- Class Skills
- Class Features
- Weapon and Armor Proficiency
- Dire Pool (Su)
- Dire Weapon (Su)
- Dire Zone (Su)
- Fell Regalia (Ex)
- Inimica (Su)
- Dire Sense (Ex)
- Fearsome Slough (Su)
- Dire Mantle (Su)
- Incunabula (Su)
- Eldritch Tendrils (Su)
- Medium Armor (Ex)
- Improved Dire Mantle (Su)
- Ravening Strike (Su)
- Major Inimica (Su)
- Dire Conduit (Su)
- Heavy Armor (Ex)
- Dire Presence (Ex)
- Dread Mantle (Su)
- Dire Inimica (Ex)
- Dread Tendrils (Su)
- True Direlock (Su)
- Alternate Favored Class Bonuses
The outlandishly caparisoned traveler wears archaic and intricately inlaid armor festooned with charms and trinkets. She keeps her tattooed, pierced and painted face shrouded from view with a heavy hood and reeks of strong incense or some form of potent mystic liquor. A broad-bladed sword hangs at a belt likewise hung with shells, crystals, bones, teeth and other fetishes. A palpable aura of dread emanates from her person as she fixes bold and intent eyes on you. She breathes one word that echoes in every crevice of your mind – “Direlock”.
Role: Though often dismissed as dilettante anti-mages or reviled as gishes, direlocks are nevertheless regarded with fear and disdain by casters and misunderstood by common folk. Notoriously dangerous, the direlock’s dark mien and awe-inspiring countenance give rise to charges of demonism or worse. In truth, the direlock is merely a forceful, albeit eldritch-charged, personality.
Primarily a “personal area of effect de-buffer” – a direlock’s abilities focus on protecting her while hampering her enemies attacks. Her BAB, dire zone class ability, and associated dire weapon attacks make her a competent combatant and she does well in concert with and especially in the midst of, other melee tanks. The direlock’s eldritch tendrils and spellcountering also make her well suited to a controller role.
Abilities: Charisma is the cornerstone of the direlock’s capabilities. Her presence and intimidating carriage instill fear into her enemies and bolster her more eldritch functions. A high Intelligence is necessary for the direlock’s spellcasting and ability to identify and ameliorate or store incoming spell effects. Strength is obviously a requirement for anyone who enters combat as a melee support.
Alignment: Any. Although the direlock delights in causing consternation and preys on the fears and mistakes of her enemies, she is as likely a champion of righteous gods or dedicated to a neutral cause as she is a servant of dark powers. Even the pure of heart use the shadows to achieve their aims, and to the direlock, the end not only justifies, but complements, the means.
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The direlock’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha).
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+2||+0||+0||Dire pool, dire weapon, dire zone, fell regalia, inimica||—||—||—||—|
|2nd||+1||+3||+0||+0||Dire sense, fearsome slough||—||—||—||—|
|3rd||+2||+3||+1||+1||Dire mantle, incunabula||—||—||—||—|
|7th||+5||+5||+2||+2||Medium armor, inimica 3/day||1||0||—||—|
|8th||+6/+1||+6||+2||+2||Improved dire mantle||1||1||—||—|
|9th||+6/+1||+6||+3||+3||Incunabula, ravening strike||2||1||—||—|
|10th||+7/+2||+7||+3||+3||Inimica 4/day, major inimica||2||1||0||—|
|12th||+9/+4||+8||+4||+4||Heavy armor, incunabula||2||2||1||—|
|13th||+9/+4||+8||+4||+4||Dire presence, inimica 5/day||3||2||1||0|
|17th||+12/+7/+2||+10||+5||+5||Dire inimica, dread tendrils||4||3||2||1|
The following are class features of the direlock.
At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to ½ her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest.
At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level.
At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell-like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier.
At 7th level the direlock may expend 2 points from her dire pool as a swift action — for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone.
The dire weapon is the physical embodiment of the direlock’s purpose — a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon.
Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast directly at the direlock, within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn.
As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished.
Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level).
Added omitted “macuahuitl” dire weapon option.
[Errata] At 1st level, the direlock selects one melee weapon with which she is proficient and designates that weapon as her dire weapon. Direlocks often favor large, brutal or gruesome weapons such as bastard swords, dire flails, greatswords, falchions, heavy flails, kusarigamas, macuahuitls, nodachis, naginatas, scizores, scorpion whips, spiked chains, spiked gauntlets, and temple swords. The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete.
At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level.
As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone. A successful Spellcraft check (DC = 10 + ½ the direlock’s level + the direlock’s Charisma modifier) reveals the size of the direlock’s dire zone.
At 1st level, a direlock’s imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to ½ her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy and Handle Animal checks.
If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non-threatening form or visage) she gains no effect from this ability — either bonuses or penalties.
At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities or imparts a penalty to a foe or foes within her dire zone. Saving throw DCs to resist particular inimica affects are equal to 10 + ½ the direlock’s level (minimum 1) + the direlock’s Charisma modifier.
At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level.
Once activated, this ability lasts until the combat ends, at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day.
The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked.
When the direlock uses this ability she must select one type of inimica to create. As a swift action, she can change this inimica to another type. All effects of the previous inimica immediately end and the new inimica takes effect — this change does not require any new dire pool point expenditure.
Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges — creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect.
Dire Magic: An insidious charge connects all creatures within the dire zone. Whenever an enemy caster casts an Area of Effect spell or spell-like affect that targets the direlock or her allies, that enemy’s allies within the dire zone are also affected. The caster is included in the effect if the spell was cast within the dire zone.
Distracted Magic: The direlock shimmers and wavers. All spellcasters within the direlock’s dire zone who specifically target the direlock with offensive spells increase their concentration check DCs by 5. This increases by 1 for every 5 levels the direlock possesses. A successful Will save negates this effect. This is a visual effect.
Fearsome Power: While empowered by this inimica, the direlock’s dire mantle glows with eldritch power. The DC of the direlock’s abilities and direlock spells increase by 2 when affecting creatures within the dire zone. This inimica applies to foes’ saves against imparted conditions from the fearsome slough ability. A direlock must be at least 4th level to choose this inimica.
Harrowing Steps: The direlock’s dire zone becomes empowered with a baleful energy. All enemies moving out of the direlock’s dire zone take 1d6 force damage upon leaving for every 3 levels the direlock possesses (to a maximum of 5d6). Simply moving away from enemies or pushing them so that they cross the threshold of the dire zone does not inflict damage — a conscious effort to leave on behalf of the enemy (whether compelled or free-willed) is required. A successful Fortitude save reduces the damage by half (minimum 1).
Lingering Remorse: A palpable sense of failure envelops the dire zone. Whenever any enemy within the direlock’s dire zone makes a successful strike upon the direlock, they receive a -1 penalty to damage on all subsequent attacks made within the dire zone against the direlock. This increases by -1 for every 4 levels the direlock possesses to a maximum of -5. If the direlock changes her inimica or the subject leaves the combat the effect ends. A successful Will save negates this effect. This is a mind-affecting effect.
Maladroit: Hampered by a vibration of failure, all enemies within the direlock’s dire zone receive a –1 penalty to all skill checks. This increases by -1 for every 3 levels the direlock possesses to a maximum of -5. A successful Will save negates this effect.
Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maximum of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1).
Penetration: The direlock’s weapon glows with eldritch power. While empowered by this inimica, any attack that the direlock makes with her dire weapon ignores 2 points of DR for every 4 levels the direlock possesses to a maximum of 10.
Seed of Doubt: A creeping sense of hopelessness fills the dire zone. All enemies within the direlock’s dire zone receive a –1 penalty to Will saves and a –1 penalty to attack rolls made against the direlock. These penalties increase by 1 for every 4 levels the direlock possesses. A successful Will save negates the penalty to attack rolls and reduces the Will save penalty to –1. This is a mind-affecting effect.
Sluggish Movement: A wave of slowness fills through the dire zone. All enemies within the direlock’s dire zone are considered to be within difficult terrain. A successful Fortitude save negates this effect.
Stricken: The direlock becomes energized by eldritch might, her weapon and physicality crackling with dark power. All enemies within the dire zone receive a -1 penalty to AC and CMD against attacks from the direlock’s dire weapon. This penalty increases by 1 for every 4 levels the direlock possesses to a maximum of -5.
Unlucky: Hindered by fate, all attacks on the direlock originating within the dire zone have their critical threat range hindered by one step – 18-20 becomes 19-20, 19-20 becomes 20 etc. If the threat range is already 20, the multiplier is hindered by one degree – x3 becomes x2 etc. If already x2 the critical damage is halved on a successful confirmation. This inimica does not effect non-multiplying damage.
Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + ½ the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect.
Woundrede: An aura of misery pervades the dire zone. All enemies within the direlock’s dire zone increase the DC of any Heal skill checks by 5. In addition, any magical healing effects (potions, spells, spell like abilities, channeled energy – including negative channeling to “heal” undead etc.) employed within the dire zone by enemies of the direlock heal half the normal damage. A successful Fortitude save negates these effects.
At 2nd level, a direlock gains Deflect Arrows as a bonus feat, even if she does not meet the prerequisites. If the direlock’s dire weapon is a two handed weapon the feat still functions as normal without penalty.
At 6th level, she gains a bonus to her flat footed AC against a single opponent of her choice that is within her dire zone equal to half her Charisma modifier (minimum 1). At the beginning of her turn, she can change the target of this effect as a free action. She also adds half her Intelligence modifier (if any) to her AC against melee attacks from invisible creatures within her dire zone.
At 10th level the direlock prevents one enemy of her choice that flanks her from gaining the +2 flanking bonus to melee attacks made against her. The direlock’s heightened awareness within her dire zone also grants her a +5 Perception bonus to locate invisible creatures and she halves the miss chance (to 25%) on her melee attacks against invisible creatures — this stacks with any other bonuses the direlock has to offset her miss chance against invisible creatures.
Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.
To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from — if successful, she can slough the condition to an adjacent enemy.
If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.
Only one condition can be sloughed per round and each enemy may only be under the effect of one of the direlock’s sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.
A direlock cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.
At 18th level the direlock adds diseased and poisoned to the list of conditions she can transfer. This includes all ability or ongoing related affects of the disease or poison. Any saves against the condition she has already made are transferred to the victim.
Dire Mantles: Metamagic Spells, Items and Psionics
When calculating the spell energy of a metamagic enhanced spell, treat the spell as being equal to the slot it has expended, not its unenhanced regular spell level.
Similarly, the GM may elect to allow the direlock to subsume spells from wands or staves or spell like abilities from monsters — in such cases treat the spells as you would any spell cast by a spellcaster.
If the direlock participates in a psionic-conversant campaign utilizing the psionics rules from Dreamscarred Press and wishes to use her dire mantle to subsume psionic powers the following guidelines should be followed (until a true psionic direlock archetype is released at some future date…)
Psionic powers can be subsumed for spell energy points as normal or to power the direlock’s own casting (see Improved dire mantle).
Psionic powers have been created to closely follow power levels of spells, but augmentation can affect the overall output of the power — in such cases it is advised that the GM make a judgment based on the power and a similar spell — keeping in mind that some 1st level spells escalate damage dice in the same way that psionic powers can be escalated with expenditure of power points or psionic focus. A quick method of determining the spell energy level of an augmented power is (number of power points +1) divided in half.
Starting at 3rd level, as long as the direlock has at least one point remaining in her dire pool, a direlock’s fetish and charm adorned armor becomes imbued with the ability to absorb and store magic spell energy.
A direlock may not attempt to absorb a spell greater than 3rd level, or of a level that exceeds her Charisma modifier or her remaining storage capacity. A direlock can only store a maximum number of spell levels equal to her Charisma modifier at any one time. A running total of absorbed (and used) spell levels must be kept.
Whenever an opponent casts a spell directly targeting the direlock, the direlock can make a Spellcraft skill check (DC 15 + spell level) to identify the spell. This check is an immediate action. Upon identifying the spell, the direlock can choose to absorb the spell’s energy within her dire mantle, and stores this potential for the next 24 hours or until she expends it.
Alternatively, the direlock’s allies may cast spells into the dire mantle — the direlock need not make a Spellcraft check to identify the spell being cast.
The direlock may choose to expend the stored spell energy to gain any one of the of the following benefits per spell level, stacking up to three spell energy levels to gain greater bonuses:
- +2 insight bonus to next concentration check
- +1 enhancement bonus to attacks with her dire weapon for one round,
- +1 insight bonus to all saving throws for one round
- +1 deflection bonus to her AC for one round.
- +2 insight bonus to one use of one skill. This lasts for 24 hours or until used.
Once per day, the direlock may expend three stored spell energy levels to:
- Gain a point in her dire pool
- Gain 10 temporary hit points (duration equal to 1 round per direlock level).
- Increase the DC of a spell the direlock casts by 2
Example: Cruasa, a 6th level direlock, expends three stored spell levels of energy from her dire mantle – she may benefit from either an increase of 1 to the DC of a spell she casts, +6 to her next concentration check, a +3 enhancement bonus to attack with her dire weapon for one round, +3 bonus to a saving throw, a +3 deflection bonus to her AC for 1 round, gain a +6 insight bonus to one skill use, gain 10 temporary hit points for 6 rounds OR gain one point to add to her dire pool.
Utilizing stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the same round and any spell cast using spell-energy stored in the dire mantle (see improved dire mantle) must still abide by its own casting time. The direlock may expend previously gained spell energy and then store new energy in the same round.
If the direlock cannot store a hostile spell (due to lack of storage capacity) but still makes a successful Spellcraft check to identify it, she gains a +1 circumstance bonus to any saving throw to limit or negate its effects.
If the direlock is without her personalized armor this ability cannot be used. It takes 24 hours to scavenge, forage and locate the necessary materials needed to imbue a new suit of armor with the requisite charms to create a dire mantle — the ritual itself takes 8 hours to complete — the dire mantle then takes up the chest magic item slot. While the direlock has at least one point in her dire pool, her armor is immune to the broken condition.
An enemy caster must succeed on a Spellcraft check (DC 15 + the direlock’s level) to identify that the dire mantle is responsible for any interruption of their magic.
Starting at 3rd level, a direlock gains one incunabula, ancient eldritch lore that pertains to the dark arts of peril and pain. She gains an additional incunabula at 6th level and every three levels thereafter.
Alternatively, a direlock may choose to learn any feat that has direlock class levels or class features as a prerequisite in place of an incunabula (see New Feats, below).
Unless specifically noted in an incunabula’s description, a direlock cannot select a particular incunabula more than once. Incunabula that affect spells can only be used to modify spells from the direlock spell list, unless otherwise noted.
Dark Pact (Su): The direlock may choose a patron as per the witch class feature. Once the choice is made, it cannot be changed. She may add one spell that she qualifies for from the patron’s spell list to her direlock spells. She may not choose the Healing patron. This incunabula may be chosen more than once, but each subsequent spell must come from the same patron. A direlock must be at least 6th level before selecting this incunabula.
Dire Advantage (Ex): Whenever the direlock scores a critical hit, or a foe within her dire zone makes a critical fail, the direlock gains a measure of power. During her next turn, whenever the direlock uses one of her abilities or an incunabula that normally requires an expenditure of her dire pool, the amount consumed is reduced by 1, to a minimum of zero.
Dire Affray: The direlock can expend 1 point from her dire pool as a swift action – her dire weapon is treated as one size category larger for the purposes of damage dice for all of her attacks until the end of her next turn.
Dire Fortune (Ex): As an immediate action, the direlock can reroll any saving throw check she has just made with a +4 bonus. She must use this ability after the roll is made, but before the roll’s outcome is determined. The direlock must accept the second roll, even if it is worse. The direlock can use this incunabula once per day.
Dire Gift (Ex): The direlock can expend 1 point from her dire pool as a swift action to gain a morale bonus to damage with her dire weapon equal to her Charisma modifier until the end of her next turn.
Dire Spell (Su): Once per day, as a swift action the direlock empowers an offensive spell she casts that affects creatures within her dire zone – the spell affects one more creature than it usually would and that creature must be within the dire zone. A direlock must be at least 6th level before selecting this incunabula, and it cannot be used in conjunction with a spell learned from another class or via the spell scavenger or dark pact incunabulae.
Dread Assault (Su): The direlock can expend 1 point (only) from her dire pool to make an extra attack with her dire weapon using her level as her BAB. If more than one attack hits in the round, the direlock gains a +1 circumstance bonus to any critical threat confirmation rolls. This incunabula must be declared and used as part of a full round action and cannot grant more than one extra attack per round.
Dread Strike (Su): Whenever the direlock makes a successful critical hit, she can expend 1 point from her dire pool to bestow the shaken condition to the target. The target must make a successful Fortitude save (DC 10 + ½ the direlock’s level + the direlock’s Charisma modifier) or become shaken for 1 round per level of the direlock. If the save is successful, the target takes the damage as normal (including bonus damage), but not the effects of the shaken condition.
At 9th level, the target becomes frightened if it fails this save.
At 13th level, the target becomes panicked if it fails this save. The direlock must be at least 6th level to select this incunabula.
Familiar (Ex): The direlock gains a familiar, using her direlock level as her effective wizard level. This familiar follows the rules for familiars presented in the wizard’s Arcane Bond class feature. The direlock must be at least 6th level to select this incunabula.
Hex (Su): The direlock may learn one witch’s hex that she qualifies for, however she can only hex foes within her dire zone. This incunabula may be selected more than once, granting a new hex each time. She may not choose the coven, flight or healing hexes, nor any major or grand hexes.
Spell Scavenger (Su): When a direlock selects this incunabula she must select one spell from the alchemist, magus or wizard list that is of a direlock level that she can cast. She adds this spell to her grimoire and list of direlock spells as a spell of its level. She can instead add two spells to add in this way, but both must be at least one level lower than the highest-level direlock spell she can cast. A direlock must be at least 6th level to select this incunabula and it may be chosen more than once.
Waver Undead (Su): As a standard action, the direlock sends out a wave of unease that affects undead. By expending 1 point from her dire pool, she can affect undead creatures within her dire zone as if she had the Turn Undead feat. The DC to resist this attempt is equal to 10 + ½ the direlock’s level + her Charisma modifier. If the direlock selects this incunabula, she may choose the Improved Channel feat to increase this DC, at any time when she could normally learn a feat, even if she does not meet the usual prerequisites.
Void Strike (Su): When using her ravening strike ability the direlock can steal 1d6 spell levels instead of 1d4. The direlock must be at least 12th level to select this incunabula.
2nd accumulating error, entropic shield, ghostly disguise, haunting mists, ill omen, mad hallucination, obscuring mist, oppressive boredom, ray of sickening, unprepared combatant, vocal alteration, youthful appearance.
When adding newly published or other third-party published spells to the direlock spell-list, the theme is obfuscation, illusion and malady with a little divination and self-buffing.
Beginning at 4th level, the direlock gains the ability to cast a small number of arcane spells which are drawn from the direlock spell list. A direlock must choose and prepare her spells ahead of time.
A direlock can cast arcane spells while wearing light armor or using a buckler without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a direlock wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass direlock still incurs the normal arcane spell failure chance for arcane spells received from other classes.
To learn, prepare, or cast a spell, the direlock must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a direlock’s spell is 10 + the spell level + the direlock’s Intelligence modifier.
A direlock can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Direlock. In addition, she receives bonus spells per day if she has a high Intelligence score.
A direlock may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her grimoire. While studying, the direlock decides which spells to prepare.
Grimoire: At 4th level the direlock creates a grimoire, a repository for her arcane spells. A direlock must study her grimoire each day to prepare her spells. She cannot prepare any direlock spell not recorded in her grimoire except for read magic, which all direlocks can prepare from memory.
“A direlock’s grimoire initially contains all 0-level direlock spells, three first level direlock spells…”
This is an error; the direlock’s class spell list does not receive 0-level spells.
[Errata] A direlock’s grimoire initially contains three first level direlock spells, plus a number of additional 1st-level direlock spells equal to her Intelligence modifier. At each new direlock level, she gains two new direlock spells of any spell level or levels that she can cast (based on her new direlock level) for her grimoire. At any time, a direlock can also add direlock spells found in other spellbooks to her grimoire.
A direlock can learn spells from a wizard’s spellbook, just as a wizard can from a direlock’s grimoire. The spells learned must be on the direlock spell list, as normal. An alchemist can learn formulae from a direlock’s grimoire, if the spells are also on the alchemist formulae list. A direlock can copy any spell on her spell-list from an alchemist’s formulae, but the direlock can only copy formulae that are two levels below the highest level she can cast.
A grimoire is a baroque and heavy item – it costs and weighs double the amount of a normal spellbook (30 gp and 6 lbs.), has the hardness and hit points of a treasure chest (hardness 5, hp 15) and is both lockable and trappable. Should anyone attempt to read a grimoire without the direlock’s permission, the creature must make a Will save (DC 10 + ½ the direlock’s level + the direlock’s Charisma modifier) or take 1 point of Intelligence damage. This effect lasts for 24 hours.
- Ally Conduit
- Dire Attenuation
- Double Dire
- Dread Network
- Eldritch Recall
- Empty Core
- Expanded Mantle
- Extra Dire Pool
- Extra Eldritch Tendril
- Extra Inimica
- Greater Empty Core
- Hard Tendrils
- Hemispheric Zone
- Improved Ally Conduit
- Improved Attenuation
- Precise Attenuation
At 5th level the direlock can create an invisible tendril of eldritch power and attach it to a single creature within her dire zone for a number of rounds equal to her direlock level. For every three levels beyond 5th, the direlock can create one additional eldritch tendril, up to five tendrils at 17th level. Creating an eldritch tendril (or set of tendrils) is a move action that provokes an attack of opportunity.
Attaching an eldritch tendril is a standard action that does not provoke an attack of opportunity. Attaching a set of tendrils (i.e. more than one) is a full round action. A creature can only be attached to one eldritch tendril at a time.
To attach an eldritch tendril the direlock must make a successful ranged touch attack against an unwilling creature. A direlock can then transfer a condition she is suffering from to another creature that is attached to one of her eldritch tendrils via her fearsome slough ability.
Once attached, if a connected creature moves beyond the range of the direlock’s dire zone, the connection is immediately severed, and the awful ripping away of the eldritch tendril causes considerable pain to the creature equal to 1d4 points of damage for every point of the direlock’s Charisma modifier.
Alternatively the direlock can attach an eldritch tendril to an ally – connecting an eldritch tendril to a willing creature requires no attack roll. Once this connection is made, the direlock may use an eldritch tendril to feed on one condition of the connected ally per round.
As a swift action, the direlock can consume one condition – the condition is completely removed from the ally and the direlock feeds upon its energy, regaining 1 hit point for each round remaining in the cowering, dazzled, shaken, sickened and staggered conditions.
The direlock regains 2 hit points for each round remaining in the dazed, fatigued, frightened, and nauseated conditions — the direlock must be at least 9th level and requires the expenditure of one point per condition from the direlock’s dire pool to feed on these conditions.
The direlock regains 3 hit points for each round remaining in the blinded, deafened, exhausted, and panicked conditions — the direlock must be at least 13th level and requires the expenditure of two points per condition from the direlock’s dire pool to feed on these conditions.
This ability can be used once per day. Eldritch tendrils, although invisible, can be targeted and attacked — each tendril has an AC of 20, hardness of 5 and 15 hp.
