On Bended Knee
A Guide to Pathfinder’s Obedience Feats
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Careful observers of my work (or those who have played at tables with me before) might have picked up on the fact that I’m absolutely in love with the fabric of religious life on Golarion. In a world whose polytheism puts Earth’s to shame, there’s a staggering array of beliefs, traditions, agendas, domains, religious holidays, extraplanar realms, etc., all available at the tips of players’ fingers. I find myself reading and rereading Concordance of Rivals, Inner Sea Gods, Inner Sea Faiths, Chronicle of the Righteous, and the Book of the Damned series more than just about anything else in Paizo’s canon, and it’s for one very simple reason: atheism is a bold stance in a world where gods demonstrably exist, and the separation between them and the mortal world is far less veiled than it arguably is in our world. After all, to high-level adventurers, Heaven and Hell are actual, literal places that can be visited, inhabited by actual, literal deities. Want to have a sit-down with Achaekek? You’ll probably die in the attempt, but he’s got his own den in Hell that you could go on holiday to if you were so inclined. I can’t stress enough how much I love that.
So: with my love of all things theistic established, that brings us to the main event of this guide: the Deific Obedience feat and the numerous copycats that Paizo has released over the years. The obedience concept was first introduced in the original Lords of Chaos book detailing the Demon Lords, and has since grown to include just about every major deity or pantheon of deities on Golarion. The gimmick was pretty simple: at 3rd level, you can take a feat that lets you take some daily action—an obedience—that’s thematically appropriate to the deity you worship. If you’re successful in completing your obedience, you gain a buff to some statistic of yours—saving throws, skill checks, etc. But wait! That’s not all! If you’re really, really patient, and wait until 12th to 20th level, you also get some powerful boons that are also thematically appropriate to your deity given to you. You don’t pay any extra resources for these beyond the feat you already spent on your obedience, but various options let you cherry-pick boons, speed up the rate at which you get your boons, and more. Even if the boons aren’t always mechanically powerful, they are always incredibly flavorful: what says “I’m a worshiper of Gorum” quite as concisely as using Mass Strength Surge and watching your allies tear the arms off your enemies? Nothing, that’s right. The real Gorum was the friends we made along the way.
And with that, I think it’s time we get down to our theological business. I hope you enjoy engaging with Pathfinder’s many bizarre and wonderful deities as much as I have, and figuring out insane new combos for PCs and BBEGs alike. Until we meet again on the plains of Elysium, friends, be well!
All my best,
/u/Allerseelen
Obediences are feats that were introduced by Paizo in order to give players a firmer mechanical connection to the deities they worship. Everybody who wants to get in on the action will start their journey by taking an Obedience feat (Deific Obedience, Fiendish Obedience, Celestial Obedience, Fey Obedience, etc.) all of which are available at 3rd level. Precisely which feat you take will depend on the deity you’re worshiping, whether that’s one of the Eldest, an Archdevil, a true god, an Empyreal Lord, a Primal Inevitable, you name it. Each deity has a specific task that they want you to accomplish: an obedience. These tasks are always heavily thematically linked to the deity’s domain portfolio, agenda, areas of interest, etc., and they range from incredibly easy to incredibly hard to complete. Should you manage to complete your obedience, you get a specific bonus right away (your obedience benefit) that lasts for 24 hours or until you complete your next obedience. If you fail to complete your obedience, you get no bonus, and all of the abilities your deity grants you from the feat go away. Poof. Fickle, huh?
So: you get an immediate bonus to skills, saves, etc. from your obedience benefit. Is that it? Nope! While the obedience benefit is the part of the system that’s available to low-level characters, there’s actually a much bigger system lurking iceberg-like under the water. In fact, taking an obedience feat is kind of like signing up for a dinner reservation at a posh restaurant two years in advance: you’ve got some good food coming to you, but you’re going to have to wait a long time to get it. What’s the food in this analogy? So glad you asked! The tasty treats you’re waiting to get are called boons.
You see, regardless of who you worship, each deity or quasi-deity offers three distinct (and increasingly powerful) sets of abilities to their worshipers. If you do nothing but take the basic obedience feat, you’ll get these three abilities at 12th, 16th, and 20th level. It’s a long time to wait, right? Paizo fortunately offers numerous ways that you can speed up the process and access these abilities earlier in your career, but as a rule, you’re not likely to see the bulk of your abilities until your level reaches at least the double digits. Obediences can be game-changingly great in high level play, but not usually before then unless your deity’s obedience benefit is off-the-walls amazing (hellooo, Magdh). You can scope out ways to get access to boons faster in the Path to Obedience section.
Once you’ve finally slogged the long slog to 12th level (or 8th, or 10th, depending on your deity, etc.) you’ll get your first boon, which, unless you took prestige class levels or other feats related to your obedience (again, see the Path to Obedience section) will always come from the section marked “Exalted.” The first boon of every deity is like the appetizer and salad course at our fictional restaurant: an amuse-bouche, a prelibation. Each deity offers three spell-like abilities in Tier 1; you get to pick which one of the three you’d like to be able to cast that day. If you choose the 1st-level spell-like ability, you get to cast it 3/day; if you choose the 2nd-level spell-like ability, you get it 2/day; and if you choose the 3rd-level spell-like ability, you get it 1/day. Don’t worry if you made the wrong pick! You can always choose something new the next day. The second and third boons that any deity offers are usually quite a bit more powerful, and again have some thematic connection to who the deity is, what they do, and what they want.
Lastly, obedience feats (along with some other requirements) qualify you to take levels in nine separate prestige classes, depending on what pantheon your deity belongs to. Yes, nine. No, I’m not making that up. No, there won’t be a quiz on this later. The prestige class system is a mess for the obedience feats, because it’s a crazy, cludged-together mess that evolved over Pathfinder’s publication period. It’s not made any easier by the fact that all of the evil deities got completely rewritten when the original evil planar splatbooks got rewritten and collated into the all-in-one Book of the Damned. Anyway, I’ve done my best to break prestige classes down for you here and here.
I first started writing this section in my Spheres of Might guide because I got any number of complaints about my ratings, my opinions, my writing style, heck, even the font size I use. So here’s my spiel: this guide is a complete reference to every deity in the game who offers an obedience feat, as well as every prestige class that could conceivably be used to worship such a deity. I will draw on math where I need math to justify my ratings of abilities, but the rest of this guide is unrepentantly one person’s opinion. My experience in Pathfinder has been different than yours (sorry for the spoiler) and I can only speak from my experience. What combat scenarios are most likely? In what circumstances would a spell or ability be useful? Which PC class functions best with a particular set of boons? I see all of these things through my own lens, so if you disagree with my assessment, feel free to ignore my ratings or respectfully broach the topic with me on Reddit. I don’t wanna wake up to any more irate messages at 3:30 a.m. cussing me out for having trashed Urgathoa’s spell-like ability menu for Sentinels. Life’s too short to complain about roleplaying games, my friends.
Each deity in this guide has a few different elements in their write-up: first, the deity’s name and sobriquet (“The Dawnflower,” “The Accidental God,” etc.) with links to their Archives of Nethys and and PathfinderWiki pages. I see this guide as an opportunity to get familiar with the lore behind deities as much as the mechanics, so go nuts on the PathfinderWiki browsing. Core pantheon deities will then get a description of the god’s major areas of concern, values held by the god’s followers, etc. After this, the deity’s obedience will be rated on a number of different rating scales, including variables such as how socially tolerable it is to complete the obedience, whether any money or special ingredients need to be expended to complete the obedience, etc. Once I’ve summarized any latent difficulties in completing an obedience that you may not have spotted, I’ll move on to ranking the boons themselves, followed by brief summaries of which classes might consider prestige class levels, Diverse Obedience, Damned Disciple/Damned Soldier, and more. This information is also handled in the Who’s Good At What? section, so you can peruse more freely below the fold.
Not all of the information on obediences leaps out and grabs you right at the start, and I’d hate for you to have to go digging in old Paizo forum posts about how all of this works. As I mentioned above, you get to choose which of the three spell-like abilities offered by your deity once you complete your obedience each day—you can’t use them all, and you’re not locked into playing with just one forever after you make your choice. If you’re going to spend one day in combat and another speaking with squirrels, by all means, choose divine favor on the first day and speak with animals on the second. Goodness knows it wouldn’t do to choose the other way around. Do also note that the vast—and I mean vast—majority of obedience boons are keyed off of your Charisma score, unless otherwise specified by the ability text. Per the rules text on spell-like abilities, the save DCs of these lil’ doggies are always based off of your Charisma score. Because you’ll most likely be receiving them at 8th to 12th level, it is not at all in your interest to look for deities with any kind of saving throw attached to their spell-like abilities. Your Charisma will most likely be garbage, monsters will most likely pass their saves against 1st through 3rd-level spells, and you will get no sympathy from me. Stick with utility spells, quality of life spells, and good, old-fashioned team buffs. You’ll thank me later. Finally, remember that spell-like abilities have no verbal, somatic, or most importantly material components attached to them. Especially in the case of normally costly spells like animate dead, getting it for free as a spell-like ability is just...mwah.
The fastest progression to your deity’s boons lies in prestige class levels, so it makes sense for nearly all PCs to investigate whether these prestige classes make sense in their builds. But man, y’all, the prestige class and feat system is a bit of a mess for the obedience system. There are fully nine prestige classes capable of gaining obedience boons, each with their own mechanisms for which boons they get to select, and six obedience feats that don’t always map onto deities in obvious ways. To make matters worse, each of the three fiendish prestige classes got completely rewritten in the all-in-one version of the Book of the Damned, Demonic Obedience was stricken from the record, and everything went to hell in a handbasket. We’re going to cut through the noise with a simple timeline to start so that you can see how all this fits together:
Now, those with a keen eye will quickly spot a major inconsistency in the boons—Celestial Obedience folks never explicitly got the chance to take Evangelist, Exalted, or Sentinel levels! From a publishing standpoint, it’s easy to see why: Demonic Obedience and Celestial Obedience were the only obedience feats to exist prior to the release of Inner Sea Gods, when Paizo’s design vision shifted to the three-class Evangelist/Exalted/Sentinel split we know and love, but where Demonic Obedience later got a major overhaul with entirely new and revised boons in the all-in-one Book of the Damned, there was never any revised Chronicle of the Righteous. Given that the Proctor, Mystery Cultist, Diabolist, Demoniac, and Souldrinker are all explicitly designed for 8th-level entry, and given that Monitor Obedience and Fiendish Obedience explicitly allow Evangelist, Exalted, and Sentinel levels, I see no reason why any sane GM would bar their players from taking Evangelist, Exalted or Sentinel levels in conjunction with Celestial Obedience. Empyreal Lords are often far better fits for PCs than fiends, and the fiends get to have fun with the three deific prestige classes. Come on, be reasonable. Let it slide. It was clearly the design intent.
Assuming your GM is willing to accept my changes, the entry requirements for each of the classes now look like the following table. This keeps things nice and fair for Celestial Obedience users without affecting the power curve at all.
Obedience | Class | BAB | Skills | Spells | Feats |
Deific | Evangelist | +5, or | 5 ranks, or | 3rd-level | Obedience |
Exalted | — | Diplomacy, 5 ranks Religion, 5 ranks | 3rd-level divine | Obedience Skill Focus: Religion | |
Sentinel | +5 | — | — | Obedience Weapon Focus | |
Fey | Feysworn | — | Planes, 5 ranks | — | Obedience |
Evangelist | +5, or | 5 ranks, or | 3rd-level | Obedience | |
Exalted | — | Diplomacy, 5 ranks Religion, 5 ranks | 3rd-level divine | Obedience Skill Focus: Religion | |
Sentinel | +5 | — | — | Obedience Weapon Focus | |
Monitor | Proctor | — | Planes, 7 ranks Religion, 7 ranks | Two abjuration spells at different levels | Obedience Alertness |
Evangelist | +7, or | 7 ranks, or | 4th-level | Obedience | |
Exalted | — | Diplomacy, 7 ranks Religion, 7 ranks | 4th-level divine | Obedience Skill Focus: Religion | |
Sentinel | +7 | — | — | Obedience Weapon Focus | |
Celestial | Mystery Cultist | — | Religion, 7 ranks | — | Obedience |
Evangelist | +7, or | 7 ranks, or | 4th-level | Obedience | |
Exalted | — | Diplomacy, 7 ranks Religion, 7 ranks | 4th-level divine | Obedience Skill Focus: Religion | |
Sentinel | +7 | — | — | Obedience Weapon Focus | |
Fiendish | Diabolist | — | Planes, 7 ranks Religion, 7 ranks Spellcraft, 7 ranks | Two conjuration spells at different levels | Obedience |
Souldrinker | — | Arcana, 7 ranks Planes, 7 ranks Spellcraft, 7 ranks | Two necromancy spells at different levels | Obedience Great Fortitude | |
Demoniac | — | Intimidate, 7 ranks Planes, 7 ranks Spellcraft, 7 ranks | Two enchantment spells at different levels | Obedience Iron Will | |
Evangelist | +7, or | 7 ranks, or | 4th-level | Obedience | |
Exalted | — | Diplomacy, 7 ranks Religion, 7 ranks | 4th-level divine | Obedience Skill Focus: Religion | |
Sentinel | +7 | — | — | Obedience Weapon Focus |
In order to receive any of the bonuses associated with obedience feats, you’ll first need to actually complete your obedience. Every deity has a different obedience: some will be shockingly easy to complete; others will be shockingly difficult. Part of my job in helping you determine which mechanical bonuses you want to go after is to decide how much time, effort, and money you’ll need to invest in order to complete your obediences, as well as the likelihood that you’ll be able to do so in the average adventuring day. To that end, I’ve created a 5-point scale for each obedience that will help you see at a glance what the investment-reward curve looks like for your particular deity. The categories are as follows:
The time investment category answers the question, “How long will it take to complete this obedience?” While all obediences are meant to take less than 1 hour, in practice, many will take longer if conditions are not in your favor. Kindly GMs may hand-wave this; others may not.
Obedience fits easily within one hour.
Obedience may take slightly longer than one hour.
Obedience may take one hour if circumstances are favorable, or longer if they are not.
Obedience almost certainly cannot be completed within one hour.
The material investment category answers the question, “What resources will I need to gather or expend in order to complete this obedience?” Some obediences use nothing more than spoken mantras, practice routines, or materials that are easily gathered from other environments. Other obediences require thousands of gold (lookin’ at you, Hastur) or incredibly rare materials.
Obedience uses materials that are either free or easy to acquire in the environment.
Obedience uses materials that must be bought or gathered with minor effort.
Obedience uses materials that are specialties, moderately priced, or both.
Obedience uses materials that are difficult to acquire, expensive, or both.
