On this page you can find Prestige Classes, advanced jorbs that have prerequisites to open and level. The skills found here do NOT stack with normal classes (unless otherwise noted), and can even open up new class skills for the player.
NOTE: Remember, BaB requirements are all RAW, level-dependent BaB.
Ultimate note on gnosis and abilities:
No matter where on this page, unless it says "This can affect creatures with gnosis higher than you," for the most part the attack or ability will NOT in fact work the way you think it will against targets with higher gnosis than you. Please keep this in mind.
Prestige Classes
Witch Gunslinger
Muscle Wizard
Hellblader
Soul Flayer
A specialist in magical gunwork and highly advanced, specialized styles of fighting, the Witch Gunslinger is a virtuoso of magic, sex, and demonic control.
With their Magic Bullets and advanced capabilities, a Witch Gunslinger can easily fit any playstyle so long as they have a taste for magic and mayhem!
Hit Dice: d8
Skill Points: 8 + Favored Ability
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Favored Ability), Seduction (Cha), Concentration (Con), Sleight of Hand (Dex), Swim (Str), Jump (Str), Use Magic Device (Cha), Knowledge: Arcane (Int), Knowledge: Dungeoneering (Int), Knowledge: Planes (Int), Knowledge: Foreign Culture (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Ride (Dex), Search (Int), Spot (Wis), Use Rope (Dex)
Requirements: cast Arcane spells of at least level 2, Dodge, Combat Casting, Z-Run 1, Wall Run 1, Dynamic Sorcery 4, Concentration 5, must acquire the entire set of at least beginner level Quad Set Guns, and a Witch-Gunslinger battlesuit.
Special Requirements note: I bet you thought this job was only por la femmes? Not at all! On the other hand, one would THINK this is for chicks only, so until a dude steps up and says "I WANT TO LOOK PRETTY WITH STILETTO-HEEL GUNS!" we're just gonna leave this here as a ellipses…
Class basic abilities: Light Armor Proficiency, Ranged Weapon Proficiency (Quad Set Guns), Melee Weapons Proficiency, Simple Weapons Proficiency, Martial Weapons Proficiency
Imbue Bullets per day (by level)
x = no limit to amount of bullets you can imbue, save how much energy/materials you have
Backlash - as a Witch Gunslinger grows in power, there comes a time where they must overcome a set of trials. During Backlash, the Witch Gunslinger suffers from double Spell Failure Chance, and they suffer from the constant negative effects:
Backlash level 1 - total hp drop by 10%, -1 to all attributes
Backlash level 2 - total hp drop by 20%, -1 to Wis and Int
Backlash level 3 - total hp drop by 20%, can't cast the same spell more than once during a session
Backlash level 4 - Clumsy (a natural 20 becomes a natural 1 once per session), Forget (upon casting a spell, roll -again- and pray you don't get a certain number. If you do, you won't be able to cast the spell again until level 10)
Backlash Negate - Having suffered through the Trials, the Witch Gunslinger now undergoes a powerful metamorphosis, gaining the following:
HP Total x3
EP Total x3
+4 to all Attributes
Double effects from Magic Number rolled
Demon Contract - the basis of the Witch-Gunslinger lays in the Contract. By acquiring Contracts (normally through Demons, but Divines, Angels, and more have been used), the Witch-Gunslinger is able to supplement their attacks, shift forms, and acquire upgrades through their relationship with the Contracted. Symbiotic and powerful, the Demon Contract can be acquired through seduction, diplomacy, flat-out battle, or even gambled but never through forced methods.
Hairstyle! (can only be done if wearing a Witch-Gunslinger Battlesuit) - a Witch-Gunslinger gains access to special hair-based Special Attacks as they grow in strength. Note: whenever a Witch-Gunslinger gains a new Demon Contract, they gain a new Hairstyle! After the initial four Hairstyles, the Witch Gunslinger can “create” their own Hairstyle based on the Demon Contract they gain using the Special Attack feat as if each were Special Attack+5. Most Hairstyles can only be used once per combat.
