The outlandishly caparisoned traveler wears archaic and intricately inlaid armor festooned with charms and trinkets. She keeps her tattooed, pierced and painted face shrouded from view with a heavy hood and reeks of strong incense or some form of potent mystic liquor. A broad-bladed sword hangs at a belt likewise hung with shells, crystals, bones, teeth and other fetishes. A palpable aura of dread emanates from her person as she fixes bold and intent eyes on you. She breathes one word that echoes in every crevice of your mind – “Direlock”.

Role: Though often dismissed as dilettante anti-mages or reviled as gishes, direlocks are nevertheless regarded with fear and disdain by casters and misunderstood by common folk. Notoriously dangerous, the direlock’s dark mien and awe-inspiring countenance give rise to charges of demonism or worse. In truth, the direlock is merely a forceful, albeit eldritch-charged, personality.

Primarily a “personal area of effect de-buffer” – a direlock’s abilities focus on protecting her while hampering her enemies attacks. Her BAB, dire zone class ability, and associated dire weapon attacks make her a competent combatant and she does well in concert with and especially in the midst of, other melee tanks. The direlock’s eldritch tendrils and spellcountering also make her well suited to a controller role.

Abilities: Charisma is the cornerstone of the direlock’s capabilities. Her presence and intimidating carriage instill fear into her enemies and bolster her more eldritch functions. A high Intelligence is necessary for the direlock’s spellcasting and ability to identify and ameliorate or store incoming spell effects. Strength is obviously a requirement for anyone who enters combat as a melee support.

Alignment: Any. Although the direlock delights in causing consternation and preys on the fears and mistakes of her enemies, she is as likely a champion of righteous gods or dedicated to a neutral cause as she is a servant of dark powers. Even the pure of heart use the shadows to achieve their aims, and to the direlock, the end not only justifies, but complements, the means.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The direlock’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are class features of the direlock.

Weapon and Armor Proficiency

The direlock is proficient with all simple weapons plus one melee weapon of her choice that is her dire weapon (see below). A direlock is proficient with light armor and with bucklers.

Dire Pool (Su)

At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to ½ her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest.

At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level.

At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell-like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier.

At 7th level the direlock may expend 2 points from her dire pool as a swift action — for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone.

At 10th level, the direlock may expend 3 points from her dire pool as a swift action to give her dire weapon the spell-stealing ability for one minute.

Any inimica, incunabula and dire zone related abilities do not function if the direlock no longer has points remaining in her dire pool.

Dire Weapon (Su)

The dire weapon is the physical embodiment of the direlock’s purpose — a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon.

Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast directly at the direlock, within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn.

As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished.

Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level).

Errata

Added omitted “macuahuitl” dire weapon option.

[Errata] At 1st level, the direlock selects one melee weapon with which she is proficient and designates that weapon as her dire weapon. Direlocks often favor large, brutal or gruesome weapons such as bastard swords, dire flails, greatswords, falchions, heavy flails, kusarigamas, macuahuitls, nodachis, naginatas, scizores, scorpion whips, spiked chains, spiked gauntlets, and temple swords. The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete.

Dire Zone (Su)

At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level.

As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone. A successful Spellcraft check (DC = 10 + ½ the direlock’s level + the direlock’s Charisma modifier) reveals the size of the direlock’s dire zone.

Fell Regalia (Ex)

At 1st level, a direlock’s imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to ½ her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy and Handle Animal checks.

If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non-threatening form or visage) she gains no effect from this ability — either bonuses or penalties.

Inimica (Su)

At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities or imparts a penalty to a foe or foes within her dire zone. Saving throw DCs to resist particular inimica affects are equal to 10 + ½ the direlock’s level (minimum 1) + the direlock’s Charisma modifier.

At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level.

Once activated, this ability lasts until the combat ends, at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day.

The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked.

If the direlock expends her last remaining point from her dire pool or is slain, any inimica effects end immediately.

When the direlock uses this ability she must select one type of inimica to create. As a swift action, she can change this inimica to another type. All effects of the previous inimica immediately end and the new inimica takes effect — this change does not require any new dire pool point expenditure.

