Empusar (3.5e Class)
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As the primary female demons in existence, succubi often go to bed with mortals, and the unique physiology of these abyssal fiends allows for some unique offspring. The rare product of this unholy union is an empusar.
Making an Empusar
The empusar is a temptress, a coy and articulate seducer of others and an evoker of evil. Beneath her passionate façade lies a manipulative and violent side that she only reveals at the exact moment when she is ready to strike. With the charm and evil of her succubus lineage, the empusar is a formidable (if deceptive) opponent.
Abilities: Charisma is by far the most important ability for the empusar; it boosts her Armor Class, is the key stat for most of her skills, and affects the DC's for her abilities. Since many empusars wear little or no armor, Dexterity is the next most important stat in helping her overcome her deficiencies in battle, making her harder to hit and increasing her abilit to survive.
Races: Empusars are overwhelmingly tieflings, as a succubus rarely takes any other form. Exceptions do exist, but are rare.
Alignment: Any non-good. Unlike their demonic ancestors, empusars are not bound to any particular alignment, but their heritage is persuasive enough to turn them from the path of good.
Starting Gold: As bard.
Starting Age: Simple.
All of the following are class features of the empusar.
Weapon and Armor Proficiency: An empusar is proficient with all simple and martial weapons and no forms of armor.
Naraka Nails (Ex): The empusar’s fingernails can be extended and hardened to form sharp claws that deal devastating damage to her opponents. These claws deal damage based on the empusar’s size (see the table below), have a critical threat range of 18-20, and deal tripled damage on a critical hit. Naraka nails are natural weapons, and as a result the empusar does not incur attacks of opportunity when attacking with the nails and is considered automatically proficient with them. The empusar attacks with her full base attack bonus when using the nails (instead of only recieving one attack per round) and can use either one or two sets of claws. Each set of nails counts as a light slashing weapon for the purposes of fighting with two weapons. The empusar can take Weapon Finesse and other associated feats for the nails. In addition, the Naraka nails gain a +1 profane bonus at 3rd level, which increases by +1 every four levels thereafter (up to +5 at 19th level).
|Base Claw Damage
Profane Beauty (Ex): An empusar is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat. She gains a deflection bonus to Armor Class equal to her Charisma bonus (if positive), provided she wears no armor. In addition, she also gains a +1 bonus to AC at 5th level. This value increases by +1 every five empusar levels thereafter. She also gains a bonus on Bluff, Intimidate, and Diplomacy checks equal to one half her class level.
Satanic Spite (Ex): Once per round, an empusar can fill an ally or foe with a horrible, malicious rage that makes them strike with extra force. She may add the specified amount of damage to the roll of any combatant she wishes, provided it is not herself. The damage added by satanic spite is always lethal damage, even if the combatant to whose attack the damage is added is trying to deal subdual damage. This damage is never multiplied; it is only added at the end after normal damage has been calculated. The empusar gains an additional 1d6 extra damage with Satanic spite at ever even level. The use of satanic spite is an immediate action that can be used on any opponent the empusar can see (this need not be a direct line of sight, and the ability can be used through clairvoyance or a similar effect). The empusar need not make any motion or sound when using satanic spite, as having to do so may unnecessarily implicate her.
Symphony of the Damned (Sp): The empusar may replicate the effect of a song of festering death spell (Book of Vile Darkness 104) three times per day at fifth level. If she succeeds at a Perform (singing) check (DC 20), a single target must make a Fortitude save (DC 10 + ½ empusar level + Charisma modifier) or take 2d6 points of damage each round as their skin boils and festers. The empusar must continue making the Perform check for every round that this ability is in effect.
Poison Polish (Ex): The empusar gains the ability to coat her nails in poison at 7th level. This poison may be any that the empusar can make with a successful Craft (poisonmaking) check, but it must be spread through an injury. The empusar never risks poisoning herself when applying poison to her nails or another weapon.
Malicious Embrace (Su): Just like a succubus, an empusar can drain a victim of life energy through physical contact, usually in the form of a kiss. If the target is not willing to be kissed, then the empusar must initiate a grapple, provoking an attack of opportunity. This ability drains one negative level for each round that the empusar maintains this contact. The kiss also carries the effect of a suggestion spell, dissuading the victim from resisting. The victim can make a Fortitude save to remove a negative level and a Will save to resist the suggestion; the DC’s for both of these effect is equal to 10 + one half the empusar’s level + the empusar’s Charisma modifier. An empusar draining negative levels gains temporary hit points normally when draining energy in this manner.