(Special note: ten minutes between battles to recharge)
Level 1 - Unicorn 4d6, crit x5, +5 To Hit
Costs: 5 ep
SPECIAL: if it crits, the target is skewered and is now suffering +4d4 bleeding damage for 1d4 rounds.
Level 2 - Crow 2d8, crit x2, Flight+1 (Hovering as well), +5 To Hit, Magic Number +1
Costs: 5/10/50 ep
SPECIAL: if summoned for utility purposes, cost is increased to 10 and the creature hangs around for 1 minute. If summoned with the Magic Number upgrade, it costs 50 ep and a special Magic Number is rolled for the Witch-Gunslinger. This occurs only once per combat.
Level 3 - Jaguar 5d8, crit x2, Speed+4, +10 To Hit
Costs: 25 ep
SPECIAL: if summoned for utility purposes, the creature hangs around for 2 minutes.
Level 4 - Fucking Dinosaurs With Lasers AC totalx2
Costs: 50 ep/75 ep
Short Range (50/100 ep) - 2d20, 18-20 crit x2, threatens targets up to 20 feet away, +10 To Hit
Long Range (75/200 ep) - 2d20, 17-20 crit x3, can strike up to 1d4 targets up to 200 feet away, +10 To Hit
SPECIAL: upon utilizing Fucking Dinosaurs With Lasers, user must determine whether they’re summoning it as short range or long range. Both forms loses Dexterity bonus, but AC is doubled. If summoned with longer time, costs are increased (Short Range to 100, Long Range to 200), but the summon can be utilized for 1 minute.
SPECIAL: spend 1000 EP to summon Fucking Dinosaurs with Lasers with both AC x2 and access to both Short Range and Long Range form.
Final Flash! - Goddess Form 10d20, crit x10, +20 To Hit, gets around the Pact of Pantheons due to Witch-Gunslinger Contract Clause.
Costs: 1/2 EP Total
Gnosis Required: 100
SPECIAL: permanently halve EP total in order to remain in Goddess Form for one minute. EP total must be 1000 or more.
Imbue Bullet - allows the ability to place a spell within a bullet. When fired at something (even something alive), it has a certain effect depending on the spell placed on the bullet. These magic bullets almost always improve the level/effect/strength of the spells placed upon them. To place the spells on the bullets, it still costs the amount of energy or materials the original spell cost.
Imbue Self - same as Imbue Bullet, but allows the Witch Gunslinger to cast it upon themselves as if they were the bullet. Same spell cost and strength as Imbue Bullet. Spell effects last 1d4 rounds.
Exotic Weapon Proficiency (Quad Guns) - gained upon getting the Quad Guns while wearing the suit. Also allows a person without ranged attack abilities to use normal guns at a -2 penalty instead of the usual -4 or -8.
Alt Form - as a Witch Gunslinger grows in power, they learn how to use their Touki and Hairstyle! familiars as part of their combat repertoire. With each new level of Alt Forms, they gain the ability to incorporate their familiars abilities in melee combat (hand to hand or combined hand/gun combat), supplementing their basic attacks with the stronger Contract’s attacks (so Unarmed Damage+4d6 from Unicorn).
Note: you canNOT use Fucking Dinosaurs or Goddess Form with Alt Form.
Ritual Shift - Through a conflux of extreme training and dedication to the magical and martial arts, a Witch-Gunslinger learns the fabulously powerful ability known as "Ritual Shift," an ability that exceeds simplistic Shapeshifting. This allows the Witch Gunslinger to enter into a timed alternate form that grants extreme abilities, powers, and strengths.
Unlike Hairstyle!, Ritual Shifting allows the Witch-Gunslinger to utilize the form completely rather than for a single strike. During the Ritual Shift, the Witch-Gunslinger not only gains access to the forms used during Hairstyle! (and like Hairstyle!, is based around the Demon Contracts they’ve acquired), but may enjoy further benefits. As with most things, must have GM’s approval to ensure the proper Demon Contract is connected to the proper Ritual Shift.
There are four Ritual Shifts altogether, with each one based on these styles:
Basic - the starting Ritual Shift form. Usually lasts 1 minute. To Hit+5, EP Total x2, HP Total x2.
