Of those who would wear the title of pious priest or a noble wizard, many spellcasters report 'being tempted' by dark outsiders who whisper of great power and ability to those who swear allegiance to them. Many shrug these moments off as nothing more than times of self-doubt or internal struggle, but for some .these times represent a new possibility for gaining power not often dreamed feasible using traditional methods of study or devotion. For the cleric, these times are often viewed as nothing more than a test of faith. For the wizard or sorcerer, these times sometimes represent dark discoveries that demand extreme caution. For many, these dark times are seen for what they are and fought through.
However, for others of weaker or ignoble soul, these times represent an opportunity to welcome something that they believe will guarantee quick access to power and they gladly embrace the "Darker Path", becoming Infernal Disciples.
The Infernal Disciple is a prestige class designed for those who have sought out or freely accepted the dark gifts of an evil outsider, often treating such creatures as their own dark mentors.
Hit Dice: D6
Of the faithful of Morrow, a few young clerics often report being tempted by strange and dark entities during moments of weakness. Often, it is in the late night or in dark, forgotten ruins that the whispers come. Many write this off as the despicable influence of Thamar and look to the glory of Morrow to purge them of this. However, a few do eventually give into the dark whispers and eventually become Infernal Disciples. Even a few enterprising wizards have reported being tempted by Infernals, some with a great strain to resist such a lush oasis of energy.
The Infernal Disciple can be readily found anywhere in Immoren, but are more common in and around Cygnar and Ord, especially in high population centres like Corvis. Strangely, no real Infernal Disciples are known to exist in Lord Toruk's realm, and the Scharde Islands remain free of such. Some speculate that the Infernals are somehow connected to the Orgoth, but no one really seems to know for sure.
To qualify as an Infernal Disciple, a character must fulfil all the following criteria.
Alignment: Any non-good.
Base Attack Bonus: +2
Skills: Concentration 4 ranks, Knowledge (religion) 6 ranks or Knowledge (arcana) 6 ranks.
Feats: Infernal Pact
Special: Must be approved by the DM.
Spells: Ability to cast spells of 2nd level or higher.
The Infernal Disciple's class skills (and the key ability for each skill are) Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Creature Lore (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points at Each Level: 2+ Int modifier.
All the following are class features of the Infernal Disciple prestige class.
Weapon and Armour Proficiency: Infernal Disciples gain proficiency with the whip, the gaff, the garrotte, and the stiletto. Infernal Disciples do not gain any proficiency with armour or shields.
Spells per Day: At every other level, starting at 1st level, the Infernal Disciple gains new spells per day as if he had gained a level in a spellcasting class to which he belonged to before entering this prestige class. He does not gain any other benefits as a member of that class except for increased spellcasting level. If the character had more than one spellcasting class before becoming an Infernal Disciple, he must decide which class he adds the new level to in order to determine spells per day. The Difficulty Class for a saving throw against a Infernal Disciple's spell is 10 + the spell level + the Infernal Disciple's Intelligence modifier.
Shadow Healing (Sp): At 1st level, the Infernal Disciple gains the ability to heal allies (or enemies) without suffering from "The Pain of Healing". However, each time an Infernal Disciple heals a creature this way he or she automatically leaves the target fatigued and sickened for one minute per hit point healed. This also leaves the target marked with a taint of evil that lasts for 24 hours. Characters (such as wizards) who could not cast healing spells before gaining this prestige class acquire the ability to trade one 1st level spell for the spell cure light wounds for the purpose of fulfilling this.
Infernal Beacon (Su): At 1st level, the Infernal Disciple begins to radiate the dark stench of evil, alerting those with the ability to detect evil almost immediately. Whenever a character casts detect evil or uses the feat Sense Mark, the Infernal Disciple radiates an overwhelming aura of evil, and is treated as having twice as many as HD for the purpose of comparing his or her aura to other creatures around him. Infernal Disciples radiate this evil constantly, even while sleeping or otherwise inactive.
Lesser Infernal Gift (Su): At 2nd level, the Infernal Disciple gains one of the following gifts:
- Fast Movement (as per a 1st level barbarian)
- Favoured Enemy (as per a 1st level ranger)
- Sneak Attack (as per a 1st level rogue)
- Summon Familiar (as per a 1st level sorcerer)
Shadow Might (Su): At 3rd level, an Infernal Disciple gains the ability to silently call upon his Infernal patron to temporarily bolster his prowess in combat. When he or she does, the temporarily gain the following: +2 to hit, +2 to damage, and +1 dodge bonus to AC. This ability lasts for 1d6 rounds + 1 round per point of Intelligence ability modifier. This power can only be used once per day.
Greater Infernal Gift (Su): At 4th level, the Infernal Disciple gains one of the following gifts:
- Channel Dark Fire (similar to the "Channel Holy Might" [society] feat, however the Infernal Disciple does not need to meet the prerequisites, and it does 2 points of damage per level. It only damages good aligned creatures).
- Night's Grasp (identical to the arcane spell Shocking Grasp as cast by a fourth level caster). This ability can be used once per day.
- Shadow's Skin (the Infernal Disciple gains damage reduction 1/silver).
- Night's Secret Embrace (the Infernal Disciple gains a +10 Infernal bonus when using the Hide skill at night).
Shadow Magic (Su): At 5h level, an Infernal Disciple gains the ability to cast a selection of necromantic spells, taught to him as bonus spells by his or her Infernal patron. The player may select three spells from the following list: Cause Fear, Chill Touch, Command Undead, Disrupt Undead, False Life, Ghoul Touch, Halt Undead, Ray of Enfeeblement, Ray of Exhaustion, Scare, Shadow Conjuration, Shadow Evocation, Shadow Walk, Spectral Hand, Touch of Fatigue, or Vampiric Touch.
Note: Infernal Disciples casting any of these spells are still subject to the "Dangers of the Dark Arts" as explained on the IKCG (pg 263).
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special Ability |
Spells per day |
|
1 |
+0 |
+0 |
+0 |
+0 |
Shadow Healing, Infernal Beacon |
+1 level of existing level |
|
2 |
+1 |
+0 |
+0 |
+0 |
Lesser Infernal Gift |
|
|
3 |
+2 |
+1 |
+1 |
+1 |
Shadow Might |
+1 level of existing level |
|
4 |
+3 |
+1 |
+1 |
+1 |
Greater Infernal Gift |
|
|
5 |
+4 |
+1 |
+1 |
+1 |
Shadow Magic |
+1 level of existing level |
The following Prestige Class was created and distributed by Jason Sonia, free of charge and with no intent at generating profit by its release. All of the material above, with the exception of the section "In the Iron Kingdoms" is considered Open Game Content. The section "In the Iron Kingdoms" contains intellectual property owned and copyrighted by Privateer Press, Inc. Comments and questions can be e-mailed to the author at: jaye.sonia@gmail.com