition to your normal total, once
used they are gone. Unused hit points fade away
after 24 hours.
Special: Each time you take this feat you gain an
additional time/day you may use it.

Crusader for Evil [Evil]


You are one of evil’s mightiest champions.
Prerequisites: Evil subtype, Warrior of Evil, base
attack bonus +6
Benefit: You gain a +2 morale bonus to all attack
rolls and a +3 morale bonus to all damage rolls
when engaged in combat with a good aligned
creature. Further, you may cast detect good as a 6th
level cleric once per day.
Special: If you lose the evil subtype after selecting
this feat, you do not lose the benefit of this feat until
you gain a character level (unless you regain the evil
subtype prior to this). Similarly, once the benefit is
lost, it cannot be regained until the evil subtype is
restored and a character level gained.

Damned [Evil]
Your soul is condemned to the lower planes.
Prerequisites: Evil alignment
Benefit: When you select this feat your subtype
changes to outsider, providing you with darkvision
60 ft. In addition, all spells you cast with the fear
descriptor receive a +4 bonus to their DCs.
Special: Slain outsiders cannot be raised or
resurrected, although the casting of a wish or
miracle can restore them to life.

68
Feats
Dangerous Insinuations [General] compulsion.
You know how to appeal to an audience’s worst nature. Prerequisites: Iron Will
Your words provoke fear and anger, turn friend against Benefit: You receive a +3 competence bonus to saving
friend, and even inspire witch hunts. throws against Compulsion effects, Mind-altering effects,
Prerequisites: Cha 13 and any form of torture.
Benefit: You receive a +2 influence bonus to Bluff,
Diplomacy, and Perform checks when inciting distrust Neck Snap [Evil, General]
and paranoia. This feat allows you to perform an instant kill to any
humanoid that is relatively your size, within one size
Dark Spell [Metamagic] category.
Spells you cast as appear as dark as night. Prerequisites: Evil alignment, Dex 14, base attack bonus
Benefit: You can change the visible manifestation of +5, Sneak Attack ability or feat.
a spell to an opaque black color as long as the effect Benefits: If you successfully perform an open-handed
would not be changed by doing so. Thus, you could sneak attack, you may snap the neck of your opponent,
cast a dark fireball, the explosion and flames of which killing them instantly. You must roll a successful grapple
would be black. You could not, for example, cast a dark check to engage the process followed by a second
color spray, light, or wind wall spell. If the spell does grapple check to complete the move. If you lose the
not have a visual effect, summons a creature, has an contest, you lose any advantage you had (your attacks
instantaneous duration, or has “personal” or “target that round, surprise, etc.).
creature(s)” as its Target entry, you cannot apply this
feat to it. A dark spell uses up a spell slot of the spell’s No Conscience [Evil]
normal level. Guilt is for lesser beings. Characters possessing this feat
do not feel remorse or regret over their actions.
This feat may be chosen as a wizard bonus feat. Prerequisite: Evil alignment, Wis 13
Benefit: Character receives a +2 circumstance bonus
Special: Spells modified by the Dark Spell feat are more to all Will saves and is immune to any emotion-affecting
difficult to identify. Spellcraft checks to identify the spells or magical effects.
spell from observing its visible manifestation incur a –1
circumstance penalty. Poison Use [Evil, General]
You are trained to use poisons with no risk to yourself.
Evil’s Champion [Evil] Prerequisites: Dex 13
Your allegiance to evil’s cause provides you with unusual Benefit: You never risk accidentally poisoning yourself
resilience against the dark arts. when crafting or applying poisons, or when attacking
Prerequisites: Evil alignment, Spell Resistance 10 with a poisoned weapon.
Benefit: You are immune to all spells with the “evil”
descriptor. In addition, you receive a +4 competence Sacrificial Lamb [Evil]
bonus to all Charisma-based skill checks when
Often times, a person who is emotionally close to a
interacting with evil NPCs.
character is left in harm’s way to die so that character
may escape.
Fearful Presence [Evil] Prerequisite: Evil alignment, Dex 15
You radiate an aura of vileness and corruption. People Benefit: In a combat situation, an individual may opt to
shun your presence and cower in fear as you near them. retreat beyond an area of potential harm. Any attacks
Prerequisites: Evil alignment, Cha 13 of opportunity will fall upon the nearest character of the
Benefit: You gain the supernatural ability to cause fear individual’s choosing, provided that character is within 5
within an individual. All subjects within a 5 ft. radius feet of the retreating individual.
equal to or less than your total hit dice must make a Normal: Upon retreating, the character is subject to
Will save (DC 13 + your Charisma modifier) or become attacks of opportunity if he passes through a threatened
panicked. square.

Indomitable [General] Slippery Tongue [General]


Your mental discipline and astonishing strength of You have a knack for bending the truth. By convincing
personality help you to resist both mental and physical yourself that your words are true, you can evade mystical

69
Darkwalkers
means of divination. to you.
Prerequisites: Bluff 3 ranks Prerequisites: Ability to cast 2nd level spells
Benefit: You receive a +2 competence bonus to Bluff Benefit: You can modify spells that are normally visible
checks and a +2 circumstance bonus when saving as they travel from you to the target(s) or targeted area.
against any sort of magic that detects lies (discern lies, The spell still follows the normal line of effect but it is not
painful truth, zone of truth,etc.). visible as it does so. This feat cannot be applied to spells
that project out from you as an area of effect. Thus, you
Sneak Attack [Evil] can mask the path of magic missile, fireball, or ray of
This feat allows you to gain the Sneak Attack ability. enfeeblement, but not to hide lightning bolt or cone of
Prerequisites: Evil alignment, Dex 13 cold. This is an invisibility effect. A traceless spell uses
up a spell slot one level higher than the spell’s actual
Benefit: You gain +1d6 damage to one attack when your
level.
target is unable to defend itself. This is usually under any
circumstance in which they lose their Dexterity bonus
This feat may be chosen as a wizard bonus feat.
to AC or you flank them. If you take this feat more than
once you gain an additional +1d6 for each time the feat
is taken. This is not stackable with other class-based Special: Although it is obvious to anyone observing
sneak attack abilities or feats that add to the damage you that you cast a spell, this feat allows you to cast
modifier of an attack that denies an opponent their spells (even from hiding) without automatically being
Dexterity modifier. revealed as their source. Spellcraft checks to identify the
spell from observing its effect incur a –1 circumstance
penalty.
Spellsense [General]
Your keen intuition allows you to recognize the Turn Tail [General]
emanations of magic directed against you.
Mastering techniques in distraction and setting your
Prerequisites: Spellcraft 2 ranks, Wis 12
opponent off balance for the express purpose of leaving
Benefit: If you make a saving throw against a spell, you a threatened area without being subject to an Attack of
learn what the precise effect of the spell would have Opportunity.
been and the location of the caster. If the caster is out
Benefit: On your action, you may use a movement action
of your line of sight, you have a sense of the general
to leave a threatened area without being subject to
direction and distance from you, though you do not
Attacks of Opportunity by threatening creatures. This
receive a name or any sort of visual image. If you fail
counts both as your movement action and your standard
your save, you make a Will save (DC 15) to recognize the
action of the round.
effect of the spell and the location of the caster at the
time of the casting, but only after the effect has expired.
In other words, if an enchanter casts charm person on Twist the Knife [General]
a guard, once the effect is over she may realize exactly You know how to make your blows especially painful
what has occurred – but that won’t help her while she’s – something that can be extremely useful if you are
under the influence of the charm. attempting to distract a spellcaster.
Normal: A character who successfully saves against the Prerequisites: Base attack bonus +4
effect of a spell knows that he was targeted with magic, Benefit: You may perform this maneuver any time you
but he does not know who the caster was or what the make a melee attack. You take a –2 circumstance
nature of the effect would have been. penalty on your attack roll, but if you are successful the
target must make a successful Fortitude save (DC 15)
Stone-Cold Killer [Evil, General] or take a –2 circumstance penalty on attack rolls and
You place no value on life, and are trained to snuff it out skill checks for the next two rounds. In addition, if the
quickly. victim was casting a spel when he was struck, the DC of
the Concentration check required to maintain the spell
Prerequisites: Evil alignment, Combat Reflexes
is increased by 2; this is in addition to the 2 point skill
Benefit: Once per round, you may make a coup-de-grace check penalty if the caster fails his Fortitude save.
attack on a helpless opponent as a standard action
Special: A fighter may select this as a bonus feat.
instead of a full round action.
Tyrant [Evil, General]
Traceless Spell [Metamagic]
You are adept at bullying and coercing evil creatures into
You can cast spells so that no one can trace a line back
following you. You possess the brutal charisma that evil

70
Feats
humanoids seek in leaders, and can recruit hordes of number of more than one creature type, find the Tyrant
followers from amongst orcs, goblins, giants and other Score you would need to control the entire horde.
evil races. Unlike the Leadership feat, you rely on brute Subtract your current score from this score to compute
strength, threats, and an iron-fisted rule to maintain a your horde’s Will save bonus.
hold over your followers.
Prerequisites: Evil alignment, level 6th or greater Unholy Pact [Evil]
Benefits: This feat allows you to attract a sizeable horde You strike a contract or pact with an evil power or deity.
of evil humanoids. However, you must constantly strive Prerequisites: Evil alignment
to maintain your command and control over these Benefits: You may be granted special abilities or powers
followers, as you lead more out of a sense of fear and a in the place of general feats. Each time you qualify for a
promise of loot than any sense of loyalty. feat (regular or bonus), you may select a special power in
Tyrant Score: A character’s Tyrant score is equal to its place.
his level plus the higher of his Strength or Charisma Special: In order to select this feat, the character must
modifiers. undergo a long and arduous summoning ritual followed
Number of Followers by CR: You can control up to a by complex negotiations with an evil power that results in
number of creatures of each Challenge Rating listed for the formation of a binding contract or pact between the
your Tyrant Score. It is possible to lead more creatures two parties (see Pacts, Powers and Agreements).
than this, but doing so has a negative effect on your
followers’ morale. The creatures attracted to your horde
Violating Strike [Evil, General]
are unclassed monsters native to the region in which you
recruit. It takes one week and 50 gp in supplies to attract You make an attack so heinous it destroys a piece of
100 monsters to your banner. At the Game Master’s your victim’s soul.
option, he may require you to role-play negotiations with Prerequisites: Base attack bonus +8, Evil alignment
humanoid tribes or defeat tribal champions in combat to Benefits: As a full-round action, you may make
earn the monsters’ respect. one attack against an opponent as normal. On a
Whenever your horde enters combat, each unit under successful hit, you inflict 1d4 points of Charisma
your command that is not within your or a trusted damage (temporary damage). You and your opponent
lieutenant’s line of sight must make a Will save (DC must make opposed Charisma checks, but you are
equal to your Tyrant
Tyrant Follower Table
Score). If the unit fails,
it flees from combat Number of Followers by CR
or cowers at the edge Tyrant Score 1/4 1/2 1 2 3 4 5 6 7
Less than 1 -- -- -- -- -- -- -- -- --
of the combat zone, 1 1 -- -- -- -- -- -- -- --
seeking a chance to loot 2 1 -- -- -- -- -- -- -- --
but avoiding any direct 3 1 -- -- -- -- -- -- -- --
fighting. 4 1 -- -- -- -- -- -- -- --
You may attempt to 5 2 1 -- -- -- -- -- -- --
6 4 2 -- -- -- -- -- -- --
rein in a horde larger 7 8 4 -- -- -- -- -- -- --
than the one you can 8 12 6 1 -- -- -- -- -- --
control given your 9 16 8 3 -- -- -- -- -- --
current Tyrant Score. 10 20 10 5 1 -- -- -- -- --
Look up the highest 11 24 12 6 3 -- -- -- -- --
12 32 16 8 5 1 -- -- -- --
Tyrant Score you would 13 40 20 10 6 3 -- -- -- --
need to control your 14 60 30 15 8 5 1 -- -- --
horde. Subtract your 15 80 40 20 10 6 3 -- -- --
current Tyrant Score 16 100 50 25 15 8 5 1 -- --
from this value, and 17 110 60 30 20 10 6 3 -- --
18 120 70 35 25 15 8 5 1 --
use the resulting value 19 130 80 40 30 20 10 6 3 --
as a bonus to your 20 140 100 50 35 25 15 8 5 1
followers’ Will save to 21 240 120 60 40 30 20 10 6 3
avoid combat that the 22 300 150 75 45 35 25 15 8 5
beginning of a battle. 23 360 180 90 50 40 30 20 10 6
24 440 220 110 55 45 35 25 15 8
If you command more 25 540 270 135 60 50 40 30 20 10
than your maximum +1 +100 +50 +25 +5 +5 +5 +5 +5 +5

71
Darkwalkers
than this, but doing so has a negative effect on your
Tyrant Score Modifiers followers’ morale. The creatures attracted to your army
The Tyrant has a reputation for: Modifier are both classed and unclassed monsters native to the
Cruelty +2 region in which you recruit. It takes two weeks and 500
Success in combat +1
Magical power +1
gp in supplies to attract 100 monsters to your banner.
Working with demons or devils +1 At the Game Master’s option, he may require you to role-
Losing battles -1 play negotiations with humanoid tribes or defeat tribal
Restraining looting or pillaging -1 champions in combat to earn the monsters’ respect.
Mercy -2 Whenever your army enters combat, each unit under
Events Modifier
Victory over enemy army +4
your command that is not within your or a trusted
Tyrant defeated in personal combat -6 lieutenant’s line of sight must make a Will save (DC
Defeated by enemy army -8 equal to your Warlord Score). If the unit fails, all attacks
Unsuccessful coup -2 incur a –2 morale penalty and a second Will save must
Village looted +4 be made (against the same DC). If the second save fails,
City looted +6
Tyrant defeats tribal leader in combat +1
the unit flees from combat or cowers at the edge of the
Tyrant’s horde actively campaigning +2 combat zone, seeking opportunities to loot and pillage
Tyrant’s horde inactive -4 but avoiding any direct melee confrontations.
allowed to substitute your Intimidate skill for this roll. You may attempt to rein in an army larger than the one
If you win, your opponent is staggered for one round you can control given your current Warlord Score. Look
and shaken for one minute. If your opponent prevails, up the highest Warlord Score you would need to control
there is no additional effect beyond the Charisma your army. Subtract your current Warlord Score from this
damage. If you make a critical hit against your foe, the value, and use the resulting value as a bonus to your
Charisma is drained (permanent) instead of damaged, followers’ Will save to avoid combat that the beginning of
but the damage is not doubled and you receive a +4 a battle.
competence bonus to the opposed check. Creatures If you command more than your maximum number
immune to critical hits are immune to the effects of this of more than one creature type, find the Warlord Score
feat. you would need to control the entire army. Subtract your
current score from this score to compute your army’s Will
Special: At the Game Master’s discretion, victims of this
save bonus.
attack may have further difficulties. Suggestions include
damage of reproductive organs, hideous scarring, a
limp, or worse. (For more ideas regarding critical hits,
we recommend Torn Asunder: Critical Hits from Bastion Warrior of Evil [Evil]
Press.) Whether lawful or chaotic, you battle for the fall of good
before evil’s might.
Warlord [Evil, General] Prerequisites: Damned, Evil subtype, base attack bonus
Your reputation for cruelty and malice knows no bounds. +3
Evil humanoids will actively seek to join the armies under Benefit: You gain a +1 morale bonus to all attack and
your command. Like the Tyrant feat, you rely on brute damage rolls when in combat against a good aligned
strength, threats, and an iron-fisted rule to maintain creature.
a hold over your followers. Those who defy you risk a Special: If you lose the evil subtype after selecting this
painful death at your hands. feat, you do not lose the benefit of this feat until you
Prerequisites: Tyrant, level 10th or greater, Cha 15 gain a character level (unless you regain the evil subtype
Benefits: This feat allows you to attract an intimidating prior to this). Similarly, once the benefit is lost, it cannot
army of evil humanoids. However, you must constantly be regained until the evil subtype is restored and a
strive to maintain your command and control over these character level gained.
followers, as you lead more out of a sense of fear and
the promise of conquest and riches than any sense of
true loyalty.
Warlord Score: A character’s Warlord score is equal to
two times his Tyrant score.
Number of Followers by CR: You can control up to a
number of creatures of each Challenge Rating listed for
your Warlord Score. It is possible to lead more creatures

