Fiendish Champion

<color=Gold>**Fiendish Champion**</color>

Whether thralls to Abyssal lords, disciples of Archdevils, or servants of other fiendish powers of the lower planes, Fiendish Champions are unabashedly wicked servants of evil forces. In return for power in this world and the promise of favored status in the next, Fiendish Champions sign infernal pacts or undergo unholy rites, working tirelessly to advance their patron’s goals.

<color=Gold>Requirements:</color>
**Alignment:** Any Evil
**Base Attack Bonus:** +5
**Feats:** ssary of Evil; Spell Penetration
**Class:** Must be Bard, Sorcerer, Warlock, or Favored Soul.
**Spells:** The ability to cast third-level arcane or divine spells OR lesser warlock invocations
**Skills:** Lore 5, Intimidate 5
**Special:** Cannot take levels of Dragonheart Mage

<color=Gold>Class Features:</color>
**Hit Die:** d8
**Skill Points:** 2 + Int modifier
**Base Attack Bonus:** High
**High Saves:** Fortitude, Will
**Class Skills:** Concentration, Craft Armor, Craft Weapon, Diplomacy, Intimidate, Listen, Lore, Parry, Perform, Spot, Taunt

**Spellcasting Progression:** At every level except 3rd and 6th, Fiendish Champions gain new spells per day and an added level of effective spellcasting in whatever spellcasting class gave them access to this prestige class. If a character has multiple classes on this list, he must choose which class will benefit from Fiendish Champion levels when first selecting this prestige class.

**Ability Progression:** A Fiendish Champion increases class-specific abilities such as bardsong, eldritch blast, or sorcerer bloodlines at half the rate of their base class.

**Evil Brand:** At 1st level, the Fiendish Champion’s body is marked with a symbol designating this allegiance. This grants specific abilities depending upon where his devotion lies.
 *Infernal Initiate (LE):* Damage Reduction 5/alchemical silver
 *Dark Disciple (NE):* Damage Reduction 5/good
 *Abyssal Thrall (CE)*: Damage Reduction 5/cold iron

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The amount of damage reduction increases to 10/ at 10th level.

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**Path of Darkness:** At 2nd level, the Fiendish Champion must choose the path he will follow in service to the forces of evil. There are three paths available: Profane Knight, Betrayer of Hope, and Dread Master.

**Fiendskin:** Starting at 3rd level, the Fiendish Champion gains +1 to AC. This increases to +2 at 9th level. The AC bonus stacks with that granted by enchanted items. Though they will never be as difficult to wound as true fiends, the protection of their fiendish patron makes them more resistant to harm than most mortals.

**Forsaken:** At 10th level, the Fiendish Champion becomes a trusted servant of his patron. To help spread wickedness, he gains a 5% movement speed increase, a +1 bonus to fortitude saves, and qualifies for Fiendish Wings (Erinyes or Bat) or a Fiendish VFX at the Avatar NPC in the OOC room.

<color=crimson>Profane Knight</color>
The Profane Knight focuses on his physical might, using brute force to augment his abilities.

**Bastion of Wickedness:** at 3rd level, the Profane Knight gains the ability to use shields, medium armor, and heavy armor.

**Villainous Might:** at 4th level, the Profane Knight gains +2 to Strength. This bonus increases to +4 at level 9.

**Calamity Strike:** at 7th level, the Profane Knight can make a special attack that, if it hits, befouls the very ground his target stands on, causing it to erupt with dark energy. The effect of a calamity strike is similar to Earthquake, except half of its damage is negative energy. This ability has a 15-second cooldown.

<color=crimson>Betrayer of Hope</color>
The Betrayer of Hope works behind the scenes, corrupting souls and binding others to his indomitable will.

**Call the Fallen:** at 3rd level, the Betrayer of Hope is granted the service of a fiendish summon. This creature increases in power as its summoner gains character levels. Initially, the summon is a Bladeling. At 6th level, the summon is a Hell Hound. At 10th level, the companion is a Fallen Valkyrie.

**Debased Temptation:** At 4th level, the Betrayer of Hope gains a +2 bonus to Charisma. This bonus increases to +4 at level 9.

**Forlorn Despair:** At 7th level, whenever the Betrayer of Hope slays an enemy, it creates a powerful psychic reverberation in the minds of nearby allies. Each surviving enemy takes 3d8 + 1d8 divine damage for each four character levels of the Betrayer, up to a maximum of 10d8. This ability can effect a maximum of 5 creatures and has a 30-second delay between activations.

<color=crimson>Dread Master</color>
The Dread Master deals in profane magic and forbidden lore, leaving befoulment and blight in his wake.

**Forbidden Lore:** at 3rd level, the Dread Master gains an additional 2 dice of divine damage to his eldritch blast. If the Dread Master does not have the Eldritch Blast feat, he gains it and progresses it through their levels of Fiendish Champion in addition to the two dice.

**Dark Investiture:** At 4th level, the Dread Master gains a +2 bonus to Constitution. This bonus increases to +4 at level 9.

**Empty Vessel:** At 7th level, the Dread Master can target a single enemy with a melee attack. If this attack hits, the target takes an additional 1d8 divine damage per class level. If this attack kills the enemy, its form is possessed by an incorporeal fiendish entity which does the Dread Master’s bidding for 30 seconds. This ability has a one-minute cooldown.

<color=gold>At 10th level, the Fiendish Champion of any path can choose from one of the following feats:</color>

**Harvester of Souls:** The Fiendish Champion is not only tasked with pursuit of their patron’s goal, but also with the collection of mortal souls. Any melee weapon they equip gains the Harvester weapon property (10% chance of an AOE burst of negative energy on hit, which also slows all effected targets who fail a Fortitude save).

**Blightbringer:** The Fiendish Champion can channel the power of his patron, inflicting substantial penalties on his foes. For 36 seconds all enemy creatures within suffer 25 points of magic damage per round and suffer a-2 penalty to all ability scores. This ability has a two-minute cooldown.

**Vile Magic:** The Fiendish Champion chooses a single offensive spell from the following list: Orb of Fire, Orb of Cold, Orb of Acid, Orb of Sound, Orb of Electricity, or Vampiric Touch. He can cast this spell as an instant ranged touch attack with a 30-second cooldown, and half of its damage is now unresistable.