(As a palate cleanser after all those monsters, let's jump back into the martial obedience project! After this one I only have Empyreal Lords left. And I suppose The Monad? Anyway, these aren't my most popular posts, and I think that's a shame. They're fun and frankly I think the divine obedience feats needed it.)
Death comes for us all, and it is the job of the psychopomp ushers to manage what happens next. Few worship these ushers individually, but cults of death and the cycle spring up in the small, grim places of the world. Grim stranger are those who take it upon themselves to carry out the sentence issued by their ushers, dedicating their lives to the grim work of doling out death as quickly, painlessly, and professionally as they can.
Bound to Death (Ex)
At level 1, a grim stranger gains Monitor Obedience as a bonus feat and chooses a psychopomp usher as his patron. He must carefully understand and act on the philosophy of his patron, or lose access to his monitor boons, grit pool, and his final death ability.
Deeds (Ex)
A grim stranger gains the following deeds.
Memento Mori (Ex): At 3rd level, a grim stranger can terrify at a glance. As long as he has at least 1 grit point, he may make intimidate checks to demoralize as a swift action. This deed replaces pistol-whip.
Grim Presence (Ex)
A grim stranger’s life is guided by the wisdom and philosophy of death and his grim work, and he wears it on his face. At level 4, he adds his wisdom modifier to his intimidate bonus in addition to his charisma modifier. This ability does not stack with the Intimidating Prowess feat. This ability replaces the bonus feat gained at level 4.
Final Death (Su)
The verdict of a grim stranger is final. At level 8, a creature killed by the gun of a grim stranger is unable to be revived by any force short of divine intervention, and its body and soul is unable to be brought back as an undead.
Monitor Boons
As a grim stranger progresses, he gains powerful boons from his grim patron. At level 9, he gains access to the first boon. At level 12, he gains access to the second boon. At level 15, he gains access to the third boon. This replaces the gun training gained at level 9 and the bonus feat gained at level 12.
(This is cribbing off ideas from 4e and sort of a continuation of my prestige classes that let martials branch into other battlefield roles. This one does support/healing, but the core mechanic is shifting the action economy- I hope you have fun with it!)
A fighter who picks up a sword and shield and wades into combat does so with some knoweledge of warfare and strategy, but some are more inclined for tactics- and more able to lead- than others. Of those, many become commanders, martial marshals who make strategic decisions for their allies, empowering them to fight to the fullest and push their limits.
A commander occupies an unusual role in battle; she is able to take hits and, if the opportunity arises, strike at her enemies, but she will also spend much of her own time issuing commands, allowing her allies to take additional actions during her turn.
Role: Commanders can stand on the back line or the front of the action, but they reshape the battlefield around them, empowering allies and greasing the wheel of a deadly combat machine.
Alignment: Any
HD: d10
Prerequisites
Ability Scores: Int 13
BAB: +5
Feats: Any two Teamwork feats
Skills: 5 points in any two of Diplomacy, Intimidate, Perform, and Sense Motive
Weapon Proficiency: Proficient in all martial weapons
Skills
A commander gains 4+ her intelligence modifier skill ranks per level
A commander’s class skills are Appraise, Diplomacy, Intimidate, Knowledge (geography, history, local, nobility), Perform, Profession, Ride, Sense Motive, and Swim
Proficiencies
A commander is proficient in light, medium, and heavy armor, and in light and medium shields.
Command (Ex)
As a standard action, a commander can issue a command to an ally who can hear her- the ally may then follow the command as an immediate action. The commander chooses if that ally will attack, move, or fortify. If the ally moves, then they move up to 30ft in the direction of their choice; while moving this way, they get a +4 bonus to AC against attacks of opportunity. If they attack, they make a single attack action against the enemy of their choice at their highest attack bonus and get a +2 morale bonus to that attack. If the ally fortifies, they make an additional save against one spell they are under. The ally must be able to receive the command, whether it's visual, auditory, or telepathic.
A commander can issue a number of commands per day equal to 4+her Intelligence Modifier. At levels 6 and 10, she gains an additional 2 uses of Command a day.
Encourage (Ex)
As a move action, a commander can encourage one of her allies she can see, lifting their spirits and allowing them to push on through adversity. An encouraged ally gains 1d6 temporary hit points. These hit points expire after 1 hour, and do not stack with other hit points granted by the encourage ability. Additionally, once before the start of the commander’s next turn, an encouraged ally may choose to reroll an attack roll, combat maneuver roll, or save roll. He does this before knowing the result of the roll, and must use the second roll, even if it is lower. The ally must be able to receive encouragement, whether it's visual, auditory, or telepathic.
At level 5, the amount of temporary hit points granted to an encouraged ally becomes 2d6 and she gains 2 additional uses of this ability, and at level 9, it becomes 3d6 and she gains 2 more uses.
A commander can encourage her allies a number of times per day equal to 4+her Intelligence modifier.
Motivation
When a commander encourages an ally, she may also pick one motivation for that ally from among motivations she has access to. She learns one motivation at level 1, and an additional motivation every 2 levels thereafter. A motivation lasts 1 minute or until that ally gains another motivation unless stated otherwise.
Be Vigilant (Ex)
An ally benefiting from this motivation gains a +2 morale bonus to attacks of opportunity.
The Blades! (Ex)
An ally benefiting from this motivation gains a +2 morale bonus to disarm, steal, and sunder maneuvers, and does not trigger attacks of opportunity when performing those maneuvers.
Duck and Weave (Ex)
An ally benefiting from this motivation can charge through allies and gains no movement penalty for moving through crowds.
Fight Dirty (Ex)
An ally benefiting from this motivation gains a +2 morale bonus to dirty trick and steal maneuvers, and does not trigger attacks of opportunity when performing those maneuvers.
Full Steam Ahead! (Ex)
An ally benefiting from this motivation gains a +2 morale bonus to bull rush and overrun maneuvers, and does not trigger attacks of opportunity when performing those maneuvers.
Jack Be Nimble (Ex)
An ally benefiting from this motivation can make 5ft steps in difficult terrain and gains a +4 morale bonus to saves against effects that would entangle him. If an ally is entangled when he benefits from this encouragement, he is immediately freed, although he is not immune to being entangled again.
Know No Fear (Ex)
An ally benefitting from this motivation is immune to fear effects and the shaken, frightened, cowering, and panicked conditions. If an ally is suffering one of these conditions when he benefits from this encouragement, it immediately ends.
Like the Wind (Ex)
An ally benefiting from this motivation increases their move speed by 10.
Never Falter (Ex)
An ally benefiting from this motivation gains a +1 morale bonus to all saving throws.
Pin Them! (Ex)
An ally benefiting from this motivation gains a +2 morale bonus to trip and grapple maneuvers, and does not trigger attacks of opportunity when performing those maneuvers.
Stand Strong (Ex)
When an ally benefits from this motivation, they gain an additional 3d6 temporary hit points from the encouragement and may stand from a prone position as a free action that does not trigger attacks of opportunity once.
Stay Safe (Ex)
An ally benefitting from this motivation gains a +3 shield bonus to their AC.
Combat Reflexes
At level 3, a commander gains Combat Reflexes as a bonus feat.
Shifting Strike (Ex)
At level 2, a number of times per day equal to her strength modifier, a commander may make a shifting strike as an attack action. She makes an attack at her highest attack bonus with a manufactured weapon. If she hits a creature within 15ft with that attack, in addition to damage, she may make a Reposition combat maneuver against that creature as an immediate action that does not trigger an attack of opportunity.
Fast Command
At level 10, a commander may issue a command as a move action.
(Kakophoni were the first of these that I made, and the build was obvious- evil bard! I realized later that "sex cultist with bardic performance" would be the perfect setup for an NPC that's a parody of sex pest bards, and so I made sure to include that in the flavor text.
Each marine class has my personal recommendations of equivalent fiendish lords that fit their theme. Slaanesh was by far the hardest god to find equivalent to in pathfinder. The unspoken truth is that she was and is the god of Sex, Drugs, and Rock and Roll; notably, noise marines tie themselves to that last part. In canon Slaanesh is described as the god of "excess", which is. Lame. I've leaned more on sadism and kept the drugs and seduction. Relevant lords include Doloras, Belial, and my pick; Socothbenoth.)
Kakophoni are the sadistic envoys and sentinels of dark forces, pledged to the mixture of pleasure and pain, sowers of agony and ecstasy as they see fit. They are perhaps a dark mirror to bards, performers who use their charm and song not to carry oral legacy or strengthen communities, but only to find carnal pleasures for themselves. At best, kakophoni can be flirts, and at worst, they are sexually aggressive, but always their focus is solely on their own desire.
In battle, a kakophoni can be a boon to their allies, driving them into sadistic pleasure and perfectionism, but they are most often a sower of chaos on the battlefield; kakophoni are followed by tales of madness, brother striking brother, of armies collapsing in formation while a kakophoni and their cult cut them down.
Role: Kakophoni are at their most dangerous when using their music to disrupt enemy strategies, but can also land devastating hits when they risk wading into combat.
Alignment: A kakophoni is sworn to a fiendish lord, and is always evil.
HD: D10
Prerequisites
Alignment: Must be the same as the chosen fiend.
BAB: +5
Feats: Fiendish Obedience
Religion: Must worship a fiendish lord of music, hedonism, and/or sadism.
Skills: Performance 5
Skills
A kakophoni gains 2+int mod skills per level.
A kakophoni’s class skills are Appraise (Int), Bluff (Cha), Climb (Str), Intimidate (Cha), Knowledge (planes) (Int), Perform (Cha), and Swim (Str)
Weapon and Armor Proficiency
A kakophoni is proficient with basic weapons, kukri, rapiers, scimitars, and light and medium armor.
Weapon and Armor Proficiency
A kakophoni is proficient with basic weapons, kukri, rapiers, scimitars, and light and medium armor.
Riotous Cacophony
A kakophoni is capable of using profane musical instruments to wound and debilitate their enemies. At 1st level, a kakophoni can use this ability a number of times per day equal to 6+their Charisma modifier. Each level thereafter, they can use their riotous cacophony 2 additional times per day. This otherwise functions as a bardic performance, except they always have auditory components, and the kakophoni has a different list of available performances. Rounds of cacophony are regained after performing their daily obedience.
Additionally, if a kakophoni has levels in bard, skald or another class that grants performances, they may select one of those classes. They may spend rounds of that class’s performance to perform cacophonies, and vice versa. Once this decision is made it cannot be changed.
Strain (Su)
A level 1, a kakophoni can cause Strain in creatures that hear their wretched song, racking their brains with nightmarish thoughts and dark whispers. Non-allied creatures that hear a kakophoni’s strain cacophony take a -2 morale penalty to attack rolls and saving throws against fear and compulsion effects. At level 6, this penalty increases to -3. This is a mind-affecting effect.
Sonic Blast (Su)
As a standard action while performing their Cacophony, a kakophoni can create a sonic blast, a burst of raw noise that deals 3d8 sonic damage to all non-allied creatures within 30ft of them, reflex save for half. The reflex save is equal to 10+½ the Kakophoni’s character level+his Charisma modifier. At level 3 and every two levels in Kakophoni thereafter, this damage increases by 1d8. A creature that fails its save is additionally deafened for 1 round.
Countersong (Su)
This ability functions as the bardic performance of the same name.
Inspire Perfection (Su)
At level 3, a kakophoni can inspire a sadistic relish and drive for the art of combat in their allies, leading them to charge into battle and attack with grace and power. Allies affected by this cacophony get a +2 profane bonus to attack rolls, damage rolls, and combat maneuver checks, and may use their dexterity modifier in place of their strength modifier when dealing damage with weapons and when calculating their combat maneuver bonus. If an ally spends a round without attacking or making a combat maneuver, they lose access to these benefits for the duration of the performance. At level 8, this bonus becomes +3. This is a mid-affecting effect.
Murderous Command (Sp)
At level 3, a kakophoni can command a creature subject to their strain cacophony to attack an ally, as with the spell Murderous Command. This ability does not disrupt the strain performance, but does cost a standard action to activate. Once kakophoni has attempted to command a creature this way, they cannot do so again for the duration of the performance. A will save with DC equal to to 10+½ the Kakophoni’s character level+his Charisma modifier negates the effect.
Madness (Su)
At level 5, a kakophoni gains the ability to bring joyous madness upon those who can hear their song. All non-allies who hear this cacophony must make a will save with DC equal to to 10+½ the Kakophoni’s character level+his Charisma modifier or be affected as though with the spell Confusion for the duration of the performance. A creature who has the opportunity to act normally may spend a full round clearing its mind of the kakophoni’s influence, making an additional save at a +5 bonus to end the effect. Once a creature makes the initial save, whether they succeed or fail, they cannot be affected by subsequent performances of that kakophoni’s madness for 24 hours.
Ecstasy (Su)
At level 9, a kakophoni’s song can create staggering ecstasy that overwhelms those who hear it. All non-allies who hear this cacophony must make a will save with DC equal to to 10+½ the Kakophoni’s character level+his Charisma modifier or be affected as though with the spell Waves of Ecstasy. Once a creature makes the initial save, whether they succeed or fail, they cannot be affected by subsequent performances of that kakophoni’s ecstasy for 24 hours. Allies who hear this cacophony instead become empowered by the pleasure; they are immune to pain effects and may continue to take actions when at or below 0 hit points, as though they had the Ferocity special quality.
Slave to Darkness (Ex)
In order to maintain the abilities of this class, a kakophoni must perform daily obedience to the fiend they worship.
Cocksure Shot (Su)
Whenever a kakophoni of level 2 or higher makes a called shot, they may bequeath their master to witness their excellence and precision. If the called shot hits, it deals an amount of additional precision damage equal to twice the penalty taken. If it misses, the kakophoni takes an amount of negative energy damage equal to the penalty taken as their master expresses their thoughts on their failure.
Numb (Ex)
By level 2, a kakophoni has been exposed to enough noise and pain that they become particularly resistant to it. They gain a +2 competence bonus to saves against pain effects, sonic effects, and bardic performances. At level 5, this bonus becomes +4 and at level 8, they become completely immune.
Fiendish Boons
As a kakophoni gains levels, they get access to fiendish boons. The nature of these boons varies based on their fiendish lord; if possible, they always gain the Sentinel boon. At 4th level, they gain the first boon. At 7th level, they gain the second boon. At 10th level, they gain the third boon.
(I have a confession- of the four God Legions, the World Eaters are my favorite. If you know me, you know. Sometimes a girl just wants to lose herself to berserker rage. This isn't my personal favorite of the four classes though- that's the Rubric- but I DID have a lot of fun with it. BLOOD FOR THE BLOOD GOD!
Each marine class has my personal recommendations of equivalent fiendish lords that fit their theme. There's surprisingly few fiendish lords of specifically war; I included murder just to give some variety and because I love Shax's sexy crane face. My personal picks are Shax, Moloch, Nurgal, and my number one pick, Szuriel.)
Red butchers are beings that have sworn themselves to war and violence, men and women who kneel down to a dark master of war and lose themselves to their song. Their lord's influence is corruptive, and those who walk the path of the red butcher find themselves slowly losing the ability to experience pleasure outside the rush of battle, slowly losing the ability to calm down after an adrenaline rush, slowly losing everything except the desire to wade into combat, to kill whatever or whoever they are placed in front of. It is nails in the back of their mind, driving them forward, destroying their souls until nothing but bloodlust remains.
In battle, red butchers charge into the front lines without fear, and act on near instinct, capable of striking down foes with incredible speed. With their battle comes madness, and a berserk butcher who fails to land a hit is stricken with mental anguish, losing themselves more and more to the fight.
Role: Red butchers are the most savage, bloodthirsty killers a cult can find; they are simply pointed at an enemy and let loose to kill.
Alignment: A red butcher is sworn to a fiendish lord, and is always evil.
HD: d10
Prerequisites
Alignment: Must be the same as the chosen fiend.
BAB: +5
Feats: Fiendish Obedience, Combat Reflexes
Religion: Must worship a fiendish lord of war or murder.
Proficiency: Must be proficient in heavy armor.
Skills
A red butcher gains 2+int mod skills per level.
A red butcher’s class skills are Climb (Str), Fly (Dex), Intimidate (Cha), Knolwedge (planes) (Int), Perception (Wis), Sense Motive (Wis) and Swim (Str)
Weapon and Armor Proficiencies
A red butcher is proficient with the hand axe, the throwing axe, the battleaxe, the greataxe, the orc double axe, and the butchering axe.
Berserk State (Su)
A red butcher is filled with a manic, crazed urge for violence which she channels upon entering combat. Starting at 1st level, a red butcher can go berserk for a number of rounds per day equal to 6+her Strength modifier. At each level after 1st, she may be berserk for 2 extra rounds per day. Rounds of the berserker state are regained after performing her daily obedience.
While berserk, a red butcher gains a +3 bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and combat maneuvers. Additionally, while berserk, a red butcher may make a second attack at her second highest attack bonus when ending a charge, and is immune to fear and fear effects. At the end of each round, if a berserk red butcher has not dealt damage with a natural, melee, or thrown weapon this turn, she takes 2 wisdom damage. While berserk, she cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A red butcher can go berserk as a free action, and is fatigued for 1 minute after her berserk state ends. She cannot go berserk while fatigued or exhausted. If she falls unconscious, she immediately leaves the berserk state. If a red butcher has levels in a class that grants rage, she may spend her rounds of rage on her berserk state.
Slave to Darkness (Ex)
In order to maintain the abilities of this class, a red butcher must perform daily obedience to the fiend she worships.
Entombed (Su)
A red butcher’s body is slowly fusing with her armor, trapping her inside. She is not fatigued for resting in medium or heavy armor, she does not receive an armor check penalty, and her armor heals 1d10 damage while she rests. However, removing her armor deals 1d8 damage to her for each level of red butcher she has.
Inescapable (Ex)
At level 2, a red butcher is so battle-frenzied that she is nearly impossible to escape. She still gets an attack of opportunity if a creature takes a withdraw or 5-foot step action within 5ft of her. She takes a -5 penalty to these attacks, however.
Butcher’s Nails (Su)
At level 2, a red butcher gains a +2 bonus to saves against fear and pain effects. At level 5, this bonus becomes +4, and at level 8, she becomes completely immune.
Ferocity (Ex)
At level 3, a red butcher gains ferocity, as the Universal Monster Rule.
Twitch Reflexes (Ex)
At level 3, a red butcher itches for a fight with fiendish ferocity. While berserk, she may make an additional number of attacks of opportunity per round equal to her strength modifier.
Fiendish Boons
As a red butcher gains levels, she gets access to fiendish boons. The nature of these boons varies based on her fiendish lord; if possible, she always gains the Sentinel boon. At 4th level, she gains the first boon. At 7th level, she gains the second boon. At 10th level, she gains the third boon. She may cast spell-like abilities and activate supernatural abilities granted by this boon while in a berserk state.
Blood Tribute (Su)
While berserk, a red butcher may make blood tribute to her fiendish master as a move action. She must have killed a creature this round to activate this ability and can only activate it once per day. She anoints herself with the blood and skulls of the slain and offers it to her patron. Upon completion, she regains all rounds of berserk as though she had completed an eight hour rest and gains 1d6 hit points for each level of red butcher she has, then takes 2 wisdom damage.
Roar of Challenge (Ex)
At level 9, a berserk red butcher can issue a roar of challenge and drop her guard, daring her enemies to face her in combat. Enemies gain a +4 bonus on attack and damage rolls against her until the beginning of her next turn, but every attack against the red butcher provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
The second of my boon list done with @thecreaturecodex's delightfully awful Daemonic Harbingers, this one her take on Hexxus! I watched Ferngully as research for this and I have to say? Surprisingly good movie, despite its reputation. I had so much fun blending the songs and lines from this kid's movie into a genuinely evil being.
As with Caracalla, I imagine this is for if Hexxus ever takes his place as one of the four horsemen (RIP Appolyon).
Obedience: Kill an animal or plant, burn its body and inhale the smoke until you begin to cough and choke.
Gain a +4 profane bonus on saves against poisons
Evangelist Boons
First Boon
Spirit of Destruction- Pyrotechnics 3/day, Defoliate 2/day, or Phantasmal Killer 1/day
Second Boon
Toxic Performance- Gain the toxic serenade performance. This functions as a bardic performance with verbal components that uses song, and if you have levels in bard or a class that grants similar performance, you may spend rounds of that performance on your toxic serenade. Non-allied creatures that can hear this performance take 2d6 poison damage at the start of their turn and gain a -4 penalty to saves against poisons and poison effects. Nondaemon creatures immune to poison lose their immunity, but do not take the -4 penalty. A fortitude save with DC equal to 10+½ your character level+your Charisma modifier negates the damage. If you do not have the bardic performance ability or an equivalent, gain the bardic performance ability as a bard with level equal to your character level -4. You do not gain any performances other than toxic serenade.
Third Boon
Despoil- As a 10 minute ritual that costs 17,000gp in material components, including the heart of a plant or animal that dwells within the area, you may defile and curse an area of nature. This functions like the spell Greater Curse Terrain, but it is automatically permanent and you cannot dismiss it.
Exalted Boons
First Boon
All That’s Foul- Obscuring Mist 3/day, Aggregate Affliction 2/day, or Absorb Toxicity 1/day
Second Boon
First Class Smoke- When casting spells or activating spell-like abilities that create areas of fog or smoke, such as Obscuring Mist or Fog Cloud, you may cast or prepare them at one level higher to cast them as Polluted Spells (spell-like abilities may gain this bonus for free.). This functions like metamagic. Creatures that are not Neutral Evil must hold their breath or begin suffocating in such clouds. The constitution DC to continue holding their breath after they’ve started running out is equal to the spell DC, rather than 10.
Third Boon
Encroach the Wild- When building a construct, you may imbue it with the power of your foul master; that construct’s natural attacks deal an additional 2d6 damage to creatures of the plant, animal, vermin, or fey type, as with the Bane enchantment.
Sentinel Boons
First Boon
Pollution’s Crusader- Mount 3/day, Wartrain Mount 2/day, or Phantom Steed 1/day
Second Boon
Mechanical Marvels- Gain Animate Objects as a spell-like ability usable 2/day. Objects animated this way grow an assortment of saws and shearing surfaces; their attacks become slashing and are considered evil for the purpose of overcoming damage resistance.
Third Boon
Strike the Heart- You can see the magic of creation that resides in the center of every living creature, and know how to seek and destroy it. 3/day as a standard attack action, you can attempt to drive your weapon into the heart of a living creature. Make an attack with any weapon, ignoring the target’s natural armor; on a hit, the creature is stricken. In addition to the damage dealt, it takes a -3 penalty to all attack rolls, damage rolls, and skill checks, as well as to concentration and caster level checks. This effect can only be cured by Restoration or more powerful healing effects.
(Oh this one is interesting. So the unit I'm basing them on- rubric marines- aren't marines who've been corrupted by their chaos god. They're marines who have been turned to dust and locked in their suits, mindless soulless automata to be controlled by the sorcerous elites.
Now I won't go as far as to have a prestige class that starts with "you're dead and have no personality forever", so instead I made it a state you can dip in and out of. Two of these classes have been core classes But Evil, one was a class centered around a mechanic- disease- but this one is something novel, and one that already has fans as I write this in February. Oh, and for the record, I would let the player continue to control the rubricum in combat, even if their character isn't in control of their body anymore.
Each marine class has my personal recommendations of equivalent fiendish lords that fit their theme. Of all the chaos gods, Tzeentch has the widest purview- magic, change, deception, knowledge... that's half the Archdevils right there! But I enjoy the wide range of options, if only because it means more excuses and options for this class. My recommendations include Abraxas, Barbatos, and Geryon, but my special pick is Areshkegal, not because she's a perfect fit for my lore, but because she's got a blue-with-gold Egyptian theme like the Thousand Sons.)
In the dark corners of ancient libraries and secret societies there are cults of magic; those who worship foul lords of secrecy, knowledge, and above all magical power. These cults are ripe with abuse, and of those who wish to delve into their knowledge or simply join a community, a hierarchy forms between those capable of casting powerful spells, and those who are not.
There is a path for such inadepts in these cults however. They can submit themselves to a higher power; a spellcaster. They become rubricum, capable of shunting their soul into the outer planes and letting themselves be empowered and commanded by their betters. Some rubricum take to the role with gusto, happy to release control of their body and submit to a master. Others treat this as an unfortunate price for access to the knowledge and connections these cults have. Still others are born into such cults, and know from a young age what their fate is if they cannot perform spellcraft. In battle, the result is the same; one's very body becomes a soulless doll, puppeted at the whims of another.
Role: Rubricum are vessels for spellcasting, loyal servants who willingly submit to the control of spellcasters, granting then bolstered combat prowess and resistances.
Alignment: A rubricum is sworn to a fiendish lord, and is always evil.
HD: d10
Prerequisites
Alignment: Must be the same as the chosen fiend.
BAB: +5
Feats: Fiendish Obedience, Endurance
Religion: Must worship a fiendish lord of magic, trickery, or knowledge.
Skills: Knowledge (planes) 5
Skills
A rubricum gains 4+int mod skills per level.
A rubicum’s class skills are Appraise (Int), Climb (Str), Fly (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (history) Int, Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), and Swim (Str)
Weapon and Armor Proficiencies
A rubricum is proficient with medium and heavy armor.
Rubric State (Su)
As a move action, a rubricum may shift into a rubric state. In this state, its soul is shunted into a safe space in its fiendish lord’s domain, and its body is bolstered by profane energy. Starting at level 1, it can enter this state for a number of rounds a day equal to 4+its Constitution modifier. For each level after 1st, it can exist in this state for 2 additional rounds. At any point, its soul may choose to end this state.
When it shifts into this state, it selects one ally it can see to be its master. If that ally is a spellcaster and is within 30ft, as a free action, the master may cast a spell with a single target and a casting time of 1 standard action on the rubricum as a free action. That spell lasts the duration of the rubricum’s rubric state, rather than its normal duration. At any point, the master may choose to end the rubric state.
While in rubric state, creatures within a rubricum’s threat range take a -2 penalty to saves against spells cast by its master. Additionally, the rubricum gets a +2 profane bonus to combat maneuver checks made against opponents if its bound is within that opponent’s threatened range. In this state it is immune to mind-affecting effects as though it was mindless and cannot make intelligence-, wisdom-, or charisma-based skill checks.
Upon leaving the rubric state, a rubricum is sickened for 1 minute. It cannot enter the rubric state while it is sickened. Rounds of the rubric state are regained after performing its daily obedience.
Slave to Darkness (Ex)
In order to maintain the abilities of this class, a rubricum must perform daily obedience to the fiend it worships.
Empyric Guidance (Su)
At level 2, a rubricum’s body and blade are attuned to the magic of the empyrean and the way it binds to the minds and souls of living creatures. While in the rubric state, they get a +2 profane bonus to attack and damage rolls against creatures under the effect of enchantment or necromancy spells.
Turn to Dust (Sp)
At 2nd level, a rubricum can transform into magical dust as a standard action 3/day. This ability functions as the spell Gaseous Form, using its level in rubricum as its caster level.
Damage Reduction (Ex)
A rubricum is exceedingly resilient. At level 3, it gains DR 1/-. At levels 6 and 9, increase this damage reduction by 1.
Forgotten Lore (Ex)
A rubricum has gained much knowledge from its cult, but its mind has been pockmarked by repeatedly entering the rubric state; as a result, it may not remember knowledge it has at its first attempt. At level 3, when making a knowledge check to find general knowledge, it may make a second attempt after hearing the information given.
Fiendish Boons
As a rubricum gains levels, it gets access to fiendish boons. The nature of these boons varies based on its fiendish lord; if possible, it always gains the Sentinel boon. At 4th level, it gains the first boon. At 7th level, it gains the second boon. At 10th level, it gains the third boon. It may cast spell-like abilities and activate supernatural abilities granted by these boons while in rubric state.
Swift Rubric (Ex)
At level 5, a rubricum can enter a rubric state as a swift action.
Master’s Summons (Sp)
The master of a rubricum of level 8 or higher may, as a move action, call the rubricum to her side. This functions as though the rubricum had cast the spell Dimension Door, targeting a spot within 5ft of the master. If the rubricum is not in the rubric state, or is not within range of Dimension Door, the ability fails.
Unstoppable (Su)
At level 9, a rubricum becomes a terrifying, unbreakable force. At the start of each round while in the rubric state, its master may choose one condition from among blinded, deafened, exhausted, fatigued, nauseated, paralyzed, petrified, or sickened. She removes the chosen condition from it.
(Of the four chaos gods, Nurgle mixes the most frivolity into all the edginess of evil demons. Writing this, I can see why- it's just so fun to come up with grotesque body horror and wretched illnesses! The class itself is something of a rarity in that it is, first and foremost, defensive. I figured it's a good way to differentiate itself from the rest of the marine classes- I described them as "support, defense, offense, and build your own" to a friend- and because the Thing of the plague marines is being hard to kill. Or it was when I started playing.
Each marine class has my personal recommendations of equivalent fiendish lords that fit their theme. Nurgle's undeath feels very different from Pathfinder's take on it, ironically being a bit more natural-simply the border between life and death being blurred, compared to Raw Negative Energy. I still include undeath as an option, as it's often tied to disease, and plaguebearers certainly evoke the imagery of rotting zombies, but I can see someone sticking with disease themed fiends. My suggestions for the plaguebearer are Cyth-V'sug, Hexxus, Kabriri, and my pick, Appolyon)
Plaguebearers are the stoic, dour troops of cults of disease, filth, and the thin line between life and death. They are rotting, bloated carriers of all manner of plague and parasite, and the festering growth that feeds on their flesh provides them with an unholy resilience. Plaguebearers are notoriously difficult to kill, carrying on through debilitating wounds in a grotesque, shambling parody of life.
In battle, plaguebearers are implacable frontliners who no sane fighter would approach, for their touch brings debilitating illness and their stench alone making fighting difficult. it is said that even weapons molder and rot on the armor of the most powerful of these foul soldiers.
Role: Plaguebearers are hardy vanguards of pox and rot who spread disease while being kept alive by the very plagues that kill their enemies
Alignment: A plaguebearer is sworn to a fiendish lord, and is always evil.
HD: d12
Prerequisites
Ability Scores: Con 15
Alignment: Must be the same as the chosen fiend.
BAB: +5
Feats: Fiendish Obedience, Endurance
Religion: Must worship a fiendish lord of undeath or disease
Skills
A plaguebearer gets 2+Int mod skills per level
A plaguebearer’s class skills are Appraise (Int), Bluff (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes), Survival (Wis), and Swim (Str)
Weapon and Armor Proficiencies
A plaguebearer is proficient in medium and heavy armor.
Cultivation (Su)
While under the protection of his patron, a plaguebearer suffers no ill effects from diseases, save for cosmetic changes. As a plaguebearer almost always intentionally cultivates such “gifts”, and is typically given more by his patron, the result is invariably a mangled, rotting visage, appearing almost corpse-like. Massive tumors and festering wounds that would be lethal to a normal human only rot and grow to obscene proportions.
Additionally, while performing his obedience, a plaguebearer chooses one disease from among to cultivate in his body. If that disease is fumbleblight, villainworm, or screaming sickness, he is infected with the disease if he does not already have it. Otherwise, he must already have the disease. The save to that disease becomes equal to 10+½ his character level+his Constitution modifier, if that is higher than the disease’s normal DC, and casters attempting to heal the spell with Remove Disease must make a caster level check with the same DC.
Fester (Su)
A plaguebearer can draw upon the well of profane magic within him to cause the diseases and parasites within him to fester. Starting at level 1, he can fester for a number of rounds a day equal to 4+his Constitution modifier. For each level after 1st, he can fester for 2 additional rounds. Entering this state is a move action, and leaving it is a swift action. Rounds of fester are replenished upon performing his obedience.
While festering, a plaguebearer has fast healing 2 as wounds are filled with rotting pus, stitched with fungal mycelia, and moldered over with bacterial growth. At level 5, this increases to 3, and at level 9, it increases to 4. Additionally, one hand- his off hand, if he has one- warps and stiffens with rictus, hardening into a protective instrument. He gains a +3 shield bonus to AC in this state, but cannot use the hand to wield a weapon.
Stench (Ex)
A plague marine reeks. He gains the Stench ability, as the universal monster rule, except the DC is equal to 10+½ his character level+his Constitution modifier. The duration is 5 rounds.
Slave to Darkness (Ex)
In order to maintain the abilities of this class, a plaguebearer must perform daily obedience to the fiend he worships.
Entombed (Su)
A plaguebearer’s body is slowly fusing with his armor, trapping him inside. He is not fatigued for resting in medium or heavy armor, he does not receive an armor check penalty, and his armor heals 1d10 damage while he rests. However, removing his armor deals 1d8 damage to him for each level of plaguebearer he has.
Spread the Sickness (Ex)
At level 2, a plaguebearer can spread one of its patron’s foulest of diseases at a mere touch. As a standard action, or as one attack in a full attack action, he may make a melee touch attack to expose a target to a disease he is carrying. If he is festering, he may use his rictus hand to do so.
Disgustingly Resilient (Ex)
At level 2, a plaguebearer’s constitution has been strengthened by his exposure to disease. He gains a +2 bonus on saves against poison and against effects that would cause him to be sickened or nauseated. At level 5, that bonus increases to +4, and at level 8, he becomes immune to poison and the sickened and nauseated conditions.
Cloud of Flies (Su)
At level 3, a plaguebearer grows vile maggots in his body that can bloom into a cloud of buzzing flies. While festering, he has partial concealment against ranged attacks from a distance of 30ft or greater.
Plagueveil (Su)
The diseases spread by a plaguebearer are protected by the profane blessings of his master. Casters attempting to cure any disease given by a plaguebearer’s spread the sickness ability must make a caster level check with DC equal to 9+the plaguebearer’s character level to do so.
Fiendish Boons
As a plaguebearer gains levels, he gets access to fiendish boons. The nature of these boons varies based on his fiendish lord; if possible, he always gains the Sentinel boon. At 4th level, he gains the first boon. At 7th level, he gains the second boon. At 10th level, he gains the third boon.
Boilblight (Su)
At level 6, a plaguebearer grows fat boils filled with pus and disease that can inflate to near bursting. When he is festering, whenever a creature within 5ft deals slashing or piercing damage to him, these boils burst in a spray of hot juices, dealing 1d6 acid damage and immediately exposing the attacker to his cultivated disease.
Ferric Blight (Su)
At level 9, a plaguebearer cultivates a particularly rare disease- one that eats into metal as though it were flesh. While festering, whenever he is struck with a metal weapon, that weapon’s wielder must make a reflex save with DC equal to 10+½ the plaguebearers character level+his Constitution modifier. On failure, the weapon is immediately broken. The weapon’s wielder adds his weapons enhancement bonus, if any, to this save.
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Fumbleblight
Type: Inhaled Disease Save: DC16 Onset: Immediate Effect: 1d4 Str damage. Victim takes a -5 penalty to attacks of opportunity. Cure: 2 consecutive saves
Villainworm
Type: Injury Disease Save: DC16 Onset: Immediate Effect: 1d4 Cha damage. Each round, the victim has a 50% chance to be unable to treat any other creature as an ally. Cure: 2 consecutive saves
Screaming Sickness
Type: Injury Disease Save: DC16 Onset: Immediate Effect: 1d4 Con damage. Victim must make a DC15 Concentration check to cast spells. Cure: 2 consecutive saves
(That's right I'm doing Aspect Warrior Prestige Classes! I can't help myself, I love elves, and striking scorpions are just the coolest. Green elf ninjas with chainsaws!!
Anyway these are all going to be high-tech, with one or two original items to each concept because that's kinda what each Aspect Warrior is actually centered on. They're also going to be only five levels, because the idea of the Asuryani is that they're expected to, through their vast lifetimes, move through a number of different paths! Fun little integration.)
Striking scorpions are the Asuryani aspect warrior that centers on stealth, close combat, and ending their opponents in fast, violent strikes before they can even react. Of all aspect shrines, they are perhaps the most brutal and cruel, reveling in the hunt of prey they deem lesser.
Role: Striking scorpions are close-range fighters, among the most powerful of elfkind, but specialize in striking from cover and navigating dangerous terrain.
Alignment: Most aspect shrines strictly oppose Chaos, but striking scorpions are an exception; they can be of any alignment, but tend towards evil.
HD: d10
Prerequisites
Race: Must have the Elf subtype
Stats: Strength 15
BAB: +5
Feats: Two-Weapon Fighting, Exotic Weapon Proficiency (Asuryani)
Other: Must be inducted into a striking scorpion shrine.
Skills
A striking scorpion gets 4+int mod skills per level.
A striking scorpion’s class skills are Acrobatics (Dex), Climb (Str), Knowledge (religion) (Int), Perception (Wis), Stealth (Dex), and Swim (Str)
Weapon and Armor Proficiencies
A striking scorpion is proficient with light and medium armor.
Scorpion Chainsword
All striking scorpions are given a scorpion chainsword, a divine weapon representing the wrath of elven gods. This blade is specially crafted for them; all other creatures treat it as having the broken condition, and it If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).
Scorpion’s Sting (Ex)
Striking scorpions are trained to make powerful, devastating strikes against surprised opponents or those trapped in unwieldy situations. His attacks deal extra damage against creatures denied their dexterity bonus or who are standing in difficult terrain that they cannot ignore. The extra damage is 1d6 at level 1, and increases to 2d6 at level 3. This ability otherwise functions as a rogue’s sneak attack.
Deadly Ambush (Ex)
Striking scorpions are particularly adept at urban and jungle combat; at level 2, he ignores all difficult terrain and gets a +4 bonus to Acrobatics, Climb, and Stealth while in those environments.
Shadow Jump (Sp)
Striking Scorpions of level 3 or higher may make a shadow jump as a level 4 Shadowdancer.
Improved Critical
At level 4, a striking scorpion gains Improved Critical as a bonus feat.
Mandible Strike (Ex)
A striking scorpion is trained to make fast, brutal ambush attacks, and to strike hard and cripple enemies as soon as possible. At level 4, a striking scorpion has attained the pinnacle of this form- the mandible strike. At the end of a charge attack, a striking scorpion gets an opportunity; they may either make an additional attack with a light melee weapon at -2 to attack instead of +2, or may make a trip or disarm combat maneuver, losing the +2 bonus to combat maneuvers at the end of the charge.
Scorpion’s Claw
At level 5, a striking scorpion becomes an Exarch; a respected and feared member of their aspect shrine who has lost himself to the craft, and is gifted the sacred scorpion’s claw. This weapon is specially crafted for them; all other creatures treat it as having the broken condition, and it If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This weapon can only be sold for scrap (it’s worth 4d10 gp when sold).
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Scorpion Chainsword
Technological Weapon
Price: 1,000gp Type: One-handed Melee Proficiency: Exotic (Asuryani) Damage: 1d6/1d8 Critical: 19-20/x3 Range: Melee Type: S Weight: 10lbs Special: See text
A scorpion chainsword is shaped like a curved, one-edged sword, but where mundane weapons have an edge, the scorpion chainsword has a row of sharp teeth. When activated, the teeth rotate at incredible speed, but so fine is their craftsmanship that, when used by a proficient wielder, the sound is reduced to a quiet hum, providing no stealth penalty; unproficient users incur a -10 penalty. Attacks made with this weapon by a proficient user get a +2 bonus to attacks made against enemies wearing light or medium armor.
Scorpion’s Claw
Technological Weapon
Price: 5,000gp Type: One-handed Melee Proficiency: Exotic (Asuryani) Damage: 1d10/2d6 Critical: x3 Range: Melee Type: B Weight: 40lbs Special: See text
A scorpion’s claw is a heavy glovelike weapon that is designed for singular, crushing blows. The hand wielding the claw cannot be used for manipulation at all, and the glove cannot be wielded two-handed. Scorpion’s claws deal incredible damage for a one-handed weapon, but incur a -2 penalty to attack. This penalty stacks with penalties for lack of proficiency.