The empusar's malicious embrace is strengthened at 14th level, allowing her to drain two negative levels per round instead of one. This improves further to 3 negative levels per round at 19th level.
Payback's A Bitch (Sp): Three times per day at 10th level, an empusar can fire a greenish black ray that has the same effect as a love’s pain spell (BoVD 98) as a ranged touch attack. The ray deals 1d6 points of damage per two empusar levels (maximum 10d6) not to the target, but rather to the person dearest to them. [Note: Deciding the identity of the dearest person is a cooperative decision between the player and the DM.] On the off chance that the target has no loved one, they take the damage instead. The ray is 100 feet long + 10 feet per empusar level, but there is no limit on the distance between the subject and the loved one. There is no saving throw for this ability and no form of spell resistance applies; however, if the target (either the ray’s target or the affected love one) is in an antimagic field, the spell has no effect.
Devil's Plaything (Sp): Idle hands are the devil’s playthings. Three times per day, an empusar can magically amputate the hand of one living humanoid within a range of 100 feet plus 10 feet per empusar level. This deals 6d6 damage to the target, and the amputated hand then proceeds to attack as a wight (except that it is considered Tiny and therefore gains a +4 bonus to attack rolls and Armor Class). The hand can be turned or rebuked, but once it is slain only a regenerate spell will reattach it. A successful Fortitude save (DC 15 + ½ empusar level + empusar’s Charisma modifier) negates the effect.
Heartthrob (Sp): The empusar is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the empusar causes it to stop. This ability is identical to the heartclutch spell, causing the target who fails a Fortitude save (DC 10 + ½ empusar level + Charisma modifier) to die in 1d3 rounds unless a regenerate, heal, miracle or wish spell is cast upon them within that time. A target who succeeds on the save still takes 3d6 points of damage +1 damage per empusar level. A creature with no discernible anatomy is unaffected by this ability, and the empusar can use it a number of times per day equal to her Charisma modifier day starting at 15th level.
Mind Reaver (Sp): Once per day at 17th level, the empusar can enter the mind of a creature as the mindrape spell (BoVD 99). She can alter emotions, memories, allegiances, and even alignment. She is also able to inflict the effects of the insanity spell upon the unfortunate victim when she is done. Alignment changes can be corrected by a break enchantment spell (although an atonement spell might also be necessary), but serious alterations to memories can only be reversed via a wish or miracle spell. A successful Will save (DC 10 + ½ empusar level + empusar’s Charisma modifier) will negate this effect.
The Devil's Daughter (Ex): At 20th level, the empusar has transcended the bonds of mortality and become a powerful agent of the Lower Planes. She gains the half-fiend template, but with a few exceptions. She does not gain the claw attacks of a normal half-fiend; instead, the base damage of her Naraka nails goes up by one step as if she had gained one size category. She also gains the native subtype when she becomes an outsider. She also does not gain wings or the spell-like abilities from being a half-fiend, in return for an additional +4 bonus to her Charisma score. The empusar can suppress her fiendish appearance at will, and only a true seeing spell from a caster with a level greater than that of the empusar will reveal her true form.
If an empusar ever becomes of good alignment, she loses all her class features except for the Naraka nails and profane beauty. She regains these abilities when she ceases being good-aligned and recieves an atonement spell from an evil cleric.
|Satanic Spite +11d6
|Satanic Spite +12d6
|Satanic Spite +13d6
|Satanic Spite +14d6
|Satanic Spite +15d6
6 + Int modifier skill points per level.
Naraka Nails: An empic empusar's naraka nails are treated as epic weapons for the purposes of overcoming damage reduction; however, the bases damage or enhancement bonuses do not increase.
Profane Beauty: The empusar's AC bonus continues to increase every five levels.
Satanic Spite: The empusar continues to gain additional damage for her satanic spite ability.
Bonus Feats: The epic empusar gains a bonus feat (selected from the list of epic empusar bonus feats) at 21st level and every four levels afterwards.
Epic Empusar Bonus Feat List: Epic Prowess, Epic Speed, Epic Reputation, Epic Weapon Focus, Great Charisma, Great Dexterity, Perfect Health, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.
