Erinyes[spoiler]
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +2 | +0 | +2 | Body of Seduction, Sadism initiate |
2 | + 2 | +3 | + 0 | +3 | Devil, Hell Skin, +1 Str |
3 | + 3 | + 3 | +1 | +3 | Lesser Sadist, Dark Vanguard, +1 Cha |
4 | + 4 | + 4 | + 1 | +4 | Wings, Hell Archer, +1 Str |
5 | + 5 | + 4 | + 1 | +4 | Faustian Pact, +1 Str, +1 Cha |
6 | + 6 | + 5 | +2 | +5 | Sadist, +1 Cha |
7 | + 7 | + 5 | + 2 | +5 | Greater Sadist, Allure, +1 Str |
8 | + 8 | + 6 | + 2 | +6 | Master Sadist, +1 Cha |
Skills:4+int modifier per level, Class skills are Bluff, Dplomacy, Intimidate, Knowledge(any), Concentration, Hide, Move Silently, Search, Spot, Listen, Sense motive, Use rope, Profession(any), disguise.
Proficiencies:Simple and Martial weapons
Features:Body of Seduction: The erinyes loses all other racial bonuses and gains outsider traits(basicaly dark vision 60 foots). She's an outsider with base speed 30 feets.
She also gains a bonus to natural armor equal to her Cha modifier.
Sadism Initiate: As a fullround action the erinyes can summon a special rope that has HP equal to half her own HP, hardness 1 for every HD she has and break DC 20+1/2HD+Cha mod+Str mod. This rope can be summoned as a standard action at 2HD, move action at 4HD, swift action at 6HD and free action at 8HD. When she summons a new one, any old rope quickly incinerates itself, whitout however dealing damage.
The erinyes can throw this rope as a ranged touch attack with base range 30 feets. If she hits, the target must make a reflex save 10+1/2HD+Cha mod+Str modifier or become entangled, regardless of it's size. It can only escape either by breaking the rope with a str check, cuting himself out with a light slashing weapon or making an escape artist check with DC equal to the reflex save.
Entangled creatures trying to cast a spell/power/SLA/ any other ability that would demand concentration must pass an extra concentration check with DC 10+1/2HD+Cha mod+Str mod or fail at that action.
The erinyes can choose to hold on the rope. If she does, the victim must suceed on a str check against the erinyes to move away from her. The rope can extend up to 150 feets. If the Erinyes suceeds on a str check, she can pull the creature closer 5 feets for each point she beat the target.
If the erinyes takes flight, she can "lift" an entangled creature by suceeding on a single strenght check. If the victim doesn't have a fly speed, it cannot move away or closer from the erinyes, but the erinyes can freely pull up or descend it with her normal speed (but taking the victim's weight as carried weight). She can also drop her victim as a free action, use the normal falling rules from there.
The erinyes adds her BAB on all the above Str checks besides her own Str. Size modifiers don't apply. But the erinyes needs at least one hand to keep a creature in the "leash". If she uses both hands, all DCs related with the rope increase by half her HD and she gains an extra bonus on all str checks equal to half her HD.
If she multiclasses for an arcane/divince class she can count her erinyes levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example a erinyes 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. She would get the familiar ability, but erinyes levels wouldn't count for it.
A erinyes 8 who takes a level of sorceror would count as having 9 levels of sorceror(8+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 8 to 9, but not the spell slots and spell knowns that a sorceror gets from level 1 to 8, nor the familiar ability
If the erinyes multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.
Devil:At 2nd level an erinyes gains a bonus on saves against poison and resistance to fire equal to their HD, and resistance to acid and cold equal to half HD. She can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feets and an extra 10 feets for each extra HD besides this.
She also gains the evil and lawfull subtypes, and her natural attacks and any weapon she wields count as evil and lawfull aligned for purposes of bypassing DR.
Hell skin: At 2nd level the erinyes gains DR/good equal to half her HD and SR=11+HD.
Ability increase:The erinyes gains +1 Str at levels 2, 4, 5, 7 and +1 Cha at levels 3, 5, 6, 8.
Lesser Sadist:At 3rd level the erinyes can now use Minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod. She can keep concentration of this effect with a swift action.
Dark Vanguard: Erinyes have been battling in the frontlines as both scouts and assault troops even before other devils existed, and they never faltered at this job. At 2nd level, an Erinyes can add her Cha mod to Spot, Listen and Iniative checks.