The universality category answers the question, “How easy will it be to perform this obedience, regardless of circumstance?” Let’s be real: adventuring can take you to unexpected places. Ideally, we want obediences that can be completed easily, regardless of whether you’re chained up in prison, underground, on another planet, in a demiplane, etc. Points will be deducted as the conditions in which you could reasonably complete your obedience grow more finicky.
Obedience can be performed easily, regardless of adventuring conditions.
Obedience may require minor modifications to the adventuring day.
Obedience relies on specific circumstances to perform.
Obedience relies on specific—and difficult to achieve—circumstances to perform.
The acceptability category answers the question, “What will people think of me for performing this obedience?” Guess what? Some evil deities have some pretty loathsome obediences. If you’re traveling around sacrificing slaves (Asmodeus), slaughtering bystanders in single combat (Szuriel), or sabotaging infrastructure (Zyphus), you can bet that local law enforcement might get involved. Whether they can stand against you is another matter, but you at least deserve to know how your GM might handle socially unacceptable obediences.
Obedience is well-tolerated in all societies.
Obedience may turn heads or raise eyebrows, but is neither illegal nor dangerous.
Obedience may be acceptable in some societies, but not in others.
Obedience will cause persecution or immediate attack in nearly all societies.
Finally, the obedience benefit category answers the question, “What will I get when I complete this obedience?” Obedience boons range from very weak (+4 to saves vs. disease, for example) to very, very strong (+4 to all Intelligence-based skill checks, or +4 to saves vs. mind-affecting effects). Since the obedience feats are always available at 3rd level, it often pays to check out the obedience boon—they can be great perks in the early game.
Obedience grants an excellent benefit that is universally useful to player characters.
Obedience grants a good benefit that will improve most player characters.
Obedience grants a niche benefit that may be useful only in certain circumstances.
Obedience grants a negligible benefit, or one that is rarely useful.
So: now that you’ve theoretically decided on a player class and a patron deity, it’s time to figure out how you want to get the most out of your deity’s boons. There are four general paths to this goal, which I’ll outline in ascending order of investment.
By far the easiest path to your deity’s boons is to take the Deific / Fey / Celestial / Fiendish / Monitor Obedience feat and stop there. Following this track, you’ll receive your first boon at 12th level, your second boon at 16th level, and your third boon at 20th level. The default boons received are the boons for the Exalted prestige class, which give you a daily choice between three spell-like abilities at Tier 1 and two powers thematic for your deity at Tier 2 and Tier 3. If you’re not worshipping a deity that has multiple boon tracks (for example, Mystery Cultist boons from Celestial Obedience or Feysworn boons from Fey Obedience) you’ll simply get the one platter of boons your deity offers. The Eldest, the Monitors, and the Empyreal Lords generally only have one type of boon on tap, whereas many of the Fiends have three full boon tracks available.
Pros | Cons |
Minimal feat investment. One feat (Deific Obedience) isn’t going to break the bank, even for classes with limited feats available. | Slow boon progression. Waiting until 12th level for your very first boon is a long, long wait. |
Locked into the Exalted boons. This can be a big deal, as Exalted boons typically aren’t great for classes with no casting abilities. |
If you’re looking at your deity’s Exalted boons and seeing nothing that makes you jump with excitement, you can always order extra guac and upgrade the Deific Obedience feat by taking the Diverse Obedience feat. In addition to allowing you to treat your Hit Dice as two higher for the purposes of qualifying for boons (shifting your progression to 10th/14th/18th level) Diverse Obedience allows you to choose your boons from any of the three deific prestige classes, Evangelist, Exalted, or Sentinel, at each tier. This is a huge upgrade for nearly any character interested in the Deific Obedience path, and it can single handedly salvage many deities who might have poor boons overall, but enough power in at least one class’ tier that you can cobble together something quite nice from it. In addition to the “Who’s Good At What?” section below, which tries to point out nice combos for the various classes, I’ll add a section marked DODO (Deific Obedience + Diverse Obedience) that calls out deities who are otherwise unremarkable, but who who can still be powerful with Diverse Obedience. At any rate, I’d highly recommend picking up Diverse Obedience as your 9th level feat unless you have specific other plans—it’s a great upgrade to your boon progression, and chances are far higher that you’ll be able to get a good set of boons with Diverse Obedience than with Deific Obedience alone.
For characters who are worshipping fiends through the Fiendish Obedience track, you can select the Damned Disciple or Damned Soldier feats, which open up the Evangelist and Sentinel boons, respectively, in much the same way that Diverse Obedience opens up all the boons. As with Diverse Obedience, the Damned Disciple/Damned Soldier combo can greatly expand your options when worshiping fiends whose individual boon packages aren’t strong, but that can be combined for extra effect. The fact that Damned Disciple/Damned Soldier doesn’t grant any improvement in the Hit Dice scaling of your boons is a bummer, but that’s the price you pay for worshiping evil deities.
Pros | Cons |
Select between multiple boons! This is a power that only Diverse Obedience—not Deific Obedience, and not the prestige classes—can give you. Configurations of abilities assembled from all three classes are often far more powerful than those assembled from one. | One more feat to take. Two feats won’t break the bank, unless you’re trying to shoehorn a ranged playstyle into a class that gets no bonus feats. Just give in! |
Faster boon progression. An extra +2 HD ain’t bad. |
The third, and perhaps most controversial, choice you can make is to pursue between 1 and 10 levels in a prestige class. The following Obedience feats map onto these prestige classes:
Each prestige class is structured such that you receive your Tier 1, 2, and 3 boons at 3rd, 6th, and 9th levels. New players, though, take note that you receive your boons at the given prestige class level, not your overall level. If you go straight into your prestige class as soon as you’re able (that’s 6th level for the Deific Obedience classes and the Feysworn, and 8th level for everyone else) you can expect to receive your boons at 8th, 11th, and 14th levels for Evangelist, Sentinel, Exalted, and Feysworn, and 10th, 13th, and 16th levels for everyone else. Some caveats apply, though, and are worth mentioning below.
Pros | Cons |
Very fast boon progression. Let’s be real: this is the main reason you would want to play in a deific prestige class. If your deity’s boons are bad ones, you shouldn’t be here—you should be cherry-picking boons through Diverse Obedience, detailed in Path #2 above. | Locked into one kind of boon. This is less of a big deal for the prestige classes as for the basic Obedience feat, because at least you’re guaranteed boons that are somewhat tailored for your role as a martial, caster, etc. Still, you cannot cherry-pick boons with prestige classes—even if you have Diverse Obedience. |
Loss of class features. The biggest drawback to taking prestige class levels is that you lose out on class features. For some “class feature-light” classes like Cleric or Oracle, this might ultimately be of minimal detriment to your progression. For many classes, however, losing out on all that progression is bad business. The Evangelist prestige class fixes this by making you lose only one effective level for 10 prestige class levels, but features ¾ BAB, poor Fortitude and Will saves, and no additional proficiencies. |
If you can’t be bothered with any of the above paths, one final option remains open to you: the Divine Paragon Cleric archetype. In exchange for the loss of one set of domain powers, Divine Paragons get accelerated access to their deity’s boons (5th/11th/14th) and may choose any of the three Deific Obedience classes as their boon-granting class. You can’t mix and match between classes, as with Diverse Obedience, but the boon progression offered here is the fastest in the game, and you don’t have to worry an ounce about qualifying for prestige class levels! Now, do note that Clerics (despite their godly flavor) often don’t make the best Deific Obedience users; Obedience boons are with very few exceptions based on your Charisma modifier, and while Clerics will have modest Charisma scores for their channeling abilities, it’s not a huge priority for Clerics in the same way that it would be for, say, Oracles.
Pros | Cons |
Fastest boon progression. The Divine Paragon sprints off the starting block like a cheetah with ballistic missiles for feet, opening up your spell-like ability choices by 5th level and granting you a boon progression that matches the prestige classes thereafter. That’s...fast. | None. |
Choose between all three Deific Obedience boon sets. Divine Paragons get to choose between the Exalted, Evangelist, and Sentinel boons, which can enable some very interesting playstyles without forcing you to wait until prestige class levels become available. | |
No feats, no loss of class features. Divine Paragons are also advantaged in that they receive Deific Obedience as a bonus feat and surrender relatively little from their base Cleric chassis in order to access their deity’s boons. Assuming your deity has good boons on offer, these abilities can be more powerful than domain abilities anyway. |
Since the obedience system is complex and lengthy enough to merit 400+ pages of guide, it should go without saying that there’s considerable variance between the strength of boons offered by each deity, as well as which character classes most naturally benefit from those boons. If your deity is offering a whole bunch of improvements keyed off of unarmed strike, chances are good that Paizo intends for you to consider Monk levels as the companion class, not Sorcerer; if you receive a bunch of benefits to extract casting, chances are good that you don’t want a Bard, you want an Alchemist. I’ve done my best to wrangle my recommendations into these tables, but as always, there may be archetypes or items that I’m unfamiliar with that could completely change the game for some classes. I tried to frame my assumptions around the base classes and their class features, not taking archetypes into account. I hope the resource is useful for you!
Basic Obedience[Deity] Obedience | Irori: All skill monkeys Shelyn: Bards and Skalds *** Magdh: All skill monkeys Ng: Anyone Ragadahn: Aquatic campaigns Shyka: Anyone *** Monad: Casters looking for more defenses Narakaas: Melee martial characters Narriseminer: Anyone Otolmens: Martial characters, especially those with sneak attack Ssila’meshnik: Magehunting builds Vale: Anyone Vonymos: Bards and Skalds *** Arqueros: Heavily armored, frontline martials Falayna: Grapplers Ragathiel: Anyone fighting evil enemies *** Mahathallah: Illusion specialists |
DODODeific Obedience + Diverse Obedience | Gorum: T1 (Ex) → T2 (Ex) → T3 (Sen)
Irori: T1 (Sen) → T2 (Ex) → T3 (Ev)
Nethys: T1 (Ev) → T2 (Ev) → T3 (Ex)
Rovagug: T1 (Ev) → T2 (Sen) → T3 (Sen)
Torag: T1 (Sen) → T2 (Ex) → T3 (Ex)
*** Angradd: T1 (Ev) → T2 (Ev) → T3 (Ex)
Chaldira: T1 (Ex) → T2 (Sen) → T3 (Ex/Sen)
Gyronna: T1 (Ex) → T2 (Ex) → T3 (Ev)
Hadregash: T1 (Ev/Ex) → T2 (Ex) → T3 (Sen)
Hanspur: T1 (Ex) → T2 (Ex/Sen) → T3 (Ev)
Milani: T1 (Ex/Ev/Sen) → T2 (Ev) → T3 (Ex)
Nivi Rhombodazzle: T1 (Ex/Sen) → T2 (Sen) → T3 (Ex)
Thamir Gixx: T1 (Ev) → T2 (Ex) → T3 (Sen)
Xhamen-Dor: T1 (Sen) → T2 (Sen) → T3 (Ex)
Zursvaater: T1 (Sen) → T2 (Ev) → T3 (Sen)
Zyphus: T1 (Sen) → T2 (Ex) → T3 (Sen)
*** Barzahk: T1 (Ev) → T2 (Sen) → T3 (Ev)
*** Ashava: T1 (Ex) → T2 (Ex) → T3 (Ex)
*** Geryon: T1 (Ex) → T2 (Ex) → T3 (Ev)
Moloch: T1 (Ev) → T2 (Ex) → T3 (Ex)
Moloch: T1 (Ev) → T2 (Sen) → T3 (Sen)
*** Yamasoth: T1 (Ev/Ex) → T2 (Ev) → T3 (Sen)
|
Damned FeatsDamned Disciple or Damned Soldier | Baalzebul: T1 (Ev) → T2 (Ev) → T3 (Ev)
Belial: T1 (Sen) → T2 (Sen) → T3 (Sen)
Dispater: T1 (Ev) → T2 (Ex) → T3 (Ex)
Dispater: T1 (Ex) → T2 (Sen) → T3 (Ex)
Moloch: T1 (Sen) → T2 (Ex/Sen) → T3 (Ex/Sen)
Ardad Lili: T1 (Ex) → T2 (Ev/Ex) → T3 (Ev)
Doloras: T1 (Ev) → T2 (Ex) → T3 (Ex)
Doloras: T1 (Sen) → T2 (Sen) → T3 (Sen)
Eiseth: T1 (Ex) → T2 (Ex) → T3 (Ex)
*** Charon: T1 (Ex/Sen) → T2 (Sen) → T3 (Ex)
*** Abraxas: T1 (Ev) → T2 (Ev) → T3 (Ex)
Andirifkhu: T1 (Ev) → T2 (Ev) → T3 (Ev)
Angazhan: T1 (Ex) → T2 (Sen) → T3 (Sen)
Baphomet: T1 (Sen) → T2 (Sen) → T3 (Sen)
Dagon: T1 (Ev) → T2 (Ev) → T3 (Ev)
Dagon: T1 (Sen) → T2 (Sen) → T3 (Sen)
Deskari: T1 (Ev) → T2 (Ex) → T3 (Ev)
Flauros: T1 (Ex/Sen) → T2 (Sen) → T3 (Ex)
Gogunta: T1 (Ev) → T2 (Ev) → T3 (Ev)
Haagenti: T1 (Ex) → T2 (Ev) → T3 (Ev)
Haagenti: T1 (Sen) → T2 (Sen) → T3 (Sen)
Jezelda: T1 (Sen) → T2 (Ex/Sen) → T3 (Sen)
Jubilex: T1 (Ex) → T2 (Ev or Sen) → T3 (Ev or Sen)
Kabriri: T1 (Ev) → T2 (Ex) → T3 (Ev)
Mazmezz: T1 (Ex) → T2 (Sen) → T3 (Sen)
Mestama: T1 (Ev) → T2 (Ex) → T3 (Ev)
Nurgal: T1 (Ex) → T2 (Ev) → T3 (Ev)
Orcus: T1 (Ev) → T2 (Ev) → T3 (Ex)
Pazuzu: T1 (Ex) → T2 (Sen) → T3 (Ex)
Shax: T1 (Sen) → T2 (Sen) → T3 (Ex/Sen)
Shivaska: T1 (Ev) → T2 (Ev) → T3 (Ev/Ex)
Sifkesh: T1 (Ex) → T2 (Ex) → T3 (Sen)
Socothbenoth: T1 (Sen) → T2 (Sen) → T3 (Sen)
Socothbenoth: T1 (Ex/Sen) → T2 (Ex) → T3 (Sen)
Urxehl: T1 (Sen) → T2 (Sen) → T3 (Sen)
Xoveron: T1 (Ev) → T2 (Ev) → T3 (Ex)
Xoveron: T1 (Sen) → T2 (Sen) → T3 (Sen)
Yhidothrus: T1 (Ex) → T2 (Ev/Ex) → T3 (Ev)
Zevgavizeb: T1 (Ex) → T2 (Sen) → T3 (Sen)
Zura: T1 (Ev/Ex) → T2 (Ev) → T3 (Ex)
|
Arcane Casters (Full) | |
Arcanist6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 12th-Level Entry Sentinel Ineligible Exalted | Nethys: Evangelist Rovagug: Evangelist *** Imbrex: Evangelist/Feysworn (defenses) Shyka: Evangelist/Feysworn *** The Monad: Evangelist Karkamoth: Evangelist/Proctor Valmallos: Evangelist/Proctor Narraseminek: Evangelist/Proctor Ydajisk: Evangelist/Proctor Mrtyu: Evangelist/Proctor *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Shei: Evangelist Sinashakti: Evangelist Soralyon: Evangelist Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist (enchantment specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Sorcerer6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 12th-Level Entry Sentinel Ineligible Exalted | Desna: Evangelist Nethys: Evangelist Rovagug: Evangelist *** Count Ranalc: Evangelist/Feysworn (illusion and shadow specialists) Green Mother: Evangelist/Feysworn (enchantment specialists) Imbrex: Evangelist/Feysworn (defenses) Lantern King: Evangelist/Feysworn (transmutation specialists) Ng: Evangelist/Feysworn (buffing and exploration specialists) Shyka: Evangelist/Feysworn *** The Monad: Evangelist Karkamoth: Evangelist/Proctor Valmallos: Evangelist/Proctor Narraseminek: Evangelist/Proctor Ydajisk: Evangelist/Proctor Dammar: Evangelist/Proctor Mrtyu: Evangelist/Proctor *** Arshea: Evangelist (strong defensive capabilities) Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Shei: Evangelist Sinashakti: Evangelist Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist (enchantment specialists) Mephistopheles: Diabolist (enchantment specialists) Moloch: Diabolist Exalted (fire-based evocation specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Abraxas: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist Zura: Evangelist |
