6 Skill points+int per level, quadruple at 1st level. Class skills:
|Level || BAB || Fort || Ref || Will || Feature |
|1|| +1|| +2|| +2||+2|| Erinyes Body, Alternate Form, Tourniquet |
|2|| +2|| +3|| +3||+3|| Resistances, SLAs, Sneak Attack +1d6, +1 Charisma |
|3|| +3|| +3|| +3||+3|| Glide, See in Darkness, Weapon Specialization|
|4||+4|| +4|| +4||+4|| Reave, Unholy Equilibrium, Mind Shielding, Sneak Attack +2d6, +1 Charisma|
|5||+5|| +4|| +4||+4|| Knowledge Devotion, Devil Skin, Temptation, |
|6||+6|| +5|| +5||+5|| Flight, Devilís Favor, Sneak Attack +3d6, +1 Charisma|
|7||+7|| +5|| +5||+5|| Greater Devil Traits, Summon Devil|
|8||+8|| +6|| +6||+6|| Deal With the Devil, Grant Wish, Sneak attack +4d6, +1 Charisma|
Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artists, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken Individually), Listen, Move Silently, Open Lock, Serve, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.
The Erinyes is proficient with all simple and martial weapons, whips, all armor (Heavy, Medium and Light) and Shields (Not including tower shields)
The Erinyes loses all other racial modifiers and gains outsider traits, medium size, and 30 foot base land speed. She also has two wings, but they're too weak to do anything for now.
She also has a natural armor bonus equal to her Constitution modifier.
Alternate Form (Su):
An Erinyes can assume any humanoid form of Medium size or smaller as a standard action 1/day for each HD she has. She can remain in her humanoid form until she chooses to assume a new one or return to her natural form. She cannot choose a form with more Hit dice than she has.
As a full round action the Erinyes can summon a special rope that has HP equal to half her own HP, hardness 1 for every HD she has, and break DC 10+1/2HD+Cha modifier +Strength modifier. This rope can be summoned as a standard action at 2HD, move action at 4HD, swift action at 6HD and free action at 8HD. When she summons a new one, the old rope simply disintegrates itself.
The Erinyes can lash this rope as a ranged touch attack with base range 30 feet. If she hits, the target must make a reflex save 10+1/2HD+Charisma modifier + Strength modifier or become entangled. It can only escape by breaking the rope with a strength check, cutting itself out with a light slashing weapon or making an escape artist check with DC equal to the reflex save.
The Erinyes can choose to hold on the rope. If she does, the victim must succeed on a strength check against the Erinyes to move away from her. The rope can extend up to 150 feet. If the Erinyes succeeds on a strength check, she can pull the creature 5 feet closer for each point she beat the target.
If the Erinyes takes flight, she can "lift" an entangled creature by succeeding on a single strength check. The Erinyes can freely ascend or descend while flying with an entangled creature so long as it doesnít exceed her heavy carrying capacity. She can also drop her victim.
Lastly, and perhaps most importantly, enemies are not immune to damage by the whip regardless of their armor or natural armor bonus.
At second level, the Erinyes has resistance to Acid and Cold equal to her HD.
At 10 HD this resistance is doubled to twice her HD
At 20 HD this becomes immunity.
At 2nd level, and every even level thereafter, the Erinyes gains +1d6 sneak attack damage, for a total of +4d6 damage at 8th level. If the Erinyes hereafter takes levels in a class that grants sneak attack such as rogue, the sneak attack dice from that class stack with the sneak attack dice with the Erinyes class.
The Erinyes gains a bonus to her charisma score for every 2 levels she takes in this class, up to 4 at 8th level.
Spell Like Abilities (Su):
At second level, the Erinyes can use True Strike as an SLA 1/day per HD.
At 4 HD she can cast desecrate As an SLA 1/day per 2 HD. At 10 HD she also gains Unhallow as an SLA usable 1/day.
At 6 HD she can cast Haste as an SLA 1/day per 3 HD
At 8 HD she can cast "Divine Power" as An SLA 1/day per 4 HD. Profane Power is probably more appropriate in this case.