Wings :At 4th level the erinyes grows beatifull featherly wings that allow her to fly at a speed of 50 foot with good maneuverability.
Hell archer: Altough fighting in the front, Erinyes do not foolishly charge into the enemy, rather prefering to wear them down with rains of arrows from above, and after eons of doing so in all kinds of infernal landscapes and weather conditions, they excell at it. At 4th level, if an Erinyes is in an higher position than her oponent, she ignores adverse wind conditions (even magic ones like Wind Wall) and can re-roll miss chances when firing arrows.
Faustian Pact:victim signer in return for an aparently innocent favor or payment of the Erinyes choice, usually something the signer can actually afford whitout much tought.
The bonus choices are:
-One bonus feat the victim qualifies for
-A bonus on one ability score up to 1/4 the Erinyes HD.
-A bonus on one skill up to the Erinyes HD.
-Ability to use one arcane/wizard spell of a level up to half the Erinyes HD 1/day as a SLA, with a DC of 10+1/2HD+Cha mod of the signer. If it has an expensive gold or exp cost, it must be paid every time it is used.
-Gain one spell with a range of Touch or You as a permanent effect on themselves. If dispelled, it can be resumed again on the next round as a free action.
Whatever choice is made, the victim's alignment turns one step closer to LE. If they still aren't fully LE, then they must make a Will save with DC 10+1/2HD+Cha mod each day or ask for another contract from the Erinyes as they grow addicted to the power sensation (this is an exception to the rule that no magic compulsion may force someone to take a contract, and bypasses all defenses short of ending the contract with an Atonement spell). The bonus is permanent, unless the victim receives an Atonement spell for each Faustian pact taken, in wich case the bonus are lost and the victim loses 100 exp for each HD of the Erinyes, but their alignment goes back to original.
A victim fully turned to LE by a Faustian Contract will send a sign to the 9 Hells, wich in order will send back an assassination team to track and kill the character to make sure they don't redeem themselves. This devils will take care to make the death look like an acident or that the blame is put in somebody else, so it's harder to link it to the contract. Every day there's 1% chance the devils suceed and the victim dies and its soul is brought to the 9 Hells. The Erinyes gains 1/4 the Exp she would gain for defeating the signer herself.
No defenses, tricks or precautions can prevent this. The more powerfull the signer, the stronger and more cunning devils dispatched to make it fall. The only exception to the above its that in any day that the signer willingly commits at least nine Lawfull Evil acts, there's no chance on death on the next day. Hell is willing to wait for those who champion its cause.
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For the signer, only the bonus and front payment are clear. All the other clauses are cleverly hidden, and demand a sucessfull Spot, Search, Sense Motive, Profession(Lawyer) or Knowledge(the Planes) (use only the best one of the signer) against a Diplomacy check from the Erinyes. This check may gain a bonus if the front payment actually sounds like a fair price for the bonus granted.
Sadist :At 6th level the erinyes can now use Charm Monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod. Her oponents take a -1 penalty on this save for each 10% HP they're missing from their total. If the Erinyes personally hit them in combat, they also don't gain the +5 bonus from from being threatened or attacked against this ability.
Allure: At 7th level as a standard action, the Erinyes can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against a DC of 10+1/2 HD+Cha mod. On a failed save, the creature can do nothing on its next action except to attempt to move closer to the erinyes. The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff. However, it will move normally through squares threatened by other creatures. This is a mind-affecting compulsion effect. Once the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action.1
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Greater Sadist:At 7th level the erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod, except that it counts all non-devil targets as Good creatures. If used against an actually Good creature, it deals +50% the normal damage.
Master Sadist: At 8th level, the erinyes can now use teleport as a SLA 1/day for each 4 HD it has. At 13th level this ability increases to greater teleport.
In adition, the erinyes is now constantly under a true seeing effect.
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Comments:
[spoiler]
Unlike her sly chaotic cousin, the erinyes isn't shy of charging in the frontline.
Besides martial weapon proficiency, she can entangle oponents with a rope, her signature ability. She gains a series of bonus to make sure she's the one in control once the rope lands, so the main hope of escape is cuting free or bursting out.
As you advance, you gain a nice array of SLAs, some archery synergy, some charming synergy, and the ability to make Faustian Pacts. Yes, Erinyes also seek to corrupt souls between battles. It allows the erinyes to grant all kind of nifty bonus to others, and then they'll eventually fall to the 9 Hells sooner or later.