Witch6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 12th-Level Entry Sentinel Ineligible Exalted | Nethys: Evangelist Rovagug: Evangelist *** Green Mother: Evangelist/Feysworn (enchantment specialists; especially suited for the Seducer archetype) Imbrex: Evangelist/Feysworn (defenses) Shyka: Evangelist/Feysworn *** The Monad: Evangelist Karkamoth: Evangelist/Proctor Valmallos: Evangelist/Proctor Narraseminek: Evangelist/Proctor Ydajisk: Evangelist/Proctor Mrtyu: Evangelist/Proctor *** Arshea: Evangelist (Seducer archetype only; strong defensive capabilities) Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Shei: Evangelist Sinashakti: Evangelist Soralyon: Evangelist Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist (enchantment specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Wizard6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 12th-Level Entry Sentinel Ineligible Exalted | Nethys: Evangelist Rovagug: Evangelist *** Imbrex: Evangelist/Feysworn (defenses) Shyka: Evangelist/Feysworn *** The Monad: Evangelist Karkamoth: Evangelist/Proctor Valmallos: Evangelist/Proctor Narraseminek: Evangelist/Proctor Ydajisk: Evangelist/Proctor Mrtyu: Evangelist/Proctor *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Shei: Evangelist Sinashakti: Evangelist Soralyon: Evangelist Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist (enchantment specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Arcane Casters (⅔) | |
Bard6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker Ineligible Exalted | Desna: Evangelist Nethys: Evangelist Shelyn: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Besmara: Evangelist Kazutal: Evangelist Milani: Evangelist Minderhal: Exalted Shizuru: Evangelist Zursvaater: Evangelist *** Count Ranalc: Evangelist (illusion and shadow specialists) The Green Mother: Evangelist (enchantment specialists) Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Ng: Evangelist (buffing and exploration specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Seramaydiel: Evangelist (tailor-made for Bards and Skalds) Sinashakti: Evangelist Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) Mephistopheles: Evangelist (enchantment specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Abraxas: Evangelist Andirifkhu: Evangelist Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Evangelist Yhidothrus: Evangelist Zura: Evangelist |
Magus6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker Ineligible Exalted | Nethys: Evangelist *** Angradd: Evangelist Arazni: Sentinel Kazutal: Evangelist Xhamen-Dor: Sentinel (polymorph specialists) *** Imbrex: Evangelist (defenses) Shyka: Evangelist *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Dammar: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Skald6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker Ineligible Exalted | Desna: Evangelist Nethys: Evangelist Shelyn: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Besmara: Evangelist Kazutal: Evangelist Milani: Evangelist Minderhal: Exalted Shizuru: Evangelist Zursvaater: Evangelist *** Count Ranalc: Evangelist (illusion and shadow specialists) The Green Mother: Evangelist (enchantment specialists) Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Ng: Evangelist (buffing and exploration specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Dammar: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Seramaydiel: Evangelist (tailor-made for Bards and Skalds) Sinashakti: Evangelist Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) Mephistopheles: Evangelist (enchantment specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Abraxas: Evangelist Andirifkhu: Evangelist Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Evangelist Yhidothrus: Evangelist Zura: Evangelist |
Summoner / UnSummoner6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker Ineligible Exalted | Desna: Evangelist Nethys: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Besmara: Evangelist Milani: Evangelist Minderhal: Exalted Shizuru: Evangelist Zursvaater: Evangelist *** Count Ranalc: Evangelist (illusion and shadow specialists) The Green Mother: Evangelist (enchantment specialists) Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Ng: Evangelist (buffing and exploration specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Mephistopheles: Evangelist (social skill and infiltration specialists) Mephistopheles: Evangelist (enchantment specialists) Moloch: Diabolist Exalted (fire-based evocation specialists) Mahathallah: Evangelist (illusion specialists) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Abraxas: Evangelist Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist Zura: Evangelist |
Arcane Casters (½) | |
Bloodrager6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Desna: Evangelist Gorum: Sentinel Nethys: Evangelist *** Apsu: Sentinel Arazni: Sentinel Brigh: Sentinel Chaldira: Sentinel (Destined Bloodline) Groetus: Sentinel Kazutal: Sentinel Milani: Sentinel Minderhal: Sentinel Naderi: Sentinel Nocticula (Redeemed): Sentinel Shizuru: Evangelist or Sentinel Tsukiyo: Sentinel Zursvaater: Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) The Green Mother: Sentinel (enchantment specialists) Imbrex: Sentinel (defenses) Lantern King: Sentinel (transmutation specialists) Shyka: Sentinel *** The Monad: Sentinel Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Sentinel (two-handed greatsword wielders) *** Aldinach: Sentinel Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Divine Casters (Full) | |
Cleric6th-Level Entry Evangelist, Exalted, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker | Asmodeus: Exalted Erastil: Evangelist (Animal Domain) Gorum: Exalted Gozreh: Exalted (animal companion builds) Nethys: Evangelist or Exalted (debuffing specialists) Sarenrae: Exalted Torag: Exalted (crafters) Urgathoa: Exalted (evil-aligned masters of undeath) Zon-Kuthon: Exalted *** Ahriman: Evangelist or Exalted Angradd: Evangelist Arazni: Sentinel Chaldira: Exalted Kazutal: Evangelist or Exalted Milani: Exalted Nocticula (Redeemed): Exalted Tsukiyo: Evangelist Zursvaater: Exalted *** Imbrex: Evangelist/Exalted/Feysworn (defenses) Shyka: Evangelist/Exalted/Feysworn *** The Monad: Evangelist/Exalted Karkamoth: Evangelist/Exalted/Proctor Otolmens: Evangelist/Exalted/Proctor Il’surrish: Evangelist/Exalted/Proctor (melee fighters) Narraseminek: Evangelist/Exalted/Proctor Ydajisk: Evangelist/Exalted/Proctor Dammar: Evangelist/Exalted/Proctor Imot: Evangelist/Exalted/Proctor (6 levels only) Mrtyu: Evangelist/Exalted/Proctor Narakaas: Evangelist/Exalted/Proctor (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) or Exalted (melee fighters) Bharnarol: Evangelist/Exalted Damerrich: Evangelist/Exalted (melee strikers) Ghenshau: Evangelist/Exalted (magehunting and infiltration specialists) Jaidz: Evangelist/Exalted Lymnieris: Evangelist/Exalted Picoperi: Evangelist/Exalted Ragathiel: Evangelist/Exalted (melee fighters using slashing weapons) Shei: Evangelist/Exalted Sinashakti: Evangelist/Exalted Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist/Exalted Zohls: Evangelist/Exalted (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist/Exalted (enchantment specialists) Geryon: Exalted (divine magehunters; buffing specialists) Mephistopheles: Exalted (social skill and infiltration specialists) Moloch: Deific Exalted (fire-based evocation specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist/Exalted Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) or Exalted (illusion specialists) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Exalted (enchantment specialists) Shax: Exalted (melee fighters) Yhidothrus: Evangelist/Cleric Zevgavizeb: Exalted (dinosaur summoners) |
Druid6th-Level Entry Evangelist, Exalted, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker | Erastil: Evangelist Gozreh: Exalted (animal companion builds) Nethys: Evangelist or Exalted (debuffing specialists) Rovagug: Evangelist Torag: Exalted (crafters) Zon-Kuthon: Exalted *** Ahriman: Exalted Angradd: Evangelist Kazutal: Evangelist or Exalted Milani: Exalted Nocticula (Redeemed): Exalted Tsukiyo: Evangelist Xhamen-Dor: Sentinel (polymorph specialists) Zursvaater: Exalted *** Imbrex: Evangelist/Exalted/Feysworn (defenses) Shyka: Evangelist/Exalted/Feysworn *** Ashava: Evangelist (buffing and utility specialists) or Exalted (melee fighters) Bharnarol: Evangelist/Exalted Damerrich: Evangelist/Exalted (melee strikers) Ghenshau: Evangelist/Exalted (magehunting and infiltration specialists) Jaidz: Evangelist/Exalted Lymnieris: Evangelist/Exalted Picoperi: Evangelist/Exalted Ragathiel: Evangelist/Exalted (melee fighters using slashing weapons) Shei: Evangelist/Exalted Sinashakti: Evangelist/Exalted Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist/Exalted Zohls: Evangelist/Exalted (divination specialists and magical spies) *** The Monad: Evangelist/Exalted Karkamoth: Evangelist/Exalted/Proctor Otolmens: Evangelist/Exalted/Proctor Il’surrish: Evangelist/Exalted/Proctor (melee fighters) Narraseminek: Evangelist/Exalted/Proctor Ydajisk: Evangelist/Exalted/Proctor Dammar: Evangelist/Exalted/Proctor Imot: Evangelist/Exalted/Proctor (6 levels only) Mrtyu: Evangelist/Exalted/Proctor Narakaas: Evangelist/Exalted/Proctor (melee fighters) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist/Exalted (enchantment specialists) Geryon: Exalted (divine magehunters; buffing specialists) Moloch: Deific Exalted (fire-based evocation specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist/Exalted Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) or Exalted (illusion specialists) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Exalted (enchantment specialists) Shax: Exalted (melee fighters) Yhidothrus: Evangelist/Cleric Zevgavizeb: Exalted (dinosaur summoners) |
Oracle6th-Level Entry Evangelist, Feysworn 7th-Level Entry Exalted 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker | Asmodeus: Exalted Calistria: Exalted Cayden Cailean: Exalted Desna: Evangelist Gozreh: Exalted (animal companion builds) Nethys: Evangelist or Exalted (debuffing specialists) Rovagug: Evangelist (Volcano, Flame, Winter Mysteries) Urgathoa: Exalted (Bones or Juju Mysteries) Zon-Kuthon: Exalted *** Ahriman: Exalted Angradd: Evangelist Arazni: Sentinel Besmara: Evangelist Chaldira: Exalted Hastur: Exalted Hei Feng: Exalted Kazutal: Evangelist Milani: Evangelist or Exalted Minderhal: Exalted Nivi Rhombodazzle: Exalted Nocticula (Redeemed): Exalted Shizuru: Evangelist or Exalted (undead-heavy campaign) Zursvaater: Evangelist or Exalted *** Count Ranalc: Evangelist/Exalted/Feysworn (illusion and shadow specialists) Green Mother: Evangelist/Exalted/Feysworn (enchantment specialists) Imbrex: Evangelist/Exalted/Feysworn (defenses) Lantern King: Evangelist/Exalted/Feysworn (transmutation specialists) Ng: Evangelist/Exalted/Feysworn (buffing and exploration specialists) Shyka: Evangelist/Exalted/Feysworn *** The Monad: Evangelist/Exalted Karkamoth: Evangelist/Exalted/Proctor Otolmens: Evangelist/Exalted/Proctor Il’surrish: Evangelist/Exalted/Proctor (melee fighters) Narraseminek: Evangelist/Exalted/Proctor Ydajisk: Evangelist/Exalted/Proctor Dammar: Evangelist/Exalted/Proctor Mrtyu: Evangelist/Exalted/Proctor Narakaas: Evangelist/Exalted/Proctor (melee fighters) *** Arshea: Evangelist/Exalted (strong defensive capabilities) Ashava: Evangelist (buffing and utility specialists) or Exalted (melee fighters) Bharnarol: Evangelist/Exalted Damerrich: Evangelist/Exalted (melee strikers) Jaidz: Evangelist/Exalted Lymnieris: Evangelist/Exalted Picoperi: Evangelist/Exalted Ragathiel: Evangelist/Exalted (melee fighters using slashing weapons) Shei: Evangelist/Exalted Sinashakti: Evangelist/Exalted Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist/Exalted Zohls: Evangelist/Exalted (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist/Exalted (enchantment specialists) Geryon: Exalted (buffing specialists) Mahathallah: Evangelist (illusion specialists like Shadow or Heavens Mystery) Mephistopheles: Evangelist/Exalted (social skill and infiltration specialists) Moloch: Fiendish Exalted (fire-based evocation specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) Szuriel: Evangelist (buffing and enchantment specialists) or Exalted (fire-based blasters) Trelmarixian: Evangelist (intrigue specialists) *** Abraxas: Evangelist/Exalted Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) or Exalted (illusion specialists) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Exalted (enchantment specialists) Shax: Exalted (melee fighters) Yhidothrus: Evangelist/Cleric Zevgavizeb: Exalted (dinosaur summoners) Zura: Evangelist |
Shaman6th-Level Entry Evangelist, Exalted, Feysworn 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Sentinel, Souldrinker | Gorum: Exalted Gozreh: Exalted (animal companion builds) Nethys: Evangelist or Exalted (debuffing specialists) Rovagug: Evangelist Torag: Exalted (crafters) Urgathoa: Exalted (Bones Spirit) Zon-Kuthon: Exalted *** Ahriman: Exalted Angradd: Evangelist Arazni: Sentinel Chaldira: Exalted Kazutal: Evangelist or Exalted Milani: Exalted Nocticula (Redeemed): Exalted Tsukiyo: Evangelist Xhamen-Dor: Sentinel (polymorph specialists) *** Imbrex: Evangelist/Exalted/Feysworn (defenses) Shyka: Evangelist/Exalted/Feysworn *** The Monad: Evangelist/Exalted Karkamoth: Evangelist/Exalted/Proctor Otolmens: Evangelist/Exalted/Proctor Il’surrish: Evangelist/Exalted/Proctor (melee fighters) Narraseminek: Evangelist/Exalted/Proctor Ydajisk: Evangelist/Exalted/Proctor Imot: Evangelist/Exalted/Proctor (6 levels only) Mrtyu: Evangelist/Exalted/Proctor Narakaas: Evangelist/Exalted/Proctor (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) or Exalted (melee fighters) Bharnarol: Evangelist/Exalted Damerrich: Evangelist/Exalted (melee strikers) Ghenshau: Evangelist/Exalted (magehunting and infiltration specialists) Jaidz: Evangelist/Exalted Lymnieris: Evangelist/Exalted Picoperi: Evangelist/Exalted Ragathiel: Evangelist/Exalted (melee fighters using slashing weapons) Shei: Evangelist/Exalted Sinashakti: Evangelist/Exalted Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist/Exalted (divination specialists and magical spies) *** Barbatos: Diabolist (conjuration and calling specialists) Belial: Diabolist (defensive casters) Dispater: Diabolist/Exalted (enchantment specialists) Geryon: Exalted (divine magehunters; buffing specialists) Mephistopheles: Exalted (social skill and infiltration specialists) Moloch: Deific Exalted (fire-based evocation specialists) *** Charon: Souldrinker (Evangelist)/Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist/Exalted Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) or Exalted (illusion specialists) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Pazuzu: Exalted (enchantment specialists) Shax: Exalted (melee fighters) Yhidothrus: Evangelist/Cleric Zevgavizeb: Exalted (dinosaur summoners) |
Divine Casters (⅔) | |