At 10 HD she can cast Waves of Fatigue as an SLA 1/day per 5 HD. This upgrades to Waves of Exhaustion at 15 HD. Additionally, she can cast Righteous Might 1/day per 5 HD.
At 12 HD she can cast Harm as an SLA 1/day per 4 HD
At 14 HD she can cast Reverse Gravity as an SLA 1/day per 5 HD
At 16 HD she can cast Iron Body as an SLA 1/day per 8 HD
At 18 HD, She can cast "Harm Mass" 1/day per 9 HD. This Functions like "Heal Mass" except with the spell Harm instead.
See in Darkness (Su):
At third level, the Erinyes can see in darkness of any kind, even magical darkness, such as that created by a Deeper Darkness spell.
An Erinyes can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Erinyes glide at a speed of 30 feet with average maneuverability. Even if an Erinyes's maneuverability improves, she can't hover while gliding. An Erinyes can't glide while carrying a medium or heavy load.
If an Erinyes becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The Erinyes descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
At third Level, the Erinyes gains Weapon focus and Weapon Specialization as bonus feats.
At 8 HD she gains Greater Weapon focus with the selected weapon and weapon mastery with the weapon. (Second feat from Playerís Handbook 2)
At 12 HD she gains Greater Weapon specialization with the selected weapon.
At 16 HD she gains Epic Weapon Focus with the selected weapon.
At 18 HD she gains Weapon supremacy with the selected weapon. (Players Handbook 2)
At 20 HD she gains Epic Weapon Specialization with the selected weapon.
She gains these as bonus feats regardless of their pre-requisites. The above feats also apply to whips at the point she gains them, even though normally you may not have Weapon supremacy with more than one weapon.
Beginning at the 4th level, the Erinyes gains an ability not unlike Smite Evil called Reave. She adds her Charisma bonus (If any) to her attack roll, and her HD to her damage roll. If the Erinyes accidentally uses Reave on a non-good creature, it has no effect. Reave can be used 2 times per encounter. Reave can be used an additional time per encounter for every 4 HD gained pass this point (8,12,16,20, ETC.)
Reave bypass all damage reduction, immunities and resistances of a good aligned opponent.
Beginning at the 8 HD Reave automatically ignores all Concealment and miss chances against Good targets.
Beginning at the 14 HD, the Erinyes adds her HD to the attack rolls of Reave while adding her Charisma modifier to the damage rolls. Further, she rolls 2d20 for Reave, selecting the outcome of her choice.
Beginning at the 20th class level, the Erinyesís Reave acts to instantly and utterly destroy any Good outsiders (even if the outsider is beyond its native plane, it will be permanently killed) it strikes unless they succeed at a Will save equal to 10 + Ĺ HD + Charisma modifier, enveloping them in a gout of disintegrating darkness. Any good outsider killed or destroyed by Reave in this way is obliterated as per the Disintegrate spell, leaving behind only a trace of fine, silvery dust while its equipment is unaffected.
Unholy Equilibrium (Ex):
Erinyes are immune to the effects of negative dominant or positive dominant planar energy traits.
Mind Shielding (Su):
At 4th level, the Erinyes is immune to detect thoughts or any ability to discern her alignment. The caster level for this effect is equal to the Erinyesís HD (Relevant for Paladin fixes such as Surrealistikís).
At 5th level, a number of times per day equal to her intelligence modifier (minimum of 1), the Erinyes may expend a move action to make a knowledge check against whatever she may be facing: local for monstrous humanoids, arcane for magical beasts and dragons, Architecture/Engineering for constructs, dungeoneering for aberrations & oozes, the planes for outsiders & elementals, nature for animals & fey, nobility & royalty for humanoids, and geography for giants. The DC of this knowledge check is 15. If she succeeds, all allies within 30 feet gain a +1 bonus to AC against the creature's attacks (or creatures, if there are multiple creatures of the same race). This bonus increases by an additional 1 for every 10 points Illurien succeeds by.
Starting at 8 HD, Illurien may instead grant a +1 bonus to saves against the creature's abilities, plus an additional 1 for every 10 points Illurien succeeds by.
Starting at 11 HD, Illurien may instead grant +1d6 damage to attacks against the creature, plus an additional 1d6 for every 10 points Illurien succeeds by.
