Darkfire Guild Thief (3.5e Prestige Class)
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Darkfire Guild Thief
Cult members dedicated to the demon Acerbus, these foul thieves constantly seek to capture more sacrifices for their everburning lord. Arsonists, murderers, burglars, child molesters and worse fill the ranks of the Darkfire Thieves Guild.
Prerequisites
- Alignment: Any Evil
- Base Attack Bonus: +3
- Skills: Disguise 6 ranks, Intimidate 6 ranks
- Special: Sponsored by a member of the Darkfire Thieves Guild
Class Features
All the following are class features of the Darkfire Guild Thief:
Weapon and Armor Proficiency: Darkfire Guild Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and they gain the exotic weapon proficiency for net. Darkfire Guild Thieves are proficient with light armor, but not with shields.
Sneak Attack (Ex): This ability functions exactly like and stacks with the rogue ability of the same name.
Initiate (Su): Upon entry into the Darkfire Thieves Guild, the new member takes part in the Ritual of Marking. This ritual involves scarification for the new initiate and apprenticing themselves to a higher ranked guild member, usually a Mark-Giver. The act of scarification leaves a script in abyssal that grants them fire resistance 5 and the ability to speak abyssal. The new initiate is also given the Dagger of Falling Ash that was used to scar them. This dagger is magically linked to the initiate and can be magically summoned with a DC 20 Concentration check. Upon the initiates death their linked Dagger of Falling Ash erupts into a small fire ball causing 2d4 points of damage to all with 10 feet (Reflex save DC 15 for half) and the dagger is totally consumed in the process.
- If the initiate ever leaves the service of Acerbus the dagger explodes as if the initiate had died.
Ash Shield (Sp): By weaving their Dagger of Falling Ash in a specific pattern the Darkfire Guild Thief creates a light shield +1 that has no armor check or weight penalties. This shield lasts until the creator releases it and can be reformed an unlimited number of times per day. Creation of the shield is a full round action. This incurs an attack of opportunity if done while in melee.
Ash Net (Sp): By rapidly cutting the air in a certain pattern, the Darkfire Guild Thief creates a smoldering Net of hot ash. The net can be created 3 times per day as a standard action, is +1, lasts for 1 minute and disappears in a puff of smoke and ash once its duration is up. If the net is used to entangle an individual they take 1d2 points of fire damage if they struggle against the net. Creating the net incurs an attack of opportunity if done while in melee.
- Note - refer to the SRD entry for the Net for specific rules concerning the net.
Mark Giver (Su): When an initiate is powerful enough, they are granted the rank of Mark-Giver within the organization. This occurs during the Ritual of Marking. During the ritual the Darkfire Guild Thief undergoes a series of brutal, horrific scarifications that leaves them with a veritable book of black scars over most of their body. The scars are formed from dozens of words from the vile and abyssal tongue and grant the new Mark-Giver Damage Reduction 2/-. The new Mark-Giver also gains the feat Dark Speech from the Book of Vile Darkness. In exchange for these abilities Acerbus takes back a small part of the new Mark Giver, they lose 1 point of Charisma and 1 point of Dexterity. The Mark Giver does not see this loss and typically becomes violently angry if it is pointed out. Additionally, all Mark-Givers are taught a set of secret symbols that are to be carved into every sacrifice marking the victims soul in such a way that it goes straight to their fiery lord.
- It is at this time that the new Mark-Giver bequeaths a Dagger of Falling Ash onto a new initiate and receives his new Demon Dagger of Falling Ash from a Minion of Acerbus. A Mark-Giver may be involved in the promotion of many initiates and gets the additional daggers from his guild master. All abilities that can be done with a regular Dagger of Falling Ash can be done with their new dagger.
Ash Cloud (Sp): By slamming their dagger into the ground a Darkfire Guild Thief can cause a cloud of warm ash and smoke that spreads to cover a 30ft radius area. This is a standard action. The cloud obscures all vision, including darkvision, beyond 5ft. All creatures in the cloud are granted concealment (10% chance to miss) when within 5ft of each other or total concealment if farther than 5ft. Each creature within the cloud must make a Fortitude save (DC 15, +1 per previous check made) every round or spend the round coughing and choking. A creature that chokes for two consecutive rounds takes 1d6 points of nonlethal damage. The dagger wielder is immune to the choking.
Rogue Special Ability (Ex): The Darkfire Guild Thief may choose a rogue special ability exactly like the tenth level rogue ability.
Soul Sacrifice (Sp)
- Soul Sacrifice allows the Darkfire Guild Thief to mark the soul of sacrifices for delivery straight to Acerbus. In return for every 20 souls sacrificed Acerbus grants his follower the ability to either use one spell of second level or lower that can be cast 3/day (caster level is equal to Darkfire Guild Thief level) or permanently be under the effects of a spell that can be affected by the Permanency spell. The Darkfire Guild Thief may only have three active 'gifts' at any given time and needs to sacrifice an additional 20 souls to change one of the old abilities to a new ability. If the Darkfire Guild Thief is subject to the effects of Dispel Magic the dispelled ability is regained after 2d6 rounds.
Minion of Acerbus (Su): The highest rank a Darkfire Guild Thief can attain, Minions of Acerbus are the meanest, craftiest, most sadistic members of the Darkfire Thieves Guild. Responsible for the actual sacrifice of innocents and the condemnation of their minions souls through the Ritual of Marking. The rites for attaining the rank of Minion of Acerbus are held in private with only other Minions and involves self mutilation, scarification, and ritually burning every inch of skin on the new Minion. This rite leaves the Minion horrifyingly disfigured and makes all non-guild members and non-evil sentient beings automatically hostile toward the minion. The benefits gained seem worth it to the new Minion. They gain spell resistance 18 from the mystic symbols hidden in their scars and will arise as a demon of higher status than a Dretch in the service of Acerbus after they die. In exchange for these abilities Acerbus takes back a little from the new Minion, they lose 1 point of Charisma and 1 point of Constitution. These effects are unnoticed by the Minion who becomes lethally angry if it is pointed out.
- Once the character has arisen as a demon they are effectively removed from the campaign, DM's may use this to cause a recurring enemy to appear even after they have died.
- It is at this time that a Minion is granted the Master Demon Dagger of Falling Ash. Minions with the Craft Magic Arms and Armor feat may make new Demon Dagger of Falling Ash and new Dagger of Falling Ash to pass out to lesser members. The Master Demon Dagger of Falling Ash comes straight from Acerbus who is the only one who knows how it is crafted.
Master Soul Taker (Sp)
- Master Soul Taker increases the spell level selection for the Soul Sacrifice ability by one (3rd or lower at will), raises the maximum cap by 1, and reduces the number of necessary souls to 15.
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