Hit Die: d6.
To qualify to become a Darkfire Adept, a character must fulfill all of the following criteria.
Skill Ranks at Each Level: 4 + Int modifier.
The following are class features of the Darkfire Adept prestige class.
Weapon and Armor Proficiency: A Darkfire Adept gains no additional weapon or armor proficiencies.
At 2nd level, as a standard action, a Darkfire Adept can corrupt the planar substrate into strands of darkfire that create a destructive resonance between herself and a target within 30 feet. She gains a +1 profane bonus on attack rolls and caster level checks against the target, and the target takes a –1 penalty on saving throws against the adept's attacks (or –2 if the attack is a conjuration effect). The taint lasts a number of rounds equal to her class level, though a successful Will save (DC 10 + the Darkfire Adept's class level + the Darkfire Adept's Charisma modifier) reduces this to 1 round. The effect immediately ends if the target moves more than 30 feet away from the Darkfire Adept.
At 3rd level, a Darkfire Adept may choose one evil outsider subtype from among the following: asura, daemon, demodand, demon, devil, div, kyton, oni, qlippoth, or rakshasa. Against outsiders with that subtype, she gains a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks. When using the planar ally or planar binding spells, she can call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to her class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them.
At 6th level and 9th level, the Darkfire Adept may select an additional evil outsider subtype for her darkfire pact. In addition, the bonus against any one of her selected subtypes (including the one just selected, if so desired) increases by +1.
At 4th level, a Darkfire Adept can sacrifice a prepared spell or spell slot of 4th level or higher, calling forth a searing ebon vortex in the spell's stead. A darkfire eruption acts as unholy blight, but its maximum damage is increased by 1d8 points (2d6 against good outsiders) per level of the sacrificed spell above 4th. A darkfire eruption ignores the hardness of objects, as it unravels their fundamental reality. A creature slain or an object destroyed by a darkfire eruption is reduced to ash, as by the disintegrate spell. This is a conjuration effect.
At 5th level, when a Darkfire Adept attempts to call or summon a creature from one of her darkfire pact subtypes into an area where summoning is blocked by a magical effect (such as magic circle against evil, forbiddance, or dimensional lock), or when a creature within 30 feet she has called or summoned from her darkfire pact would have its attacks against a creature blocked by such an effect, as a swift action she can sacrifice a prepared spell or spell slot of the same level as the warding effect. If her caster level is higher than the caster level of the warding effect, it is immediately negated. If it is the same or lower, a caster level check (DC 11 + the caster level of the warding) is required to negate the warding effect.
At 10th level, a Darkfire Adept's breaching can penetrate and destroy an antimagic field, a prismatic sphere, or an extradimensional shelter like a mage's magnificent mansion, though a caster level check is always required regardless of the Darkfire Adept's caster level. She can summon creatures into a naturally magic-dead area (such as the Mana Wastes) with a successful DC 31 caster level check, but the magic-dead area is not negated.
At 7th level, when a Darkfire Adept summons a creature from one of her darkfire pact subtypes, she can choose to allow that creature to use any innate summoning abilities it possesses. The creatures it summons are not under the Darkfire Adept's control. Once this decision is made, it cannot be reversed until the summoned creature is sent back to whence it came.
At 8th level, whenever a Darkfire Adept or her called or summoned creature deals hit point damage to a target affected by her darkfire taint, as a swift action she can increase the damage dealt by the attack by 1 hit point per class level. If the target dies, the Darkfire Adept gains temporary hit points equal to 1/2 the target's total number of Hit Dice. These temporary hit points last 1 hour and do not stack.
At 10th level, whenever one or more creatures appear via a conjuration effect (including calling, summoning, or teleportation effects) within 30 feet of a Darkfire Adept, she can as an immediate action unleash a darkfire eruption that targets all such creatures within 30 feet (but does not affect other creatures). Creatures that fail their saving throws are immediately transported to a random plane in the evil Outer Planes as though affected by a planeshift spell.