Devious Emissary (3.5e Class)
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Charlatans adept at weaponry who seemingly call mortal men to Paradise, when really sacrificing the men's souls to the Abyss.
Making a Devious Emissary
Abilities: Charisma and Intellect, and Dexterity.
Races: Succubi excel at this class, but any female human, elf, half-elf or attractive race will do. Succubi who take this class do not suffer from their adjusted level and progress as a human might in this class.
Alignment: Within one step of Chaotic Evil.
Starting Gold: 3d6x10 gp (105 gp)
|Saving Throws||Special||Spells per Day||Power
|1st||+1||+0||+1||+1||Perceived Armor +1, Unnatural Will, Weapon Finesse||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||+2||+1||+1||+1||Guileful Blow +1d6, Trust +1||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||+3||+1||+1||+1||Sacrifice 1/day, Perceived Armor +2||—||—||—||—||—||—||—||—||—||—||—||—||—|
|4th||+4||+2||+2||+2||Guileful Blow +2d6, Trust +2, Hold Person||—||—||—||—||—||—||—||—||—||—||—||—||—|
|5th||+5||+2||+2||+2||Perceived Armor +3||—||—||—||—||—||—||—||—||—||—||—||—||—|
|6th||+6/+1||+3||+3||+3||Guileful Blow +3d6, Trust +3||—||—||—||—||—||—||—||—||—||—||—||—||—|
|7th||+7/+2||+3||+3||+3||Sacrifice 2/day, Perceived Armor +4||—||—||—||—||—||—||—||—||—||—||—||—||—|
|8th||+8/+3||+3||+3||+3||Guileful Blow +4d6, Betrayal, Trust +3||—||—||—||—||—||—||—||—||—||—||—||—||—|
|9th||+9/+4||+4||+4||+4||Personal Pain, Sacrifice 3/day||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+10/+5||+4||+4||+4||Feeblemind, Guileful Blow +5d6, Trust +4, Deception||—||—||—||—||—||—||—||—||—||—||—||—||—|
|11th||+11/+6/+1||+4||+4||+4||Trust +5, Sacrifice 4/day||—||—||—||—||—||—||—||—||—||—||—||—||—|
|12th||+12/+7/+2||+5||+5||+5||Personal Pain 2/day, Guileful Blow +6d6||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||+13/+8/+3||+5||+5||+5||Geas/Quest, Sacrifice 5/day||—||—||—||—||—||—||—||—||—||—||—||—||—|
|14th||+14/+9/+4||+5||+5||+5||Guileful Blow +6d8||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||+15/+10/+5||+5||+6||+6||Demand, Kiss of the Damned||—||—||—||—||—||—||—||—||—||—||—||—||—|
|16th||+16/+11/+6/+1||+6||+7||+7||Guileful Blow +7d8||—||—||—||—||—||—||—||—||—||—||—||—||—|
|17th||+17/+12/+7/+2||+7||+7||+7||Grace of Malcanthet||—||—||—||—||—||—||—||—||—||—||—||—||—|
|18th||+18/+13/+8/+3||+7||+7||+7||Guileful Blow +7d10||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+20/+15/+10/+5||+9||+9||+9||Malcanthet's Gift, Guileful Blow +8d10||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (3+ + Int modifier per level, x4 at 1st level)
All of the following are class features of the Devious Emissary
Weapon and Armor Proficiency: The Devious Emissary is proficient with simple weapons, whips, flails, and either two martial weapons or one exotic weapon of choice. They are not proficient with any armor, and wearing any armor (even with proficiency feats) negates their abilities. They also gain weapon finesse as a bonus feat and may apply it to flails, which don't normally gain said benefit.
Betrayal (Sp): The Emissary may choose to reveal her plans to a charmed person, dealing damage equal to her Guileful Blow. She may do this once per day at 8th level, and once more per day at 12th, 16th and 20th level.
Demand (Sp): The Emissary may use this ability 1/day with a dc equal to 10 + 1/2 her level + her charisma modifier.
Hold Person (Sp): The Emissary may use this ability 1/day with a dc equal to 10 + 1/2 her level + her charisma modifier.
Geas/Quest (Sp): The Emissary may use this ability 1/day with a dc equal to 10 + 1/2 her level + her charisma modifier.
Feeblemind (Sp): The Emissary may use this ability 1/day with a dc equal to 10 + her 1/2 level + her charisma modifier.
Personal Pain (Sp): The Emissary may inflict extra damage equal to twice her charisma modifier if she chooses to take damage equal to her charisma modifier. This does not stack with Guileful Blow.
Kiss of The Damned (Sp): The Emissary may kiss a willing or paralyzed victim, causing them to gain a negative level each round the kiss progresses. For every negative level bestowed, she gains 2 temporary hit points. Fortitude negates.
Perceived Armor (Su): You gain a bonus to armor equal to your charisma modifier + your perceived armor bonus. This bonus is lost if the character wears any sort of armor except rings, amulets and spells such as mage armor. An enemy may take one full round action to make a will save to disbelieve the perceived armor. If they make the save (DC 10 + charisma modifier + half your Devious Emissary Level), they may forgo your charisma modifier bonus to armor for rounds equal to their intelligence modifier (min 1). There are no retries and it may happen only once per day.
Deception (Su): On a successful will save, items and spells that rely on alignment will react favourably (ie if there is a bonus for being good, you gain that bonus even if evil.)
Unnatural Will: You may add your charisma modifier to will saves instead of wisdom.
Guileful Blow: You may add damage to your attacks whenever an enemy is denied its dexterity bonus to AC. This affects constructs and any other being normally immune to sneak attacks.
Trust: You may add your trust bonus to all charisma based skill checks.
Sacrifice: You may sacrifice a recently deceased body's soul to the Abyss, granting a profane bonus equal to one quarter the HD of the corpse to your AC or Damage Rolls, or as Temporary Hitpoints (minimum 1). This effect last for round equal to your charisma modifier (min 1).
Grace of Malcanthet (Sp): At 17th level, the Emissary gains 2 +1 bonuses to a stat or stats of her choice.
Poisoned Words (Su): At 19th level, you may reveal your true intentions to a creature, which results in a Power Word Kill spell, that allows a saving throw if the target has 100-200 hitpoints. It is a will save with a DC equal to your level + charisma modifier. This ability may be used once per day, or twice if your intelligence exceeds 18. For every 5 your intelligence exceeds 18, you may use this ability once more per day.
Gift of Malcanthet (Su): At level 20, your charisma, intellect and dexterity each go up by 2 points. You are immune to unholy damage, and may regenerate if you make a will save equal to the DC of the spell. For every 5 points 'absorbed', you may gain 1 temporary hit point. In addition, should you die, you suffer no restraint on your soul, as the demons enjoy your offerings more than your one soul. You no longer age, and cannot die from old age.
Should you go against your alignment or wear armor, you lose any associated powers except proficiencies. In addition, if you die, someone resurrecting you must make a DC 20 + your charisma modifier to bring you back.