Specialized Long Range - the next one, usually a flying one. Long Range and sensory/analytical capabilities are emphasized here. Usually lasts 30 minutes. All skills/sensory abilities are doubled. All attacks gain Reach 20 feet unless specified otherwise.
Specialized Defensive - the third form, usually large and/or simply that fast. Defensive capabilities are emphasized, and the combat capability becomes further specialized with either weapons, hand-to-hand, or magic. Usually lasts for 1 day. Adds +Spellcraft to AC.
Upgraded Basic - incorporates the abilities of the previous three and upgrades them tremendously. The form can be any of the previous three, but most (for nostalgia sake) choose the very first. Lasts for one hour.
EP Total x2, HP Total x2, Range, Class Skills x2, Adds +Spellcraft to Damage, To Hit, and AC.
Please keep in mind that you cannot Ritual Shift during the day, unless the Demon Contract allows for it. Ritual Shifting allows for the use of forms, but HP, EP, To Hit and Damage Dice are unchanged unless specified otherwise. You can only Ritual Shift once per “day.”
Touki - Upon gaining their first contract, a Witch Gunslinger is able to incorporate that creatures' basic presence on top of their own aura, acting as a shield as well as an enhancer. Must be activated through synchronization, lasts throughout the entirety of combat, and immediately disengages itself at end of combat unless directed otherwise by GM. While Touki is activated, player has the ability of combat arts, advanced combat arts, the ability to use Quad Guns, +1d6 unarmed melee attack bonus, and +1 AC (stacks with Battlesuit). The user gains these abilities if they do not actually have them, and they do not stack with existing already learned abilities.
Bullet Dance - by sacrificing energy points, a Witch Gunslinger can go into a mode of mobilized attack that is effective enough to affect an entire cadre of enemies, doing 1d6+10 damage to every enemy in sight and allows the player to move up to 30 feet in any feasible direction during the duration of the Dance. Costs 3 energy point per enemy shot this way, it MUST hit every enemy within range (or until out of energy points), player must pass a Concentration check (DC15), and at the end of the Bullet Dance player can do a stylish, explosive pose to do an additional 10 points to all enemies hit. At end of Bullet Dance player must wait 1d4 rounds of cooldown before they can reload and use Quad Guns again.
Quad Shot - counts as a single action round. Allows the player to imbue four different bullets with four different (or same, whatever) spells, load their Quad Guns, and fire them all within a single round if they wish. Must pass a Concentration check of DC 15, takes twice the total amount of energy/materials as the four spells chosen. The spells fired as thus cannot be counterspelled.
Witch Time - after passing a check of Concentration 20, and with Touki activated, the Witch Gunslinger can enter into a hyperexcited state of existence known as "Witch Time." Time seems to stop completely for the Witch Gunslinger, improving their attack roll by +10, and allows them to attack again immediately afterwards (thus negating the whole "you can only take two actions per round" thing). The first action is free, every action after that costs 25 energy points. Witch Gunslingers can only use normal attacks with Quad Guns, unarmed attacks, and magic during Witch Time. This does not provoke an attack of opportunity, this cannot be countered nor interrupted. The only way to match this technique is to activate one's own Witch Time (which can be done upon declaration), or another ability that speeds one up (beyond normal Haste). Time-controlling, reversing, altering, or reality-warping abilities can slow down or negate Witch Time activation.
The power of physical prowess above all, the Muscle Wizard is the ultimate paradox: a magic-user who focuses on physicality.
Grow in strength and smash those fuckers with the Fist spell!
Literally, just cast FIST on everything you come across, then smash them up with an array of attacks from the martial arts table.
Outside of an increasing array of magical powers, the Muscle Wizard also takes full advantage of the homebrew Combination Attack. Note that with GM’s approval this can be swapped out for BESM Combination Attack, official Combined Attack feat, or Tag Team from the wrestling martial arts table.
Hit Dice: d10
Starting Skills: (6 + Str Modifier) x4
Skills: 6 + Str Modifier
Starting Golds: 2d10 x 10
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Int), Medical (Wis), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidation (Cha), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Military Sciences (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise, Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex), Powerlifting (Str)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency
NOTE: the Muscle Wizard can ONLY use unarmed attacks, martial arts, or psionic/ki/magic abilities
Prerequisites: any magic-casting capability, BaB: +8, at least 100 Martial Arts proficiency in any martial arts table
Philosophy of Muscle - as the Muscle Wizard now treads the path of peak supernatural physical perfection, they have thoroughly trained in the Philosophy of Muscle.
This confers several tweaks to the character:
From now on, Ability Score upgrades outside of Strength and Con are doubled. If you want to put a point in Int, it’ll cost two Ability points.
On the other hand, Strength/Con-based feats and abilities costs are halved.
When casting magical effects of any sort, the Muscle Wizard can add their Strength Score instead of any other modifier to spellcraft.
Burn In Heaven - when taking ability score damage, the Muscle Wizard may, instead, direct it to EP.
Tag Team (Chosen Martial Art) - operates like a normal Tag Team (from Wrestling Table) ability, but can be viable with anyone who practices the chosen martial art. This martial art must be declared upon acquiring this version of Tag Team.
Burning Blood - Upon successfully casting a spell, the Muscle Wizard gains an immediate hit point back. Each time they acquire a hit point in such a fashion, they may dispel one poison/toxic magical effect.
Red Meat - Allows the Muscle Wizard to add their Strength Score to counterspell attempts, duels, or negation.
Boiling Blood - Upon taking damage, the Muscle Wizard gains Refresh +1. Each time they are successfully damaged, this Refresh goes up by one more. This does NOT stack with current Refresh sources, and ends at end of combat.
Red Muscle Fiber - While training in hard style martial arts, the Muscle Wizard may add Spellcraft total score to their attempts to learn abilities/feats/techniques from other martial arts tables.
Pink Muscle Fiber - While training in soft style martial arts, the the Muscle Wizard may add Spellcraft total score to their attempts to learn abilities/feats/techniques from other martial arts tables.
Alternate Form (Full Powered) - the Muscle Wizard gains access to a special alternate form that they can take on after hitting 50%. This Alternate Form can be built out of the Alternate Form attribute (BeSM d20) as if they’ve spent enough points for a Full Powered form. Please consult with your GM during creation.
Black Blood - while in Alternate Form, whenever the Muscle Wizard casts a spell they can regain the same amount in HP as the EP cost.
Jawsmasher - a special feint that allows the Muscle Wizard to switch from casting a spell to launching a physical attack. Can be done once per combat, and doubles the end damage (of unarmed damage) before crit.
Maid In Heaven - Should the Muscle Wizard drop to 10% HP, if they have yet to activate their Alternate Form they can do so now as a free counter-action without provoking AoO. The Alternate Form now has twice as much EP and can add their Spellcraft total to their Str Mod.
Gang Stomp - allows the user to choose one more martial art for Tag Team. They can now use Tag Team with two different people.
Black Knight - gains +1 BaB and +1 Damage each time a Tag Team ally takes damage from any source.
Eyes Over Watchdogs - While resisting magical effects, the Muscle Wizard may apply their Strength Score + Con Score as an additional bonus. This stacks with any other bonus.
Turn the Skyes - Acts as a Turn ability. Affects any target with the Angelzoom blonus. If the target fails their Will Save, they are immediately Turned and rebuked.
Angelzoom - forces onto a target a blonus that grants the following: “takes double damage from all sources, AC is halved, is considered always flat-footed, and deals only 1/10th of damage output.” Will Save negates this blonus. Can only affect targets of same or lower Elan. Can be performed (Con Mod) times per day.
Big Bad Bruiser - is activated as a standard action, and when activated the user is no longer able to use EP at all. Instead, every time they deal physical damage they also deal an equal amount of unspecified, supernatural damage. This extra damage is supernatural in nature, and overcomes DmR. Can be used once per day, but can be used a second time per day if user has taken 75% damage in a single combat round.