Dire Sense (Ex)

At 2nd level, a direlock gains Deflect Arrows as a bonus feat, even if she does not meet the prerequisites. If the direlock’s dire weapon is a two handed weapon the feat still functions as normal without penalty.

At 6th level, she gains a bonus to her flat footed AC against a single opponent of her choice that is within her dire zone equal to half her Charisma modifier (minimum 1). At the beginning of her turn, she can change the target of this effect as a free action. She also adds half her Intelligence modifier (if any) to her AC against melee attacks from invisible creatures within her dire zone.

At 10th level the direlock prevents one enemy of her choice that flanks her from gaining the +2 flanking bonus to melee attacks made against her. The direlock’s heightened awareness within her dire zone also grants her a +5 Perception bonus to locate invisible creatures and she halves the miss chance (to 25%) on her melee attacks against invisible creatures — this stacks with any other bonuses the direlock has to offset her miss chance against invisible creatures.

Fearsome Slough (Su)

Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.

To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from — if successful, she can slough the condition to an adjacent enemy.

If the direlock fails this new save the expended dire pool point is still lost. The enemy is allowed a saving throw as if it were the original target — if successful, the condition dissipates.

If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.

Only one condition can be sloughed per round and each enemy may only be under the effect of one of the direlock’s sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.

A direlock cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.

At 6th level a direlock adds frightened, sickened, and cowering to the list of conditions she can transfer. At 10th a direlock adds exhausted, nauseated, and panicked to the list of conditions she can transfer. At 14th level, a direlock adds bleeding, blinded, and deafened, and to the list of conditions she can transfer. At 18th level the direlock adds diseased and poisoned to the list of conditions she can transfer. This includes all ability or ongoing related affects of the disease or poison. Any saves against the condition she has already made are transferred to the victim.

Dire Mantle (Su)

Dire Mantles: Metamagic Spells, Items and Psionics

When calculating the spell energy of a metamagic enhanced spell, treat the spell as being equal to the slot it has expended, not its unenhanced regular spell level.

Similarly, the GM may elect to allow the direlock to subsume spells from wands or staves or spell like abilities from monsters — in such cases treat the spells as you would any spell cast by a spellcaster.

If the direlock participates in a psionic-conversant campaign utilizing the psionics rules from Dreamscarred Press and wishes to use her dire mantle to subsume psionic powers the following guidelines should be followed (until a true psionic direlock archetype is released at some future date…)

Psionic powers can be subsumed for spell energy points as normal or to power the direlock’s own casting (see Improved dire mantle).

Psionic powers have been created to closely follow power levels of spells, but augmentation can affect the overall output of the power — in such cases it is advised that the GM make a judgment based on the power and a similar spell — keeping in mind that some 1st level spells escalate damage dice in the same way that psionic powers can be escalated with expenditure of power points or psionic focus. A quick method of determining the spell energy level of an augmented power is (number of power points +1) divided in half.

Starting at 3rd level, as long as the direlock has at least one point remaining in her dire pool, a direlock’s fetish and charm adorned armor becomes imbued with the ability to absorb and store magic spell energy.

A direlock may not attempt to absorb a spell greater than 3rd level, or of a level that exceeds her Charisma modifier or her remaining storage capacity. A direlock can only store a maximum number of spell levels equal to her Charisma modifier at any one time. A running total of absorbed (and used) spell levels must be kept.

Whenever an opponent casts a spell directly targeting the direlock, the direlock can make a Spellcraft skill check (DC 15 + spell level) to identify the spell. This check is an immediate action. Upon identifying the spell, the direlock can choose to absorb the spell’s energy within her dire mantle, and stores this potential for the next 24 hours or until she expends it.

Alternatively, the direlock’s allies may cast spells into the dire mantle — the direlock need not make a Spellcraft check to identify the spell being cast.