The Allure ability is based on the Investiture of the Erinyes from Fiendish Codex II. Two good saves, full Bab, +4 to Cha and Str and solid skills help round the class up.
So if you want to play a devilish femme fatale , the erinyes is for you!
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Pleasure Devil (Brachina)[spoiler]
Requisites:-Must have taken all 8 Erinyes levels.
-Must have made at least 8 sucessull Faustian Pacts.
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | +2 | Body of Pleasure, Sadism Master, Sweet Poison |
2 | + 1 | +0 | +0 | +3 | Dark Mistress, Beguille |
3 | + 1 | +1 | +1 | +3 | Summon Slaves, Forbidden Pleasure |
Skills:4+int modifier per level, Class skills are Bluff, Dplomacy, Intimidate, Knowledge(any), Concentration, Hide, Move Silently, Search, Spot, Listen, Sense motive, Use rope, Profession(any), disguise.
Proficiencies:A Pleasure Devil gains no new proficiencies.
Features:Body of Pleasure: The Pleasure Devil doesn't lose any of her previous racial abilities, and she gains Regeneration equal to half her HD, wich is bypassed by Good-aligned weapons and spells with the Good descriptor. She can now fluently speak any language, as the Tongues spell.
In addition, if subject to any kind of divination, including Detect Alignment spells, the Pleasure Devil may make a Diplomacy or Bluff check against a Sense Motive check from the diviner. If she wins, the divination shows the Pleasure Devil as the alignment, looks and characteristics best aligned with the observer.
Pleasure Devil levels stack with spellcasting classes just as Erinyes levels did.
Sadism Master: The Pleasure Devil may now use Produce Flame at will, Clairaudience/
Clairvoyance, Enthrall, Sugestion, Vampiric Touch and Alter Self 1/day per 2 HD each. Save DCs are 10+1/2 HD+Cha mod.
In addition, the Pleasure Devil may use the Vampiric Touch as an attack action instead of a standard action.
Sweet Poison: Whenever the Pleasure devils touches a creature, she may choose to deliver an almost undetectable poison with Fort Save DC 10+ 2/3 HD+Con modifier that deal 1d6 Wis damage. At 12 HD, and every 4 HD thereafter, the poison damage die increases one size category.
When delivering this poison the Pleasure Devil may make a Diplomacy or Bluff check against a Sense Motive or Spot check from the victim (wichever's higher from each creature). If she suceeds, the victim never notices she has been poisoned regardless of making or not the save, allowing the Pleasure Devil to slowy drive her targets insane with a simple touch here and there. She can even affect creatures immune to poison and ability damage, but those gain a +5 bonus on their save.
Dark Mistress: At 2nd level the Pleasure Devil can use Polymorph, Plane Shift and Trap the Soul 1/day for each 5 HD she has. Save DCs are 10+1/2 HD+Cha mod. She can hold trapped Souls inside any piece of jewelery she possesses. By spending one week per HD of the trapped victim carrying the trapped soul in her person and whispering dark promises of power to them every night, the Soul will be irrevocabiliy corrupted to LE.
In addition, the Pleasure Devil can now affect creatures immune to mind affecting effects with her own enchantment SLAs and spells, but such oponents still gain +5 on their saves.
Beguille:Summon Slaves: At 3rd level the Pleasure Devil starts reaping what she sowed. 1/day, as a standard action she may summon eight lemures or two chain devils, wich are actually souls she corrupted. They arrive instantly in any positions whitin 30 feet of the Pleasure Devil They serve for 1 hour per HD and then leave, and cannot use their own summoning abilities.
At her discretion, the Pleasure Devil may make her Slaves look exactly how they did in life, except that they still have Devil stats. They gain a bonus on disguise checks to pass as their older selfs equal to 10+Pleasure Devil HD.
At 11 HD she may summon one Erinyes instead or double one of the previous options.
At 14 HD she may summon one Bone Devil instead or double one of the previous options.
At 17 HD she may summon one Ice Devil Instead or double one of the previous options.
At 20 HD she may summon one Horned Devil instead or double one of the previous options.
Doublings are cumulative. So for example a 20 HD Pleasure Devil could get two Ice Devils, or 4 Bone Devils, or eight Erinyes, and so on.
Forbidden Pleasure: