Darkfire Adept (Apath)
The darkfire adept works for the ultimate goal; the annihilation of reality and a return to primal nothingness. Not popular even at the best of times, believers in the end times are usually shunned or shut away as madmen. But a few of these fanatics manage to reach out to the power of darkfire, the cleansing flame they believe will ultimately undo all creation. Darkfire adepts seek to further the end of all things, or at least the dissolution of any semblance of meaning in their surroundings. They do this by undermining the very structure of the universe, breaking the boundaries between the planes and setting planar fiends free to wreak havoc. Some show their allegiance openly and go preaching, others hide behind a veneer of civilized behavior and seek to unravel society from within.
This is a prestige archetype working towards the end of the world.
Publisher: Purple Duck Games.
Prestige Class: Blackfire adept from Pathfinder Campaign Setting: Paths of Prestige.
Build Class Options: The darkfire adept is built on the wizard, but the following optional build classes are described below: arcanist, cleric, oracle, psychic, sacerdote, sorcerer, summoner, and witch.
Role: The blackfire adept is a consummate summoner of evil creatures.
Alignment: Any non-good. Not all darkfire adepts are evil, but they are all surrounded by an aura of evil. They seek patrons among the lords of evil, well knowing that even such mighty lords will be undone in the end. They need not do evil in their everyday life; their dedication to ending the world marks their souls even if they live fairly ordinary lives. No non-evil power will ever grant divine spells to a darkfire adept. A darkfire adept that changes to a good alignment immediately loses that alignment when he uses any of the spell-like or supernatural abilities of the class.
Hit Die: d6.
The darkfire adept's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
These are all the class features of the darkfire adept.
Weapon and Armor Proficiency
Darkfire adepts are proficient with all simple weapons, but not with any type of armor or shield. Armor interferes with a darkfire adept's movements, which can cause arcane spells with somatic components to fail.
The darkfire adept learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.
A darkfire adept has a particularly powerful evil aura, as if he was a cleric of a neutral evil deity. See detect evil for details. He is affected by spells and effects as if he was evil, regardless of his actual alignment.
Spontaneous Summoning (Ex)
A darkfire adept can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower, even one he doesn't know.
Sacred Summons (Ex)
A darkfire adept gains Sacred SummonsUM as a bonus feat at 2nd level.
Darkfire Pact (Su)
At 3rd level, a darkfire adept may choose one evil outsider subtype from among the following: asura, daemon, demodand, demon, devil, div, kyton, manasaputra, oni, qlippoth, or rakshasa. Against outsiders with that subtype, he gains a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks. When using the planar ally or planar binding spells, he can call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to his class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them. Each of these bonuses last until the creature leaves the plane it was called into.
At 7th level and every 4 levels after level 7, the darkfire adept may select an additional evil outsider subtype for his darkfire pact. In addition, the increased Hit Dice maximum and profane bonus against any one of his selected subtypes (including the one just selected, if so desired) increases by +1.
Augment Summoning (Ex)
A darkfire adept gains Augment Summoning as a bonus feat at 4th level. He counts as having Spell Focus (conjuration), but only for the purpose of feat requirements.
Darkfire Taint (Su)
At 6th level, as a standard action, a darkfire adept can corrupt the planar substrate into strands of darkfire that create a destructive resonance between himself and a target within 30 feet. He and any darkfire pact creature summoned by him gains a +1 profane bonus on attack rolls, save DCs and caster level checks against the target. The taint lasts a number of rounds equal to his class level, though a successful Will save (DC 10 + ½ the darkfire adept's class level + the darkfire adept's Charisma modifier) reduces this to 1 round. The effect immediately ends if the target moves more than 30 feet away from the darkfire adept.
The profane bonus and penalty become +2 and –2 at 12th level. They become +3 and –3 at 18th level.
At 5th level, when using a summon monster spell to summon creatures he has a darkfire pact with, the darkfire adept may cast the spell as a standard action instead of with a casting time of 1 round.
Darkfire Eruption (Sp)
At 8th level, a darkfire adept can sacrifice a prepared spell or spell slot of 4th level or higher, calling forth a searing ebon vortex in the spell's stead. A darkfire eruption acts as unholy blight, but its maximum damage is increased by 1d8 points (2d6 against good outsiders) per level of the sacrificed spell above 4th. The saving throw DC is based on the level of the sacrificed spell. A darkfire eruption ignores the hardness of objects, as it unravels their fundamental reality. A creature slain or an object destroyed by a darkfire eruption is reduced to ash, as by the disintegrate spell. This is a conjuration [evil] effect.
At 9th level, when a darkfire adept attempts to call or summon a creature from one of his darkfire pact subtypes into an area where summoning is blocked by a magical effect (such as magic circle against evil, forbiddance, or dimensional lock), or when a creature within 30 feet he has called or summoned from his darkfire pact would have its attacks against a creature blocked by such an effect, as a swift action he can sacrifice a prepared spell or spell slot of the same level as the warding effect. If his caster level is higher than the caster level of the warding effect, the warding effect is automatically negated. If it is the same or lower, a caster level check (DC 11 + the caster level of the warding) is required to negate the warding effect.
At 16th level, a darkfire adept 's breaching can penetrate and destroy an antimagic field, a prismatic sphere, or an extradimensional shelter like a mage's magnificent mansion, though a caster level check is always required regardless of the darkfire adept 's caster level. He can summon creatures into a naturally magic-dead with a successful DC 31 caster level check, but the magic-dead area is not negated.
At 10th level, when using summon monster to summon creatures whose alignment subtype includes evil, the adept may cast the spell as a standard action instead of with a casting time of 1 round. Not that this applies to the actual creature subtype, not merely its alignment.
Breaching Legion (Su)
At 13th level, when a darkfire adept summons a creature from one of his darkfire pact subtypes, he can choose to allow that creature to use any innate summoning abilities it possesses. The creatures it summons are not under the darkfire adept 's control. Once this decision is made, it cannot be reversed until the summoned creature is sent back to whence it came.
Accursed Sympathy (Su)
At 14th level, whenever a darkfire adept or his called or summoned creature deals hit point damage to a target affected by his darkfire taint, as a swift action he can increase the damage dealt by the attack by 1 hit point per class level. If the target dies, the darkfire adept gains temporary hit points equal to the target's total number of Hit Dice. These temporary hit points last 1 hour and do not stack.
Riftward Breaching (Su)
At 20th level, whenever one or more creatures appear within 30 ft. of the blackfire adept because of a conjuration (calling, summoning, or teleportation) effect, he can spend a prepared spell to unleash a darkfire eruption that targets all such creatures within 30 feet (but does not affect other creatures). In addition to the normal effects of the darkfire eruption, creatures that fail their saving throws are immediately transported to a random location in an evil outer plane as though affected by a plane shift spell. Using riftward breaching is an immediate action.
Table: Darkfire Adept
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Aura, spontaneous summoning||3||1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||1st darkfire pact||4||2||1||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||2nd darkfire pact||4||4||3||2||1||—||—||—||—||—|
|11th||+5||+3||+3||+7||3rd darkfire pact||4||4||4||4||3||2||1||—||—||—|
|12th||+6/+1||+4||+4||+8||Darkfire taint (+2)||4||4||4||4||3||3||2||—||—||—|
|15th||+7/+2||+5||+5||+9||4th darkfire pact||4||4||4||4||4||4||3||2||1||—|
|18th||+9/+4||+6||+6||+11||Darkfire taint (+3)||4||4||4||4||4||4||4||3||3||2|
|19th||+9/+4||+6||+6||+11||5th darkfire pact||4||4||4||4||4||4||4||4||3||3|
Alternate Build Classes
A darkfire adept learns and casts spells exactly like the build class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting and cantrips, knacks or orisons. He only suffers arcane spell failure in armor if he casts arcane spells. He has the same armor and weapon proficiencies as the build class.
In addition, the darkfire adept inherits the following class features from the build class. This replaces the build class feature, above.
Cleric A darkfire cleric has the same base attack bonus, base saving throws, Hit Dice, and armor and weapon proficiencies as a cleric. He keeps the chaotic evil good and lawful spells and domains abilities. He knows the Evil domain (this can be a subdomain if in use) but no additional domain.
Oracle A darkfire oracle has the same base attack bonus, base saving throws, Hit Dice, and armor and weapon proficiencies as an oracle. He gains both a mystery (including mystery skills and spells), an oracle's curse, and a revelation at level 1 but no further revelations.
Psychic The darkfire psychic gains the psychic discipline class feature, including discipline spells and discipline powers. Because he lacks a phrenic pool, certain discipline powers do not work, notably those of the Enlightenment discipline.
Sacerdote The darkfire sacerdote keeps the advanced spellcasting, bonus languages, calculated targeting, chaotic evil good and lawful spells, divine focus, divine wrath, and manifestation class features. This class is from Legendary Classes: Sacerdote, also by Purple Duck Games.
Sorcerer A darkfire sorcerer gains Eschew materials as a bonus feat at 1st level. He has a bloodline, but gains only bloodline skill and bloodline spells from that bloodline. Most darkfire sorcerers have the bloodline of some evil outsider, but not all.
Summoner A darkfire summoner gains all the class features of the summoner, including spellcasting, spell-like abilities, eidolon, and summon monster. He does not gain the summoner's weapon and armor proficiency, Hit Dice, base attack, base saves, or skills.
Witch A darkfire witch keeps the witch's familiar.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have darkfire adept as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Dwarf: Add +1/6 to the profane bonus and penalty of darkfire taint.
- Elf: Add 1/2 to your Spellcraft skill bonus.
- Gnome: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be from the illusion school.
- Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
- Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
- Halfling : Add +1/2 to your AC against attacks of opportunity triggered by casting spells.
- Human: Gain a +1/2 bonus on caster level checks for the breaching ability.
- Aasimar: ACG Add 1/2 to your class level, but only for the purpose of qualifying for and using the breaching ability.
- Avodim: FEC Add 1/2 to your class level, but only for the purpose of qualifying for and using the accursed sympathy ability.
- Drow: Add 1/10 additional alignment subtype to the profane summons ability. You cannot select the good subtype.
- Erkunae: FEC Add 1/5 Darkfire pact. The maximum bonus you can have against any subtype of outsider is +5.
- Eventual: FEC Add 1 to your class level, but only for the purpose of qualifying for and using the breaching ability.
- Tiefling: ACG Add 1/2 to your class level, but only for the purpose of qualifying for and using the breaching ability.
- Zendiqi: FEC Add 1/6 additional alignment subtype to those that take additional damage from your darkfire eruptions.
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Section 15 Addendum
Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.