72
Feats

Warlord Follower Table


Number of Followers by CR
Warlord Score 1/4 1/2 1 2 3 4 5 6 7
Less than 1 -- -- -- -- -- -- -- -- --
1 1 -- -- -- -- -- -- -- --
2 1 -- -- -- -- -- -- -- --
3 1 -- -- -- -- -- -- -- --
4 2 1 -- -- -- -- -- -- --
5 4 2 -- -- -- -- -- -- --
6 8 4 -- -- -- -- -- -- --
7 18 8 1 -- -- -- -- -- --
8 24 12 2 -- -- -- -- -- --
9 32 16 6 1 -- -- -- -- --
10 40 20 10 2 -- -- -- -- --
11 48 24 12 6 1 -- -- -- --
12 64 32 16 10 2 -- -- -- --
13 80 40 20 12 6 -- -- -- --
14 120 60 30 16 10 1 -- -- --
15 160 60 40 20 12 6 1 -- --
16 200 100 50 30 16 10 2 -- --
17 220 120 60 40 20 12 6 1 --
18 240 140 70 50 30 16 10 2 --
19 260 160 80 60 40 20 12 6 1
20 280 200 100 70 50 30 32 20 2
21 480 240 120 80 60 40 20 12 6
22 600 300 150 90 70 50 30 16 10
23 720 360 180 100 80 60 40 20 12
24 880 440 220 110 90 70 50 30 16
25 1080 540 270 120 100 80 60 40 20
+1 +200 +100 +50 +10 +10 +10 +10 +10 +10

Warlord Score Modifiers


The Warlord has a reputation for: Modifier
Cruelty +4
Success in combat +2
Magical power +2
Working with demons or devils +2
Losing battles -2
Restraining looting or pillaging -2
Mercy -4
Events Modifier
Victory over enemy army +6
Warlord defeated in personal combat -8
Defeated by enemy army -10
Unsuccessful coup -4
Village looted +6
City looted +8
Warlord defeats tribal leader in combat +3
Warlord’s horde actively campaigning +4
Warlord’s army inactive -8

73
Chapter Seven
Skills

“Mark my words. Learning to play opossum may just save your life. You just have to bluff your opponent into thinking
you’re dead and lowering his guard. That’s when you strike. Just as he turns his back on you believing you’re dead.”
– Roxy the weasel, common theif

Evil characters have skills at their disposal that normal average quality item. When someone inspects your work,
everyday heroes do not. These skills allow evil players they must make a Spot check opposed by the Craft
certain advantages and opportunities against the check you made to produce the item. If the Spot check
unsuspecting or the defiant. Evil characters also know does not beat your skill check, the buyer does not notice
how to utilize common skills for evil purposes. This the poor quality of your craftsmanship.
chapter is divided into two sections, new uses for Shoddy goods have one quarter the actual gold
existing skills and new skills. piece value of the items they imitate. Shoddy tools cause
a –2 circumstance penalty to any skill checks made
New Uses for Existing Skills with them. Shoddy armor has a –2 AC penalty, and
shoddy weapons strike at –2 to hit. In addition, a shoddy
weapon breaks on an attack roll of 1.
Appraise (Int)
*Note: If you have 5 or more ranks in Forgery, you
You can gauge how powerful your opponent may be in
receive a +2 synergy bonus to Craft when using it to
combat by evaluating the kinds of weapons and armor
create shoddy goods.
he carries. To make a successful check, you must study
the target for three rounds and then make a successful
Gather Information (Cha)
roll against a DC 12 + the combined enchantment
You make contact and acquire information from the
bonuses of the armor and weapons.
criminal and less desirable elements: murderers, hired
thugs, fences, smugglers and thieves. This skill only
Bluff (Cha) allows you to gain the information necessary to contact
When in combat, you may use Bluff to pretend that the particular person with the DC typically 2 higher than
a wound is fatal. When you take damage, you may normal.
immediately make a Bluff check to “play dead”. Any
opponents viewing you make opposed Spot checks. If
DC Contact Made
they succeed, they see through your deception. If not, 10 Common 1st level thug
they believe that you are incapacitated and no longer a 15 Well-financed fence, low level (1-3) rogue or thug
threat, moving on to their next target. 20 Mid-level (4-6) rogue or thug
*Note: If anyone spends an action to check for a pulse 25 Low level (1-3) assassin, high level (7-10) rogue or thug
30 High level (7-10) assassin, professional rogue or thug (10+ level)
or signs of breathing, your deception is automatically
discovered and you are susceptible to a coup de grace
attack. New Skills
Knowledge (acid use) (Int; Trained Only)
Craft (Int)
You are trained in the use of acids and in the
You may use your craft skills to construct shoddy goods
identification of different types of acid and their sources.
that are quick to manufacture, cost less, and look
When applying acids, you do not risk injuring yourself.
like regular quality finished goods. Creating a shoddy
knockoff requires one half the time and one quarter Check: When you are attacked by acid, whether by
of the resources in gold pieces needed to produce an assault or trap, you can gain a +2 circumstance bonus

74 74
Skills
on your save. Even if you fail, you can reduce the amount Thinking about the question a second time will not allow
of damage you take by 2 hp each round and reduce the you to know something that wasn’t there the first time.
number of rounds that you take damage by one half Special: An untrained Knowledge check is simply an
(rounded up). Intelligence check. Without actual training, a character
only knows common knowledge and is relying on
Knowledge (anatomy & physiology) (Int; Trained Only) myths and legends. Game Masters may well rule that
You learn the biology, physical make-up, and function demonology is too specialized to allow unskilled checks.
of a particular creature form. Common types are
Humanoid, Draconian, Chimerian, Serpentine, and Knowledge (legalese) (Int; Trained Only)
Insectoid. The Game Master may allow other forms if You are skilled at finding loopholes and twisting the law
appropriate. to your advantage.
Check: Answering a question about a creature form’s Check: When confronted with a problem with the law,
biology has a DC 10 (for really easy questions), 15 (for you may attempt a skill check to avoid or reduce any
basic questions), and 20 to 30 (for especially difficult penalties you (or your client) may have to suffer. The DC
questions). is usually 13 for minor misdemeanors and 15 or greater
Retry: No. The check represents what you know, and for felonies, depending on the exact circumstances and
thinking about it a second time won’t allow you to know the case against you.
something you didn’t before.
Note: You gain a +1 synergy bonus to your critical threat Knowledge (monster) (Int; Trained Only)
range if you possess the Improved Critical feat when A character with this skill has spent time learning the
used against the creature form that you have knowledge behaviors, ecology, habits, and lore of a single particular
of. kind of monster (i.e. displacer beasts or frost giants).
This skill is useful in determining where a monster would
Knowledge (arson) (Int; Trained Only) most likely be located, learning its anatomy, predicting
You are trained in the most effective and damaging ways common behaviors or reactions, knowing the monster’s
to use fire. This applies to the setting of fires for the preferred diet, determining the monster’s gender,
purpose of spreading the flames. This does not apply understanding its desires, and so forth.
to the effectiveness of offensive fire-based spells or Check: Characters may not Take 10 in this skill when it
weapons. is used to harvest poisons from dead creatures.
Check: The DM sets a DC depending upon the current Retry: None. Players who are unsuccessful fail to
circumstances (inflammability of target, wind conditions, discern the information they seek. Failure may take
etc.) and you must make your skill check in order to many forms. Some examples include believing that
achieve the desired effect. shadow stalkers do not eat carrion, mistaking a liver for
The desired effect may be making the flames spread a poison gland, mistaking a short grunt sound as one of
where you want them to go, increasing the speed pain rather than a mating call, or stating that gricks do
in which the target becomes engulfed in flames, not prefer underground areas.
concentration of damage, etc. Special: Assassins and druids gain a +1 synergy bonus
to this skill check when harvesting poisons. Rangers also
Knowledge (demonology) (Int; Trained Only) gain the +1 bonus if they are harvesting an organ of a
You understand and comprehend all aspects regarding favored enemy. These bonuses stack with other synergy
the denizens of the lower planes (daemons, demons, bonuses in related skills. For example, a ranger with
devils, fiends, and the like). This knowledge includes Knowledge (monster) and Knowledge (nature) would
behaviors, natures, special abilities, and even guarded gain
information such as true names. a +2 synergy bonus when harvesting poisons.
Check: Answering a question within this field of study
that is relatively simple carries a DC10, such as “Who Knowledge (poisons) (Int; Trained Only)
is Orcus?” or “Is that beautiful creature with the bat You are knowledgeable of different types of poisons
wings a demon?” More difficult, but still somewhat basic and their forms, their uses, origination, as well as any
questions carry a DC15, such as knowing the difference possible antidotes.
between daemons, demons and devils. Determining a Check: Answering a question about poisons has a DC of
creature’s true name carries a DC20 for lesser fiends 10 (for really easy questions), 15 (for basic questions)
and DC30 for powerful fiends such as balors and pit and 20 to 30 (for really tough questions).
fiends. Retry: No. The check represents what you know, and
Retry: No. The check represents what you know.
75
Darkwalkers

DC Task
Common knowledge. Identify a particular type of spirit (elemental, undead, etc.) on sight. Recall the weaknesses or
10
special abilities of a spirit. Recall what types of outsiders are found in which areas of the Spirit World.
Specialized knowledge. Identify a particular type of outsider (celestial, fiend, etc.) on sight. Recall the weaknesses or
15
special abilities of an outsider. Recall the general allegiances and enmities of outsiders.
Esoteric knowledge. Identify a particular area of the Spirit World based upon its environment. Identify the allegiances of
20
various outsiders. Recall the political and social conflicts of outsiders and other spirits.
thinking about it a second time won’t allow you to know However, it deals with the understanding of the Spirit
something you didn’t before. World and how it interacts with the various other planes,
along with the creatures that inhabit it. Characters with
Knowledge (sabotage) (Int; Trained Only) this knowledge can identify particular types of spirits,
You are trained in the techniques used in causing the features of various planes, and other relevant
mechanical or architectural targets to fail or collapse. information.
Check: When attempting to sabotage a machine or
structure you must roll a successful skill check (DC Knowledge (torture) (Int; Trained Only)
14) to achieve the desire result. Failure means that You are trained in the techniques used to extract
the machine or structure did not fail. The DC may be information from a captive, in keeping your subject alive
increased if the desired result is specific or the timing is and conscious, and to motivate him to speak clearly and
crucial. honestly – to tell the truth because he is more afraid
Synergy: If you have 5 or more ranks in Engineering, you of what will happen if he is caught in a lie than he is of
gain a +2 synergy bonus to your Sabotage skill check. what has already occurred.
Torture is comprised of two components: psychological
Knowledge (spirits) (Int, Trained Only) and physical. Both make use of separate skills but are
This skill is very similar to Knowledge (the planes). tied together through the application of torture. Physical

76
Skills
Torture Devices
Birdcage
This is an iron cage shaped in the silhouette of a humanoid being. Spikes are placed in various locations that the victim may
avoid as long as they remain alert and tense. If the victim tries to sleep or relax, the spikes dig into his flesh. After a number
of hours equal to the victim’s Constitution (+2 if he possesses the Endurance feat), the torturer can make a prolonged check.
Afterwards, a prolonged check may be made every 4 hours.

Price 200 gp; Weight 100 lbs.

Box
This is simply a small box that forces the victim into a cramped and uncomfortable condition, such as having his arms forced
forward or legs curled under. This allows prolonged checks every 12 hours.

Price 100 gp; Weight 50 lbs.

Hood
This device places an iron mask over the head of the victim attached to a hose and pump. The mask is clamped onto the
victim’s shoulders and sealed with grease. The pump is rotated, removing air from the mask causing excruciating pain to the
victim, possibly resulting in permanent blindness and deafness. Generally, after a few moments air is allowed back into the
mask, giving the victim a brief respite before the torture begins anew. This may be used up to three times per day with the
torturer and victim each making opposing rolls. Additionally, the victim must make a Fortitude save (DC 13) with each instance
of torture or go blind or deaf (50% chance of either).

Price 500 gp; Weight 30 lbs.

Iron Maiden
This device is an upright coffin lined with small spikes that stick into the victim when the lid is closed. The spikes may be placed
at different levels of penetration, causing anything from minor flesh wounds to instant death. For torture purposes, the spikes
do not initially touch the victim’s skin when the lid is closed. For each hour the victim does not provide the required information,
the spikes are pushed inward one notch. During prolonged torture, the victim is given time for his wounds to heal while the
spikes are still imbedded in his skin. This item allows for up to 3 prolonged checks a day, as close as an hour apart. If used to kill
someone while he watches, the victim’s Will save DC is increased by +2.

Price 750 gp; Weight 200 lbs.

Rack
This device is a table with a crank on one or both sides. The victim is stretched over the table with hands and feet tied to the
cranks. As the cranks are turned, the victim’s limbs start to pull out of their sockets. The cranks can be left in one position for a
long period of time for prolonged torture. This increases the DC of Will saves for the target by +1 for each day up to a maximum
+5.

Price 300 gp; Weight 200 lbs.

Torturer’s Lab
This is a collection of sharp instruments, acids, thumbscrews, and other devices designed to maximize pain and suffering. If you
have this at hand, you receive a +2 circumstance bonus to any Heal or Intimidate check made to torture an opponent. It is useful
for both physical and psychological torture, as the visible threat of the tools is often as disturbing as the pain they can cause.

Price 100 gp; Weight 35 lbs.

Truth Serum
There are a variety of concoctions that can help a torturer wrest information from his victim. Some dull the mind, making it more
difficult for the victim to resist the badgering of the inquisitor. Others enhance the pain experienced by the victim, encouraging
him to speak in order to end his suffering. In either case, this serum will add a +2 circumstance bonus to any Heal or Intimidate
check made to torture the victim.

Price 45 gp; Raw Material Cost 15 gp; Craft (alchemy) DC 25

77
Darkwalkers
torture utilizes the Heal skill because if you understand with this skill currently in command makes the rolls.
the body, you know how to maximize the pain while Characters may cooperate forming a command group,
inflicting minimal damage. Psychological torture uses the but they may not take ten.
Intimidate skill as it affects the victim’s perceptions and
decision-making. Each form has its own rules for checks Retry: No. While the commander or command group
and failures. may attempt the same strategies or tactics multiple
Physical Torture Check: After 30 minutes, make a
Heal check opposed by the victim’s Fortitude save. If DC Action
you are successful, the victim will provide you with the 15 Accurate estimation of the size of the opposing force
information you have asked for, or perform a simple 15 Examining the surrounding landscape for the best tactical advantage
20 Recognizing a particular military maneuver
action (such as signing a confession). If the victim 20 Evaluating the strengths and weaknesses of siege machines
resists, he may say nothing or choose to pretend to be 25 Locating spies within your own encampment
broken and lie to you. The later requires a successful 30 Determine war strategy
Bluff check opposed by your Sense Motive skill. 45 Determine strategy of opposing forces
Retry: You may retry a failed attempt (assuming that you
realize that you failed). However, unless you have access times during the course of a battle (even if they have
to magical healing, your will eventually have to stop or failed previously), they must live with the consequences.
your victim will pass out or die. You cannot take 10 or 20 Furthermore, each time a strategy is repeated during
on this skill check. the same battle, any opposing checks gain a cumulative
Special: Regardless of success or failure, the victim will competence bonus equal to their Intelligence modifier to
suffer 1d4 points of physical damage and 1d4 points of detect this.
subdual (nonlethal) damage from the torture. Special: Commanders with the Leadership or Tyrant
feats gain a +2 synergy bonus to their Knowledge
Psychological Torture Check: After 30 minutes (warfare) rolls. An untrained synergy check is a simple
of working on the victim, make an Intimidate check Intelligence check without a circumstance bonus and
opposed by the victim’s Will save. The consequences of with a –4 competence penalty applied.
success or failure are the same as physical torture.
Retry: You must wait at least one hour before retrying a Profession (torturer) (Wis; Trained Only)
failed roll. You cannot take 10 or 20 on the check. This profession deals in the extraction of information
through the use of pain and mental manipulation. The
Special: You can improve the odds of psychological
skill has a variety of ways it can be used, though they
torture by spending time to prime the subject. For every
all work in the same manner. The torturer makes a skill
30 minutes you spend speaking with your victim (or
check opposed by the target’s Will save. The target gets
performing other actions designed to unnerve her),
a bonus to their Will save equal to their hit dice. This is
you may make a Sense Motive roll opposed by your
further modified by what information the torturer is trying
target’s Will save. If you are successful, you get a +1
to extract, and what type of torture he is applying as
circumstance bonus to your Intimidate check. You can
listed below. Note that the use of more than one torture
instead choose to keep prying at the victim’s mind to
device warrants individual checks per device.
increase this bonus; each subsequent successful Sense
Motive check will add one to the bonus, to a maximum Special: Having 5 or more ranks in Intimidate grants the
of +4. However, if you leave the subject alone and torturer a +2 synergy bonus to their Profession (torturer)
unattended for more than an hour, the bonus is lost. checks. Having 5 or more ranks in Knowledge (torture)
grants a +4 synergy bonus.
Type of Torture: Cursory (Mental)
Knowledge (warfare) (Int; Trained Only)
Conducting a successful military campaign requires Modifier to Torturer’s Opposed Roll: -10
extensive comprehension of not only strategy and Retry: Yes, after 24 hours.
tactics, but knowledge of supplies, logistics, terrain, Description: Target is not restrained and in no
espionage, engineering, sieges and all other factors immediate danger. Conversation of 1-10 minutes.
pertaining to the maintenance of a highly efficient and
fully functional fighting force. Knowledge of the proper Type of Torture: Preliminary
moment to mount an offensive, fall back, or even Modifier to Torturer’s Opposed Roll: -5
surrender is vital to the survival ratio of an army. Retry: No
Check: When employing decision-making that involves Description: Target is restrained and in danger of pain
battlefield strategies, the highest-ranking character or death. Conversation of 10 minutes or less.

78
Skills
Type of Torture: Standard remains in this state. Some devices can shorten the time
Modifier to Torturer’s Opposed Roll: 0 between checks.
Retry: No Description: This check occurs when the target is
Description: The torturer has had an hour or more with placed in an uncomfortable position for a prolonged
the target being subjected to pain or mental suffering. period of time. The position may be physical or mental.
The amount of information desired has different
Type of Torture: Extreme modifiers to any Profession (torturer) checks.
Modifier to Torturer’s Opposed Roll: +5
Retry: No Seduction (Cha)
Description: This check can only be made after one You can use your personal charm and flirtations to get
standard check has been made. It presents the target people to do as you ask or simply to follow you.
with a choice, often between giving up information or Check: If you attempt to seduce someone into following
suffer intense pain and possibly loosing a part of his you to someplace quite or to get a total stranger to do a
body, or even being forced to watch an ally be tortured small favor for you, you must roll a Seduction check with
cruelly. the intended victim rolling an opposing Sense Motive
check. If you win, they do as you request (within reason).
If they win, they see your charade for what it is and act
Type of Torture: Prolonged
appropriately.
Modifier to Torturer’s Opposed Roll: +1 per 24 hours
Retry: The check is made every 24 hours the target

DC Modifier Type of Information Sought


+10 Torturer only seeking an acknowledgement of pain such as a scream
+5 Common knowledge.
+0 Relevant pieces of information that does not directly threaten the target’s personal interests.
-5 Specific information that could endanger the interests or friends of the target.
-10 Critical information the subject was instructed or trained not to reveal.

79
Chapter Eight
Malevolent Magic

“Just point the wand at your target and trigger the activation word. The magic will do the rest.” – Grandmaster Kaeln,
Grand Sorcerer

Devilish uses for Standard Magic Items different ways. Using the Forgery skill you can alter
The following are a number of suggestions for how evil- a rival’s map to lead them away from their intended
aligned characters might employ different types of magic destination and/or directly into danger. You may secretly
items in less than ethical ways. Unlike good-aligned nullify their traveling documents, which will provide
characters, evil characters aren’t necessarily constrained much excitement next time they run into the local law
to the moral obligations regarding the use of said items. enforcement. You can even ruin a spellcaster’s magical
scrolls, although this may not be without some inherent
danger.
Potions
Trapping your own scrolls, books or maps can be
Tricking others into taking the wrong potion is a great done by applying certain poisons to specific areas, but
way to sow a little chaos. You can mislabel the vials, this can be risky business unless your are immune
switch labels of different vials or just remove them to such poisons. However, the best way by far to trap
altogether. If you are trusted you can simply hand your paperwork is with spells. Magic mouth, explosive runes,
target a vial and tell them what they want to hear. It’s sepia snake sigil, fire trap and the various symbol spells
not your fault if they don’t check the label. If your target are all effective and easy to set. Or you could install
uses a specific vessel to hold certain concoctions, you a gem enchanted with a trap the soul spell into your
could replace its normal contents with another potion, a books or just leave it rolling around in your scroll tube.
poison or just colored water. Some spellcasters are in The curious are bound to touch it. In addition, the use
the habit of taking ability boosting potions just before a of a nondetection spell can shield a magically trapped
major confrontation. If the spellcaster has earned your parchment from being detected as such.
ire, imagine the fun when she takes the potion of rage And lastly, the clever use of illusory script or secret page
that you switched for her potion of fox’s cunning. spells can be used to make your intended target see or
Adding to a potion is a sneaky way to trick others into read something that is not really there. This trick can be
imbibing things that they would not normally want to used to point them in the wrong direction or simply just
consume. Tainting a rival’s potions with slow acting to misinform.
poison or holy/unholy water can really mess with
someone. A good example of this can be found in a Rods
footnote in the history of Ithganin where a necromancer
found that he could control another’s will, but to do so he Rods contain unique magical powers that are not
had to get them to ingest some of his blood. So he would easily duplicated by most spells. It is these exclusive,
add just a drop or two to his healing potions and then one-of-a-kind abilities that can be cleverly twisted to
offer them to the group as needed. He built up quite a more shadowy tasks. The following are just a few
small army of followers in short order. examples.
Cancellation or Negation: If your rival possesses one
enchanted item that he or she truly depends on or uses
Scrolls and Maps
to influence you there is no reason not to use one of
Scrolls and maps, and just about any form of these rods to help level the playing field. And if you can
document for that matter, may be used as traps in many accomplish this without their knowledge, all the better.

80 80
Malevolent Magic
Rulership: Using this rod to control the masses is in plain sight. Adding deepened shadows where there
fine, but that control only lasts a little while. A more are none can improve your ability to hide. Temporarily
effective use of this power is to create a small army for changing what a sign says can send your target to the
a specific task, such as over throwing a baron, defeating wrong place or mask it from unwanted attention. An
troublesome law enforcement or squashing an invading illusionary bush or crate can conceal your hiding place or
clan of bugbears. This rod’s power is also very useful in a trap door. Or creating an image of the object you just
creating an instant crowd, mob or riot that can be used pilfered can keep the robbery from being discovered until
to block your pursuers or as a diversion when performing your long gone.
a secretive task. Personal affecting illusions can provide an instant
Viper or Withering: While either of these rods are disguise when you are being pursued. Taking the form
wonderful for offensive actions, their use in a more of an orc guard or one of the town watch would be
controlled environment is often overlooked. Used during rather useful when gaining access to any place where
interrogation and/or torture sessions can really add you would not normally fit in. Impersonating a specific
to the experience, for you and your captive. This can individual can allow you to access a great many places
be especially true with the former if your captive has a or things, spread misinformation, command others or
phobia of snakes or reptiles. even frame that individual by committing crimes while in
their image.
Miscellaneous Magic Items Extra-dimensional spaces: Items that hold far more
There are various items that all share a common than they appear to are great for hiding stolen items, not
effect. Instead of listing a number of popular items only because of the shear volume that they can hold,
and repeating the same techniques, we will focus on but because the items are in extra-dimensional space
a handful of these general effects and discuss the they are much harder to magically locate. In addition,
techniques used for each. objects such as the bag of holding are perfect for quickly
Charming: The ability to influence the will of others and discreetly hiding the bodies of your victims, if only
is obviously a power ripe for abuse. Artificially gaining temporarily.
the trust of others can get you into a restricted area, The portable hole can make for a handy hiding place
increase your chances while gathering intelligence, allow for you self as well. This works best when in a cluttered
you to get in close to a target, aid in negotiations or when area where an empty sack or piece of cloth, laying on
fencing stolen objects, just to name a few. Because the ground, would usually go unnoticed. If you happen to
these affects are usually short term, and the fact that have any minions that do not need to breathe (undead,
the target realizes that they have been under your constructs, etc.), this is a perfect way to bring them along
influence once the spell is over, charming effects are not without attracting undue attention. One other devious
well suited for political purposes. use for this item, when combined with some illusion
Illusions: These kinds of items are exceptionally magic or just clever camouflaging techniques, is as an
useful and versatile tools, limited only by your instant pit trap that you can place just about anywhere.
imagination. However you must be sure that whatever And once your target drops in, just pick up the edges and
image you create is plausible. If you wish to create an walk away with your prize.
illusion to scare away a threatening band of desert Scrying: The ability to invisibly spy on another is
nomads, you probably shouldn’t conjure the image of again a power that screams to be abused by those with
a pack of polar bears or a white dragon. While you can few ethics. While scrying your “allies”, enemies or rivals
create an image of something startling or unexpected, it to discover secrets, command words and the like are
does need to be within the scope of possibility. So, even standard practices, the real fun comes when you peek
though you can make some assumptions, knowing your in on bedrooms, bathhouses, brothels, etc. And there is
target audience is a must. profit to be made by finding someone doing something
Large area or ranged illusions can be put to great that they should not and offering to show the right
effect in creating distractions while you make your people just what the target is up to.
escape or when committing devious acts. Not only
can the image be used to grab the attention of your Cursed Items
target audience, but the right image, say that of a large If you are fortunate enough to have discovered a
monster or of a building or wagon on fire, can cause cursed item without having fallen victim to it or perhaps
a great deal of mass panic and chaos in crowded city you have but managed to free yourself from its burden,
streets and market places. these items are extremely useful as traps or as tools of
Even small, simple illusions can be put to great effect revenge. Placing a cursed coin or gem in an easy to find
by keeping some things hidden that would normally be “secret” compartment where it is sure to be found is a

81
Darkwalkers
great way to teach your would be thief a lesson they will
not soon forget. Adding a cursed scroll in your scroll tube
or a cursed item in your pack can accomplish the same
task. And if you possess the power to do so, casting a
sympathy spell upon the item can insure that the right
target “finds” your treasure.
The beauty of cursed items is that they usually don’t
appear to anything more than any other magic or
mundane item. As such you can use your cursed item to
barter for truly useful items, the shop owner won’t know
he’s been suckered until its far too late. And the item
will appear magical if a detect magic spell is cast on it.
Just be sure that more advanced detection spells are not
applied as well or your little secret may be discovered.

Magic Items:

Belt of Demonskin: These belts are usually made of


a tough, scaly hide, usually either a putrid purplish or
a mottled gray in hue. The fittings are usually made of
yellowed bone and teeth, but have occasionally have
been found made of blackened iron. Anyone who dons
the belt gains a number of abilities that are akin to that
of most demons.
The belt of demonkin grants the wearer the
following abilities and powers.
- Immunity to poison and electricity.
- Cold, fire and acid resistance 10.
- DR 10/ cold iron or good.
Altar of Bloodletting: This device is a large (9’l x 5’w These belts are evil in nature and any Good aligned
x 4’h) darkwood or obsidian altar designed specifically creature that wears the item gains two negative levels.
for the Blood Magic ritual. Some have been fitted with These negative levels remain only as long as the belt is
leather straps or chains. The altar of bloodletting adds worn. The level loss cannot be overcome by any means
a +1 enhancement bonus to the effective HD of the while the belt is worn. However, should a demon wearer
sacrificial creature when calculating the number of spell this belt, its own abilities (listed above) increase 200%.
levels gained by the Blood Magic ritual. This bonus only Strong evocation; CL 12th; Prerequisites: Craft Wondrous
applies to the ritual and doesn’t aid the sacrifice in any Item, divine power, creator must be evil; Price: 17,990
way. gp; Weight: 2 lbs.
Note: this bonus is stackable with the +1 enhancement
bonus granted by the Chalice of Bloodletting.
Moderate (no school) and Evil; CL 12th; Prerequisites:
Craft Wondrous Item, Maximize Spell feat, Blood Magic
feat; Price: 32,000 gp.

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Malevolent Magic

Deck of Bones:
This item is a stack or deck of 1d10 + 10 plaques. Each
3”x5”plaque appears to be made of tough, mummified
Chalice of Bloodletting: These large, fluted cups are skin and inscribed with various necromantic runes.
usually made of silver or gold, but a few have been Each plaque is attuned to a specific form of undead,
rumored to be of bone. The chalice of bloodletting adds determined randomly. To determine the properties of
a +1 enhancement bonus to the effective HD of the each plaque roll on table 8-1.
sacrificial creature when calculating the number of spell Table 8-1
levels gained by the Blood Magic ritual. This bonus only
Roll d% Type of undead
applies to the ritual and doesn’t aid the sacrifice in any 01-30 Skeleton
way.
31-50 Zombie
Note: this bonus is stackable with the +1 enhancement
51-65 Ghoul
bonus granted by the Altar of Bloodletting.
66-73 Ghast
Moderate (no school) and Evil; CL 12th; Prerequisites:
Craft Wondrous Item, Maximize Spell feat, Blood Magic 74-81 Shadow
feat; Price: 15,000 gp. 82-88 Wraith
89-93 Mummy
94-97 Spectre
98-00 Devourer

When a plaque is drawn or thrown to the ground and


the command word spoken the plaque disintegrates. An
undead, the type associated with the plaque, instantly
forms in a spot nearest to where the plaque was and
attacks whom ever the possessor desires. It will continue
to do so until either its target is dead, itself is destroyed
or 10 rounds have passed. At which point the creature
simply disappears. The undead creature will always be of
maximum hit points when first summoned.
Strong necromancy; CL 13th; Craft Wondrous Item, create
83
Darkwalkers
undead; Price: 10,250 gp; Weight: 1 lb.

Dire Wand: Each of these thin batons are attuned to a


particular spell and uses spell levels drawn from Blood or
Blight magic pools to power their spell effects. The level
of the spell the wand contains determines how many
spell levels need to be drawn from the pool to activate
the dire wand. Example: a dire wand of fireball needs 3
spell levels to activate. All other aspects of these devices
are identical to the standard wands found in the DMG.
Detects as per the spell the dire wand is attuned to
and as Evil; Prerequisites: Craft Wand, creator must have
the Blood Magic or Blight Magic feat; Price: 1.5 times

Horn of Goblin Calling: This musical instrument is a


large gorgon’s horn, fully 3 ft. long, etched with intricate
but crude runes. The mouthpiece and the large open end
finished with fittings of cold iron. There are two known
types of horns and there is no way to determine the type
of horn until sounding it.
Type 1: Sounding the horn attracts every Goblinoid
creature in a 2-mile radius. This horn does not provide
any magical form of control over the creatures once
summoned. The creatures are simply drawn to the horn
and will immediately halt their current activities and set
upon traveling to it.
the price of the same standard wand of the appropriate
Type 2: Sounding the horn summons either 20d10
spell.
goblins, 10d8 orcs (or hobgoblins) or 4d6 ogres.
Possessor of the horn controls each of these creatures
Hand of Charon: This is a single black leather gauntlet as a charm monster spell.
with bone or ivory inlays along the back of the hand and The horn can be sounded only once per week.
fingers. If the wearer touches a dying creature with the Goblinoid creature under the horns effects from a former
gauntlet the garment acts as a permanent death knell sounding are instantly released from the spell once the
spell, ending the life of the creature touched unless it horn is sounded again.
successfully rolls a Will save (DC 17). Strong conjuration; CL 11th; Prerequisites: Craft
Faint necromancy; CL 6th; Prerequisites: Craft Wondrous Wondrous Item, summon monster IV; Price: 39,950;
Item, death knell; Price: 4,000 gp; Weight: 2 lbs. Weight: 5 lbs.

84
Malevolent Magic

Ring, all appropriate spells; Price: 28,000 gp.

Manticore Whip: This is a leather whip with a lion’s


Rod of the Swarms Delight: These wicked devices are
head on the pommel and cluster of barbed, iron
standard sized, darkwood rods. The surface of each rod
needles at the tip. The weapon does 1d4 points of
is covered with etchings of various flying and crawling
slashing damage each strike. The manticore whip has
insects. The ends are capped with copper fittings with
one additional attack form. Once every 1d4 rounds the
a leather strap at one end. The rod of the swarms are
wielder can release a barrage of 2d3 needles. Each
found in two forms; minor and major.
needle does 1d2 damage, with a maximum range of 60
Minor: The touch (requiring a touch attack) of this
ft. The whip constantly replenishes its supply of needles.
rod causes the victim to experience an intense stinging
Exotic weapon, 1d6 damage, critical x2, 10ft. reach.
sensation akin to a thousand bee stings causing
Moderate evocation; CL 5th; Prerequisites: Craft Arms
subdual damage (1d6 damage) plus victim must make
and Armor, magic missile; Price: 4,355 gp; Cost 2,635 gp
a Fortitude save (DC 17) or drop any items or weapons
+ 335 XP.
held.
Major: The touch (requiring a touch attack) of this
Pox Recurrence: This clear liquid “poison” is colorless,
rod causes the victim to experience an intense stinging
tasteless and odorless. The elixir re-animates a dormant
sensation akin to a thousand bee stings causing
disease that resurfaces within the victim. Anyone that
subdual damage (1d8 damage) plus victim must make
imbibes pox recurrence becomes re-infected by the
a Fortitude save (DC 19) or drop any items or weapons
last disease that they had suffered. This includes such
held. The possessor can also use the following powers:
magical diseases as mummy rot or lycanthropy.
- Summon Swarm 2/day.
Price: 800 gp.
- Insect Plague 1/day.
- Creeping Doom 1/week.
Ring of Mortis: This item appears as an unremarkable Note: Spell effects are as if cast by a 15th level druid.
ring made of yellowed bone. However its looks are Strong evocation; CL 15th; Prerequisites: Craft Arms and
deceiving as this simple looking piece of jewelry contains Armor, summon swarm (for minor), insect plague, creeping
great power. The wearer of a ring of mortis gains the doom (all needed for major); Price: 9,500 gp (minor),
following powers: 31,000 gp (major).
- The ring acts a continuous hide from undead
spell.
- The wearer can cast spectral hand 3/day.
Thistle Armor: This item appears as a mostly
unremarkable black or brown suit of studded leather
- The wearer can cast vampiric touch 1/day.
armor. However it holds a particularly wicked power.
Note: these spells are as if cast by a 10th level sorcerer.
Upon command (as a free action) the metal studs that
Moderate necromancy; CL 10th; Prerequisites: Forge
cover the armor immediately sharpen and lengthen
85
Darkwalkers
3 inches. This causes 3d4 points of piercing damage CN; Int 17, Wis 17, Cha 10; Speech, telepathy, 120 ft.
to any creature grappling the wearer. If the creature darkvision and hearing; Ego score 18.
continues to grapple the wearer, it takes 1d4 +2 points Lesser powers: Item has 10 ranks in Spot (total modifier
of piercing damage each round thereafter. +13), darkness 3/day, curse water (by touch) 3/day.
Moderate evocation; CL 5th; Prerequisites: Craft Arms Special purpose: Slay all but the strongest.
and Armor, magic missile; Price: 5,735 gp; Cost 2,905 gp Dedicated power: Contagion (heightened to 4th level) by
+ 250 XP. touch.
Languages: Common, Elf, Goblin, and Sylvan.
Personality: The Blightbringer, as did its creator,
Specific Magical Weapons believes that that which does not kill you will make you
The following weapons are intelligent and wield great stronger and that only the strong should survive and
power. DMs may choose to place these in the hands of prosper. Naturally, the weapon will gravitate towards the
you players’ adversaries or grant them to evil characters strongest and hardiest wielder available in an attempt
that have performed particularly well. to take him or her as its master. Lues cannot stand
weakness and will goad its wielder into attacking the
Bellor, the Warmonger: a +5 wounding greatsword; AL meek. It believes that thinning the herd in this way is
CN; Int 17, Wis 10, Cha 17; Speech, telepathy, 120 ft. actually beneficial to all living things and finds nothing
darkvision and hearing; Ego score 19. malicious about such actions.
Lesser powers: faerie fire 3/day, Item has 10 ranks Strong evocation; CL 10th; Craft Magic Arms and Armor,
in Intimidate skill (total modifier +13), cure moderate clairvoyance/clairaudience; Price 101,375 gp
wounds on wielder 3/day.
Greater powers: Item can cause fear at will. Sitis, the Dearth: a +3 keen shortspear; AL CE; Int 17,
Languages: Common, Orc, Dwarf and Draconic. Wis 17, Cha 10; Speech, telepathy, 120 ft. darkvision
Personality: Obsessed with the carnage of war, the
half-orc barbarian Kilen gathered together the greatest Tainted Tools
weapon smiths and sorcerers in the land to create for A Tainted item can be any unaligned magic item,
him the perfect fighting companion. Unfortunately for weapon or armor. At the time these “normal” items
Kilen, the weapon’s influence goaded him into a battle were created they were influenced at one point by
that was too much for even the mighty barbarian and an evil hand, and though they function just as they
he fell, never to rise again. Whether claimed by Kilen’s were intended to, they still carry the contamination
slayer or pilfered by scavengers, the fate of the blade of evil (this wicked taint cannot be detected until it is
is not known. Like it’s original master, the Warmonger, triggered). When a particular set of circumstances, such
and its insatiable thirst for blood, has not risen to battleas if a weapon is used to slay an innocent or the wearer
again. Yet. commits an unjust act, the item takes on an additional
Strong evocation; CL 15th; Craft Magic Arms and Armor, “dark” power. The GM is welcome to make the trigger
Mordenkainen’s sword; Price 127,150 gp as vague or complex as she wishes. Depending on the
trigger, this ability can be quiet powerful, but usually it is
Casus, the Grim Fang: a +4 vorpal scythe; AL NE; Int a relatively minor ability.
10, Wis 17, Cha 17; Speech, telepathy, 120 ft. darkvision Examples of Tainted powers:
and hearing; Ego score 19. - Weapon/ magic item causes an additional 1d3
Lesser powers: deathwatch continually active, darkness hit points of subdual damage (pain) when used
3/day, hold person on enemy 3/day. against good-aligned creatures.
Greater powers: Fear against foes 3/day. - Wearer gains a +1 profane bonus to Intimidate
Languages: Common. skill checks.
Personality: Legend tells of a cleric that was instructed - If worn by a good-aligned character, she
by his deity to create a living symbol of the death god’s becomes infected by a random disease or
power. The cleric Casus took up this unholy task and aliment once every month while the item is worn
in doing so poured his own life force into the weapon. on a normal basis.
Now the Grim Fang continues to revere his dark lord - Wielder gains the Sneak Attack feat (with that
and strives to send as many souls into the next world as weapon only).
possible. - Wearer/wielder gains a +1 profane bonus to all
Strong evocation; CL 18th; Craft Magic Arms and Armor, saves against Good spells and spell-like effects.
circle of death; Price 217,001gp

Lues, the Blightbringer: a +2 distance longbow; AL


86
Malevolent Magic
and hearing; Ego score 19. damage applies to any creature or object struck by the
Lesser powers: inflict moderate wounds (by touch) 3/day, weapon.
bane its allies 3/day, obscuring mist (itself as center of Moderate evocation; CL 8th; Craft Magic Arms and Armor,
spell effect) 3/day. heat metal; Price +1 bonus.
Special purpose: Defeat/slay all.
Dedicated power: Waves of exhaustion
Languages: Common, Goblin, Orc, and Elf.
Spells
In the hands of an evil spellcaster, many spells take on
Personality: This weapon’s original master met with an
new levels of danger. Those casters who are lacking
untimely death after falling into a pit trap. Although the
morals will not hesitate to cast a spell upon a target
unfortunate sorcerer survived the impact, his cohorts
to achieve a certain outcome, or even level an entire
had left him for dead. And indeed he did eventually die,
community if it suits their purpose (or mood). The list of
of starvation. Some say that it was this horrible death
spells in this chapter are meant to give evil casters more
that has infused Sitis with such hate for all but those
ammunition to work with than the average good aligned
who wield it. The Dearth will never again make the
wizard or such.
mistake of trusting its master’s companions or anyone
else. The weapon will often whisper lies into its master’s
mind, building paranoia and distrust toward those
Spells in Gothos
around them. While most spells are of the standard variety, there are
Strong evocation; CL 12th; Craft Magic Arms and Armor, a number of special types of spells unique to Gothos,
keen edge; Price 208,302 gp each with its own flavor or twist.
Hex Spells: These are Will-based Enchantment
New Magic Weapon Special Abilities spells with save for half effects (instead of a save
negating). They are the purview of the warlock.
Dread Conduit: Each of these weapons is attuned to a Divine Mark Spells: Mark spells place a mark upon
particular evil power of the lower planes. When a critical an individual’s skin that remains dormant until activated.
hit is scored with one of these weapons the target must Once activated, the effects generally work for a few
immediately roll a Fortitude save (DC 17 + the magical rounds. The duration for mark spells is in two parts: First
bonus of the weapon). If successful, the target still takes number is the time the mark can lie dormant before
the regular critical damage for that weapon. If the target being used; second number (after the comma) signifies
fails their save, their soul (life force) is drawn out and how long the effect lasts once activated.
they die. Souls absorbed by the weapon are siphoned
directly to the dark entity that the weapon is linked to. Piety, Warlocks, and Marks
Only a true resurrection spell can retrieve the lost soul. If Piety is being used, the subject can use Favor to
Adding this property automatically makes the weapon gain additional benefit from the mark. Piety can only
evil in nature and any Good aligned creature that wields be used in this manner if the subject follows the same
the weapon gains two negative levels. These negative god or allied gods. Pantheon gods are considered allies
levels remain only as long as the weapon is in hand. The with each other. For other gods, it is the GM’s choice
level loss cannot be overcome by any means while the whether the gods are allied or not. A mark cast by a
weapon is wielded. witch or warlock is often called a boon. The target of a
Strong necromancy [Evil]; CL 15th; Craft Magic Arms warlock’s boon need
and Armor, finger of death, soul bind; Price: +7 bonus. not worship her god. Half-Effect
They instead take Enchantments?
Feybrand: Generally used in some form of polearm, temporary Wisdom Warlocks are renowned
these weapons sense the presence of Fey-kind and damage equal to for their ability to hex and
the metal head or tip of the weapon begins to heat the level of the vex others. To simulate the
up, glowing red hot when within close proximity. When mark to gain the inevitability of their curses, the
creatures of the Fey subtype are within 60 ft. of the additional benefit. bane and hex spells introduce
weapon the tip visibly heats up, glowing softly and doing Devout followers Will saves for half. While
an additional 1d4 points of fire damage. When a Fey of the warlock’s you can temper these witch
creature comes within 30 ft. the weapon’s tip becomes god can still use charms, you cannot defeat them
red hot, glowing brightly. It’s heat can be felt from up to Piety. You may only entirely. Creatures immune to
5 ft. away. When this hot the weapon does an additional gain the additional Enchantments are still immune
2d4 points of fire damage. Even though this ability only benefit once per to these spells.
surfaces when Fey-kind are near the additional fire mark unless it says

87
Darkwalkers
otherwise. looks, high strength). The character does everything he
can to possess the object of envy, eventually destroying
it if it seems there is no way he can get it. The target
Exclusive Divine Spells in Gothos is temporarily neutral evil. After he has obtained his
The gods of Gothos are petty and stingy. They hoard treasure, the powerful compulsion fades and the
knowledge and retain dominion over their creations. character now wonders why he went to such lengths. His
Many have exclusive spells only their divine casters can actions may require an atonement spell.
cast. These spells are listed in italics, with the name Corruption Domain Spells
of the god in parentheses next to the spell level. If an 1. Charm person
exclusive spell is available to an arcane caster, he must 2. Enthrall
have at least 1 Favor with the god in question to be able 3. Suggestion
to cast the spell. 4. Lesser geas
5. Tongues
6. Nightmare
Cleric Domains 7. Mass suggestion
8. Geas
The gods of Gothos grant their clerics highly
9. Blasphemy
specialized domains. In addition to new normal domains,
there are also two unique types of domains:
Sacred Domains: Sacred domains are only accessible
to clerics who have the Faith or Constant Faith feats.
Decay Domain
They often augment the normal granted power of a Deities: Critarri the Devourer
standard domain. Granted Power: Once per day the cleric can cause an
Secret Domains: Secret domains are specific to a god item to rust and crumble away, like the touch of a rust
and usually unknown outside the faith. monster. This requires a touch attack against the object.
Non-magical items are destroyed immediately with no
save. Magical items made of metal must succeed at a
Annihilation Domain [Sacred] Ref save DC 18 or crumble away as well. This ability does
not work on non-metal items such as wood or cloth.
Deity: Chargrond
Decay Domain Spells
Granted Power: Enemies you take to negative hit points
1. Inflict light wounds
lose 3 hit points per round instead of 1 from bleeding.
2. Corpse decay
Whenever you successfully critical (even with a spell or
3. Animate dead
weapon created with a spell, like spiritual weapon), the
4. Poison
critical multiplier is increased by 2.
5. Circle of doom
Annihilation Domain Spells 6. Harm
1. Inflict minor wounds 7. Destruction
2. Bull strength 8. Unholy aura
3. Keen edge 9. Soul bind
4. Divine power
5. Righteous might
6. Hex of sickness
Perversion Domain [Sacred]
7. Bull Strength, mass
8. Mark of power Deity: Ithganin, Kari’Nortok
9. Energy drain Granted Power: You gain a +2 luck bonus to Diplomacy
rolls. You radiate an aura of corruption in a 20 ft. radius.
Any non-celestial summoned creature that enters the
Corruption Domain area requires an opposed Spellcraft roll between you
and the summoner. The winner gains control of the
Deity: Whisper
summoned creature for its duration. If you win the
Granted Power: Once per month the cleric can attempt contested roll, the creature gains the fiendish template if
to instill a terrible envy in a targeted intelligent humanoid it did not already have it (and loses any other alignment
(Int 8+). The target gets a Will save DC 10 + caster level based template it had previously). Your evil summoned
to negate. If the save fails, the character immediately creatures gains +2 hit die.
envies someone close to him. This could be for an item,
Perversion Domain Spells
a piece of property, another person, or a trait (good
88
Malevolent Magic
1. Summon monster I Power Domain [Sacred]
2. Summon monster II
Granted Power: For your cleric and sorcerer spells, you
3. Summon monster III
use your character level for determining spell effects
4. Summon monster IV
(range, duration, damage, etc.). If you are a single-
5. Summon monster V
classed cleric, you are considered one level higher for
6. Summon monster VI
purposes of spell effects. Once per day as a free action,
7. Summon monster VII
you may add your Charisma modifier to your level (or
8. Summon monster VIII
level +1 if a single-classed cleric) for purposes of spell
9. Summon monster IX
effects.
Power Domain Spells
1. Command
Pestilence Domain 2. Magic missile
Deities: Critarri the Devourer, Vlag the Plague Lord. 3. Imbue with spell ability
Granted Power: Cast contagion once per week at twice 4. Force pulse
your cleric casting level. You can create a diseased 5. Command, greater
zombie (see Nightmares & Dreams II, zombie template) 6. Force blast
when casting animate dead, but you must use a 4th-level 7. Blasphemy/holy word
spell slot. 8. Power word, blind
Pestilence Domain Spells 9. Power word, kill
1. Curse water
2. Desecrate
3. Contagion Rage Domain [Sacred]
4. Poison Deity: Garn, Guerrion, Krag
5. Giant vermin* Granted Power: Once per day use the barbarian rage
6. Insect plague ability.
7. Blasphemy
Rage Domain Spells
8. Repulsion
1. Cause fear
9. Energy drain
2. Bull’s strength
*Note: All Giant vermin also carry the disease filth fever,
3. Emotion
regardless of the vermin created in this method. This
4. Confusion
disease is only part of the vermin summoned using the
5. Dispel law
domain spell.
6. Blade barrier
7. Word of chaos
8. Antipathy
Plague Domain [Sacred] 9. Storm of vengeance
Deity: Critarri
Granted Power: Immunity to all diseases, though can
still be a carrier. Retribution Domain [Secret]
Plague Domain Spells Deities: Unknown
1. Snake strike Granted Power: You gain a +2 morale bonus to hit
2. Pestilent carrier* and damage against any individual who has previously
3. Contagion damaged you in combat via spell, melee or missile
4. Poison weapon. This bonus never goes away.
5. Seeping wounds Retribution Domain Spells
6. Lunar blessing 1. Divine power
7. Swarm of rats 2. Badger’s fury
8. Create undead, greater 3. Mark of renewal
9. Horrid wilting 4. Wolverine’s fury
* Normally exclusive to Vlag, Critarri priests with this 5. Mark of justice
domain can cast it as normal. 6. Harm
7. Spell turning
8. Spell immunity, greater
9. Requirement
89
Darkwalkers
Granted Power: You may cast imbue with spell ability
three times per day. Your willing target is also subject to
the effects of your choice of a charm person if you are
Sacrifice Domain [Sacred]
Deity: Issh-Shih level 3 or lower, suggestion if you are level 8 or less, and
dominate person spell if level 9 or higher. In addition, the
Granted Power: If you successfully kill a target with a
first spell imbued into an individual is not deducted from
coup de grace, add the target’s hit dice to your caster
your spell list. Individuals may lose Wisdom instead of
level for purposes of your next spell or ritual effects,
using Piety from mark spells you cast as though you were
provided it occurs within 1 hour.
a witch.
Spells: No domain spells are gained. Instead, the
individual can sacrifice 2 spells of a given level to
Temptation Domain Spells
1. Change self
spontaneously cast any spell known of that level or less.
2. Alter self
3. Non-detection
4. Crushing despair
Secrets Domain [Sacred] 5. Mind fog
Deity: Lan 6. Geas
Granted Power: Gain a +2 insight bonus to Bluff and 7. Mark of power
Sense Motive, and both are class skills. You can uncover 8. Limited wish
secrets once per day. This is a supernatural ability 9. Miracle
that acts like the bardic knowledge ability. You may
spontaneously cast one of your domain spells each day
as though it were a cure spell. Undeath Domain [Secret]
Secrets Domain Spells Deities: Unknown
1. Hide from undead
Granted Power: Rebuke or command undead as a cleric
2. Know thy wicked ways
3 levels higher.
3. Non-detection
4. Scrying
Undeath Domain Spells
1. Invisibility to undead
5. False vision
2. Desecrate
6. Invisibility, greater
3. Animate dead
7. Vision
4. Vampiric touch
8. Discern location
5. Unhallow
9. Time stop
6. Create undead
7. Control undead
8. Create greater undead
Shadow Domain [Secret] 9. Energy drain
Deity: Unknown
Granted Power: Move Silently and Hide are class skills.
You gain low-light vision, if you do not already have it. Bard Spells
Shadow Domain Spells 2nd-Level Spells
1. Darkness Ecstasy. Intense pleasure decreases Wisdom by 1d8
2. Darkvision points but increases Charisma by 1d4 points per caster
3. Shadow form level (maximum +5).
4. Shadow conjuration
Eyes Upon You. You become aware when an
5. Shadow conjuration, greater
intelligence has trained its attention upon you.
6. Shades
7. Shadow walk
Induced Illiteracy. Strip a victim of his ability to read or
8. Summon shadows write.
9. Eclipse Instant Fact. Target believes one idea, no matter how
ridiculous.

Temptation Domain [Sacred] 3rd-Level Spells


Deity: Whisper Absorb Information. Instantly transfers written
information to your mind, allowing perfect recall.
90
Malevolent Magic
Eel’s Grasp. Victim receives 2d6 points of electrical ft. are.
damage and may possibly be stunned for 1d3 rounds.
2nd-Level Spells
4th-Level Spells Corpse Decay. Rapidly decays the flesh of a deceased
Forget. Block a specific memory in a creature. subject.
Guardian Creature. Force a creature to act as a Eel’s Grasp. Victim receives 2d6 points of electrical
guardian to a designated area, creature or object. damage and may possibly be stunned for 1d3 rounds.
Hurtful Casting. Victim suffers 1d6/level of spell Know Thy Wicked Ways. Gain a +4 circumstance
backlash damage when he successfully casts a spell. bonus to Bluff, Gather Information, Listen, Search, and
Shield Against the Light. You emit an invisible force to Spot skill checks.
repel good-aligned outsiders. Pestilence Carrier. A disease present in the target’s
Tormenting Link. You forge a one-way link where the body may be sent into slumber, doubling the incubation
recipient experiences any damage you experience as period.
pain and subdual damage.
3rd-Level Spells
5th-Level Spells Blight. Curses a single target or are with infertility.
Inflict Phobia. Those within the area of effect develop a Eyes Upon You. You become aware when an
randomly determined phobia. intelligence has trained its attention upon you.
Malediction. Subject is cursed with affliction, ill luck, or Mark of Renewal. Target gains Fast Healing.
torpor.
4th-Level Spells
6th-Level Spells Mark of the Assassin. Target gains the rogue’s Sneak
Proxy, Lesser. Creates a mystical conduit between two Attack ability (+1d6 damage) and a +2 morale bonus
individuals that allows the caster to see and hear what toward such attacks.
the recipient does plus be able to cast spells up to 3rd Seeping Wounds. Target permanently loses hit points
level through the conduit. and bleeds from wounds.
Spiritwrack. Bind one intelligent undead creature of 10 Scaly Digits. The victim’s fingers are polymorphed into
HD or les to do your bidding. small asps that are not under his control.

5th-Level Spells
Blackguard Guardian Creature. Force a creature to act as a
2nd-Level Spells guardian to a designated area, creature or object.
Eyes Upon You. You become aware when an Malediction. Subject is cursed with affliction, ill luck, or
intelligence has trained its attention upon you. torpor.
Tempt. You channel the lure of a sin into your target Shield Against the Light. You emit an invisible force to
which carries the suggestion to commit an evil act. repel good-aligned outsiders.

4th-Level Spells 6th-Level Spells


Guardian Creature. Force a creature to act as a Create Undead. Create ghouls, ghasts, mummies, or
guardian to a designated area, creature or object. mohrgs.
Shield Against the Light. You emit an invisible force to Spiritwrack. Bind one intelligent undead creature of 10
repel good-aligned outsiders. HD or les to do your bidding.

5th-Level Spells 7th-Level Spells


Swarm of Imps. You summon a swarm of imps to swarm Mark of Power. Target gains a +4 bonus to all attack,
about, taunt and attack a single creature. damage, initiative, skill check, opposed rolls, spell DCs,
and saves.
Scourge. Victim is permanently cursed with one of a
Cleric Spells number of possible effects.
1st-Level Spells
Deathwatch. Reveals how near death subjects within 30 8th-Level Spells

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Create Greater Undead. Create shadows, wraiths, you a bonus on your next attack and the damage you
spectres, or devourers. inflict.
Disrupt Soul. Disrupt a victim’s soul, scattering his
essence and weakening him.
Ghoulish Switch. Creates illusion that you have Sorcerer/Wizard Spells
changed into an undead creature. 2nd-Level Spells
Inversion. Target’s alignment shifts to the polar Black Lightning. Launch black lightning at a target
opposite. dealing 1d6 points per 2 caster levels, half of which is
Mark of Undeath. User’s mortal form transforms into a electricity damage and half evil damage.
ghost, taking on the ghost template. Induced Illiteracy. Strip a victim of his ability to read or
write.
Instant Fact. Target believes one idea, no matter how
Druid Spells ridiculous.
1st-Level Spells Pestilence Carrier. A disease present in the target’s
Snake Strike. You poison your enemy with a touch. body may be sent into slumber, doubling the incubation
period.
2nd-Level Spells
Eel’s Grasp. Victim receives 2d6 points of electrical 3rd-Level Spells
damage and may possibly be stunned for 1d3 rounds. Absorb Information. Instantly transfers written
information to your mind, allowing perfect recall.
3rd-Level Spells Corpse Decay. Rapidly decays the flesh of a deceased
Eyes Upon You. You become aware when an subject.
intelligence has trained its attention upon you. Eyes Upon You. You become aware when an
Scaly Digits. The victim’s fingers are polymorphed into intelligence has trained its attention upon you.
small asps that are not under his control. Howling Agony. Send wracking pains through a
subject’s body causing a –2 penalty to all actions.
4th-Level Spells Hurtful Casting. Victim suffers 1d6/level of spell
Briar Cage. Thorny plants sprout and grow, forming a 10 backlash damage when he successfully casts a spell.
ft. diameter hemisphere. Swarm of Rats. Summon a rat swarm.
Guardian Creature. Force a creature to act as a
guardian to a designated area, creature or object. 4th-Level Spells
Force Pulse. You cast bolts of force that deal 1d6+1
6th-Level Spells damage per bolt.
Lunar Blessing. Instills lycanthrope upon a target for the Seeping Wounds. Target permanently loses hit points
duration of the spell. and bleeds from wounds.
Tormenting Link. You forge a one-way link where the
recipient experiences any damage you experience as
Shaman/Magician pain and subdual damage.
Wall of Poison Gas. You create a wall of poisonous
1st-Level Spells
vapor.
Protection from Spirits. Prevents bodily contact with
You Will Awaken on Fire. The target catches on fire
spirits.
after falling asleep.
2nd-Level Spells
5th-Level Spells
Badger’s Fury. Taking damage from combat gives you a
Force Blast. You create bolts of force that strike all
bonus on your next attack.
targets within an area.
Forget. Block a specific memory in a creature.
3rd-Level Spells
Guardian Creature. Force a creature to act as a
Swarm of Rats. Summon a rat swarm. guardian to a designated area, creature or object.
Planar Binding, Lesser. You may call a single elemental
4th-Level Spells or outsider up to 6 HD.
Wolverine’s Fury. Taking damage from combat gives Wild Curse. Creates an aura that disrupts any use of
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magical energies. level (maximum +5).

6th-Level Spells 2nd-Level Spells


Create Undead. Create ghouls, ghasts, mummies, or Tempt. You channel the lure of a sin into your target
mohrgs. which carries the suggestion to commit an evil act.
Inflict Phobia. Those within the area of effect develop a
randomly determined phobia. 4th-Level Spells
Malediction. Subject is cursed with affliction, ill luck, or Shield Against the Light. You emit an invisible force
torpor. to repel good-aligned outsiders.
Planar Binding. You may call a single elemental or
outsider of up to 12 HD. 5th-Level Spells
Proxy, Lesser. Creates a mystical conduit between two Swarm of Imps. You summon a swarm of imps to
individuals that allows the caster to see and hear what swarm about, taunt and attack a single creature.
the recipient does plus be able to cast spells up to 3rd
level through the conduit.
Swarm of Imps. You summon a swarm of imps to swarm
Witch/Warlock Spells
about, taunt and attack a single creature.
3rd-Level Spells
7th-Level Spells Blight. Curses a single target or are with infertility.
Astral Stowaway. When utilizing astral travel, a native You Will Awaken on Fire. The target catches on fire
of the Astral plane is pulled along with you to your after falling asleep.
destination. Mark of Renewal. Target gains Fast Healing.
Spiritwrack. Bind one intelligent undead creature of 10
HD or les to do your bidding. 4th-Level Spells
Xanthar’chkar’s Wall. Creates a magnetic wall of iron. Mark of the Assassin. Target gains the rogue’s Sneak
Attack ability (+1d6 damage) and a +2 morale bonus
8th-Level Spells toward such attacks.
Binding. Creatures a magical restraint to hold a
creature. 5th-Level Spells
Create Greater Undead. Create shadows, wraiths, Malediction. Subject is cursed with affliction, ill luck,
spectres, or devourers. or torpor.
Ghoulish Switch. Creates illusion that you have Wild Curse. Creates an aura that disrupts any use of
changed into an undead creature. magical energies.
Inversion. Target’s alignment shifts to the polar
opposite.
6th-Level Spells
Planar Binding, Greater. You may call a single
Hex of Sickness. Reduces the target’s Constitution
elemental or outsider up to 18 HD.
score by the caster level.
Proxy, Greater. Creates a mystical conduit between
two individuals that allows the caster to all five of the
recipient’s senses plus be able to cast spells up to 5th
7th-Level Spells
level through the conduit. Hex of an Addled Mind. Reduces the target’s
Scourge. Victim is permanently cursed with one of a Charisma, Intelligence and Wisdom based skill
number of possible effects. modifiers.
Trap the Soul. Imprisons a subject within a gem. Hex of Off-handedness. Reduces the target’s
Constitution, Dexterity, and Strength based skill
modifiers.
Hex of Sloth. Reduces the target’s Initiative modifier
Unholy Warrior by the caster’s level.
Mark of Power. Target gains a +4 bonus to all attack,
1st-Level Spells
damage, initiative, skill check, opposed rolls, spell
Ecstasy. Intense pleasure decreases Wisdom by 1d8
DCs, and saves.
points but increases Charisma by 1d4 points per caster
Scourge. Victim is permanently cursed with one of a
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number of possible effects.

8th-Level Spells
Mark of Undeath. User’s mortal form transforms into
a ghost, taking on the ghost template.

Absorb Information
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Information is power, and sometimes you need that


power fast. When you are dealing with long rows of
figures, complicated instructions, or a secret battle
plan, this spell can help you. It instantly transfers
written information from a book, scroll, or similar
document to your mind, allowing you to recall it
perfectly at will.
Nonmagical writings are transferred automatically.
To absorb the writing of a magical item, you must Material Component: A sprig of dried rosemary,
make a caster level check (1d20 + caster level) versus which you must crumble in your hand as you cast the
a DC of 11 + the item’s caster level. If you absorb spell.
a document with more than one spell written in it,
you must make a caster level check for each spell
absorbed. Absorb information may absorb any spell Astral Stowaway
that can be affected by an erase spell. If you fail the Conjuration
caster level check to absorb explosive runes, glyph Level: Sor/Wiz 7
of warding, or a sepia snake sigil, you accidentally Components: V, S, M
activate the runes, glyph or sigil instead. Casting Time: 1 standard action
Absorbing a spell does not mean that you learn or Range: Medium (100ft. + 10 ft./level)
may cast that spell. You can write the spell in a spell Target: 1 creature
book or on a scroll (if you have the Duration: Until activated
Scribe Scroll feat), but if the spell was Table 8-2 Saving Throw: Will negates
written by someone else you must Roll 1d20 Astral Native
1 Astral Deva. Spell Resistance: Yes
first decipher it. You may not create
magical items using an absorbed spell 2 Efreet.
3 Devourer. This spell activates when
unless you are capable of casting that the recipient utilizes any
4 Young adult red dragon.
spell. form of astral travel,
5 Lillend.
You may absorb up to 10 pages of including the various forms
6 Human 13 level Sorcerer.
th
information for each caster level you of teleportation. Once the
7 Succubus (demon).
have. There is no limit to the amount recipient arrives at the target
8 Couatl.
of absorbed information that you can plane of existence the spell
9 Nightmare.
keep in your head.
10 Titan.
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activates and pulls a native of the Astral plane along by 1. For each assistant who casts dominate animal,
with the recipient. The Astral native will most likely dominate person, or dominate monster, your caster
not be please about being violently pulled from its level for this casting of binding increases by a number
home plane and act accordingly. Use Table 8-2 to equal to one-third of that assistant’s level, provided
determine what native creature tags along with the that the spell’s target is appropriate for a binding
recipient. spell. Since the assistants’ spells are cast simply
to improve your caster level for the purpose of the
binding spell, saving throws and spell resistance
against the assistants’ spells are irrelevant. Your caster
Badger’s Fury level determines whether the target gets an initial
Transmutation Will saving throw and how long the binding lasts. All
Level: Sha/Mgn 2 binding spells are dismissible.
Components: V, S, M Regardless of the version of binding you cast, you
Casting Time: 1 standard action can specify triggering conditions that end the spell
Range: Touch and release the creature whenever they occur. These
Target: One living creature triggers can be as simple or elaborate as you desire,
Duration: 10 min/level but the condition must be reasonable and have a
Saving Throw: Will negates (harmless) likelihood of coming to pass. The conditions can be
Spell Resistance: Yes based on a creature’s name, identity, or alignment
but otherwise must be based on observable actions or
Your spirit guide calls upon a badger spirit to imbue qualities. Intangibles such as level, class, Hit Dice,
the subject with its fury. Whenever the subject is or hit points don’t qualify. Once the spell is cast, its
dealt damage by an opponent, his next attack gains triggering conditions cannot be changed. Setting a
an insight bonus equal to half the damage dealt release condition increases the save DC (assuming a
(rounded down) (maximum bonus +1/level) to either saving throw is allowed) by 2.
its attack or damage roll (subject’s choice). If the If you are casting any of the first three versions of
target is damaged multiple times before his action, he binding (those with limited durations), you may cast
combines all damage dealt to determine the bonus. additional binding spells to prolong the effect, since
This bonus is only applied to one attack each round. the durations overlap. If you do so, the target gets a
saving throw at the end of the first spell’s duration,
Material Component: Badger claw. even if your caster level was high enough to disallow
an initial saving throw. If the creature succeeds on this
save, all the binding spells it has received are broken.
Binding The binding spell has six versions. Choose one of the
Enchantment (Compulsion) [Mind-Affecting] following versions when you cast the spell.
Level: Sor/Wiz 8 • Chaining: The subject is confined by restraints
Components: V, S, M that generate an antipathy spell affecting all
Casting Time: One minute creatures who approach the subject, except
Range: Close (25 ft. + 5 ft./2 levels) you. The duration is one year per caster level.
Target: One living creature The subject of this form of binding is confined
Duration: See text (D) to the spot it occupied when it received the
Saving Throw: Will negates; see text spell.
Spell Resistance: Yes • Slumber: This version causes the subject to
become comatose for as long as one year per
A binding spell creates a magical restraint to hold a caster level. The subject does not need to eat or
creature. The target gets an initial saving throw only if drink while slumbering, nor does it age. This
its Hit Dice equal at least one-half your caster level. form of binding is more difficult to cast than
You may have as many as six assistants help you chaining, making it slightly easier to resist.
with the spell. For each assistant who casts suggestion, Reduce the spell’s save DC by 1.
your caster level for this casting of binding increases • Bound Slumber: This combination of chaining