Hunter6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Exalted, Mystery Cultist, Proctor, Sentinel, Souldrinker | Erastil: Evangelist Gozreh: Exalted (animal companion builds) Nethys: Evangelist *** Angradd: Evangelist Arazni: Sentinel Besmara: Evangelist Kazutal: Evangelist Tsukiyo: Evangelist *** Imbrex: Evangelist (defenses) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Dammar: Evangelist Imot: Evangelist (6 levels only) Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Ghenshau: Evangelist (magehunting and infiltration specialists) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Inquisitor6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Exalted, Mystery Cultist, Proctor, Sentinel, Souldrinker | Erastil: Evangelist (with Sacred Huntsmaster archetype) Gozreh: Exalted (animal companion builds) Nethys: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Arazni: Sentinel (with Spellkiller Inquisition, Spellbreaker or Witch Hunter archetypes) Besmara: Evangelist Kazutal: Evangelist Tsukiyo: Evangelist *** Imbrex: Evangelist (defenses) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Dammar: Evangelist Imot: Evangelist (6 levels only) Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Ghenshau: Evangelist (magehunting and infiltration specialists) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Andirifkhu: Evangelist Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Warpriest6th-Level Entry Evangelist, Feysworn 8th-Level Entry Demoniac, Diabolist, Exalted, Mystery Cultist, Proctor, Sentinel, Souldrinker | Gorum: Sentinel Nethys: Evangelist Zon-Kuthon: Evangelist (with Sacred Fist archetype) *** Angradd: Evangelist Arazni: Sentinel Kazutal: Evangelist Milani: Sentinel Tsukiyo: Evangelist *** Imbrex: Evangelist (defenses) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Dammar: Evangelist Imot: Evangelist (6 levels only) Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Ghenshau: Evangelist (magehunting and infiltration specialists) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Charon: Evangelist (soul gem specialists who use souls to fuel crafting, material components, and self-healing) *** Abraxas: Evangelist Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Mestama: Evangelist (Witch wannabes) or Sentinel (melee magehunters) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Divine Casters (½) | |
Antipaladin6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 11th-Level Entry Exalted | Ahriman: Evangelist Groetus: Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) The Green Mother: Sentinel (enchantment specialists) *** Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Sentinel (two-handed greatsword wielders) *** Aldinach: Sentinel Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Paladin6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 11th-Level Entry Exalted | Sarenrae: Sentinel Shelyn: Sentinel *** Apsu: Sentinel Brigh: Sentinel Chaldira: Exalted or Sentinel Kazutal: Sentinel Milani: Sentinel Naderi: Sentinel Nivi Rhombodazzle: Sentinel (melee sunder builds with hammers) Nocticula (Redeemed): Sentinel Shizuru: Evangelist or Sentinel Tsukiyo: Sentinel *** Imbrex: Sentinel (defenses) *** Otolmens: Sentinel *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) |
Ranger6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Demoniac, Diabolist, Mystery Cultist, Proctor, Souldrinker 11th-Level Entry Exalted | Erastil: Evangelist Gorum: Sentinel (two-handed builds) Nethys: Evangelist *** Angradd: Sentinel Apsu: Sentinel Arazni: Sentinel Brigh: Sentinel Hastur: Sentinel Kazutal: Sentinel Milani: Sentinel Nivi Rhombodazzle: Sentinel (melee sunder builds with hammers) Nocticula (Redeemed): Sentinel Zursvaater: Sentinel *** Imbrex: Sentinel (defenses) Shyka: Sentinel *** The Monad: Sentinel Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Szuriel: Sentinel (two-handed greatsword wielders) *** Aldinach: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Extract Casters (⅔) | |
Alchemist6th-Level Entry Evangelist, Feysworn 8th-Level Entry Mystery Cultist, Sentinel Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Nethys: Evangelist Norgorber: Evangelist *** Angradd: Evangelist Kazutal: Evangelist Xhamen-Dor: Sentinel (polymorph specialists) *** Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Mephistopheles: Evangelist (social skill and infiltration specialists) *** Andirifkhu: Evangelist Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Investigator6th-Level Entry Evangelist, Feysworn 8th-Level Entry Mystery Cultist, Sentinel Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Nethys: Evangelist *** Angradd: Evangelist Kazutal: Evangelist Xhamen-Dor: Sentinel (polymorph specialists) *** Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Ydajisk: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Bharnarol: Evangelist Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) *** Andirifkhu: Evangelist Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist |
Martials (Full BAB) | |
Barbarian / UnBarb6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Gorum: Sentinel *** Angradd: Sentinel Apsu: Sentinel Arazni: Sentinel Brigh: Sentinel Milani: Sentinel Minderhal: Sentinel Nocticula (Redeemed): Sentinel Tsukiyo: Sentinel Zursvaater: Sentinel *** Imbrex: Sentinel (defenses) Lantern King: Sentinel (transmutation specialists) *** Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Szuriel: Sentinel (two-handed greatsword wielders) *** Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Brawler6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Nocticula (Redeemed): Sentinel *** The Monad: Sentinel Il’surrish: Sentinel (melee fighters) *** Jezelda: Sentinel (natural attackers) Mestama: Sentinel (melee magehunters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Cavalier / Samurai6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Apsu: Sentinel Arazni: Sentinel Brigh: Sentinel Chaldira: Sentinel Kazutal: Sentinel Milani: Sentinel Minderhal: Sentinel Naderi: Sentinel Nivi Rhombodazzle: Sentinel (melee sunder builds with hammers) Nocticula (Redeemed): Sentinel Shizuru: Sentinel Tsukiyo: Sentinel Zursvaater: Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) Imbrex: Sentinel (defenses) Lantern King: Sentinel (transmutation specialists) Shyka: Sentinel *** Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Sentinel (two-handed greatsword wielders) *** Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Fighter6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Gorum: Sentinel *** Angradd: Sentinel Apsu: Sentinel Arazni: Sentinel (magehunting builds) Brigh: Sentinel Chaldira: Sentinel Hastur: Sentinel Kazutal: Sentinel Milani: Sentinel Minderhal: Sentinel Nivi Rhombodazzle: Sentinel (melee sunder builds with hammers) Nocticula (Redeemed): Sentinel Shizuru: Sentinel Tsukiyo: Sentinel Zursvaater: Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) Imbrex: Sentinel (defenses) Lantern King: Sentinel (transmutation specialists) Shyka: Sentinel *** The Monad: Sentinel Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Sentinel (two-handed greatsword wielders) *** Aldinach: Sentinel Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Slayer6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Gorum: Sentinel Norgorber: Evangelist *** Achaekek: Sentinel (TWF builds) Angradd: Sentinel Apsu: Sentinel Arazni: Evangelist or Sentinel Besmara: Evangelist Brigh: Sentinel Chaldira: Sentinel Hastur: Sentinel Kazutal: Sentinel Milani: Sentinel Nocticula (Redeemed): Sentinel Shizuru: Sentinel Tsukiyo: Sentinel Zursvaater: Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) Imbrex: Sentinel (defenses) Lantern King: Sentinel (transmutation specialists) Shyka: Sentinel *** Karkamoth: Sentinel Otolmens: Sentinel Il’surrish: Sentinel (melee fighters) Narraseminek: Sentinel Mrtyu: Sentinel Narakaas: Sentinel (melee fighters) *** Damerrich: Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Ragathiel: Sentinel (melee fighters using slashing weapons) Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Sentinel (ranged builds) *** Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Sentinel (two-handed greatsword wielders) *** Aldinach: Sentinel Angazhan: Sentinel Baphomet: Sentinel (melee fighters) Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kostchtchie: Sentinel (Strength-based melee fighters) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Swashbuckler6th-Level Entry Evangelist, Feysworn, Sentinel 8th-Level Entry Mystery Cultist Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Arazni: Sentinel Besmara: Evangelist Chaldira: Sentinel Hastur: Sentinel Kazutal: Sentinel Naderi: Sentinel Nocticula (Redeemed): Sentinel Shizuru: Evangelist or Sentinel *** Count Ranalc: Sentinel (illusion and shadow specialists) Lantern King: Sentinel (transmutation specialists) *** Narraseminek: Sentinel *** Falayna: Sentinel (longsword builds) Jaidz: Sentinel Lymnieris: Sentinel Tanagaar: Sentinel (melee fighters using slashing or piercing weapons) *** Mammon: Sentinel (good-aligned enemy slayers) Doloras: Sentinel (crit-fishing magehunters) *** Aldinach: Sentinel Angazhan: Sentinel Dagon: Sentinel (melee magehunters) Haagenti: Sentinel (polymorph specialists) Shax: Sentinel (defensive melee fighters) |
Martials (Mixed BAB) | |
Monk / UnMonk6th-Level Entry Evangelist, Feysworn, Sentinel (UnMonk) 8th-Level Entry Mystery Cultist, Sentinel (Monk) Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Zon-Kuthon: Evangelist *** Angradd: Evangelist Apsu: Sentinel Arazni: Sentinel Brigh: Sentinel Kazutal: Sentinel Milani: Sentinel Nocticula (Redeemed): Sentinel Tsukiyo: Evangelist *** Shyka: Evangelist/Sentinel *** The Monad: Evangelist/Sentinel Otolmens: Evangelist Il’surrish: Evangelist/Sentinel (melee fighters) Narraseminek: Evangelist Imot: Evangelist (6 levels only) Mrtyu: Evangelist *** Ashava: Evangelist (buffing and utility specialists) Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Ghenshau: Evangelist (magehunting and infiltration specialists) Picoperi: Evangelist Ylimancha: Evangelist *** Andirifkhu: Evangelist Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Jezelda: Sentinel (natural attackers) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Shivaska: Sentinel (grapplers) Yhidothrus: Evangelist Zevgavizeb: Sentinel (Jurassic Park wannabes) |
Vigilante6th-Level Entry Evangelist, Feysworn, Sentinel (Avenger) 8th-Level Entry Mystery Cultist, Sentinel (Stalker) Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Gorum: Sentinel Norgorber: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Apsu: Sentinel Arazni: Evangelist/Sentinel Besmara: Evangelist Brigh: Sentinel Chaldira: Sentinel Groetus: Sentinel Hastur: Sentinel Kazutal: Evangelist/Sentinel Milani: Evangelist/Sentinel Minderhal: Exalted/Sentinel Naderi: Sentinel Nocticula (Redeemed): Sentinel Shizuru: Evangelist/Sentinel Tsukiyo: Sentinel Zursvaater: Evangelist/Sentinel *** Count Ranalc: Evangelist/Sentinel (illusion and shadow specialists) The Green Mother: Evangelist/Sentinel (enchantment specialists) Imbrex: Evangelist/Sentinel (defenses) Lantern King: Evangelist/Sentinel (transmutation specialists) Shyka: Evangelist/Sentinel *** The Monad: Evangelist/Sentinel Karkamoth: Evangelist/Sentinel Otolmens: Evangelist/Sentinel Il’surrish: Evangelist/Sentinel (melee fighters) Narraseminek: Evangelist Mrtyu: Evangelist/Sentinel *** Ashava: Evangelist (buffing and utility specialists) Damerrich: Evangelist (melee strikers) or Sentinel (two-handed, Strength-based melee strikers) Falayna: Sentinel (longsword builds) Jaidz: Evangelist/Sentinel Lymnieris: Evangelist/Sentinel Picoperi: Evangelist Ragathiel: Evangelist/Sentinel (melee fighters using slashing weapons) Tanagaar: Evangelist/Sentinel (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist/Sentinel Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Belial: Sentinel (melee fighters) Dispater: Sentinel (Strength-based melee fighters) Mammon: Sentinel (good-aligned enemy slayers) Mephistopheles: Evangelist (social skill and infiltration specialists) Doloras: Sentinel (crit-fishing magehunters) *** Charon: Sentinel (Charisma-based debuff specialists) Szuriel: Evangelist (buffing and enchantment specialists) or Sentinel (two-handed greatsword wielders) Trelmarixian: Evangelist (intrigue specialists) *** Aldinach: Sentinel Andirifkhu: Evangelist Angazhan: Sentinel Baphomet: Evangelist (infiltration and espionage specialists) or Sentinel (melee fighters) Dagon: Evangelist (campaigns with regular access to water) or Sentinel (melee magehunters) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) or Sentinel (polymorph specialists) Jezelda: Sentinel (natural attackers) Kabriri: Evangelist (infiltration and espionage specialists) Kostchtchie: Sentinel (Strength-based melee fighters) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Shax: Sentinel (defensive melee fighters) Shivaska: Sentinel (grapplers) Socothbenoth: Sentinel Urxehl: Sentinel (Strength-based melee fighters) Xoveron: Sentinel (Strength-based melee magehunters) Yamasoth: Sentinel Yhidothrus: Evangelist or Sentinel Zevgavizeb: Sentinel (Jurassic Park wannabes) Zura: Evangelist |
Martials (¾ BAB) | |
Ninja6th-Level Entry Evangelist, Feysworn 8th-Level Entry Mystery Cultist, Sentinel Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Norgorber: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Arazni: Evangelist or Sentinel Besmara: Evangelist Kazutal: Evangelist Minderhal: Exalted Shizuru: Evangelist Zursvaater: Evangelist *** Count Ranalc: Evangelist (illusion and shadow specialists) The Green Mother: Evangelist (enchantment specialists) Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) *** Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Aldinach: Sentinel Andirifkhu: Evangelist Angazhan: Sentinel Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist Zura: Evangelist |
Rogue / UnRogue6th-Level Entry Evangelist, Feysworn 8th-Level Entry Mystery Cultist, Sentinel Ineligible Demoniac, Diabolist, Exalted, Proctor, Souldrinker | Norgorber: Evangelist *** Ahriman: Evangelist Angradd: Evangelist Arazni: Evangelist or Sentinel Besmara: Evangelist Kazutal: Evangelist Shizuru: Evangelist Tsukiyo: Evangelist Zursvaater: Evangelist *** Count Ranalc: Evangelist (illusion and shadow specialists) Imbrex: Evangelist (defenses) Lantern King: Evangelist (transmutation specialists) Shyka: Evangelist *** The Monad: Evangelist Otolmens: Evangelist Il’surrish: Evangelist (melee fighters) Narraseminek: Evangelist Mrtyu: Evangelist Narakaas: Evangelist (melee fighters) *** Ashava: Evangelist (buffing and utility specialists) Damerrich: Evangelist (melee strikers) Jaidz: Evangelist Lymnieris: Evangelist Picoperi: Evangelist Ragathiel: Evangelist (melee fighters using slashing weapons) Tanagaar: Evangelist (melee fighters using slashing or piercing weapons) Ylimancha: Evangelist Zohls: Evangelist (divination specialists and magical spies) *** Baalzebul: Evangelist (social skill specialists) Mephistopheles: Evangelist (social skill and infiltration specialists) *** Szuriel: Evangelist (buffing and enchantment specialists) Trelmarixian: Evangelist (intrigue specialists) *** Aldinach: Sentinel Andirifkhu: Evangelist Angazhan: Sentinel Baphomet: Evangelist (infiltration and espionage specialists) Dagon: Evangelist (campaigns with regular access to water) Gogunta: Evangelist (mist and fog specialists) Haagenti: Evangelist (Alchemist wannabes) Kabriri: Evangelist (infiltration and espionage specialists) Mestama: Evangelist (Witch wannabes) Nurgal: Evangelist (crit fishers) Orcus: Evangelist (necromancer wannabes) Yhidothrus: Evangelist Zura: Evangelist |
One of the cool features of all of the Obedience feats is that they grant you the ability to segue into one or more prestige classes. Now, because prestige classes typically have requirements in the form of prerequisite feats, skill ranks, BAB, spell levels, and accomplishments, you won’t be able to suck the nectar out of your deific blossom until at least 6th level, when the three Deific Obedience prestige classes (Evangelist, Exalted, and Sentinel) and the one Fey Obedience prestige class (Feysworn) get rolling. If you took Fiendish, Celestial, or Monitor Obedience, you’ll have to wait until 8th level to begin playing as a Diabolist (Fiendish), Demoniac (Fiendish), Souldrinker (Fiendish), Mystery Cultist (Celestial), or Proctor (Monitor). Since there seems to be a fairly neat divide between those two groups, we’ll review them each separately.
The Evangelist is a popular prestige class for one very important reason: the aligned class feature. Although most prestige classes designed for casters feature some sort of spell progression from your base casting class, prestige classes designed for full-BAB martial classes or ¾-BAB skill monkeys and strikers rarely give you any compensation for your lost base class levels. Aligned class fixes that, making you lose out on only one level of base class progression (including spells per day, spell levels, caster level, and class features) in return for a full 10 levels of prestige class bonuses. Individually, none of the Evangelist’s perks will turn heads, but holistically, the sheer ease with which you can stay in the prestige class for the long haul makes it worth considering.
(Note: the Evangelist class is open at 6th level to characters who took the Deific Obedience or Fey Obedience feats, and at 8th level to characters who took the Fiendish Obedience or Monitor Obedience feats. Characters who took the Celestial Obedience feat are not explicitly eligible for Evangelist levels, per Chronicle of the Righteous, but kindly GMs will likely handwave this.)
Evangelist has easily the least restrictive qualifications of any Obedience prestige class. You need Deific Obedience, of course, but beyond that, the requirements specify only BAB +5 (easily done for full-BAB martial classes), 5 skill ranks (easily done for skill monkeys and strikers), or 3rd-level spells (easily done for full casters, although spontaneous casters like the Sorcerer and Oracle will need to go with skill ranks if they want to enter at 6th level—they don’t get 3rd-level spells until 6th level, which would mean no prestige class entry until 7th). Altogether, this prestige class can easily be entered by 6th level.
The real damage is done by your first level in Evangelist, so after that? No reason not to go a full 10 levels, unless you dislike the BAB or save progressions. Goodness knows there’s not much other “meat” in Evangelist, so you might as well stick around for the boons.
Skill Ranks: One of the primary draws of the Evangelist prestige class is that it gives you 6 + Intelligence skill ranks per level, on par with the Investigator or Bard. That’s a huge deal, especially given that many full casting and martial classes (Fighter, Cleric, Witch, Wizard, etc.) will be accustomed to making do with only 2 + Intelligence skill ranks per level. Should you enter from a casting class, you can exchange one level of spell progression (or not even that, with Prestigious Spellcaster!) for four more fully-loaded skills and a better Hit Die, to boot. Well worth investigating.
Hit Die: A d8 will be no change for ¾-BAB skill monkeys and strikers, and a demonstrable upgrade for full casting classes. For full-BAB martial classes, well, you should probably be looking at the Sentinel prestige class most of the time anyway.
BAB: ¾ BAB will be a downgrade for full-BAB martial classes, but par for the course or an upgrade for everyone else. If you’re a caster, you won’t be interested in BAB except for when it helps you resist combat maneuvers or land the occasional melee or ranged touch attack. If you’re a full-BAB martial class and upset about this feature, you really should be looking to the Sentinel.
Saves: Blergh, only Reflex? Gross. This will round out some classes’ weaknesses, like the Inquisitor, who receives good Fortitude/Will but poor Reflex. For everyone else, Reflex is the least necessary save.
(1) Skilled: Solidifying the Evangelist as the skill monkey’s Obedience prestige class, skilled lets you place two skills of your choice on your class list. Go with whatever you think will be most useful for you, but strongly consider Perception and Use Magic Device if you have no intense preference—they’ll keep you alive better than anything else.
(2) Aligned Class: The defining feature of an Evangelist, and the reason why taking a full ten levels is so easy. No matter how many levels you invest, you’re never losing out on more than one level of your base class!
(2/7) Protective Grace: Dodge bonuses to AC stack with all other types of bonuses, even other Dodge bonuses, so there’s nothing but upside here. The bonus is small enough that it won’t make a huge difference in your survivability, though.
(3/6/9) Divine Boon: All Obedience prestige classes grant faster progression toward their deity’s boons, but whether those boons are worth your time is up to your deity...and this guide.
(4/8) Gift of Tongues: Okay, some new languages. This class feature definitely loses value if you play with the Background Skills ruleset, as Linguistics is one of the few background skills that’s worth taking. But okay, gift of tongues, sure. I’ll play along. Pick up Aklo and go chat up some Great Old Ones.
(5) Multitude of Talents: I never did understand abilities that improve your ability to perform actions that you have no training in. Depending on which class you entered from, and the number of skill ranks you formerly devoted to class skills, multitude of talents can represent a big increase in effectiveness to multiple skills. It’s especially powerful for Bards, who can leave useless Knowledge skills alone and trust bardic knowledge + multitude of talents to take care of those checks for them.
(10) Spiritual Form: At long last, your capstone! You’ll be 15th level at the earliest when you get spiritual form, so filter the abilities you see on the page through that lens. Telepathy is great, albeit not always necessary. Your attribute bonus is untyped, so you should assign that to your main attack or casting attribute without worrying about overlap with wondrous items. Lastly, wings are the obvious choice for nearly every player on the physical transformation front, although melee fighters might wish to consider a natural attack.
Even if the Evangelist isn’t the flashiest prestige class on the block, it shines for full casters, ⅔ casters, and ¾-BAB martials like the Rogue. If your deity’s boons are of high quality, so much the better! There’s some stuff in here for full-BAB martial classes to love, but on the whole, they’re probably better suited to the Sentinel class, which grants attack bonuses, damage bonuses, save bonuses, initiative bonuses, and a whole lot more.
If the Evangelist is the “universalist” prestige class for those who perform Obediences, the Exalted is very much caster-focused. In fact, due to the requirement of being able to cast 3rd-level divine spells, only a select few classes will ever qualify for Exalted status. Make sure to check your deity’s ratings before going wholeheartedly into the Exalted class, because the Evangelist is sometimes quite a bit better. Because the Exalted grants you a full spellcasting progression, it’s a nice prestige class to take if you’ve sucked the marrow from your base class—gotten the revelations that you want as an Oracle, or leveled up your channel dice enough as a Cleric, for example.
The skill ranks are easily accomplished, and Deific Obedience is obviously a must. Skill Focus (Knowledge [Religion]) is an unfortunate feat tax, although you should remember that half-elves can acquire that for free at 1st level. As far as 3rd-level divine spells, here are the levels at which the various divine casting classes satisfy that requirement:
I wouldn’t personally recommend the Exalted prestige class for ½-casters, and barely for ⅔-casters; the option does exist, but you’re better off grabbing the boons with Deific Obedience alone or the DODO path mentioned in #2 above.
The very earliest I would consider jumping out of Exalted is 5th level, when you gain your expanded portfolio. Gaining a third Domain is very strong for Clerics, and just as strong for any other class. Feel free to cherry-pick the best Domain your deity has to offer and reap the rewards of multiple spell-like abilities and Domain features, albeit at a lower overall caster level. If you’re looking to go a bit further, 7th level and Aspect of Divinity is another logical stopping point; if you’re still not satisfied, 10th level’s Perform Miracle is sort of like limited wish.
Skill Ranks: Oof. Clerics will be accustomed to 2 + Intelligence already, but for everyone else, that’s a severe downgrade. Inquisitors in particular can easily relinquish their skill monkey status from only a few levels in Exalted.
Hit Die: A d8 is the norm for all the full and ⅔ divine casters, so this shouldn’t make anyone mad.
BAB: ¾ BAB is again the norm for all full and ⅔ divine casters. Standard.
Saves: It still stinks that you get only one save, but at least it’s Will. Easily the most important save you could boost.
Spells Per Day: You essentially keep developing fully as a caster (including spells per day, spell levels, and caster level) while pursuing the Exalted—a great feature for Clerics, Shaman, Druids, and Oracles. This class feature is less important for ⅔ casters, but still important.
(1) Divine Brand: Your holy symbol can’t be stolen, sundered, or otherwise taken from you in the long term, but that’s a fairly niche benefit unless your GM is truly evil. In which case, my sympathies.
(1) Scholar: One additional Knowledge skill. Bleep bloop, I’m not too excited.
(2) Vitality: Why yes, I’ll take a free Great Fortitude! Realistically, though, Vitality only compensates you for some of what you lost in your base class. I mean, Druids, Clerics, Inquisitors, Hunters, and Warpriests all have strong Fortitude save progressions. One hand giveth, the other taketh away.
(3/6/9) Divine Boon: All Obedience prestige classes grant faster progression toward their deity’s boons, but whether those boons are worth your time is up to your deity...and this guide.
(4) Religious Speaker: A common bonus type and mediocre skills (Diplomacy excepted) hold Religious Speaker back. It’s nothing to rave about...
(5) Expanded Portfolio: ...unlike expanded portfolio, which I rave about regularly. Now, there are a few things to remember about your third (or first!) domain. The main thing to remember is that you use your Exalted level—not your overall character level, or Hit Dice, or anything like that—to determine your effective Cleric or caster level. If you throw an expanded portfolio spell-like ability at a monster with spell resistance, I can almost guarantee that you won’t make your check. Similarly, your domain abilities won’t ever scale past what a 10th-level Cleric would have. The last thing to remember is that ⅔ casters will only be able to pull six spells from this ability, rather than nine. For all these reasons, it’s best to pick domains and domain spells that grant you buffing abilities. Enemy-targeted abilities simply can’t be relied on to work with your limited effective caster level, but team-targeted abilities will still work just fine.
(7) Aspect of Divinity: In addition to the cool flavor of starting to physically manifest your deity’s traits, constant protection from [alignment] is a powerful effect. Now, you’ll definitely have a ring of protection +2 and cloak of resistance +2 at this level, so don’t get excited about those effects. What you won’t have is the ability to reroll saves against enchantment spells and protection from evil summoned creatures. Those abilities are a good deal more powerful, although it’s worth noting that summoned creatures can still attack you with weapons (not too hard to do) or pass an spell resistance check to blow through your protection. Better than a tinfoil hat, though.
(8) Ardent Vision: The Inquisitor is laughing that it took other classes this long to be able to detect [alignment], but eh, we all knew the Inquisitor was OP. This effect is good, but determined casters at this level will likely have some form of aura alteration, peerless integrity, misdirection, undetectable alignment, etc.
(10) Perform Miracle: Hmmm…yeah, it’s sort of like a limited limited wish. Certainly versatile, certainly powerful. There’s plenty to like here.
The Exalted’s class features are stronger than the Evangelist’s, but you lose out on skills and abilities from your base class. It’s best in the hands of full casters who can get what they need out of their base classes before 6th level, and whose deities grant very strong Exalted boons. Pick your concept, check your deity’s Exalted boons, and go from there. Remember that Exalted boons are the easiest to get with no prestige class investment, though! Deific Obedience alone will get you there at 12/16/20, and DODO will get you there at 10/14/18. If you don’t like what the Exalted prestige class has on tap, by all means, don’t dump levels into it.
