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Perilous
Gateways
The Shadow Path: A Portal Network
By James Wyatt

The
Life Eater Prestige Class
The
life eaters are a cult of assassins devoted to Baphomet, and the cult
is part of a loosely-organized network that spans Faerûn. Their name comes
from the ability of the leaders of the cult to literally consume the life
energy of a slain victim, in much the same manner as a barghest does.
Though their ultimate aim is bound up with three thousand years of esoteric
prophecy, a secondary goal of the order -- and the only one most of its
members care about -- is to spread disorder and mayhem in the name of
their patron to the ultimate benefit of all that is chaotic and evil,
especially themselves.
Many
life eaters are rogues with at least a few levels in a class, such as
cleric or wizard, that has Knowledge (religion) as a class skill. A few
are bards, while a great number are monsters that, like mind flayers,
can meet the skill requirements with little or no effort. All are servants
of Baphomet, the demon lord who is patron deity of minotaurs as well as
the figurehead of an evil cult spread throughout Faerûn's Underdark.
Life
eaters usually work together in small cells, though they never trust each
other. Cells break apart and reform with new configurations of members
on a regular basis, with the strongest personalities pulling cells together.
A small number of life eaters, mostly outside the Underdark, operate completely
independently, reporting to no one but Baphomet himself.
Hit
Die: d6.
Requirements
To qualify as a
life eater, a character must fulfill all the following criteria:
Alignment: Chaotic
evil.
Skills: Bluff
5 ranks, Hide 6 ranks, Intimidate 7 ranks, Knowledge (religion) 8 ranks,
Move Silently 5 ranks.
Feats:
Dodge.
Patron: Baphomet.
Class
Skills
The life eater's
class skills (and the key ability for each skill) are as follows: Balance
(Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),
Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently
(Dex), Open Locks (Dex), Pick Pockets (Dex), Sense Motive (Wis), and
Spot (Wis). See the Player's Handbook, Chapter 4, for skill descriptions.
Skill Points
at Each Level: 6 + Int modifier.
Class Features
The following are
class features of the life eater. Unless otherwise specified, a life
eater's spell-like abilities are used with a caster level equal to the
life eater's class level and a saving throw DC of 10 + the spell level
+ his Charisma modifier.
Weapon and Armor
Proficiency: Life eaters gain no additional weapon or armor proficiency.
Deathwatch (Su):
At 1st level, a life eater gains a supernatural understanding of life
and living souls. He is always aware of how near death creatures around
him are, as if under the effects of a deathwatch spell. His caster
level (for purposes of determining range only, not duration) is equal
to his life eater level.
Poison Use (Ex):
Life eaters are trained in the use of poison and never risk accidentally
poisoning themselves when applying poison to a blade.
Sneak Attack
(Ex): If a life eater can catch an opponent when she is unable to
defend herself effectively from his attack, he can strike a vital spot
for extra damage. Any time the life eater's target would be denied her
Dexterity bonus to AC (whether she actually has a Dexterity bonus or
not), or when the life eater flanks the target, the life eater's attack
deals extra damage. The extra damage is +1d6 at 2nd level and an additional
1d6 every three levels thereafter. This extra damage stacks with any
extra sneak attack damage the character already deals. Thus, a rogue
7/life eater 5 deals +6d6 damage with a sneak attack: +4d6 from his
rogue levels and +2d6 from his life eater levels.
Should the life
eater score a critical hit with a sneak attack, this extra damage is
not multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet. With a sap (blackjack) or unarmed strike,
the life eater can make a sneak attack that deals subdual damage instead
of normal damage. He cannot use a weapon that deals normal damage to
deal subdual damage in a sneak attack, not even with the usual -4 penalty,
because he must make optimal use of his weapon in order to execute a
sneak attack.