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Darkwalkers
and slumber lasts for as long as one month per Components: V, S, M
caster level. Reduce the save DC by 2. Casting Time: 1 action
• Hedged Prison: The subject is transported to Range: Close (25 ft. + 5ft./2 levels)
or otherwise brought within a confined area Target: One creature
from which it cannot wander by any means. Duration: Instantaneous
The effect is permanent. Reduce the save DC Saving Throw: Reflex half
by 3. Spell Resistance: Yes
• Metamorphosis: The subject assumes gaseous
form, except for its head or face. It is held You launch crackling black lightning at the target
harmless in a jar or other container, which creature, dealing 1d6 points of damage per 2 caster
may be transparent if you so choose. The levels (maximum 5d6). Half of the damage is
creature remains aware of its surroundings and electricity damage, with the remainder being profane
can speak, but it cannot leave the container, energy from the lower planes which is not affected by
attack, or use any of its powers or abilities. resistance to electricity.
The binding is permanent. The subject does *Note: evil creatures, creatures native to evil planes,
not need to breathe, eat, or drink while and creatures immune to death effects are not affected
metamorphosed, nor does it age. Reduce the by the profane energy.
save DC by 4.
• Minimus Containment: The subject is shrunk Material Component: A piece of humanoid scalp and a
to a height of 1 inch or even less and held rod of black crystal.
within some gem, jar, or similar object. The
binding is permanent. The subject does not
need to breathe, eat, or drink while contained, Blight
nor does it age. Reduce the save DC by 4. Transmutation
• You can’t dispel a binding spell with dispel Level: Clr 3, Wit/Wlk 3
magic or a similar effect, though an antimagic Components: V, S
field or Mage’s disjunction affects it normally. Casting Time: 1 action
A bound extraplanar creature cannot be sent Range: Area or creature touched
back to its home plane due to dismissal, Area: See text
banishment, or a similar effect. Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Components: The components for a binding spell vary Spell Resistance: Yes
according to the version of the spell, but they always
include a continuous chanting utterance read from the This spell curses a target or area with infertility.
scroll or spellbook page containing the spell, somatic If used on a creature, he or she becomes unable to
gestures, and materials appropriate to the form of sire or bear offspring. A successful Fortitude saving
binding used. These components can include such throw negates the spell, otherwise the effects can only
items as miniature chains of special metals, soporific be reversed by a remove curse, heal, limited wish,
herbs of the rarest sort (for slumber bindings), a bell miracle, or wish spell. Targets of this spell are usually
jar of the finest crystal, and the like. not aware that they have been subjected to this curse.
In addition to the specially made props suited to If the spell is used on an area of land, it affects
the specific type of binding (cost 500 gp), the spell all normal plant life within a half-mile radius
requires opals worth at least 500 gp for each HD of the automatically (monstrous or intelligent plant life is
target and a vellum depiction or carved statuette of the unaffected). The affected plants will not bear fruit or
subject to be captured. seeds and die within two weeks of the casting, and any
new plants brought into the area will only be a third
as productive as normal for at least one full growing
Black Lightning season. A plant growth spell may reverse the effects of
Evocation [Death, Electricity, Evil] a blight spell.
Level: Sor/Wiz 2
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Malevolent Magic
Briar Cage Create Greater Undead
Transmutation Necromancy [Evil]
Level: Drd 4, Plant 4 Level: Clr 8, Death 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action This spell functions like create undead, except that
Range: Medium (100 ft. + 10 ft./level) you can create more powerful and intelligent sorts of
Area: 10 ft. diameter hemisphere undead: shadows, wraiths, spectres, and devourers.
Duration: 10 minutes The type or types of undead you can create is based on
Saving Throw: See Text your caster level, as shown on the table below.
Spell Resistance: No
Caster Level Undead Created
You cause thorny plants to sprout and immediately 15th or lower Shadow
16th–17th Wraith
grow, forming a 10 ft. diameter hemisphere. Creatures 18th–19th Spectre
caught with the area of effect are trapped within. Any 20th or higher Devourer
attempt to cut, break or smash out of the cage causes
dozens of thorns to shoot from the various vines and
braches that form the cage. Those within its confines Create Undead
automatically take 2d4 points of piercing damage from Necromancy [Evil]
the thorns. Anyone outside but within 10 ft. of the Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
cage also takes 2d4 points of piercing damage. Those Components: V, S, M
outside are allowed a Reflex save (DC 17) to take only Casting Time: 1 hour
half damage. If successfully dispelled or at the end of Range: Close (25 ft. + 5 ft./2 levels)
the spell’s duration the cage turns to dust. Target: One corpse
Duration: Instantaneous
Saving Throw: None
Corpse Decay Spell Resistance: No
Necromancy
Level: Clr 2, Sor/Wiz 3 A much more potent spell than animate dead, this
Components: V, S evil spell allows you to create more powerful sorts of
Casting Time: 1 standard action undead: ghouls, ghasts, mummies, and mohrgs. The
Range: Touch type or types of undead you can create is based on
Target: Corpse touched your caster level, as shown on the table below.
Duration: Instantaneous
Saving Throw: Will negates (see text) Caster Level Undead Created
Spell resistance: No 11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
Corpse decay could only have been developed out 18th or higher Mohrg
of cruelty. If cast on the recently departed, it causes
such rapid decay that all flesh falls off the bones and You may create less powerful undead than your level
internal organs shrivel to nothing in seconds. would allow if you choose. Created undead are not
If cast on a creature that has died within 1d8+1 automatically under the control of their animator. If
rounds, the spirit of the creature still has ties to the you are capable of commanding undead, you may
body. This affords a Will save to negate the quick attempt to command the undead creature as it forms.
decay of its body. Beyond this timeframe, no save is This spell must be cast at night.
allowed and the corpse suffers the immediate effects.
Once decayed, nothing will bring the creature back Material Component: A clay pot filled with grave dirt
short of a resurrection. In addition, if the remains are and another filled with brackish water. The spell must
animated, the best that can be achieved is a skeleton. be cast on a dead body. You must place a black onyx
gem worth at least 50 gp per HD of the undead to be
created into the mouth or eye socket of each corpse.
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Darkwalkers
The magic of the spell turns these gems into worthless as miracle or wish may restore the soul to the body. If
shells. the soul does return to the body, the target remains in
a state of confusion (as the spell) for a number of days
equal to the caster’s level.
Deathwatch
Necromancy [Evil]
Level: Clr 1 Ecstasy
Components: V, S Transmutation [Evil]
Casting Time: 1 standard action Level: Brd 2, UnW 1
Range: 30 ft. Components: V, S, M
Area: Cone-shaped emanation Casting Time: 1 action
Duration: 10 min./level Range: Touch
Saving Throw: None Target: One person
Spell Resistance: No Duration: 1 hour/level
Saving Throw: Will negates
Using the foul sight granted by the powers of unlife, Spell Resistance: Yes
you can determine the condition of creatures near
death within the spell’s range. You instantly know At your touch, unwholesome energies course through
whether each creature within the area is dead, fragile the recipient, awakening every nerve ending to
(alive and wounded, with 3 or fewer hit points left), titillating pleasure. Thereafter, the spell decreases the
fighting off death (alive with 4 or more hit points), victim’s Wisdom by 1d8 points, but at the same time
undead, or neither alive nor dead (such as a construct). increases the recipient’s Charisma by 1d4 per caster
Deathwatch sees through any spell or ability that level to a maximum of +5. The victim of this spell
allows creatures to feign death. is more open to suggestion, as most of his attention
focuses on the experiences of physical pleasure
coursing through his veins. The victim’s base attitude
to the caster increases by two steps (for example, from
Disrupt Soul hostile to indifferent).
Necromancy Material Component: poppy seeds
Level: Clr 8
Components: V, S, DF
Casting Time: 1 full round Eel’s Grasp
Range: Touch Transmutation
Target: 1 person or creature Level: Brd 3, Clr 2, Drd 2
Duration: 1 round/level of caster Components: V, S, M
Saving Throw: Will negates Casting Time: 1 standard action
Spell Resistance: Yes Range: Touch
Target: 1 item
This devastating spell will disrupt the soul of its Duration: until discharged or 1 round/level
victim, scattering his essence like ash in a hurricane. Saving Throw: See Text
The body is unharmed but enters a comatose state. If Spell Resistance: No
the soul reintegrates and returns, the body remains in a
weakened state. This spell can be placed upon any form of rope,
A cleric uses the divine or infernal power within chain, cable or cord. This also includes weapons that
herself to blast the target’s soul from his body. The incorporate (at least in part) the above-mentioned
soul may return to the body provided it makes a Will forms. Once the spell has been cast, the next time the
save (DC 10 + caster’s Wisdom modifier). Failure to item is used to wrap around a target (i.e. trip, disarm,
make the saving throw means the soul is lost forever, etc.) the target receives a stunning jolt of electricity.
dispersed through time and space. Only divine You must successfully make a touch attack with the
intervention or the use of reality-altering spells such item to activate the spell’s effects. The item deal 2d6
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“Soul Disruption” by Bruce Colero 99


Darkwalkers
points of electrical damage and the target must roll This spell creates a number of force bolts, similar to
a successful Fortitude save or be Stunned for 1d3 the magic missile spell. However, these bolts deal
rounds. 1d6+1 damage. The number of missiles created is
equal to 1 missile/2 caster levels (max. 6 missiles).
Failure of the Fortitude save pushes the target back as
Eyes Upon You per a bull rush (but 10 ft.) for each bolt that strikes the
Divination target. If the save is failed by 5 or more, the target falls
Level: Brd 2, Blk 2, Clr 3, Drd 3, Sor/Wiz 3 prone as well. The caster need only see some portion
Components: V, S of an individual to target him. If the target hits another
Casting Time: 1 standard action individual, wall, or other obstacle when pushed back,
Range: Medium (100 ft. + 10 ft./level) he automatically falls prone and is considered to have
Area: Radius equal to range centered on you initiated a bull rush against any creature struck.
Duration: 10 minutes/level
Saving Throw: None Forget
Spell Resistance: No Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
You immediately become aware when an intelligence Level: Brd 4, Sor/Wiz 5
of some kind has trained its attention on you. The Components: V, S
creature doesn’t actually have to see you, but be aware Casting Time: 1 full round
of you through sight, hearing or some other main Range: Close (25 ft. + 5 ft./2 levels)
sense (i.e. tremorsense, blindsight, etc.) The spell does Target: One creature
not detect magical scrying of any kind. You gain a Duration: Permanent (D)
sense of the general direction of from where you are Saving Throw: Will negates
being observed (N, NE, E, etc.) and distance (within Spell Resistance: Yes
10 ft.), but not the number of voyeurs in the area.
When you cast this curse upon a target creature, you
Force Blast block its mind from accessing a specific memory.
Evocation The subject of the memory can be broad, but it must
Level: Sor/Wiz 5 be a single memory that can be described within 10
Components: V, S words. “Forget what you saw me do to the king” or
Range: Medium (100 ft. + 10 ft./level) “Forget that you are a paladin” are both workable
Area: Cone compulsions; “Forget everything” or “Forget our
meeting yesterday and the one last week too” are not.
As force pulse; however, it sends a single missile to The memory remains in the target creature’s mind
each target in the cone (thus the caster may avoid and can be accessed with telepathy or other mind-
allies). If multiple targets knock into each other, those affecting actions. The target simply cannot consciously
closest to the caster fall back first, with an effect like remember it. The spell also erases a few seconds of the
dominoes out to the far range of the spell. target’s short-term memory, ensuring that the target
forgets being told to forget something.
Force Pulse Forget can inhibit the use of a skill, but the spell’s
Evocation effectiveness is limited. You must specifically order
Level: Sor/Wiz 4 that a skill be forgotten. If you tell a character to forget
Components: V, S that she is a paladin, she forgets her paladin abilities
Casting Time: 1 standard action exist, but can use them normally if convinced to try
Range: Touch them. However, if you try to tell the paladin to “Forget
Effect: 1 force bolt/level to fight”, she will be convinced that she does not know
Duration: Instantaneous how to fight and will likely avoid doing so.
Saving Throw: Fortitude partial Most skills involve trained reactions rather than
Spell Resistance: Yes conscious thought. Since forget only affects conscious
thought, the target’s actual skill remains. The target
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Malevolent Magic
may attempt to use any skill or ability that requires designates. The target is compelled to protect its
a skill check, including attack rolls but suffers a –2 charge to the best of its ability, to the death if need be.
circumstance penalty due to a lack of confidence If the target realizes that its own demise is imminent, it
and uncertainty. Each time the character makes a is allowed another Will save to break the spell and flee
successful skill check or attack roll despite the penalty, the area.
the character receives another Will save to dispel the
enchantment. Hex of an Addled Mind
Knowledge skills are completely negated by this Enchantment [Mind-Affecting]
spell. If a character makes a skill roll in a “forgotten” Level: Wit/Wlk 7
area of Knowledge, he makes his check as if he Components: V, S, M
had no ranks in the skill. Special abilities and spells Casting Time: 1 standard action
that do not require some kind of skill check are also Range: Medium (100 ft. + 10 ft./level)
completely unusable. Target: One living creature
Duration: 1 min/level
Ghoulish Switch Saving Throw: Will half
Conjuration (Teleportation) Spell Resistance: Yes
Level: Clr 8, Sor/Wiz 8 This spell reduces the target’s effective Skill modifier
Components: V, S, M by the caster’s level (save for half) for all skills that
Casting Time: 1 standard action are Int, Wis or Cha-based. This cannot reduce the
Range: Medium (100ft. + 10 ft./level) modifier below 1. It stacks with other hex or bane
Target: 1 creature spells, which can reduce the Skill modifier below 1.
Duration: Permanent Hex spells can only be removed by break
Saving Throw: Will negates enchantment or higher level magics.
Spell Resistance: Yes
Material Component: A drop of wine.
This devilish spell causes the illusion that the target
has instantly changed into an undead creature. The
actual effect is that the target’s body is instantly Hex of Off-handedness
switched (teleported) with that of an undead creature Enchantment [Mind-Affecting]
designated by the caster. Only the bodies are switched, Level: Wit/Wlk 7
the undead appears wearing the clothes and gear of the Components: V, S, M
target and the target appears in whatever clothing or Casting Time: 1 standard action
rags worn by the undead at the time. Both the target Range: Medium (100 ft. + 10 ft./level)
and the designated undead must be within the spell’s Target: One living creature
range. Duration: 1 min/level
Saving Throw: Will half
Guardian Creature Spell Resistance: Yes
Enchantment (Compulsion) This spell reduces the target’s effective Skill modifier
[Mind-affecting] by the caster’s level (save for half) for all skills that
Level: Brd 4, Blk 4, Clr 5, Drd 4, Sor/Wiz 5 are Str, Dex or Con-based. This cannot reduce the
Components: V, S, M modifier below 1. It stacks with other hex or bane
Casting Time: 1 standard action spells, which can reduce the Skill modifier below 1.
Range: Touch Hex spells can only be removed by break
Target: 1 creature enchantment or higher level magics.
Duration: 1 week/level (D)
Saving Throw: Will negates Material Component: A drop of oil or grease.
Spell Resistance: Yes
Hex of Sickness
This enchantment allows the caster to force a creature Enchantment [Mind-Affecting]
to act as guardian to the area, creature or object she Level: Wit/Wlk 6
101
Darkwalkers
Components: V, S, M Because of the pain, the target suffers a –2 penalty to
Casting Time: 1 standard action AC, attacks, melee damage rolls, and Reflex saving
Range: Medium (100 ft. + 10 ft./level) throws, and must succeed at a Concentration check
Target: One living creature to use any ability that requires concentration (such as
Duration: 1 min/level spellcasting).
Saving Throw: Will half
Spell Resistance: Yes Material Component: An iron needle pushed through a
humanoid eyeball.
This spell reduces the target’s Con score by the
caster’s level (save for half). This cannot reduce the
score below 1. It stacks with bane spells, which can Induced Illiteracy
reduce the Con score below 1. Enchantment [Mind-Altering]
Hex spells can only be removed by break Level: Brd 2, Sor/Wiz 2
enchantment or higher level magics. Components: V, S, M
Material Component: Eye of someone who died of Casting Time: 1 action
sickness. Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 24 hours
Hex of Sloth Saving Throw: Will negates
Enchantment [Mind-Affecting] Spell Resistance: Yes
Level: Wit/Wlk 7
Components: V, S, M This spell subtly alters the victim’s brain, striking at
Casting Time: 1 standard action his language centers and stripping away his ability to
Range: Medium (100 ft. + 10 ft./level) understand written words. If the target fails to make
Target: One living creature a Will save, he will find that he cannot read or write;
Duration: 1 min/level any sort of script is completely illegible to him, and he
Saving Throw: Will half cannot remember how to form words on paper. While
Spell Resistance: Yes this may not have any sort of immediate impact on the
This spell reduces the target’s effective Initiative target, it can be a serious threat to a wizard, who will
modifier by the caster’s level (save for half). This can find himself unable to read his own spell book when
reduce the score below 0, thus creating a negative he goes to prepare new spells. It will also prevent
Initiative modifier. the victim from reading or using scrolls or any other
Hex spells can only be removed by break enchantment magical item that requires the character to understand
or higher level magics. written words.