Sentinels are the militant arm of their deity’s faiths, running about with swords cocked, spears akimbo, muskets sharpened, and other such martial metaphors. The prestige class is designed, sans doute, for full-BAB classes with little to no spellcasting, and contains many of the usual full-BAB goodies you’re used to seeing: good Fortitude saves, a d10 Hit Die, bonus feats, bonuses on attack and damage rolls, etc. On the whole, it’s a strong class (perhaps the strongest overall of the three Deific Obedience classes) but, as with all prestige classes, requires careful consideration to determine whether the features you gain from your prestige class compensate for the features you lose from your base class. Remember also that you can take DODO to poach boons from the Sentinel prestige class without ever having to take a single level in Sentinel. For deities with Sentinel boons of inconsistent quality, or boons that are overtly tailored toward a class that you’re not playing, the DODO feat path can be the ideal solution to your problems.
Easily, at least for full-BAB classes. Weapon Focus is an unfortunate feat tax, but everything else is easily doable. Plan to enter at 6th level, or 8th level if you’re playing a ¾-BAB class.
The earliest I would consider exiting Sentinel is 6th level. You’ve got your second boon, +3 to hit and damage, and aligned strike. The only stopping point after that is 9th level, and if you’re going to 9th, you may as well go to 10th for your last boon and unstoppable warrior. DR is worth it.
Skill Ranks: Well, yeah, 2 + Intelligence pretty much sucks. Fighters and Paladins will be used to that, but it’s a step back for everyone else. If your GM is using the Background Skills ruleset (highly recommended, by the way) this may not be such a big deal.
Hit Die: d10s come standard on most full-BAB models.
BAB: This is the Sentinel’s niche, so yeah, full BAB is a must.
Saves: Strong Fortitude progression unfortunately gets full-BAB classes nothing that they wouldn’t already have had. Remember that Iron Will is always an option, kids.
Weapon and Armor Proficiencies: Not every class entering Sentinel has access to heavy armor or martial weapons, so this might be equivalent to a free feat or two for Inquisitors, Avenger Vigilantes, melee-focused Oracles, Slayers, etc.
(1) Symbolic Weapon: I love symbolic weapon. I mean, sure, it’s mostly compensating you for lost damage or accuracy progression from your base class, but it scales very quickly (faster even than a Fighter’s weapon training class feature) and boasts an uncommon bonus type. Plus, Paladins and other divine casters have to worry much less about having their holy/unholy symbols sundered or stolen when their holy symbol is their weapon.
(2) Bonus Feats: Some classes that delve into the Sentinel will have no bonus feats (making this quite the upgrade) and some will have more bonus feats than the Sentinel (making this a bit of a downgrade). At any rate, it’s awesome that your Sentinel levels count as Fighter levels for the purposes of feat prerequisites. Makes it that much easier to get Disruptive, Critical Versatility, etc.
(3/6/9) Divine Boon: All Obedience prestige classes grant faster progression toward their deity’s boons, but whether those boons are worth your time is up to your deity...and this guide.
(4/8) Divine Quickness: Bonuses to initiative are always peachy keen! Pass me that blue rating already, will ya?
(5) Aligned Strike: Penetrating DR/Alignment is hard to do. You either need a holy/unholy/axiomatic/anarchic weapon, or you need a +5 enhancement bonus. The first set is easier to come by in the grand scheme of things, but most PCs have other stuff they would rather spend their enhancement bonuses on. So why not pick it up for free? Holy will probably suit most people’s campaigns best, but there are arguments to be made for anarchic (in campaigns featuring devils like Hell’s Rebels, e.g., or if you’re storming Axis for some reason) or axiomatic (Wrath of the Righteous, anything else featuring demons, qlippoth, fey, proteans, etc.).
(Author’s Note: I like to google class features, weapon enchantments, feats, etc. now and again to see whether there’s any hidden nuance in them. After having written so many guides, I feel like I’m pretty good at spotting rule inconsistencies, poor RAW wording, and conflicts with other features from a few paces away, if not always a mile. Aligned Strike is one such feature. Something felt off. I googled, and sure enough, debate rages in certain corners of the Paizo forums about whether Aligned Strike allows you to bypass DR/Alignment only, or whether the weapon is also treated as if it had the holy/unholy/axiomatic/anarchic qualities. The first part of the feature text seems to be leading you in the first direction, and then the second part takes a hard left turn in the second direction. The difference isn’t trivial: weapons with the above enchantments deal +2d6 damage per hit to creatures of the opposite alignment! Wouldn’t you want to know if you were supposed to be getting +7 damage per hit for free? The consensus I’m seeing is that class features that grant simple DR/Alignment penetration usually state that “the weapon is counted as good-aligned,” etc., with no mention of the holy quality. Others point out that Paizo later revised this prestige class for Society play, had the chance to change the wording, and didn’t. Your GM may disagree, but I say that there’s enough RAW meat here to get your extra damage.)
(5) Stalwart: Well, it’s nice, but enemy divine casters won’t be an everyday occurrence.
(7) Practiced Combatant: As it is, this feature is straight-up broken. Symbolic weapon grants bonuses to attack rolls, which also count as sacred or profane bonuses to CMB. Sacred and profane bonuses don’t stack with themselves, hence practiced combatant is superseded by symbolic weapon. Even if it weren’t busted, combat maneuvers are pretty niche in core Pathfinder, especially by 12th level, which is the earliest you could receive this power. I’d rate it a yellow if your GM is willing to ignore the rules text’s poor choice of words and give you a stackable bonus.
(8) Righteous Leader: Free Leadership! Bonkers. Your GM won’t like it, but they’ll just have to bust out their metamagic rod collection and cast an Intensified Maximized deal with it spell.
(10) Unstoppable Warrior: It’s Diehard, DR, and a free 1/day cure critical wounds, all wrapped up in a wonderful package. The DR for NG, CG, NE, and CE characters is clearly meant to be bypassed only by weapons that are both aligned and made of a special material. Otherwise, there wouldn’t be a reason for you to get less DR than the LG, LE, LN, and CN characters. Anyway, this feature is awesome. A fitting capstone.
The Sentinel is probably the strongest of the three Deific Obedience prestige classes in terms of class features, and very easy for Fighters to segue into, thanks to Sentinel levels counting as Fighter levels for the purposes of feat prerequisites. Full-BAB martial characters (or ¾-BAB casters who are okay with losing out on their remaining spell progression) will find plenty to like in the prestige class. Remember that DODO is also an acceptable route to poach Sentinel boons without needing to commit to prestige class levels.
Feysworn are servitors of the Eldest, a pantheon of deities that reside in and rule over the First World, home of the Fey and ancestral home of gnomes. This prestige class is comparable to the Exalted: both give you ¾ BAB progression, poor Fortitude and Reflex save progression, 2 + Intelligence skill ranks, and a goodly number of spells learned per day. Feysworn also get some considerable defensive oomph in combat through their Feyskinned and Alien Mind class features, however, which may make the class more appealing to ⅔-casters like the Warpriest, Alchemist, Investigator, Inquisitor, Magus, Bard, etc.
Surprisingly easily, actually. Set your Intelligence to 12 or dump a rank into Linguistics to get your Aklo or Sylvan proficiency, then just select Fey Obedience at 3rd or 5th level. Knowledge (Planes) is a highly useful Knowledge skill for identifying Outsiders (not Fey, ironically, who are identified with Knowledge [Nature]) so you shouldn’t feel badly about needing to put five ranks in. Everyone should be ready to go by 6th level.
You positively must stick around until you get Feyskinned at 2nd level, but exiting at 5th for more Feyskinned minutes per day and access to Alien Mind is probably a better call. If you’re willing to surrender a little more, 7th level will get you constant DR 10/Cold Iron, penetrable only by a cold iron weapon or a +3 enhancement bonus on a weapon. The capstone at 10th level is...okay, but predictably (for the Fey) unpredictable, potentially harming allies as much as it harms enemies. I’d probably exit by 9th level unless you really, really want to be able to go boom on people.
Skill Ranks: Yep, the similarities with the Exalted start here. ¾-BAB classes will love Feyskinned, but will hate surrendering their skill supremacy like this.
Hit Die: Sure. I mean, there’s not much reason for full-BAB martials to enter Feysworn anyway, and every other class will be used to a d8.
BAB: Standard.
Saves: If you had to choose one save to be good, it had to be Will. Breathe easy.
Spells Per Day: Unlike the Exalted, Feysworn do actually lose one level of casting. You can take the Favored Prestige Class + Prestigious Spellcaster feats to fully make up the debt, or else just grab the Magical Knack trait to compensate for your lost caster level.
(1) Feymarked: Immune to charm person, dominate person, and other effects targeting humanoids, yet also capable of lowering that immunity in order to receive buff spells. Well, if that ain’t the darnedest thing! (I should also mention that I love Feymarked from a flavor perspective. The whole “you live only by my sufferance” thing gets my acting chops all riled up.)
(2) Breacher: Breacher is all about flavor, not mechanics. This ability is really just a story hook for the GM.
(2) Feyskinned: Ummm. What!? Most classes have no way of getting DR of any stripe, much less DR 10. Weapons with high enhancement bonuses will eventually penetrate these defenses, but natural weapons won’t, and it’s unlikely that lower-level mooks accompanying the big boss will have the equipment to deal with you effectively. Huge. Huge.
(3/6/9) Fey Boon: Because Feysworn can’t get Diverse Obedience, your choice is either to take the base Obedience feat or take prestige class levels. Hope those boons were worth it!
(4) Summon Fey: All of these monsters are pretty hilariously bad for the level you get them. The ekekeh only has a swim speed, so good luck maneuvering that thing around; nuglub gremlins are CR 2, hence relegated mostly to harassing casters with trip tactics, flanking, and their Step Up feat; fauns are best used to spam hideous laughter with their panpipes, causing either multiple foes to fall prone or one foe to fall prone continually. At least the nuglubs and fauns can move on land, ya big dumb fish. Hey, ekekeh: Free Willy called. He wants his gimmick back.
(5) Alien Mind: Oh, yeah. It’s all coming together. You don’t get Alien Mind for many rounds per day, but here’s the thing: it can be activated as an immediate action. This is crucial. If you assign your stat bonus to Wisdom, you can get an effective +6 against [mind-affecting] effects as you’re targeted by them. Don’t be afraid to let it lapse next turn—if you get targeted again, you can always reactivate for the same immediate action cost. Or, if you’re a caster, use it to boost your save DCs nicely before an alpha strike. Lots of options here.
(5) Plane Swap: Mostly a GTFO power unless you’re regularly traveling back to the First World to chat up your patron. Plane Swap can’t be used on unwilling creatures, unlike plane shift, so don’t get any ideas about Doctor Strange-ing people into the middle of some Fey-infested jungle.
(8) Summon Fey: Now this is more like it. Bogeymen are good strikers and skirmishers, capable of hit-and-run tactics with Spring Attack and Mobility; make liberal use of darkness, invisibility, suggestion, and all those sneak attack dice to hit enemies while their defenses are down. Don’t forget about all their fear effects! And speaking of fear effects, the nuckelavee. At this level, they make poor strikers, so have them lay down a bunch of obscuring mist then ride around the clouds, shooting breath weapons into the midst of the fog. If any enemies make it out, you should absolutely use your nuckelavees to waste opponents’ AoOs—between Mobility and Wind Stance, enemies will be whiffing more often than not. Lastly, escorites can be good in a couple of circumstances. They boast the see in darkness universal monster ability, making them able antidotes to enemy darkness tactics, and can glitterdust invisible enemies to bits. Between dimension door and their hollow eyes ability, they’re decent at blasting from range; where they shine, however, is in melee, laying out four tentacles at a surprisingly good +12 with reach and 1d4 Constitution damage on each hit. Park these guys in flanking position around most enemies, and they’ll crumble before long. The aura of inevitability doesn’t help, either.
(10) Tear Reality: All these abilities were the abilities you thought were really cool when you were a 3rd-grader playing tabletop in the schoolyard. But then you grew up, realized that they didn’t do that much damage, and also tended to hurt your allies. Naaaah.
Feysworn can make for surprisingly hard-to-kill casters, immune to effects targeting humanoids, dropping Alien Mind on unwanted mental intrusions, and sporting DR 10/Cold Iron. If you were going to worship one of the Eldest as a full or ⅔ caster, you might want to check this prestige class out!
The Diabolist is the prestige class most aligned with—you guessed it—the lawful evil-aligned Outer Plane of Hell. As a whole, the class is strongly skewed toward full arcane casters due to its casting requirements, 2 + Intelligence skill ranks, d6 HD, ½ BAB progression, and general focus on conjuration spells, specifically those of the calling subschool. Before we jump in, the differences between summoning and calling spells bear some detailing here, because they’re non-trivial to the Diabolist class. Summoning spells are what the vast majority of casters use: they’re cheap on actions and material costs, widely available across spell lists, and diverse enough that they’ll always have a decent tool for whatever combat situation you need. There are several weaknesses to summoning spells, however. First, summoning spells are typically very limited in duration—rounds per level if you’re unlucky, or minutes per level if you happen to be a Summoner, Monster Tactician Inquisitor, etc. Second, summoning spells have durations, which means that they’re subject to premature termination through common spellcasting tools such as dispel magic. Third, summoning spells really only conjure up an echo or essence of an entity; they’re not really present with you on the Material Plane, and if something kills them, they don’t actually die. By contrast, calling spells typically conjure creatures for hours to days to weeks at a time, and if they get killed during that time, they’re dead for real. More importantly for their longevity on the Prime Material, however, calling spells typically have instantaneous durations, which means that enemy casters will have to burn higher-level resources such as banishment, dismissal, or dispel [alignment] slots in order to send them packing.
Of course, the increased power of calling subschool spells comes at a cost: called creatures are typically much more powerful than summoned creatures available at the same level, and there’s usually some process of bartering or trading that goes on between the two of you. Unlike in summoning, where it’s a strict master-servant relationship, calling is much more a transaction between equals or (in some cases) a fearful, desperate petition that you’ve made to a much, much more powerful entity than yourself. Diabolists focus almost exclusively on calling spells, and many of the class features that they receive will specifically address how to eke a few more favors out of your called servants: lower costs, more elaborate services, better chances of not getting duped, slaughtered, or otherwise eternally screwed by the puissant devils you’ll make it your business to do business with on a regular basis. Of note, there are, historically, two versions of the Diabolist class. The first was released with the original Princes of Darkness campaign setting book; because Fiendish Obedience didn’t exist back then and there’s never been such a thing as an “Infernal Obedience” feat, the original prestige class had no Obedience requirement. I’m not going to cover the original Diabolist or Souldrinker prestige classes in this guide; they no longer exist on Archives of Nethys, and as Paizo made revisions to the class in the later, all-in-one Book of the Damned, I think it’s fair to say that the later version more accurately represents their design vision for the class, even if we don’t personally agree with balance changes that might have been made. If you’re interested in the original Diabolist as a historical tidbit, by all means, check it out on your own time.
