Prestige Classes

ELDRITCH DISCIPLE

"You have seen the powers my calling has granted me. How can I not devote my entire soul to the divinity in the wild?"

-Leruun Anstrun, Disciple of the Wild

All warlocks harbor at least a grudging respect for the entities responsible for their powers. They are clearly beings of great mystical might, and thus worthy of regard. A rare few warlocks go beyond this attitude to actual reverence or worship of the fiendish, fey, or extraplanar powers that have made them far more than mortal. Such is the life of an eldritch disciple devoted to a deity who granted her the arcane talents of the warlock. Though her powers might take different forms, she knows that the source is the same.

BECOMING AN ELDRITCH DISCIPLE

Most eldritch disciples begin their careers as clerics, gaining reverence and insight into divine mysteries through that class before beginning to explore eldritch secrets. Both Corellon Larethian and Lolth commonly encourage their most devoted and charismatic worshipers to become eldritch disciples (typically through powerful agents such as eladrins or demons), but any chaotic or evil deity has room for such an individual. Occasionally, a warlock who "gets religion" finds his way into this class after dabbling as a cleric, but this instance is less common.

PLAYING AN ELDRITCH DISCIPLE

You are the favored and most devoted disciple of beings far beyond mortal ken. Some mock or doubt your devotion, claiming that you have sullied the pure worship of the gods with eldritch trickery, but you understand that your connection is more potent than mortals can hope to understand. You stand ready to serve when called upon, but since divine beings rarely interact with mortals directly, you spend your time in pursuit of your own goals. Others see this as convenient hypocrisy on your part, but you know that as you advance your own causes and increase your own power, so too do you advance the causes and honor the power of your patron.

As long as you don't actively alienate other followers of your deity, you can fit into any organization that would welcome a cleric or similar character. If - as is all too common among eldritch disciples - you don't quite fit in with a large-scale church, you might belong to a small or obscure cult dedicated not to your deity but to the otherworldly agents (infernal, fey, or otherwise) responsible for your arcane talents. Far more likely, you engage in your religious practices on your own, considering them more personal than any shared experience in a church.

Combat

Your eldritch blast is still your most potent weapon, but your divine spells offer you a wider variety of options. Although you have access to powerful offensive spells, consider using your magic to increase your own, or your companions', combat prowess. Don't neglect your ability to heal yourself or your allies, but don't burn through your spells early in an attempt to do so; make the most efficient use of your spells in battle, saving the healing until combat is over or it becomes absolutely necessary. Try to avoid standing on the front lines when possible, since you likely lack the defensive prowess of a single-classed cleric.

Advancement

The belief of the eldritch disciple is an intensely personal one, and one that you did not acquire through any organized faith or practice. You work now to increase your divine and eldritch powers both, and to make yourself as potent and skilled a servant of your patron as possible. You might seek to complete a specific goal laid out for you by your patron deity or other, more powerful emissaries thereof; more likely, you pursue your own objectives, knowing that as you advance you honor the entity who empowers you.

Extra Turning is likely the single most valuable feat for you to select, since it gives you extra uses of your gifts. Beyond that, focus on feats that benefit both of your arcane classes (such as Spell Penetration). Choose invocations that don't tread too closely on your divine spellcasting - as long as you have the option of versatility, you might as well use it. Investing additional ranks in Knowledge (religion) allows you to stay aware of the realities both of your own faith and of those around you, which can help your long-term survival. Keep both your Wisdom and Charisma as high as you can - the former for your divine spellcasting, the latter for your invocations and divine gifts.

Resources

Eldritch disciples are normally loners in terms of their religious practices - or, at best, are members of very small and often illicit cults. As such, they have few outside resources on which they can draw, other than those that they or their adventuring companions can acquire on their own.

ELDRITCH DISCIPLES IN THE WORLD

"Worshipers of hellish or unnatural beings, practitioners of illunderstood magic... I find these initiates to be deluded at best, and heretics of the vilest and most dangerous type at worst."

-Jozan, cleric of Pelor

Eldritch disciples represent the most devoted and most misunderstood servants of divine powers. They might wander alone or serve as leaders or operatives of underground cults, but they rarely hold positions of great prominence or power - or at least, they rarely do so openly. As such, this prestige class is well suited to secret cabalists or religious conspirators who function behind the scenes. Members are, to the last one, religious zealots, so even those who do not have sinister agendas or dangerous secrets are likely treated by others as if they do. The eldritch disciple class allows players and DMs both to delve more thoroughly into the questions of what sorts of beings grant the power available to warlocks, and what sorts of individuals seek that power out.

Organization

Although quite a few eldritch disciples join cults or similar organizations devoted to the power or patron whom they serve - and often hold positions of high esteem in those organizations - no orders specifically devoted to the eldritch disciple as a class exist.

NPC Reactions

Few people react well to the presence of an eldritch disciple. The common folk do not understand the powers wielded by warlocks and think of them (sometimes accurately) as servants of darkness. Add to that an overt fanaticism devoted to secretive entities other than the gods with which most people are familiar, and the fear and suspicion only increase. People react to an eldritch disciple one step nearer to hostile than they normally would, and clerics and other religious individuals react two steps nearer to hostile unless they have a deity or alignment in common.