At 7th level, the direlock gains proficiency with medium armor. A direlock can cast direlock spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a direlock wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
At 8th level, a direlock can use her dire mantle to absorb spells of 4th level or lower. If the direlock decides not to absorb a spell, but still makes a successful Spellcraft check to identify it, she gains a +2 circumstance bonus to any saving throw made against its effect.
The direlock can now use her 3 spell-level energy expenditure ability 2/day.
The direlock can also choose to expend spell energy absorbed by her dire mantle in the form of spells of her own, like a rod of absorption. Essentially the direlock uses captured spell energy to cast any spell she has prepared without expending the prepared spell itself.
The only restrictions are that the levels of spell energy stored in her dire mantle must be equal to or greater than the level of the spell she wants to cast and that any material components required for the spell be present.
The direlock knows her remaining absorbing potential and current amount of stored energy. (Remember – drawing upon stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the one round. She may expend previously gained spell energy and then store new energy in the same round. Any spell cast using spell-energy stored in the dire mantle must still abide by its own casting time.)
Finally, a direlock may also attempt to store a portion of a spell of more spell levels than she has remaining storage capacity within her dire mantle, but still not higher than 4th level. In doing so, the direlock takes 1d6 damage for every level of the spell being absorbed beyond the direlock’s storage capacity. A Fortitude save (DC 15 + the spell levels over the maximum capacity) halves the damage.
Example: Cruasa, an 8th level direlock currently has two points storage capacity remaining in her dire mantle. She succeeds in identifying (with Spellcraft) a 3rd level spell cast at her and decides to absorb and store a portion of the spell – two levels of spell energy, leaving one level to damage her as hostile magic. She takes 1d6 points of damage, or half that amount if she makes a DC 16 Fortitude save.
At 9th level, once per round, whenever the direlock confirms a critical strike with her dire weapon she may choose to expend one point from her dire pool to, in addition to normal damage, draw 1d4 available spell levels from the victim, adding this spell energy to her dire mantle (if she has storage space available) or dissipating the energy entirely. This replaces the extra damage inflicted by the successful critical confirmation.
The target makes a Fortitude save (DC 10 + ½ the direlock’s level + the direlock’s Charisma modifier). If the save fails the target loses the spell energy as prepared spells or spontaneous spell slots – lowest level spells or bonus spells are taken first. If there are fractions of spells left then the energy is taken as normal – the spellcaster loses the spell and any leftover spell energy dissipates. If the victim makes their Fortitude save the dire pool point is still expended.
Stealing and storing spell energy in this fashion is inherently dangerous and painful for the direlock – each spell level drawn causes 1d4 hp of damage to the direlock – a successful Fortitude save (DC 10 + the spell’s total level) halves the damage.
Alternatively the direlock can elect to dissipate the spell energy without storing it in her dire mantle – in this case the direlock takes no damage from stealing the spell-energy.
Example: Cruasa the Direlock confirms a critical with her dire weapon and spends a point from her dire pool to draw 3 spell-levels from her victim who only has one 4th level spell remaining. Cruasa receives her 3 points of spell level energy and takes 3d4 hp of damage (half on a successful DC 14 Fort save) and the spell-casting victim loses their spell entirely.) Cruasa could, if she desired, merely destroy/dissipate the spell energy, thus not storing the spell within her dire mantle nor taking any damage.
Starting at 10th level, and every 2 levels thereafter, the direlock can choose one of the following major inimica whenever she could select a new inimica:
Spell Vortex: The direlock creates a vortex capable of siphoning Area of Effect spells entering or cast within the dire zone into the direlock’s dire mantle. Treat the siphon as a regular spell absorption as if using the dire mantle, however each such use requires the expenditure as an immediate action of a further dire pool point per level of the spell in question.
Damage Ground: The dire zone becomes a vector of pain for the direlock’s enemies. Each time the direlock makes a successful melee strike with her dire weapon, all enemies within the dire zone take any extra damage conferred by the dire weapon’s enhancement bonus, the direlock’s Strength modifier or any bonus damage due to any vulnerabilities they share with the original victim.