All of the Knowledge skills are skills any self-respecting full arcane caster would be getting anyway, so it’s no skin off your back to make sure you’ve got 7 ranks in K(Planes, Religion) and Spellcraft. You’ll worship some one of the higher-ups in Hell and have taken Fiendish Obedience in order to serve them better, which you should be duly familiar with by this point in the guide. Conjuration spells are also easily managed for full casters, who will likely have access to 4th-level spells by the time they enter this class. Probably the toughest part about entering the prestige class is that you must have used lesser planar ally or lesser planar binding to bind a devil to you for at least 1 day—but again, even this isn’t too bad. Lemures are CR 1, imps are CR 2, and accuser devils are CR 3. Any one of them will satisfy this requirement and set a full arcane caster or Summoner on the path to diabolatry by 8th level.
Diabolist 2 will get you an imp familiar, infernal charisma +2, channel hellfire, and infernal bargain, all of which are great for Charisma-based classes like Summoner or Sorcerer. Intelligence-based classes will probably want to advance to at least 6th level to take advantage of heresy, infernal transport, and their deity’s second boon as they leverage Knowledge (Planes) checks and their innately higher Intelligence scores to start researching true names and building dirt on the higher-ups in Hell. If you’re going past 6th, I’d recommend heading all the way to 10th. The damage is done on your class features at this point, so you might as well pick up hellfire ray, more infernal charisma, more heresy, your third boon, and master conjurer.
Skill Ranks: If there’s one feature of these classes I’m not a fan of, it’s the low skill ranks. 2 + Intelligence sucks, especially when you’re going to have to try to juggle Diplomacy, Intimidate, Bluff, Knowledge (Planes), and probably Spellcraft, but Wizards, Arcanists, and Witches at least have the advantage of high Intelligence scores.
Hit Die: A d6 is as low as they come in Pathfinder, given only to the full arcane casters who can’t tank a hit to save their lives. Diabolist is all about making sure you have a bound devil at your side to tank those hits for you, though, so act in accordance with that precept and you should be fine.
BAB: As with most full arcane casters, ½ BAB progression. Unless you’re using it on ranged touch attacks regularly, this won’t be a huge problem. Again, it’s your bound devil who’ll be doing most of the fighting.
Saves: Will is the best single save you could get, but all casters need to find a way to shore up their Fortitude saves to some extent. Great Fortitude and relatively high Constitution scores (14s, if at all possible) should be your first place to go to patch the hole.
Spells Per Day: The original Diabolist got a full spell progression, but the newer Diabolist loses one level. Favored Prestige Class + Prestigious Spellcaster will get you that level back, or else the Magical Knack trait will patch your caster level. At any rate, most full casters care about their spells more than they do about their class features, so this is fine, by and large.
(1) Damned: Unlike in the Demoniac, where you might hope to be left more or less alone in your Abyssal cocoon, you can bet your sweet bippy that the hierarchy of Hell is going to have a plan for your soul when you’re dead. (Spoiler alert: it will probably not involve you skipping through a field of daisies.)
(1/5/8) Imp Familiar: Familiars are always good, and imps are among the best forms an Improved Familiar can take—with flight, see in darkness, constant detect magic and detect good, and at-will invisibility, they’re uncannily good at getting into places where they really shouldn’t be. If you’re a Witch or Wizard and already have a familiar, so much the better, but Sorcerers and Summoners will quite like the addition of a new friend. My recommendation for at-will spell-like abilities would be to add the remaining detect spells first, then pick one last utility spell-like ability (mage hand, prestidigitation, ghost sound, message) to round you off. Bleed, doom, deathwatch, and basically anything else offensive is pretty much trash. For 1/day spell-like abilities, grease would be my first pick, with silent image, unseen servant, or ventriloquism taking up the rearguard.
(1) Infernal Charisma: Infernal charisma is one of the key features of the Diabolist class. Remember: because you’re going to be mostly calling devils, instead of summoning them, there’s an element of gamesmanship in how you interact with them. Prices, haggling, negotiation, double-crosses, reading over contracts to see how (not if) you’re getting screwed somewhere in the fine print...Hell’s hierarchy rewards those who have the prowess and will to ruthlessly screw over their underlings, equals, and superiors, so infernal charisma is the place to start practicing eating before you’re eaten.
(2) Channel Hellfire: I’ll copy the text here so that you don’t have to dig it up:
Damage dealt by hellfire is known as hellfire damage; it is treated as normal fire but deals half fire damage and half damage from unholy energy. Evil-aligned creatures and creatures with the evil subtype take no damage from the unholy energy, but good-aligned beings and those with the good subtype take double the normal damage from it. Creatures under the effects of spells such as protection from evil are unaffected by this unholy energy, though they may still take fire damage.
Obviously, the higher your Charisma score, the more times per day you’ll be able to pull out this trick, so Summoners and Sorcerers have the advantage over Witches, Wizards, and Arcanists. If you’re a blaster in a predominantly evil campaign, channel hellfire will let you absolutely roast the competition, so keep that in mind for your fireball Sorcerer builds.
(2) Infernal Bargain: So here’s the skinny on calling spells: in addition to the material costs you need to pay to use them at all (500 gp on the low end for lesser planar ally, all the way up to 10,000 gp on the high end for gate) you also need to provide some kind of payment directly to the called creature. For devils, these payments aren’t always monetary, and could range from a drop of blood for a CR 1 lemure devil to a powerful good-aligned Cleric or angel for a CR 20 pit fiend. How your GM interprets the “call one, get 50% off” discount granted by infernal bargain in cases where you’re providing non-monetary compensation to a called devil is their business, but I’d encourage GMs to get particularly creative about it. The Book of the Damned has descriptions of the various devil castes from pp. 216-221, and these can help you think up particularly hellish compacts for your players to blunder into. At any rate, 50% off is a great deal for a class that’s focused on calling devils continually.
(3) Augment Summoning: Any self-respecting summoner will have Augment Summoning long, long before 10th level, so this falls a bit flat. Even though the text doesn’t specify that you receive an alternative feat if you already have Augment Summoning, I don’t think granting such a feat would be unreasonable. Profane Studies, Summon Evil Monster, Superior Summoning, Versatile Summon Monster, or one of the Damnation feats might be appropriate replacements. If your GM is okay with that plan, the feature probably jumps to green.
(3/9) Heresy: True names are a bit of a niche subsection of rules in Pathfinder, but the rules on true names, fiendish conjuration, and manifest manifestation should give you some ideas. Basically, once you know an entity’s true name, it gets way, way harder for them to resist your call or refuse to give you their services, but you also typically risk revealing your own true name in the research process, and outsiders will always fear and hate any creature that knows their true name. Given how difficult these Knowledge (Planes) checks are to make, you should be more than happy to get a bonus. Anyway, very on-brand for the Diabolist.
(3/6/9) Diabolic Boon: Unlike the Feysworn, Monitor, and Mystery Cultist prestige classes, all of which are stuck with whatever suite of boons their patron offers, and unlike the Exalted, Evangelist, and Sentinel prestige classes, all of which are stuck with the suite of boons associated with that prestige class, Demoniacs, Souldrinkers, and Diabolists are allowed to pick which set of boons they’re going to take out of a set of three choices. Once chosen, though, remember that you don’t get to change it again, and taking Damned Disciple or Damned Soldier won’t help you out one bit. If your infernal deity doesn’t offer any single strong package of boons, consider Damned Disciple/Damned Soldier to begin with.
(5) Hellish Soul: If it seems like a pretty mercenary decision to suddenly make your soul “worthwhile” at 5th level, get used to it: Hell is a pretty mercenary place. Try not to die before 5th level. You won’t like the results.
(6) Infernal Transport: Yeah, I’ll bite. Both dimension door and teleport are great spells for everyday adventuring, and appearing in a puff of brimstone and hellfire is as iconically Faustian as it gets.
(8) Hellfire Ray: In addition to being pretty wickedly powerful (45d6 of damage at CL 15) hellfire ray is also a great way to rack up some favor with your infernal overlords. Powerful good-aligned Cleric? They’ll take 45d6 damage (plus another 50% of the total damage dealt, thanks to hellfire’s double efficacy against good-aligned targets) and if they fail their Will save, why, not even Sarenrae herself could prevent that soul from going to Hell! Incinerate enough good-aligned casters, and you might start to get a bit of a reputation for yourself among the diabolical ranks.
(10) Master Conjurer: The planar ally suite usually takes 10 minutes to cast, plus another few minutes while you haggle with the devil in question. By this point, though, you’re on first-name terms with most devils, and they know the deal when you summon them. Add these bonuses to your infernal bargain and infernal charisma bonuses, and you’ll basically never have to pay full price for a called devil ever again. It doesn’t quite feel like a capstone, but it is solidly good, and lets you conjure devils as needed in the middle of fights to adapt to changing situations. Then again, isn’t that what summoning spells are for…?
I have to admit, I’m a sucker for the Diabolist’s flavor. I grew up loving opera (and later became an opera singer) and so I was weaned on Gounod’s Faust and the amazing arias that Mephistopheles gets to sing in that opera. From an impersonal perspective, the Diabolist is absolutely aces at using calling spells to bring devils onto the Prime Material, and paired with abilities like Barbatos’ Tier 3 Sentinel ability (conjure pit fiends without paying the 10,000 gp material component costs for gate? Um, where on this infernal contract do I sign?) you can get far, far more powerful devils at your beck and call than those that summoning spells could normally provide. And who knows? You may yet prove yourself useful enough to Hell’s hierarchy to actually attain some rank there in death.
Demoniacs are, as the name suggests, the most fervent worshipers of the Demon Lords, high-powered rulers of the vast and uncharted Abyss. Without exception chaotic evil, Demoniacs will probably have a hard time fitting into most PC parties, but they can make good adventurers in an evil campaign or good nemeses for GMs to lean on. The class feels a bit anemic to me, between the underwhelming energumen, summon demon, and demonic form class abilities, but your mileage may vary. I’d stick with the Damned Disciple/Damned Soldier feats or the Fiendish Evangelist/Exalted/Sentinel classes.
As a chaotic evil class, the Demoniac is already pretty difficult to fit into your standard adventuring party, but if you’re convinced that you want to go fully demonic, this is certainly the place to do it. The skill ranks are things you would probably be getting as a caster anyway—and you’ll have to be a caster in order to qualify, because those enchantment spells of two different spell levels aren’t going to select themselves. Beyond that, the Iron Will feat isn’t particularly welcome, but if you had to pick a feat tax, it’s not a bad one. Even ½-casters like Antipaladins and Bloodragers will be able to enter by 8th level.
I don’t much like Demoniac, so I’m not sure I’d recommend levels in it at all. If you’re dead set, though, probably somewhere in the 7th-9th level range is appropriate. 7th level gets you your fully upgraded energumen, 8th level gets you your succubus swarm, and 9th level gets you your third and final demonic boon.
Skill Ranks: Pretty much all of the deific “casting” prestige classes (Exalted, Feysworn, etc.) have 2 + Intelligence skill ranks. It’s not good, but full casters were mostly used to this already.
Hit Die: Demoniacs are going to be casters, so a d8 is either what you were accustomed to already, or better than what you had.
BAB: Arcane casters will be generally pleased at the upgrade to ¾ BAB, but for divine casters, this is old hat.
Saves: Fortitude isn’t the save I’d pick when you need to pass your DC 25 Will save for energumen pretty often, but it’ll hopefully prevent you from getting splattered by poisons, diseases, energy drain, and other nasty effects. Luckily, you already took Iron Will to help compensate you somewhat for this turn of events.
Spells Per Day: Demoniacs lose one level of spellcasting, so you can feel free to take the Favored Prestige Class + Prestigious Spellcaster feats in order to erase the gap, or else just grab the Magical Knack trait to compensate for your lost caster level if you’re unconcerned with spell progression.
(1) Damned: Where Mystery Cultists get to skip past Go and collect their $200, you get consigned immediately to the Abyss, where you gradually pupate into a demon. I guess you wanted this?
(1) Demonic Mark: A 1/day pearl of power for whatever spell you need most. It’s especially good for prepared casters, who might know based on their circumstances that they’re going to need a spell again soon that they only prepared one of.
(2) Energumen: Energumen is the backbone of the Demoniac class, and to be frank, I expected a little more of it. Now, true, casters love attribute bonuses, because they crank up the save DCs of all their spells. But you never get to use energumen more than 1/day, and can’t parcel out the rounds of the effect when you really need them. Except in your very early Demoniac levels, when you won’t want to use the power except at the very tail end of a fight, it can be counted on to last through an entire encounter. It’ll never last for more than one encounter, though, and that’s half the point. You’ll want to keep a wand of protection from evil on you so that you can stop yourself from becoming confused; even if a DC 25 Will save isn’t particularly difficult to make for high-level casters, it’s also not trivially easy. Take the guesswork out.
(3/6/9) Demonic Boon: Unlike the Feysworn, Monitor, and Mystery Cultist prestige classes, all of which are stuck with whatever suite of boons their patron offers, and unlike the Exalted, Evangelist, and Sentinel prestige classes, all of which are stuck with the suite of boons associated with that prestige class, Demoniacs, Souldrinkers, and Diabolists are allowed to pick which set of boons they’re going to take out of a set of three choices. Once chosen, though, remember that you don’t get to change it again, and taking Damned Disciple or Damned Soldier won’t help you out one bit. Consider Evangelist/Exalted/Sentinel levels instead, or go Damned Disciple/Damned Soldier to begin with.
(4/8) Summon Demon:
(10) Demonic Form: DR/Alignment, resistances, telepathy, a fly speed, good, good, good. It’s nothing that full casters don’t already have access to pretty easily by this point, but I like that you can use it in 1-minute increments—that ensures that you’ll have it as often as you need it throughout the day.
For a prestige class meant to channel the unfettered power of the Abyss, the Demoniac sure is one tall glass of lukewarm tap water. Energumen doesn’t last long enough to be useful, the summons are generally poor, demonic form underperforms as a capstone ability...I’m just not a fan. Especially because the Evangelist, Exalted, and Sentinel classes are still available for worshipers of evil deities, you should probably forego Demoniac levels or select Damned Disciple or Damned Soldier in most cases; the tradeoff you’ll make giving up your base class features simply isn’t worth what you get out of this prestige class.
Mystery Cultists are worshippers of the powerful celestial beings known as the Empyreal Lords. Empyreal Lords exist in all flavors of Good-aligned, and a key component of the prestige class is ensuring that no matter what happens, you end up with your empyreal patron in Heaven, Nirvana, or Elysium after you die. Mechanically, I consider the Mystery Cultist to be one of the weaker prestige classes on tap; Charisma-based casters will get the most benefit, thanks to Glorious Aura, but even that ability can’t fully make up for the fact that there’s no “killer theme” in this prestige class, just a collection of okay perks that may or may not outstrip your base class’ progression. The biggest reason to take any Deific prestige class is, of course, the boons, so take a look at the list of available Empyreal Lords before committing to this playstyle.