Starting at 14 HD, Illurien may instead grant a +1 bonus to Attack against the creature, plus an additional 1 for every 10 points she succeeds by.
Starting at 17 HD, Illurien may instead grant a +1 bonus to DCs of any ability used against the creature, plus an additional 1 for every 10 points she succeeds by.
Devil Skin (Ex):
At Level 5, the Erinyes gains DR/Good and Magic equal to half her HD.
At 5th level, an Erinyes gains the ability to offer non-evil creatures the opportunity to change their alignment to evil. This works like the redemption function of the atonement spell and the Erinyes can use this ability whenever the opportunity arises.
Devilís favor (Su):
At 6th level, Once per day per HD, an Erinyes can grant a touched creature a bonus to one of the creatureís ability scores equal to 1/3 the Erinyesís HD. This bonus stacks with any other bonus the creature may already have*, and lasts for one day. When the effect expires, the creature takes a penalty equal to the same amount to the same score for the next day. Another application of Devilís favor not only negates the penalty but restores the full bonus.
Erinyes are quite free with this abilityÖ.at least at first. They often approach people who are in need of a short-term ability boost for a specific situation, offering them the ďFavorĒ for free or in exchange for performing a simple task. The next day, when the affected creature is suffering from the penalty, the price for restoring the favor gets slightly higher, and so on, until a power-hungry character is willing to do just about anything in return.
*Devilís favor does not stack with itself.
At 6th level, the Erinyes gains a flight speed of 10 feet per HD with average maneuverability.
Greater Devil Traits (Ex):
At 7th level, the Erinyes gains Immunity to fire, Immunity to Poison, and Telepathy out to 10 feet per HD.
At 14 HD, the Erinyes gains a continuous True Seeing effect as per the spell with a caster level equal to her HD. This portion of the ability is a supernatural effect.
Summon Devil (Su):
At 7th level, if another Baatezu is within 25 feet per HD, the Erinyes can summon it to an adjacent square. The Target must be willing in order for it to be summoned in this way.
Grant Wish (Sp):
At 8th level the Erinyes can grant a Wish to a mortal (Not an elemental, outsider, or nonliving creature) once per day. Using this ability costs 5,000 XP as per normal, so an Erinyes will never use this ability lightly. An Erinyes typically uses this ability in conjunction with a soul bargain (See below) allowing it to grant its mortal targetís every desire in exchange for ownership of the mortalís soul.
Deal With the Devil (Su):
At 8th level, an Erinyes gains the ability to enter a binding agreement with a mortal, at the cost of the mortalís soul. The mortal victim must enter into the soul bargain willingly. Upon the mortalís death (By any means), their soul is transferred to a gem (Prepared as with the soul bind spell when the bargain is forged), even if the gem and the mortal are not on the same plane at the time. The bargain requires 1 hour to complete, and is utterly inviolable once forged. The only way to escape a soul bargain is to recover the gem after the mortalís death and break it, freeing their soul and allowing them to be restored to life through the normal means.
It is quite common for an Erinyes to return to its native plane after the bargain and await the mortalís death, or at least deposit the gem in a safe place before returning to the material plane to hasten the victimís demise.
Owning a mortalís soul has many perks. Despite the mortalís soul belonging to the Erinyes, the mortal still retains their free will, but this rarely matters. Not even the mightiest champion can do much more than scratch an Erinyes if the Erinyes owns their soul.
If the Erinyes designates a soul she owns as ďhostileĒ, the Erinyes treats the soul as being a level one commoner with 10s in each stat for all purposes, and they gain no benefits from any armor, weapons, or magic items they have on them. If a soul wishes to escape its Erinyes master, it must do so through subterfuge, and break the soul gem that contains its soul.
This however, is a corner case at best. Any mortal who has sold their soul to an Erinyes has knowingly given it up to a being of absolute evil, and as such, almost no soul gets to the point where it could fight back before the Erinyes has completely broken them.
After the Erinyes has gone through the process of breaking a soul, it often turns it into another Erinyes (As per the Monster Manual version, not this class). These servants are used for various purposes, serving the mistressís every whim. Occasionally the Erinyes will keep the soul in their original mortal form for their own purposes.