Human Empusar Starting Package
Weapons: Naraka nails
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative
Bonus Feats: Weapon Finesse
Gold: 20 gp.
Playing an Empusar
Religion: Empusars with religious tendencies are commonly agents of demonic cults or the churches of evil deities. They travel as recruiters for these evil organizations, goading their victims into evil and sin. Others have little or no caring for religion at all, merely living with a completely worry-free existence devoted to the enjoyment of hedonistic pleasures.
Other Classes: Empusars are most tolerated in evil parties, where it may not necessarily be uncommon to have gained your power through an unholy union. Paladins infuriate empusars to no end, for their righteous morals interfere with the empusar's advances on unsuspecting victims and undercut many of her usual tactics. Most other classes are met by the empusar with ambivalence; in keeping with her fiendish ancestors, she is usually too self-absorbed to care about anyone else.
Combat: An empusar is no slouch in combat; what she lacks in physical power she makes up for in grace and temperament. Having wickedly sharp claws doesn't hurt her chances too much, either. Her best effectiveness, however, is achieved through deception and underhanded trickery, which empusars accomplish with great aplomb and many with frightening glee.
Advancement: Empusars are attracted to the power of seduction, and as a result many supplement their powers through arcane study; given their demonic lineage, sorcery is a particularly natural talent. Others become thralls to a powerful demon, usually one who represents temptation (Grazz't or the succubus quenn Malcanthet, for example).
Empusars in the World
|It is said that power corrupts, but actually it's more true that power attracts the corruptible. I’m not making these people do anything; I’m merely showing them an alternate path to what they desire.
|—Naamah Malkuth, human empusar
Empusars use their beauty to great advantage, posing as callgirls and escorts to lure unsuspecting victims into their grasp with promises of sexual fulfillment. Non-evil empusars are often less willing to partake in such promiscuity, often finding themselves at odds with their lineage and powers.
Despite their compassionate appearances, empusars have little concept of human emotions such as love. To most, love is merely an offshoot of lust, which is in turn a tool used to prey on the desperate and greedy. Every once in a while, though, an empusar may develop a lustful obsession with a particular being, usually one of good alignment and high Charisma (they are spawned from the demons of lust and temptation, after all). She will temporarily become tremendously single-minded, focusing all her attentions on that individual and thinking of nothing else. That person occupies their every thought and pervades every waking moment; an empusar in such a state will often not sleep or eat. This fixation can only be satisfied when that person lies dead at their feet, their energy sucked dry by the empusar’s malicious embrace.
Daily Life: An empusar delights in exotic pleasures of all kinds. They are materialistic and covetous to the extreme, flourishing in environments populated by evil beings. An inexperienced empusar typically finds company so she may hone her skills; those with more power are no less personable, but their goals are more focused on pleasure and ecstasy than prosperity. As a result, even intelligent empusars will rarely think very far ahead, their concentration only on the present.
Notables: Naamah Malkuth is considered to be one of the ultimate high-class courtesans. Her reputation for unbridled enthusiasm in sensual pleasures is well-deserved. If the rumors are to be believed, she has been closely associated with a number of monarchs (both male and female) in the double digits. Her nomadic but always well-adorned lifestyle has made her infamous throughout the land.
Organizations: Empusars have no organization; it is rare to have multiple empusars even in the same region at the same time. Very few are even aware of each others' existence, and they likely wouldn't care much if they did.
NPC Reactions: Empusars are almost always alluring to the eye; everywhere they go, they are the center of attention. What better way to enjoy their wild lifestyle than to appeal to as many different people as possible? Those who see their devilish powers, however, are much more fearful, often deservedly feeling as through they have been trapped.
Characters with ranks in Knowledge (the planes) can research empusars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|An empusar is usually a stunningly beautiful woman, a conniving and manipulative beauty possessing terrible power.
|Beware of her sharp claws, which can rend flesh as easily as any sword.
|Empusars have a variety of magical powers as well, most of which are geared towards spreading misery and anguish.
|Empusars are the offspring of succubi; like their parents, they are all female and use their wiles to spread corruption.
Empusars in the Game
An evil empusar is a classic villainess, using her powers to sow discord amongst the PC's and their allies. She can also be an interesting anti-hero; though her methods may not always be the most conventional, they are undeniably effective.
Adaptation: Fiendish offspring exist in nearly every D&D campaign. Adaptation of the empusar from the child of a succubus to that of some other demon is quite simple.