No feat or spell requirements—only skills, and the minor requirement of being saved from the brink of death by a Good-aligned outsider of CR 5 or greater. This should be pretty easy—have a friend use Summon Good Monster, then get into a fight that’s way over your head. Assuming they’re quick enough on the cure trigger, you’ll satisfy this requirement, prepping characters of all stripes to enter Mystery Cultist at 8th level.
Because the Mystery Cultist lacks any intrinsic abilities that are 100% must-haves, it’s easiest to simply look at your empyreal patron’s boons, decide which ones you want to get to fastest, and then take Mystery Cultist levels until you reach those milestones at 3rd, 6th, and 9th levels. Any Empyreal Lord who doesn’t grant solidly good boons down the board should be relegated to Celestial Obedience status, as you simply can’t afford to be throwing away class features and spell levels from your primary class without a very good reason.
Skill Ranks: As the Exalted and Feysworn. It’s sure not good, but full casters and classes like the Fighter are pretty used to this by now.
Hit Die: Mystery Cultist will be played primarily by casters of one stripe or another, so a d8 is either a sidegrade or an upgrade.
BAB: Standard for full divine casters, although again, even better for arcane casters, who are normally ½-BAB.
Saves: Yup, Will is the one you want.
Spells Per Day: Mystery Cultists lose one level of spellcasting, so you can feel free to take the Favored Prestige Class + Prestigious Spellcaster feats in order to erase the gap, or else just grab the Magical Knack trait to compensate for your lost caster level if you’re unconcerned with spell progression.
(1) Blessed: More of a flavor ability than anything, Blessed helps your GM decide where you’re headed if you ever kick the bucket. Interesting that you completely bypass the Boneyard and go directly past Go, collecting your $200. The contact other plane effect is certainly powerful, given how dangerous contact other plane normally is to use, but you have to die in order to get it...so we won’t be doing that.
(2) Glorious Aura: For Oracles, Sorcerers, Bards, Skalds, and other Charisma-based casters, glorious aura is an amazing way to boost your spells’ save DCs, improve your chances of penetrating spell resistance, or rattle off some defensive casting. For non-Charisma-based casters, glorious aura will most likely act as a melee deterrent power, forcing enemies who close the distance with you to run away in fear if they fail their saves. Will it work against BBEGs, especially if you’re not Charisma-based? Absolutely not. It’s good for peeling away minions, though, and sometimes that’s all you need to get out of a jam.
(3/6/9) Celestial Boon: As with the Feysworn, Mystery Cultists have no means of selecting other boons through different prestige classes or Diverse Obedience—there’s one choice of boons available, and you’re stuck with that choice. Whether these boons are worth it is, of course, up to your empyreal patron.
(4) Brand of Healing: Heal is the single most powerful single-target healing spell in all of Pathfinder, capable of taking d8 classes from 0 to full in a matter of a standard action or a d10/d12 class about 50-75% back to full. You can even use it as a touch-range anti-undead nuke in dire circumstances, although unwilling creatures do get a Will save for half.
(4/8) Summon Celestial: Like many other obedience classes, Mystery Cultists gain the ability to summon denizens of the various celestial realms to serve them.
(5) Fervor: A strange group of abilities for a prestige class that appears to be tailored mostly toward full casters, but who am I to complain? I wish that you got more rounds of fervor per day, but even what you’ve got will keep you powering through for 2-3 encounters; since it’s a free action to activate, you can turn it on when you know you’re about to be in full-attack range (either an enemy’s full-attack, or your own full-attack) then let it go once it’s no longer needed. The penalties you’ll take to Charisma checks are mostly irrelevant unless your build is heavily dependent on UMD.
(7) Incorruptible: If only Arazni had had this ability, eh? Heyo! Got her. Incorruptible is pretty bad, as a class feature. The bonus is small, diseases and poisons are ultimately irrelevant to full casters if they’re adequately prepared, and the gentle repose effect is strictly meh. You do have a weak Fortitude save progression, but did you really want good Fortitude saves in order to shrug off diseases and poisons? You did not.
(10) Sacred Haven: As with blessed, more of a flavor ability than anything else. Wizards and Sorcerers have their own demiplanes, magnificent mansions, etc. by this point, though, so is it wrong of me to think of “a room” as being a bit stingy? I mean, come on, by 10th level a Mystery Cultist has got to be one of the main proponents of an empyreal lord’s cult on earth! Would it kill them to put you up in more than the celestial equivalent of the Motel 6?
Mystery Cultist makes a decent prestige class for just about any ⅔ or full caster, especially those who use Charisma as their casting stat. Between Glorious Aura, Fervor, Brand of Healing, and Summon Celestial, you’ll be able to throw down when you need to, but the class functions best in short bursts where others like the Feysworn have enough staying power to make it in protracted fights.
Proctors are the divine servitor prestige class for the Monitors, a loose group of demigods consisting of the Monad (a true neutral entity present everywhere), Primal Inevitables (lawful neutral entities from the plane of Axis), Protean Lords (chaotic neutral entities from the plane of Limbo), and Psychopomp Ushers (Pharasma’s assistants in the Boneyard, all neutral-aligned). As with the Feysworn and Exalted prestige classes, the Proctor has a d8 HD, ¾ BAB progression, 2 + Intelligence skill ranks; it loses out on only one spell level, making it a generally good choice for full casters. Unlike the Exalted, however, the Proctor doesn’t have any specific requirements about divine casting, so Wizards, Witches, Arcanists, and other arcane casters can feel free to jump into the prestige class.
The skill and spell requirements should be easily fulfillable by any caster, and you’ll of course need Monitor Obedience. The only truly onerous part about entering this prestige class is the Alertness feat, which is a stinker. At any rate, ½, ⅔, or full caster who wants to enter Proctor should be able to do so by 8th level.
5th level is about as early as I would consider jumping out of the Proctor class—you want the upgraded monitor expression, in nearly all cases. Beyond that, 8th level brings you a free summon monster VIII 1/day, and 10th level brings you your capstone of expression immunities. How long you stay in will depend in large part on your patron’s boons, and whether you’re rushing down the aisle to get to them.
Skill Ranks: Blergh, 2 + Intelligence. It’s nothing that these prestige classes won’t be used to by now, but still...
Hit Die: A d8 is an upgrade for many of the arcane casting classes that will investigate Proctor, but it’s pretty standard for the ⅔ casters and full divine casters.
BAB: Again, a decent upgrade for full arcane casters, but no change for anyone else.
Saves: Proctor is interesting for giving you a strong Fortitude save progression, which many casting classes don’t emphasize, to say the least. Because soultended will help compensate you for your lost Will progression, this is really nothing but upside.
Spells Per Day: As with the Feysworn, you can take the Favored Prestige Class + Prestigious Spellcaster feats to fully make up for the lost level of casting, or else just grab the Magical Knack trait to compensate for your lost caster level.
(1) Monitor Familiar: Familiars are always, always good, and Witches and Wizards even get to stack their levels for the purposes of determining their familiar’s level. A brief rundown:
(1) Soultended: You’ll need to let your team know that it’ll be more difficult to resurrect you. Otherwise, enjoy your free +2 to Will saves.
(2) Monitor Expression: All Proctors pledge themselves to a certain aspect of neutrality: executors will be LN, aligned with inevitables; fosters and harmonizers will both be N, aligned respectively with the psychopomps and the aeons; and impulsives will be CN, aligned with the proteans. Each path has a basic monitor expression, a 5th-level upgrade to that expression, two summon monster-esque abilities, and expression immunities at 10th level that act as an upgrade to your monitor expression. I’m just going to cover all the abilities for each path here, so that you don’t have to keep skipping around to different levels. The basic ranking I would give them is Fosters & Impulsives > Executors > Harmonizers.
Proctors can be incredibly powerful if your Monitor Expression is good—I’d recommend fosters, executors, and impulsives to just about anyone, but harmonizers aren’t that great. Thanks to the overall emphasis on summoning and familiars, classes that have focused on conjuration abilities (conjuration school Wizards, Clerics and Oracles built to summon, etc.) will probably do well for themselves here. As with all of the obedience prestige classes, the utility of the Proctor will also depend in large part on the boons your patrons grant; if they’re not great, the prestige class probably won’t be worth it, compared to your base class.
Souldrinkers are worshipers of the Four Horsemen, powerful daemons who together rule over the neutral evil-aligned Outer Plane of Abaddon. Unlike devils, who are interested in conquest, and demons, who are interested in destruction and reproduction, the defining trait of daemons is hunger. They eat souls, and would gladly consume every last bit of the universe if it meant that they got more powerful in the process. Souldrinkers emulate daemons, and use negative level-granting abilities to fill up a “soul pool,” which helps them recharge their own magical powers or craft magical items. Speaking of crafting, Souldrinkers’ nearly unlimited access to soul gems make them incredibly good at crafting, as they can eschew the usual gold costs by using souls directly in the forging process. If you want to be a debuff-heavy full caster who uses your enemies’ souls to fuel your allies, this might just be the prestige class for you.
As with the Diabolist, Souldrinkers are almost 100% guaranteed to be full casters of some stripe or another, which means that many of the prestige class’s requirements will be filled by default as you go. Necromancy spells are easily acquired, as are the skill ranks and Fiendish Obedience feat. Great Fortitude is an unfortunate tax, but then again, you’ll never regret having a good Fortitude save. The most stringent requirement is the one about having experienced your soul leave your body; my best recommendation in this case is to purchase a scroll of magic jar and use it to possess a squirrel or something. Bingo bango bam, satisfied. All full casters, arcane and divine, should be ready to enter the class at 8th level.
2nd level is a totally acceptable stopping point if you want to get the most out of crafting or material component discounts through Soul-Powered Magic, your cacodaemon familiar, and unlimited supplies of soul gems. 6th level is the next logical jumping-off point, with your lesser oblivion, 4 enervations per day, the ability to recover 3rd-level spells with your soul pool, and your second obedience boon. The greater oblivion abilities granted at 10th level are generally not great unless you worship Szuriel, so you’d also be fine stopping at 9th level for your third and final obedience boon.
Skill Ranks: The usual 2 + Intelligence ranks that full arcane casters get. It’s blergh, but it’s normal.
Hit Die: A d6, again, industry-standard for full arcane casters.
BAB: And rounding things out, the standard ½ BAB progression. Given how often you’ll be using enervation as a Souldrinker, this might actually be a bit of a big deal, as you need to be able to hit with your ranged touch attacks.
Saves: If it had to be one save, it had to be Will. You’ll have Great Fortitude if you’re entering the class, so at least that helps compensate you somewhat if you’re entering from a class that has a strong Fortitude save progression.
Spells Per Day: Souldrinkers lose two levels of spellcasting for a full 10 levels. This is starting to get to the point where you’d definitely want to take Favored Prestige Class + Prestigious Spellcaster to make up at least one of those lost levels.
(1) Apocalyptic Vow: Every prestige class aligned with an Outer Plane gets this kind of ability at 1st level, and it’s no different for Souldrinkers. You get a big ol’ +3 bonus vs. death effects and negative energy, though, and because most of those abilities target Fortitude, this is a great way to shore up your defenses.
(1) Cacodaemon Familiar: From a combat and scouting perspective, cacodaemons are about on par with imps. They have a special ability that raises their usefulness far, far above imps, though, especially paired with a Souldrinker’s abilities: soul lock. This little gem of an ability (pun very much intended) allows cacodaemons to ingest the souls of recently deceased creatures and spit them back up as soul gems. What can you do with these gems? The real question is: what can’t you do?
For starters, soul gems are valuable. Very valuable. A soul gem’s base value is equal to its CR x 1000 gp, halved if any of the creature’s mental ability scores are 2 or lower (Book of the Damned, p. 191). What with the kill counts of most adventuring parties, your cacodaemon should have no trouble at all creating one gem each day that can be sold at open auction once you get access to plane shift or similar spells to transport you to Abaddon. Add in a talisman of soul-eating, and you’ll have two soul gems every day at your disposal. Now, you could eat these and gain fast healing 2 for a few rounds per day—lame—or else you could start to think bigger. How big? Let’s take the Soul-Powered Magic feat and find out. Now, instead of paying costly material components for spells like restoration, gate, stoneskin, etc., you can simply drain the soul out of one of your gems and use that—essentially granting you access to much more powerful magic on a much more regular basis than you would have otherwise been able to afford. Once we get our soul pool next level, we’ll really take the munchkinry up a notch.
(2/5/8) Enervation: Enervation this many times per day is a great pull, and because your caster level is determined based on your character level, not your class level, you have a good chance of penetrating even tough spell resistance with your sapping rays. Remember that your soul pool fills whenever you inflict a negative level by any means; you don’t need to use your enervation spell-like abilities to do so.
(2) Soul Pool: The updated version of the Souldrinker’s soul pool is a little less...crazy OP than the original Souldrinker’s was. The original version enabled you to gain functionally unlimited spell slots by cheesing staff recharging rules. It’s now been toned down significantly, since you can no longer inflict negative levels at will or recharge staves with your soul pool. Instead, I would just use your enervation spell-like abilities on hapless commoners or random animals in order to charge your soul pool, then use the points in crafting. Together with your soul gem stockpile, a Souldrinker with Craft Wondrous Item can furnish a group with an unreasonable amount of crafted magical equipment in very short order, provided you keep killing high-level, sentient creatures.
(3/6/9) Daemonic Boon: Unlike the Feysworn, Monitor, and Mystery Cultist prestige classes, all of which are stuck with whatever suite of boons their patron offers, and unlike the Exalted, Evangelist, and Sentinel prestige classes, all of which are stuck with the suite of boons associated with that prestige class, Demoniacs, Souldrinkers, and Diabolists are allowed to pick which set of boons they’re going to take out of a set of three choices. Once chosen, though, remember that you don’t get to change it again, and taking Damned Disciple or Damned Soldier won’t help you out one bit.
(4/7/10) Lesser Oblivion/Oblivion/Greater Oblivion: Each of the Horsemen grants a unique boon package through the oblivion class feature, in addition to the boons you’ll get through Fiendish Obedience. I’ll discuss all of the oblivion boons for each Horseman before moving on:
The Souldrinker works best as a debuffer and magical item crafter, which in general will mean full, prepared arcane or divine casters will get the most out of the prestige class. The soul pool, Soul-Powered Magic feat, and infinite supply of soul gems from your cacodaemon familiar are your greatest sources of power in this class, so use them often and wisely to buff your allies to the gills and tear down the opposition with debuff after debuff.