Material Component: A piece of turtle shell. Material Component: A piece of aged parchment
inscribed with mystic symbols, which the caster tears
Howling Agony in half.
Necromancy [Death]
Level: Sor/Wiz 3 Inflict Phobia
Components: V, S, M Enchantment [Mind-affecting]
Casting Time: 1 action Level: Brd 5, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S
Target: One living creature/level, no two of which can Casting Time: 1 standard action
be more than 30 ft. apart Range: Close (25 ft. + 25 ft./level)
Duration: 1 round/level Area: 10 ft. radius from point of origin
Saving Throw: Fortitude negates Duration: 1 round + 1 round/ level
Spell Resistance: Yes Saving Throw: Will partial
Spell Resistance: Yes
You send wracking pains through the target’s body.
102
Malevolent Magic
Thin, wispy black rings emanate briefly from the point the oppressor,” “These papers authorize us to be here,”
of origin, causing those within to make a Will save or or “Lord Harrod performs unspeakable acts with
immediately develop a randomly determined phobia. gnomes” will work; “The king must die” will not.
The fear is extremely potent, causing the victim to
become frightened as soon as the focus of their phobia Hurtful Casting
is present. The DM is encouraged to choose phobias Enchantment
that are relevant to the targets. If a purely random Level: Brd 4, Sor/Wiz 3
phobia needs to be determined refer to table 8-3 for Components: V, S
assistance. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2
Table 8-3
levels)
Roll 1d20 Source of Phobia Target: 1 spellcaster
1 Agliophobia- Fear of pain
Duration: 1 round/ level
2 Agoraphobia- Fear of open spaces or of being in crowded, public places like markets
3 Arsonphobia- Fear of fire
Saving Throw: Will negates
4 Botanophobia- Fear of plants
Spell Resistance: Yes
5 Chiraptophobia- Fear of being touched
6 Claustrophobia- Fear of confined spaces The unfortunate recipient of
7 Gynophobia- Fear of women this spell suffers from a magical
8 Hematophobia- Fear of blood backlash when he or she
9 Hippophobia- Fear of horses successfully casts a spell. This
10 Hydrophobia- Fear of water backlash in no way interferes
11 Illyngophobia- Fear of vertigo or feeling dizzy when looking down. with the casting of spells, but the
12 Lalophobia- Fear of speaking caster suffers subdual damage
13 Lygophobia- Fear of darkness. equal to 1d6/ level of the spell
14 Metallophobia- Fear of metal cast immediately following the
15 Necrophobia- Fear of death or dead things completion of the spell.
16 Ophidiophobia- Fear of snakes.
17 Potamophobia- Fear of rivers or running water. Inversion
18 Staurophobia- Fear of crosses or the crucifix (holy symbols) Enchantment [Mind-affecting]
19 Wiccaphobia: Fear of witches and witchcraft. Level: Clr 8, Sor/Wiz 8
20 Xenoglossophobia- Fear of foreign languages. Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. + 10 ft./level)
Instant Fact
Target: 1 sentient creature
Enchantment (Compulsion) [Mind-Affecting, Duration: Permanent
Language-Dependent] Saving Throw: Will negates
Level: Brd 2, Sor/Wiz 2 Spell Resistance: Yes
Components: V, M
Casting Time: 1 action The target must roll a Will save to avoid the spell’s
Range: Close (25 ft. + 5 ft./2 levels) effects. If failed the target’s alignment flips to the
Target: One creature exact polar opposite. Both aspects of alignment are
Duration: 1 day/level (D) changed. Example: LG to CE or CG to LE. If the
Saving Throw: Will negates target’s alignment is True Neutral, randomly choose an
Spell Resistance: Yes extreme alignment (LE, CE, LG, LE).

This enchantment causes the target creature to believe


one idea, no matter how ridiculous. The “fact” may Know Thy Wicked Ways (Exclusive)
not be about the target, it may not suggest a future
Divination
action or event, and it must be expressed in a single
Level: Clr 2, Secrets 2, Trickery 2 (Lan)
sentence of 20 words or less. “Capitalism is a tool of
Components: V, S
103
Darkwalkers
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to 10 min/level
(D)
Saving Throw: None
Spell Resistance: None
The cleric becomes more in tune with the
ways of rogues and underworld types. For
the duration, he gets a +4 circumstance bonus
to Bluff, Gather Information, Listen, Search,
and Spot. Clerics use this spell most often to
counter the activities of rogues.

Lunar Blessing
Transmutation
Level: Drd 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living human, half-elf, elf, or half-
orc
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell instills the lycanthrope blessing


(or curse) upon the target for the duration.
The target turns into the hybrid form of a
wererat, weretiger, or werewolf, gaining all
the characteristics as per the template for an
afflicted lycanthrope. The target cannot change
form, and retains his alignment. At the end
of the spell, the creature reverts to its normal
form.
Material Component: A piece of fur from a dire
rat, dire tiger, or dire wolf.

Malediction
Transmutation [Curse]
Level: Brd 5, Clr 5, Sor/Wiz 6, Wit/Wlk 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
104
Malevolent Magic
Mark of Power
A malediction is a more severe form of bestow curse. Enchantment
When you cast this spell, you can choose one of the Level: Clr 7, Wit/Wlk 7
following effects: Components: V, S, DF
Affliction – One of the target’s ability scores is Casting Time: 1 full round
permanently reduced by 9 (to a minimum of 1; Range: Touch
Intelligence can only be reduced to a minimum Target: One being
of 3). Duration: 1 day, 1 round/level
Saving Throw: Will negates (harmless)
Ill Luck – The target suffers a –6 penalty on Spell Resistance: No
attack rolls, saving throws, skill checks, and This spell places a holy rune/mark upon the target’s
ability checks. skin. The mark can be activated as a free action. The
individual gains a +4 bonus to all attack, damage,
Torpor- Each turn, the victim has a 35% initiative, skill check, opposed rolls, spell DCs, and
chance (1-7 on a d20) of acting normally; saves.
otherwise, she takes no action. Pious: One Favor or 7 Wisdom damage: Also add +2
to all ability scores except Wisdom.
Other effects are possible, however, they should
have an equivalent level of power. The malediction
do not stack with those of bestow curse; however, if Mark of Renewal
the two spells are being used for different purposes Enchantment
– a curse is reducing the victim’s Strength while a Level: Clr 3, Wit 3
malediction is affecting her Intelligence, for example Components: V, S, DF
– the two effects will not interfere with one another. Casting Time: 1 full round
A malediction cannot be dispelled. Remove curse Range: Touch
can remove this spell, but only if its caster level is Target: One being
equal to or greater than your caster level. It can also Duration: 1 day, 1 round/level (maximum 15 rounds)
be removed with break enchantment, lesser wish, Saving Throw: Will negates (harmless)
miracle, or wish. Finally, you can release the victim Spell Resistance: No
from the effects of the curse at any time. This spell places a holy rune/mark upon the target’s
skin. The mark can only be activated by the target if
he drops to below 1 hit point. Once activated, the user
Mark of the Assassin
gains Fast Healing 1.
Enchantment Pious: One Favor or 3 Wisdom damage: Fast Healing
Level: Clr 4, Wit/Wlk 4 2, or can activate the mark without going below 1 hit
Components: V, S, DF point.
Casting Time: 1 full round Two Favor or 6 Wisdom damage: Gain both effects.
Range: Touch
Target: One being
Duration: 1 day, 1 round/level Mark of Undeath
Saving Throw: Will negates (harmless) Enchantment
Spell Resistance: No Level: Clr 8, Wit 8
This spell places a holy rune/mark upon the target’s Components: V, S, DF
skin. The mark can be activated as a free action. The Casting Time: 1 full round
individual gains the rogue’s Sneak Attack ability Range: Touch
(+1d6 damage) and a +2 morale bonus toward such Target: One being
attacks. Duration: 1 day, 1 round/level (maximum 10 rounds)
Pious: One Favor or 7 Wisdom damage: Adds an Saving Throw: Will negates (harmless)
additional d6 to damage (5d6 maximum). Spell Resistance: No

105
Darkwalkers
This spell places a holy rune/mark upon the target’s Level: Sor/Wiz 8
skin. The mark can be activated as a free action. Once Components: V, S
activated, the user’s mortal form transforms into a Targets: Up to three elementals or outsiders, totaling
ghost, taking on the ghost template. The user gains no more than 18 HD, no two of which can be more
all of the benefits and restrictions of that template and than 30 ft. apart when they appear.
it’s new undead status. When the spell ends, the user’s
form reverts back to it’s normal form. This spell functions like lesser planar binding, except
Pious: One Favor or 5 Wisdom damage: Doubles the that you may call a single creature of 18 HD or less, or
spell’s duration OR the user gains an additional +2 up to three creatures of the same kind whose Hit Dice
bonus to it’s Turn Resistance. total no more than 18. Each creature gets a saving
throw, makes independent attempts to escape, and
must be persuaded to aid you individually.
Pestilent Carrier (Exclusive)
Abjuration
Level: Clr 2, Sor/Wiz 2 (Vlag) Planar Binding, Lesser
Components: V, S Conjuration (Calling) [see text]
Casting Time: 1 standard action Level: Sor/Wiz 5
Range: Touch Components: V, S
Target: Creature touched Casting Time: 10 minutes
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels); see text
Saving Throw: Fortitude negates (harmless) Target: One elemental or outsider with 6 HD or less
Spell Resistance: Yes (harmless) Duration: Instantaneous
A disease present in the target’s body may be sent Saving Throw: Will negates
into slumber, doubling the incubation period. The Spell Resistance: No and Yes; see text
drawback is that the disease fights back all the more
when it awakens, increasing its DC by +4. Casting this spell attempts a dangerous act: to lure a
Kelmore’s priests developed this spell to ensure their creature from another plane to a specifically prepared
plagues were spread as far and wide as possible. trap, which must lie within the spell’s range. The
called creature is held in the trap until it agrees to
perform one service in return for its freedom.
Planar Binding To create the trap, you must use a magic circle spell,
Conjuration (Calling) [see text for lesser planar focused inward. The kind of creature to be bound must
binding] be known and stated. If you wish to call a specific
Level: Sor/Wiz 6 individual, you must use that individual’s proper name
Components: V, S in casting the spell.
Targets: Up to three elementals or outsiders, totaling The target creature is allowed a Will saving throw.
no more than 12 HD, no two of which can be more If the saving throw succeeds, the creature resists
than 30 ft. apart when they appear the spell. If the saving throw fails, the creature is
immediately drawn to the trap (spell resistance does
This spell functions like lesser planar binding, except not keep it from being called). The creature can
that you may call a single creature of 12 HD or less, escape from the trap with by successfully pitting its
or up to three creatures of the same kind whose Hit spell resistance against your caster level check, by
Dice total no more than 12. Each creature gets a save, dimensional travel, or with a successful Charisma
makes an independent attempt to escape, and must be check (DC 15 + 1/2 your caster level + your Cha
individually persuaded to aid you. modifier). It can try each method once per day. If it
breaks loose, it can flee or attack you. A dimensional
anchor cast on the creature prevents its escape via
Planar Binding, Greater dimensional travel. You can also employ a calling
Conjuration (Calling) [see text for lesser planar diagram (see magic circle against evil) to make the
binding] trap more secure.
106
Malevolent Magic
If the creature does not break free of the trap, you Level: Sor/Wiz 8
can keep it bound for as long as you dare. You can Components: V, S, M
attempt to compel the creature to perform a service by Casting Time: 1 standard action
describing the service and perhaps offering some sort Range: Touch
of reward. You make a Charisma check opposed by Target: 1 creature
the creature’s Charisma check. The check is assigned Duration: 1 hour + 1 hour/ 2 levels (D)
a bonus of +0 to +6 based on the nature of the service Saving Throw: Will negates
and the reward. If the creature wins the opposed Spell Resistance: Yes
check, it refuses service. New offers, bribes, and the
like can be made or the old ones reoffered every 24 Same as Lesser Proxy except that you can experience
hours. This process can be repeated until the creature up to all 5 of the other recipient’s senses, you may cast
promises to serve, until it breaks free, or until you up to 5th level spells through the conduit and you may
decide to get rid of it by means of some other spell. telepathically communicate with the recipient.
Impossible demands or unreasonable commands are
never agreed to. If you roll a 1 on the Charisma check, Proxy, Lesser
the creature breaks free of the binding and can escape Divination/ Enchantment
or attack you. Level: Brd 6, Sor/Wiz 6
Once the requested service is completed, the Components: V, S, M
creature need only so inform you to be instantly sent Casting Time: 1 standard action
back whence it came. The creature might later seek Range: Touch
revenge. If you assign some open-ended task that the Target: 1 creature
creature cannot complete though its own actions the Duration: 10 minutes + 10 minutes/ 2 levels (D)
spell remains in effect for a maximum of one day Saving Throw: Will negates
per caster level, and the creature gains an immediate Spell Resistance: Yes
chance to break free. Note that a clever recipient can
subvert some instructions. This spell forms a mystical conduit between the caster
When you use a calling spell to call an air, chaotic, and the recipient. The recipient is not automatically
earth, evil, fire, good, lawful, or water creature, it is a aware that such a bond has been formed. Through this
spell of that type. link the caster may experience what the recipient sees
and hears. This sensory input overlaps the caster’s
own senses, who can choose to focus on one or the
Protection from Spirits other. The caster may also “listen” to the surface
Abjuration thoughts of the recipient, just as if through a detect
Level: Sha/Mgn 1 thoughts spell. In addition, the caster may cast spells,
Components: V, S of up to 3rd level, through the conduit. The spell must
Casting Time: 1 action either affect the recipient personally or it must be
Range: Touch centered directly on the recipient’s location.
Target: Creature touched The conduit is effective up to 1 mile. If the caster and
Duration: 1 minute/level (D) recipient are separated farther than that the conduit
Saving Throw: Will negates (harmless) remains intact but transmitting either way is not
Spell Resistance: No (see text) possible.

This spell works like protection from evil, except it


only affects creatures classed as spirits regardless of Scaly Digits
their alignment. Instead of hedging out summoned Transmutation
and conjured creatures, the spell only prevents bodily Level: Clr 4, Drd 3
contact with spirits (even incorporeal ones). Components: V, S, M
Casting Time: 1 standard action
Proxy, Greater Range: Close (25 ft. + 25 ft./level)
Divination/ Enchantment Target: 1 creature
107
Darkwalkers
Duration: 1 round + 1 round/ 3 levels
Saving Throw: Will negates Ceremonial Force
Spell Resistance: Yes You may increase the power of a spell by taking
additional time to perform a ritual and by receiving
This spell causes the victim’s fingers to polymorph support from assistants. For every two hours you add
into small asps that are not under his or her control. to the casting time of the spell, you receive 1 point
The snakes will randomly attack the bearer, biting of ceremonial force up to a maximum of 3 points.
at the hands, forearms and face (if close enough), For every two assistants you have helping you with
causing 1d4 points of damage each round. In addition, the ritual, you receive 1 point of ceremonial force,
the loss of control in his hands will cause the victim to a maximum of 3 points. Assistants must be of at
to drop any wielded items and hinder any attempt at least 2nd level in a class that has the potential to cast
spellcasting. the spell in question. To provide you with its benefit,
the assistant must perform the verbal and somatic
Scourge components required by the spell, and he must
Transmutation [Curse] participate for the full casting time of the spell.
Level: Clr 7, Sor/Wiz 8, Wit/Wlk 7
aura that causes all NPCs to have a hostile
Components: V, S
attitude towards him. This also results in a
Casting Time: 1 hour
permanent –6 penalty to the victim’s Charisma
Range: Special (4 miles/level + 4 miles/point of
score, to a minimum score of 1. People can’t
ceremonial force)
explain why they don’t like the victim – he
Target: One living creature
just seems suspicious and hateful. NPC allies
Duration: Permanent (D)
and friends can resist this somewhat, but will
Saving Throw: Will negates
still find the character strangely repellent; they
Spell Resistance: Yes
may suspect that he has been replaced by a
doppelganger. In addition, any sort of spell
A scourge is an extremely powerful form of bestow
used to detect alignment will always respond
curse. It can be cast over a vast distance. When you
with the alignment most hostile to the caster;
cast this spell, you can choose to duplicate any of the
and discern lies will always show the victim as
following effects:
lying.
Aging – The victim ages one year at the start of
each day. The victim may be sentenced to lose
Poverty – Any precious metal that the victim
ten years of her life in prison, but it will only
touches turns to lead.
take ten days.
Prohibition – You specify a specific action that
Barren Touch – Any food or drink touched by
the victim cannot take. “Do not lie” or “Do not
the victim spoils. Any plants he tills die. Any
physically hurt humans” will work; impossible
Heal checks he makes automatically fail, and
or broad requests like “Do not breathe” or
any cure spells he casts have a 50% chance of
“Never hurt anyone in any way” will not. Any
becoming inflict spells of the same level.
time tha the victim attempts the prohibited
action, she must make a Will save (using the
Ignominy – Anyone who comes into contact
DC of the scourge). If she succeeds, she can
with the victim will forget any noble or
perform the action unhindered; otherwise she
valorous deeds she has done, while clearly
is wracked with extreme pain and stunned for
remembering any crimes she has committed or
2d4 rounds.
mistakes she has made. People will attribute
the character’s greatest achievements to other
Similar effects may be created. A scourge cannot
people. If the curse is lifted, those memories
be dispelled or removed with break enchantment.
will return.
You may choose to release the victim at any time, but
lasting effects such as aging are not reversed. Remove
Ostracism – The victim is surrounded by an
108
Malevolent Magic
curse can end the scourge, but only if its caster level move toward to you. Those that make their save are
is at least two levels higher than your caster level; unaffected for that round, but must roll a new save
miracle or wish will also work. Breaking the curse each round that they are within the spell’s area of
using any of these spells will restore the years lost to effect. This spell does not effect any other actions that
mystical aging. Finally when you cast the spell, you the goodly creature may perform (attacking you with
must declare a set of circumstances that will cause ranged spells or weapons, fighting others around them,
the curse to be broken. Depending on the reasons for etc.) for the duration of the spell.
inflicting the scourge, this may vary greatly.