Viral Slough: The dire zone becomes charged with a pulsating flow of peril. Any time the direlock sloughs a condition to an enemy and the enemy saves against the condition, the dire zone carries the condition to a new enemy within the dire zone. All enemies in turn must save against the condition until either one fails or all have saved. If all save, the condition deteriorates by one round, and on consecutive rounds it targets all foes in the dire zone again (or deteriorates) until it either dissipates or finds a host.
At 11th level the direlock’s eldritch tendrils act as a further conduit, capable of transferring any damage incurred from spells or spell-like abilities (as an immediate action – once per round per eldritch tendril), or from absorbing spells in her dire mantle (as a free action) or through a ravening strike (as a swift action).
The direlock can apply this damage to any ally or foe connected to her via an eldritch tendril – a successful Fortitude save halves any damage.
Additionally, the direlock can choose to connect two tendrils to any one foe or ally, allowing her to draw two conditions from an ally or impart two conditions to a foe per round. Attaching more than one eldritch tendril in a round is a full round action. Each tendril draws or imparts one condition at a time, this otherwise overrides the previous eldritch tendril caveat on one condition per creature.
Finally, the eldritch tendrils operate as a conduit for spells – the direlock can automatically affect a creature connected to the eldritch tendril with a ranged spell requiring a successful hit without needing to make an attack roll, or may impart a touch spell regardless of how far the eldritch tendril actually reaches.
An ally may also affect connected creatures (whether allies or foes) with touch spells by placing their hands upon the direlock’s dire mantle – however only touch spells of a level or lower than that currently known by the direlock may be transferred in this way.
At 12th level, the direlock gains proficiency with heavy armor. A direlock can cast direlock spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a direlock using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
At 13th level, by expending one point from her dire pool as an immediate action, the direlock can substitute her Charisma bonus instead of her Wisdom bonus for a Will save. If she makes a successful Will saving throw that would normally result in half or partial damage she instead takes no damage.
At 14th level, the direlock can use her dire mantle to absorb spells of 5th level or lower.
The direlock can now use her 3 spell level energy expenditure ability 3/day.
The direlock can now also absorb spells that specifically target individual allies connected to her via her eldritch tendrils. This functions exactly as the dire mantle ability, treating the direlock as the intended target.
At 17th level, the direlock learns to focus her inimica. Whenever the direlock uses her inimica ability, she must select one type of inimica. She is treated as if she were 5 levels higher for the purposes of determining the bonus or penalty granted by the inimica. Unlike other types of inimica, inimica enhanced by this ability cannot be changed for the remainder of the combat. The direlock may only improve one use of inimica in this fashion in any 24 hour period.
At 20th level, a direlock can use her dire mantle to absorb spells of 7th level or lower, but cannot exceed her Charisma modifier or maximum storage capacity as normal. Also, whenever the direlock uses eldritch tendrils, she can create up to five tendrils. In addition, when the direlock uses her ravening strike ability, the direlock can steal 1d6 spell levels instead of 1d4. If she also has the void strike incunabula, this increases to 1d8.
|Forest Guardian Press|
|Drow||Add +½ point to Bluff checks to feint and Intimidate checks to demoralize.||FGP:D|
|Dwarves||Add +1 to CMD against disarm or sunder attempts against the direlock’s dire weapon.||FGP:D|
|Elves||Add +¼ of a new inimica known.||FGP:D|
|Gnomes||Add +½ point to Spellcraft, Knowledge (arcana) and Use Magic Device.||FGP:D|
|Goblins||Add ¼ dire pool point.||FGP:D|
|Half-elves||Add 1/3 to Perception checks within the dire zone.||FGP:D|
|Half-orcs||Add +¼ point to both fear bonus and penalty within dire zone – this may increase beyond +5/-5.||FGP:D|
|Halflings||Add +¼ of an extra inimica per day.||FGP:D|
|Humans||Add +¼ point to inimica DCs.||FGP:D|
|Tieflings||Add +½ point to Intimidate and ½ to direlock level for determining 1st level dire pool ability effects.||FGP:D|
The Direlock Base Class © 2013 Forest Guardian Press. Authors: Morgan Boehringer and Jim Wettstein.