Secret Art: Hand Holding - 500 ep - physically hold hands with another ally that has been marked by Tag Team. While holding hands, neither partner can be dropped below 1 HP or 1 EP. Both members gain bonus DmR (Muscle Wizard’s Str Score + Con Score + ECL), Regen +Con Score, Refresh +Str Score, and gain the Muscle Wizard’s ECL as a To Hit bonus as well as Spellcraft total to damage output before crit.
The ally they’re holding hands with gains access to the Muscle Wizard’s entire store of learned martial arts techniques and abilities, and can perform them as if they meet requirements so long as they’re still holding hands.
Ends at the end of combat or whenever they stop holding hands, whichever happens first. Can only be performed once per week.
Secret Art: Masters of Disaster - allows the user to choose one more martial art for Tag Team. They can now use Tag Team with three different people.
At the cost of all their EP (draining it down to 1) they can bring in a surprise guest tag team partner as their fourth, who gain all the benefits of Tag Team. This fourth member also gains the Muscle Wizard’s “martial arts training points” as a temporary bonus to HP and EP totals. This temporary battery of points lasts until the end of combat.
When the Tag Team members perform their combined special attacks, the special fourth member brought in can immediately perform theirs as an immediate free action, contributing their damage output to the calculations without rolling To Hit.
Heavily reliant on melee attacks and high mobility, the Hellblader takes advantage of their specific, exclusive gear and the powers that comes with them. Their greatest power comes from the ability to move without AoO freely, and the special attacks they can pull off as tricks.
Able to move in ways that defy physics and reality, the Hellblader is the ultimate in freestyling movements and freewheeling attacks!
NOTE: Hellblades grant the user to substitute (Unarmed) for (Melee) whenever a skill check or attack/defense is called for.
Hit Dice: d6
Skills: 4+Int Modifier
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: History (Int), Knowledge: Religion (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Swim (Str), Jump (Str), Tumble (Dex), Balance (Dex), Computer Use (Int), Concentration (Con), Sports (Str, Dex, or Con)
Requirements: Dodge, Evasion, Mobility, Wall-Run 2, Z-Run 1, Tumble 5, Acrobatics 5, Dex 18, acquire a pair of basic Hellblades, Martial Arts 100
Class basic abilities: Light Armor Proficiency, Medium Armor Proficiency, Buckler Shield Proficiency, Melee Weapons Proficiency, Martial Weapons Proficiency, Simple Weapons Proficiency, Exotic Weapon Proficiency (Hellblades)
Free Rider - while wearing Hellblades, a Hellblader can move as far as they want to before striking (up to twice movement speed).
Mantis Crit - while attacking with Hellblades, the Hellblader may add their total Jump score to end damage (after crit).
Sudden Movement - move as an interrupt. +5 difficulty for every time after the 1st.
Sudden Followup - allows for 1 attack Sudden Movement at lowest base attack bonus.
Pure Evasion - Allows a Hellblader to double the Dex modifier on their Reflex saves while wearing Air Treks.
Insight - Allows "combat sight," upon Wis 15 DC check to see what others might not during battle.
Trick - Special Attack or Movement. Only done while Hellblades are on. By performing Tricks, the Hellblader can achieve various bonuses. Combining movement, offense and even defense, a Trick can sometimes mean the difference between life and death.
Built using the Special Attack system.
Trick Score Table:
NOTE: Unless noted otherwise, bonuses from Trick Scores ends at the beginning of the Hellbladers next turn. Everything stacks. Damage bonuses are calculated before crit.
Trick #1 - next Trick gains +1 Melee Attack (To Hit)
Trick #2 - next Trick gains +1 Melee Attack (Damage)
Trick #3 - next Trick gains +1 Unarmed Attack (To Hit And Damage)
Trick #4 - Hellblader gains +1 DmR
Trick #5 - Hellblader gains +ECL to Crit Damage Multiplier (maximum of x20 on the next crit)
Trick #6 - Hellblader gains +ECL to Special Attack (To Hit and Damage)
Trick #7 - Hellblader gains +ECL Regen and Refresh
Trick #8 - during the next round, Hellblader gains +ECL to Special Attack (Damage and To Hit).