Snake Strike
Seeping Wounds Conjuration (Summoning)
Necromancy Level: Drd 1
Level: Clr 4, Sor/Wiz 4 Components: V, S, M
Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 standard action Range: Touch
Range: Touch Target: Creature touched
Duration: Permanent Duration: 2 rounds + 1 round/level (maximum 12
Saving Throw: Fortitude negates rounds)
Spell Resistance: Yes Saving Throw: Fortitude half
Spell Resistance: Yes
A touch from you causes the blood of the victim to thin.
This has two effects: First, the victim permanently loses A touch from you causes a dark green venom to seep
2 hit points per caster level (maximum 30 hit points). into the enemy. This deals 3 points of damage to the
Second, any damage sustained from weapons causes target each round on your initiative. A successful
the target to bleed 2 points/round until it is bandaged Fortitude save reduces this damage to 1 point per
(Heal DC 15). round. Delay poison or neutralize poison negates the
This affliction can only be cured with restoration, recurring damage. As this is poison, it will not affect
restoration, greater, dispel magic, greater, limited wish, creatures immune to poison.
or wish. The victim must have blood and be living for
this spell to affect him. Material Component: Snake fang.

Material Component: Sharpened bone. Spiritwrack


Necromancy/ Enchantment (Compulsion)
Shield Against the Light [Language-Dependant, Mind-affecting]
Abjuration Level: Brd 6, Clr 6, Sor/Wiz 7
Level: Blk 4, Brd 4, Clr 5, UnW 4 Components: V, S, M
Components: V, S, F/DF Casting Time: Full round action
Casting Time: 1 standard action Range: Close (25 ft. +5ft./level)
Range: Personal Target: 1 undead
Area: Up to 10 ft. + 5 ft./level Duration: See text (D)
Duration: 1 round + 1 round/ 2 levels (D) Saving Throw: Will negates
Saving Throw: Will negates Spell Resistance: Yes
Spell Resistance: Yes
Through the use of this spell you can bind one
You emit an invisible force that repels good-aligned intelligent undead creature to do your bidding. The
outsiders. This mobile field can be an area equal to a undead creature is required to obey your commands
maximum of 10 ft. + 5 ft./level. Once set, the area’s and perform services. The creature must have 10 or
diameter cannot be adjusted. Any Good aligned fewer HD and can understand you. Should the undead
Outsider that is within the field or attempts to enter veer from your commands it is immediately wracked
the field must make a Will save. Those that fail cannot with jolts of intense pain that last until it gets back
109
Darkwalkers
on track. If your commands require the creature to When you cast this spell, you make a ranged touch
perform an act that would mean certain destruction the attack roll, channeling the lure of sin into your target
undead is allowed another Will save to break the spell. opponent. On a successful hit and failed save, the
caster may name a sin, which plants a suggestion to
Swarm of Imps commit an evil act. The caster may choose any of the
Conjuration following sins with the listed results.
Level: Blk 5, Sor/Wiz 6, UnW 5
Components: V, S, M Envy: Target is compelled (as though under a
Casting Time: 1 standard action suggestion spell) to acquire by any means possible,
Range: Close (25 ft. + 25 ft./level) any object dictated by the caster that is within visual
Target: 1 creature range of the target and in the possession of another
Duration: 1 round/level (D) person or creature.
Saving Throw: None Gluttony: Target spends 1 round eating anything
Spell Resistance: No nearby as a full round action that provokes an attack of
opportunity.
You summon a small flock (1d4 + 1) of imps from the Greed: Target attempts to steal most the valuable
lower planes to swarm about, taunt and attack a single object closest to him.
creature. The creatures will attack the initial target Lust: Target moves towards a specified source of
only and will do so until it is dead or the end of the desire as implanted by the caster. The source of desire
spell’s duration. cannot be explicitly harmful or the spell fails.
Pride: The target is dazed by his own sense of self and
purpose.
Swarm of Rats Sloth: Target slowed (as spell) for 1 round.
Conjuration (Summoning) Wrath: Victim attacks nearest foe to the best of his
Level: Sha 3, Sor/Wiz 3 ability for one round.
Components: V, S
Casting Time: 1 full round Victims of this spell have their names added to a
Range: Close (25 ft. + 5 ft./2 levels) ledger of sins that are kept by the gods. Upon their
Effect: One summoned swarm demise, they must account for these sins before their
Duration: 1 round/level respective deities will grant them access to the divine
Saving Throw: None places of the dead. Furthermore, clerics and other holy
Spell Resistance: No warriors of good deities must make Concentration
checks against a DC 10 + spell level in order to cast
You summon a rat swarm (as described in the any spell for the next 24 hours as feelings of guilt
MM) that appears where you designate and acts overcome them. Atonement or greater magics will
immediately, on your turn. It attacks your opponents to remove this penalty.
the best of its ability and disappears at the end of the
spell. Tormenting Link
Abjuration
Tempt Level: Brd 4, Sor/Wiz 4
Enchantment (Evil, Mind-Affecting) Components: V, S, M
Level: Blk 2, UnW 2 Casting Time: 1 standard action
Components: V Range: Close (25 ft. + 5 ft./level)
Casting Time: 1 action Target: 1 creature
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 round/ level (D)
Effect: Ray Saving Throw: Will negates
Duration: 1 round Spell Resistance: Yes
Saving Throw: Will negates
Spell Resistance: No The unfortunate target of this spell suffers from a one-
way empathic link to the caster. For the duration of the
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Malevolent Magic
spell any damage suffered by the caster immediately Material Component: Before the actual casting of trap
inflicts an equal amount of subdual damage to the the soul, you must procure a gem of at least 1,000 gp
target. The target feels the pain felt by the caster value for every Hit Die possessed by the creature to be
as well. Only pain and the subdual damage are trapped. If the gem is not valuable enough, it shatters
transferred through this link. Healing and other spells when the entrapment is attempted. (While creatures
or powers that affect the caster do not benefit the have no concept of level or Hit Dice as such, the
target. value of the gem needed to trap an individual can be
researched. Remember that this value can change over
time as creatures gain more Hit Dice.)
Trap the Soul Focus (Trigger Object Only): If the trigger object
Conjuration (Summoning) method is used, a special trigger object, prepared as
Level: Sor/Wiz 8 described above, is needed.
Components: V, S, M, (F); see text
Casting Time: 1 standard action or see text Wall of Poison Gas
Range: Close (25 ft. + 5 ft./2 levels) Conjuration (Creation) [Poison]
Target: One creature Level: Sor/Wiz 4
Duration: Permanent; see text Components: V, S, M
Saving Throw: See text Casting Time: 1 action
Spell Resistance: Yes; see text Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 5 ft./level long and 5 ft./level high
Trap the soul forces a creature’s life force (and its Duration: 1 round/level
material body) into a gem. The gem holds the trapped Saving Throw: See text
entity indefinitely or until the gem is broken and Spell Resistance: Yes
the life force is released, which allows the material
body to reform. If the trapped creature is a powerful You create a wall of ghastly yellowish-green
creature from another plane it can be required to poisonous vapor. Creatures that pass through or
perform a service immediately upon being freed. remain within the wall suffer the effects of the spell. It
Otherwise, the creature can go free once the gem kills any living creature with 2 or fewer HD (no save)
imprisoning it is broken. and causes creatures with 3 to 4 HD to make Fortitude
Depending on the version selected, the spell can be saving throws or die. Living creatures above 4 HD, or
triggered in one of two ways. those of 3 to 4 HD who make their saving throws, take
Spell Completion: First, the spell can be completed 1d8 points of poison damage. Holding one’s breath
by speaking its final word as a standard action as if doesn’t help.
you were casting a regular spell at the subject. This The wall is 1 ft. thick and does not obscure vision or
allows spell resistance (if any) and a Will save to move on its own, but wind can move the wall as if it
avoid the effect. If the creature’s name is spoken as were a fog cloud if forced into a smaller area, excess
well, any spell resistance is ignored and the save parts of the wall disperse harmlessly).
DC increases by 2. If the save or spell resistance is
successful, the gem shatters. Material Component: A drop of poison.
Trigger Object: The second method is far more
insidious, for it tricks the subject into accepting a Wild Curse
trigger object inscribed with the final spell word, Evocation
automatically placing the creature’s soul in the trap. Level: Sor/Wiz 5, Wit/Wlk 5
To use this method, both the creature’s name and the Components: V, S, M
trigger word must be inscribed on the trigger object Casting Time: 1 standard action
when the gem is enspelled. A sympathy spell can also Range: Close (25 ft. +5ft./level)
be placed on the trigger object. As soon as the subject Target: 1 creature
picks up or accepts the trigger object, its life force Duration: 24 hours or until activated
is automatically transferred to the gem without the Saving Throw: Will negates
benefit of spell resistance or a save. Spell Resistance: Yes
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Darkwalkers
or again risk losing their weapon to the wall.
This spell places an invisible aura around the target When the spell’s duration ends the wall crumbles
that acts to disrupt any use of magical energies. When into a pile of flaky rust and granular dust and
the target attempts to cast a spell or activate a magic all held items and creatures are released, falling
item the magic automatically fails and some random unceremoniously to the ground.
minor magical effect occurs instead. The GM is
encouraged to use her imagination to determine the You Will Awaken on Fire
exact affects or she can use the table of Wondrous Transmutation [Fire]
Effects found under the description of the Rod of Level: Sor/Wiz 4, Wit/Wlk 3
Wonder found in the DMG. Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Wolverines Fury Target: One creature
Transmutation Duration: Permanent until discharged (see text)
Level: Sha 4 Saving Throw: Will negates (see text)
As badger’s fury, except the bonus is applied to both Spell Resistance: Yes
attack and damage. The damage received is split
equally between the next attack and damage rolls. You place a curse upon the target that triggers one
Material Component: Wolverine claw. hour after the next time they fall asleep. The target
may resist the casting with a Will saving throw. When
Xanthar’chkar’s Wall the spell is triggered, the creature bursts into flame
Conjuration (Creation) taking 1d6 points of fire damage per two caster levels
Level: Sor/Wiz 7 (maximum 8d6). The creature remains on fire for
Components: V, S, M one additional round and takes another 1d6 points of
Casting Time: 1 standard action fire damage per two caster levels (maximum 7d6).
Range: Medium (100 ft. + 10 ft./level) The target can take a full round action to attempt to
Effect: Iron wall whose area is up to 5 square ft./level extinguish the flames before taking this additional
Duration: 10 minutes/ level damage, which requires a successful reflex saving
Saving Throw: See text throw against the spell’s DC. Rolling on the ground
Spell Resistance: See text allows the character a +2 bonus. Leaping into a
source of water (such as a lake or river) or magically
This spell is identical in most ways to the standard extinguishing the flames automatically smothers the
wall of iron spell, but with one very distinct flames.
difference. The wall created is highly magnetic. All This spell has no effect on creatures that do not
unattended metallic items within 15 ft. of the wall are need sleep, such as elves; in such cases the creature
automatically drawn to it. Creatures wearing metal automatically makes its saving throw. Only one of
armor or a significant amount metal items that are these spells can be in place on a creature at any time.
within 10 ft. of the wall must make a Strength check
(DC 20). Those that succeed manage to pull free of Material Component: A miniature pillow soaked in
the wall’s magnetic grasp and must remain beyond oil.
10 ft. away from the wall or again risk being pulled
to it. Those that fail their check are drawn to the wall
and are held helpless against it. Creatures that are not
wearing a significant amount of metal but are wielding
metal weapons must also make a Strength check (DC
18). Those that fail their check have their weapon
pulled from their grasp and the weapon remains
pinned to the wall. Those that succeed manage to pull
their weapons away from the wall’s magnetic grasp
and must keep their weapons farther that 10 ft. away
112
Playing the Darker Role

THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS
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OPEN GAME LICENSE Version 1.0a


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1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
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15. COPYRIGHT NOTICE


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by Dave Arneson and E. Gary Gygax
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkinson, Bruce R. Cordell,
John Tynes, Andy Collins and JD Wiker
Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Author Erik Mona
Book of the Righteous, Copyright 2002, Aaron Loeb
Crime and Punishment, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Dragons, Copyright 2001, Alderac Entertainment Group
Dragonstar: Starfarer’s Handbook Copyright 201, Fantasy Flight Publishing, Inc.
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Encyclopaedia Arcane: Demonology Copyright 2001, Mongoose Publishing
Evil Copyright 2001, Alderac Entertainment Group
Fading Suns d20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon
Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas
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Master of Arms Copyright 2002, Steven Palmer Peterson
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Open Game Content from The Tide of Years Copyright 2001, Michelle A. Brown Nephew
Oathbound: Arena Copyright 2003, Bastion Press, Inc.
Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton
Robb
Pale Designs: A Poisoner’s Handbook Copyright 2002, Bastion Press, Inc.
Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc.
Path of Shadow Copyright 2002, Fantasy Flight Publishing, Inc.
Path of the Magi, Copyright 203, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck and Mike McArtor
Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett
Relics & Rituals, Copyright 2001, Clark Peterson
Seafarer’s Handbook Copyright 2001, Fantasy Flight Games, Inc.
The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and David “Zeb” Cook
The Book of Eldritch Might, Copyright 2001, Monte J. Cook (Malhavoc Press). All Rights Reserved.
The Devil Player’s Guide Copyright 2003, Fast Forward Entertainment, Inc.
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Undead, Copyright 2001, Alderac Entertainment Group
War, Copyright 2002, Alderac Entertainment Group
Way of the Witch, Copyright 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, and Christina Stiles
Wild Spellcraft, Copyright 2002, Natural 20 Press
Dark Walkers: The Evil Within Copyright 2006, DragonWing Games; Authors Steven Creech and Kevin Ruesch

114
Playing the Darker Role
Designation of Product Identity
All images and artwork are licensed for use by DragonWing Games and are owned and copyrighted by the
original artists. The Mystic Eye Games logo is the property of Mystic Eye Games. The DragonWing Games
logo is the property of DragonWing Games.
All deity names, story elements, character descriptions and specific references to The Hunt: Rise of Evil
setting or other Hunt: Rise of Evil sourcebooks are considered product identity and are the property of Mystic
Eye Games. Shi’Kahr Darkstarr and all other named characters are the product identity of Steven Creech and
DragonWing Games.

Open Game Content


All text not specifically named as product identity is considered to be open game content.

115
Darkwalkers

“Evil. It is refreshingly delicious and fun. There is a certain adrenaline rush that surges through my
veins whenever I vanquish an adventurer or paladin that has had the audacity to challenge me or
invade my home. Nothing is more satisfying than dashing the hopes and beliefs of a holy cleric when
he finds out that his god doesn’t really care about him or to see the look of surprise on the face of a
rogue as I catch him unaware and deliver a mortal blow.
Being evil means you command the respect of others. They may hate you, fear you, vilify you, and
even dare to oppose you, but they will acknowledge the power you wield and the control you exert.
With a simple wave of my hand or nod of my head, I condemn a person to a lifetime of torture or a
quick death, depending upon my mood. I can enslave anyone upon a whim or allow him to just pass
beneath my notice. Even fiends and infernal creatures seek me out to form pacts and agreements
that will benefit both parties. Through careful manipulations I have caused wars between kingdoms
and then rode in with my armies in the aftermath to claim rule. Being evil means you strive for a single
ultimate goal; absolute power.
Absolute power means none can oppose you. All you desire is within your grasp. Those foolish
enough to oppose you or stand between your goals are destroyed as an example to all others who
harbor such rebellious thoughts. Power is everything. It is what drives your very soul.” -- Shi’Kahr
Darkstarr, Lord of Tonaga
 
Welcome to Gothos and the realms of the Darkwalkers. In this book you will explore new rules and
options available for actively playing characters who are evil at heart. Dark Walkers: The Evil Within
contains new player character core classes, races, prestige classes, feats, magic items, and spells,
all with a decidedly evil slant.
Designed for the Hunt: Rise of Evil campaign setting, Darkwalkers: The Evil Within is suitable
for use in any fantasy campaign world. So explore the secret societies, dark deities, infernal pacts,
new templates, and minions that will aid you in your quest for power and dominance. Join the Hunt
and eliminate the Children of the Waking Dream.
Being good may be the right and honorable thing to do, but evil is more fun...

This product requires the use of the Dungeons & Dragons® Player’s Handbook Revised, published by Wizards of the Coast®

116

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