ELDRITCH DISCIPLE LORE

Characters who have ranks in Knowledge (religion) or the bardic knowledge ability can research eldritch disciples to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 10: An eldritch disciple is a believer in divine heresies, wielding both arcane and divine abilities.

DC 15: An eldritch disciple gains innate arcane powers as other warlocks do, but she supplements them by actively worshiping the source of those powers. She channels divine energy as clerics do, but uses this power to mimic the abilities of terrible, otherworldly beings.

DC 20: An eldritch disciple combines the arcane and the divine to make herself resistant to injury, weaken the will of her enemies, or heal critical injuries. The most powerful eldritch disciples even escape the bonds of aging.

DC 30: Characters who achieve this level of success can learn important details about a specific eldritch disciple in your campaign, the areas where she operates, and the kinds of activities she undertakes.

Characters seeking to contact an eldritch disciple have little recourse other than to attempt to locate a cult or cabal that worships the same power as the initiate they seek and hope the organization knows of her location... and is willing to share the information.

ELDRITCH DISCIPLES IN THE GAME

An eldritch disciple can first appear as a lone servitor of strange powers, or as the figure behind a mysterious cult. Because these characters often interact with powers outside traditional divinities, they are a useful way of introducing those concepts. For instance, perhaps the PCs first learn of the existence of the faerie courts when researching the strange abilities of a new foe.

The eldritch disciple class is appropriate for players who enjoy portraying or exploring beliefs outside the mainstream of the campaign setting, players who would like to add a bit of variety to the warlock's relatively limited arsenal, or players who want to add some combat "punch" to a divine caster.

Adaptation

The most obvious alteration to the eldritch disciple is to drop the turn/rebuke undead requirement and provide a similar ability (usable only to activate gifts) at 1st level. While this removes some of the class's flavor, it does open the eldritch disciple to a wider range of druid/warlock or favored soul/warlock multiclass combinations. Alternatively, you might go to another extreme in a campaign, allowing only worshipers of one particular entity or group to become eldritch disciples.

Sample Encounter

PCs might find themselves adventuring or fighting alongside eldritch disciples who seek to aid others or to advance themselves without harming others in the process. Unfortunately, the majority of patrons who empower eldritch disciples are beings of wild chaos, if not outright evil, and a significant number of eldritch disciples are likewise destructive. PCs could face lone initiates or entire cults and never identify the being whom the worshipers serve.

EL 10: When the PCs encounter her, Leruun Anstrun (CN female human cleric 3/warlock 3/eldritch disciple 4) is seeking to win over a village to the worship and service of the wild. Although she does this by aiding them when possible, she is also swift to punish those who refuse to heed her instructions. Her chaotic nature makes her a capricious leader, and the villagers turn to the PCs for aid.

Hit Die: d8.

Requirements

To qualify to become an eldritch disciple, a character must fulfill all of the following criteria.

Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks.

Spells: Ability to cast 2nd-level divine spells.

Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity.

Class Skills

The eldritch disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.


Table: The Eldritch Disciple

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +2 +0 +2 Gift of the divine patron, turn/rebuke undead +1 level of existing invocation-using class
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
3rd +2 +3 +1 +3 +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
4th +3 +4 +1 +4 Gift of the divine patron +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
5th +3 +4 +1 +4 Eldritch spellweave +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
6th +4 +5 +2 +5 +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
7th +5 +5 +2 +5 Gift of the divine patron +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
8th +6 +6 +2 +6 +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
9th +6 +6 +3 +6 +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
10th +7 +7 +3 +7 Gift of the divine patron, timeless body +1 level of existing divine spellcasting class and
+1 level of existing invocation-using class
Class Features

In addition to improving your existing divine spellcasting and invocation-using abilities, as a divine disciple you gain the ability to channel positive or negative energy for a variety of purposes. In particular, the eldritch spellweave ability allows you to combine the powers of both classes for a potent effect.

All of the following are class features of the eldritch disciple prestige class.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Gift of the Divine Patron (Su): At 1st level, you gain a sacred gift of power from your divine patron (who is also the source of your cleric spells and, directly or indirectly, your warlock invocations).

Choose one of the following abilities at 1st level, and another ability every three levels thereafter (4th, 7th, and 10th level). You can spend one of your turn/rebuke undead attempts as a swift action to activate the chosen power.

Corrupting Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a corrupting blast. In addition to its normal effect, the blast applies a penalty on the target's next Will save equal to 1/2 your class level (minimum -1). If the target doesn't attempt a Will save before the end of your next turn, the effect fades.

Damage Reduction: You gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class level (minimum 1).This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).

Fearful Glare: You can render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). The creature's HD can't exceed your character level.

Fiendish Resistance: You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift.

Healing Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a healing blast. The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. Your deity must be non-evil for you to select this gift.

Protective Aura: You surround yourself with a magic circle against evil centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be good for you to select this gift.

Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +1) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round); if you haven't attempted an appropriate save in this time, the effect ends.

Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.

Turn/Rebuke Undead: Your eldritch disciple level stacks with your other class levels for the purpose of determining your ability to turn or rebuke undead.

Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any divine spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to dimensional anchor, for example).

Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.

If the spell has more than one target or allows more than one attack, you must choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.

You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).

Timeless Body (Ex): Beginning at 10th level, the divine power of your patron infuses you with eternal vigor. You no longer age.