A life eater can
only sneak attack living creatures with discernible anatomies -- undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas
to attack. Additionally, any creature that is immune to critical hits
is also not vulnerable to sneak attacks. Also, the life eater must be
able to see the target well enough to pick out a vital spot and must
be able to reach a vital spot. The life eater cannot sneak attack while
striking a creature with concealment or striking the limbs of a creature
whose vitals are beyond reach.
Death Knell
(Sp): A life eater of at least 2nd level can use death knell
as a spell-like ability three times per day.
Chill Touch
(Sp): At 3rd level, a life eater gains the ability to use chill
touch as a spell-like ability three times per day.
Hide in Plain
Sight (Su): A 4th-level life eater can use the Hide skill even while
being observed. As long as he is within 10 feet of some sort of shadow,
a life eater can hide himself from view in the open without anything
to actually hide behind. A life eater cannot, however, hide in his own
shadow.
Wounding Sneak
Attack (Su): At 5th level, any time a life eater delivers a sneak
attack, the wound bleeds for 1 point of damage per round thereafter
in addition to the normal damage from the attack. Multiple wounding
sneak attacks result in cumulative bleeding loss (two wounds for 2 points
of damage per round, and so on). The bleeding can be stopped only by
a successful Heal check (DC 15) or the application of any cure
spell or other healing spell.
Fatiguing
Touch (Sp): Once per day, a 6th-level life eater can cause a
creature to become fatigued by touching that creature. The target receives
a Will save to negate the effect. This is a necromantic effect and does
not affect undead or constructs. A fatigued creature cannot run or charge
and suffers an effective penalty of -2 to Strength and Dexterity. A
fatigued creature becomes exhausted by doing something else that would
normally cause fatigue. This effect lasts until the victim rests for
8 hours.
Enervation
(Sp): A 7th-level life eater can use this spell-like ability once
per day.
Draining Sneak
Attack (Su): At 8th level, any time a life eater delivers a sneak
attack, the victim gains a negative level. After 24 hours, the victim
must make a successful Fortitude save (DC 10 + the life eater's class
level + his Charisma modifier) or lose a level. This is cumulative with
the wounding sneak attack ability.
Destruction
(Sp): A 9th-level life eater can use this spell-like ability once
per day.
Feed (Su):
When a 10th-level life eater slays a living opponent, he can feed on
the corpse, devouring both flesh and life force. While a barghest can
perform this grisly task in a single round, it requires a full hour
for a life eater to complete. When a life eater consumes a once-living
creature, he gains a +1 inherent bonus to his Constitution score for
every 4 HD or levels the creature possessed, to a maximum of +5. As
with other inherent bonuses, the bonuses gained from feeding do not
stack with each other or with other inherent bonuses. Thus, once a life
eater consumes a 4-HD creature, gaining a +1 inherent bonus, he must
feed on a creature with at least 8 HD to increase that bonus to +2.
Feeding destroys the victim's body and prevents any form of raising
or resurrection that requires part of the corpse. A wish, miracle,
or true resurrection spell can restore a devoured victim to life,
but there is a 50% chance that even such powerful magic will fail.
| The
Life Eater |
|
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
|
1
|
+0
|
+2
|
+2
|
+2
|
Deathwatch,
poison use |
|
2
|
+1
|
+3
|
+3
|
+3
|
Sneak attack
+1d6, death knell |
|
3
|
+2
|
+3
|
+3
|
+3
|
Chill
touch |
|
4
|
+3
|
+4
|
+4
|
+4
|
Hide in
plain sight |
|
5
|
+3
|
+4
|
+4
|
+4
|
Sneak attack
+2d6, wounding sneak attack |
|
6
|
+4
|
+5
|
+5
|
+5
|
Fatiguing
touch |
|
7
|
+5
|
+5
|
+5
|
+5
|
Enervation |
|
8
|
+6
|
+6
|
+6
|
+6
|
Sneak attack
+3d6, draining sneak attack |
|
9
|
+6
|
+6
|
+6
|
+6
|
Destruction |
|
10
|
+7
|
+7
|
+7
|
+7
|
Feed |
|

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