Kick - can add a kick to normal attack combo string. Always connects at Base Attack of+0, deals unarmed damage, adds effect and damage dice roll of the Hellblades themselves.
Do the Impossible - So long as you have the Hellblades on, height means nothing, gravity means nothing. All rogue skills gain +10 (even if you aren't a rogue), all movements are Take 20, and (with GM approval) you can move on anything composed of air as if it was solid ground.
Heavy Training - with each point of Heavy Training, the Hellblader spontaneously gains 100 martial arts points.
Cross Training - whenever the Hellblader gains points in one martial art, they also gain a point in a second style from now on.
Tuner Flunkie - at Hellblader level 8, the player gains a non-combative Flunkie that "tunes" and repairs their Hellblades. Can create minor regalia and add/swap effects to your Hellblades. With each time they tune up the minor regalia, they add to the "synchronization" between the regalia, themselves, and the Hellblader. Eventually this minor regalia will become a full-on Regalia upon entering level 10 (storyline event). Tuners cannot enter combat unless to repair your Hellblades.
Regalia - Hellblade mod that allows for a certain, insanely effective maneuver or effect. Only the most powerful of Hellbladers can acquire these. Needs to be perfectly synchronized with a tuner to make them.
Road - you gain a round of your creation (subject GM's approval), thus affecting the environment as you move and allowing you to "kick off" or perform a movement where normal, or even "extreme" movement, would normally not be allowable. Must make/own a regalia. Example: literally starting off and moving across empty space simply by kicking off of a few beads of sweat, a breath of wind (your own breath at that), or someone's gaze (the energy generated by one's eyes).
Royal Rainbow - User proclaims their “main” skill between Melee Attack and Unarmed Attack. Whenever the user attacks with Hellblades, they may add their lesser skill (Melee Attack or Unarmed Attack) total to their main skill total. All damage dealt with Hellblades are considered both Unarmed and Melee for purposes of checks and battle actions.
If you enjoy playing hellish, devilish characters with high impact sadism (and you’ve already tried Royal Ravisher), then the Soul Flayer is the jorb for you!
Gain alignment-based abilities and a greater judgement than other classes, and also gain even greater bonuses to one’s (many) chain attacks!
Hit Dice: d10
Skill Points: 6+ Int Modifier
Skills: Climb (Str), Bluff (Cha), Craft (Int), Craft: Souls (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge: Planes (Int), Knowledge: Religion (Int), Knowledge: Occult (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Prerequisites: Extra Dimensional origin (or ability to become an Extra Dimensional/Outsider)
Base Attack Bonus: +8
Special: Ability to see souls (whether it's via spell or not)
Must survive training in the art of soul torture or cleansing
Note: Chain Devils and executioners/torturers feel a great affinity for this class, and can be presented with the chance to gain it anywhere from levels 10-20, each time the percentile dice rate growing (from only a 10% chance to 100% of absolutely opening it up). This class is open to all, but unless they are of Chain Devil or executioner/torturer origin, they'll find themselves at odds with the Guild and the mission to open it up made even harder.
Upon accepting this path, the target in question will receive a surge of power and a set of commands that if they do wish to continue on this path, they must complete the mission absolutely or be killed and judged for their failure.
GM shall tell you about "Rizer's Quest" immediately afterwards.
Please note that unless you are of Chain Devil or executioner/torturer origin, you'll face opposition from the Guild on top of the demons/devils in your path.
Soul Read - At 1st level you receive Basic soul read, the ability to see any major, large stains or pure spots on a willing or incapacitated soul. At Level 3 the character can see the presence of hidden secrets or memories, but not their content. At level 5 the knowledge grows to include the knowledge of what those hidden thoughts are, and at 10th level the power can be used on an unwilling soul with a will save DC of (10+level+Cha modifier).
Know Alignment - Character can cast Know Alignment as a spell like ability a number of times as listed on the above table.
Ghost Touch - Unarmed attacks and weapons wielded by the character have the Ghost Touch quality as long as they are in his control.
Rending Attack - At first level of this class, they character chooses Unarmed Attack Skill or Melee Attack Skill as the basis for their soul targeting abilities. At 2nd, 4th, 7th, and 10th level the character receives a +1 bonus to the appropriate attack combat skill.
Aura of Authority - Gains the Leadership ability as a free feat as well as +1 level of the Aura of Command Attribute
Soul Stare - As an attack action, the character can lock eyes with an opponent within 30' and force an opposed will check. Both parties add levels in this class as bonuses to the opposed roll. If the character wins, the opponent is stunned for 1d6+Cha modifier (if positive) – Opponents Wis modifier (if positive) minimum 1 round as her soul experiences every evil and/or pure act it has ever performed. If the character fails, they are dazed for 1d6 – Wis modifier (if positive) minimum 1 round.
The Harrowing- Upon a successful "Rending" grapple, the Soul Flayer's weapon combines with themselves and spin, vibrate, or twist within the wounds causing 25 damage +1d6 wounding damage a round until magical healing is administered. For half your remaining energy you can continue the attack for 1d4 more rounds causing stackable wounding damage. The instigation of The Harrowing ability counts as a full round action
Soul Touch - Soul touch acts as the Ghost Touch ability, except it can be used as a full round action to attack the soul directly, avoiding any non-force armor and even flesh, causing no physical harm to the target. All damage is done directly to the soul (talk to JDW about what this means in game)
Soul Canister - The character, with the expenditure of 20 EP can create a canister (appearance based on character's mind set) to house a soul that has been removed from a dead and/or defeated opponent for later processing.
Special Attack +1 - The character gets 1 level of special attack for free
Soul Anchor - by spending 1 hour each day meditating, the character becomes immune to teleport spells, Magic Jar, Dimensional Hop, and any other effects that cause the character, or his soul, to be moved, changed, dimensionally shifted, etc against his will. If the effect comes from a caster who's caster level is higher than his combined class levels he gains a +5 saving throw, or if the effect does not allow a save, he gains a will save without a bonus or negates the effect.
Soul Forging - The saved souls can now be used as the material for forging. This uses the Craft (Souls) skill and appropriate tools (Ghost touch forging gear, or basic forging gear in the hands on a Soul Flayer)
Imbue Soul Item - At 9th level the character can, while forging a soul, imbue an ability from the magic arms or armor table into the created item at a cost equal to it's market value (not the crafting value as with casters, this ability comes from within the soul itself) in materials. This ability is based on the secrets and qualities of the soul being forged. (example: the soul of a knife murderer might bestow Keen or Wounding, while the soul of a pious, pure holy man might bestow Holy Blast or Demon Bane. The soul of the Executioner of a city who used the electric chair to exclusion of all others may give Shock or Electric Resistance/10)
Master of Puppets - At level 9, the Soul Flayer has gained such mastery and exposure to spiritual energies that they are able to manipulate those energies after attaching a controlling chain directly to that soul. Upon sending out a designated chain made of spiritual energy to strike at a target's soul, if the target does not make a Will save of 30 then they are completely under control of the Soul Flayer as if under a Hypnosis spell. So long as the controller chain is in, the target does not receive any chance to break out unless the Flayer lets them go. Costs half of your current energy pool to use this, and only works on one person at a time. Target must be in line of sight in order to attach the chain, but after the attachment there is no maximum distance.
Augment: Give up all of your energy to control more than one target, up to 1d6.
The Judgment - combines the Mastery of Soul Read with the more mental capabilities of Soul Flayer. Once per game day the Soul Flayer can, upon a successful Soul Stare, instead change it from a full-blown Soul Stare into The Judgment. Any and all of their sins will be channeled back onto them, and they will be locked in such a fashion, unable to escape out of reliving those sins as both the sinner and their victims. Forevermore they will be mindlocked, even into death, unable to move or do anything other than suffer.
The only way to get out of it would be at the behest of a God or major deity…and even then, only if they serve that God without fail, lest they face ultimate "second death."