The direlock may choose to expend the stored spell energy to gain any one of the of the following benefits per spell level, stacking up to three spell energy levels to gain greater bonuses:

Once per day, the direlock may expend three stored spell energy levels to:

Gain a point in her dire pool

Gain 10 temporary hit points (duration equal to 1 round per direlock level).

Increase the DC of a spell the direlock casts by 2

Example: Cruasa, a 6th level direlock, expends three stored spell levels of energy from her dire mantle – she may benefit from either an increase of 1 to the DC of a spell she casts, +6 to her next concentration check, a +3 enhancement bonus to attack with her dire weapon for one round, +3 bonus to a saving throw, a +3 deflection bonus to her AC for 1 round, gain a +6 insight bonus to one skill use, gain 10 temporary hit points for 6 rounds OR gain one point to add to her dire pool.

Utilizing stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the same round and any spell cast using spell-energy stored in the dire mantle (see improved dire mantle) must still abide by its own casting time. The direlock may expend previously gained spell energy and then store new energy in the same round.

If the direlock cannot store a hostile spell (due to lack of storage capacity) but still makes a successful Spellcraft check to identify it, she gains a +1 circumstance bonus to any saving throw to limit or negate its effects.

If the direlock is without her personalized armor this ability cannot be used. It takes 24 hours to scavenge, forage and locate the necessary materials needed to imbue a new suit of armor with the requisite charms to create a dire mantle — the ritual itself takes 8 hours to complete — the dire mantle then takes up the chest magic item slot. While the direlock has at least one point in her dire pool, her armor is immune to the broken condition.

An enemy caster must succeed on a Spellcraft check (DC 15 + the direlock’s level) to identify that the dire mantle is responsible for any interruption of their magic.

Incunabula (Su)

Starting at 3rd level, a direlock gains one incunabula, ancient eldritch lore that pertains to the dark arts of peril and pain. She gains an additional incunabula at 6th level and every three levels thereafter.

Alternatively, a direlock may choose to learn any feat that has direlock class levels or class features as a prerequisite in place of an incunabula (see New Feats, below).

Unless specifically noted in an incunabula’s description, a direlock cannot select a particular incunabula more than once. Incunabula that affect spells can only be used to modify spells from the direlock spell list, unless otherwise noted.

The DC to save against an incunabula effect is equal to 10 + ½ the direlock’s level + the direlock’s Charisma modifier.

Spells

Direlock Spell List

1st bane, bleed, bungle, cause fear, confusion, lesser, daze, deathwatch, disguise self, doom, ghost sound, hideous laughter, interrogation, touch of fatigue, ventriloquism.

2nd accumulating error, entropic shield, ghostly disguise, haunting mists, ill omen, mad hallucination, obscuring mist, oppressive boredom, ray of sickening, unprepared combatant, vocal alteration, youthful appearance.

3rd alter self, blood transcription, badger’s ferocity, blindness/deafness, death knell, delay pain, enthrall, hold person, howling agony, mirror image, screech, sound burst.

4th black tentacles, blur, countless eyes, darkvision, death ward, hypnotic pattern, force punch, loathsome veil, mark of justice, pain strike, rusting grasp, spite.

When adding newly published or other third-party published spells to the direlock spell-list, the theme is obfuscation, illusion and malady with a little divination and self-buffing.

Beginning at 4th level, the direlock gains the ability to cast a small number of arcane spells which are drawn from the direlock spell list. A direlock must choose and prepare her spells ahead of time.

A direlock can cast arcane spells while wearing light armor or using a buckler without incurring the normal arcane spell failure chance.

Like any other arcane spellcaster, a direlock wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass direlock still incurs the normal arcane spell failure chance for arcane spells received from other classes.

To learn, prepare, or cast a spell, the direlock must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a direlock’s spell is 10 + the spell level + the direlock’s Intelligence modifier.

A direlock can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Direlock. In addition, she receives bonus spells per day if she has a high Intelligence score.

A direlock may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her grimoire. While studying, the direlock decides which spells to prepare.

Through 3rd level, the direlock has no caster level. At 4th level and higher her caster level is equal to her direlock level –3.

Grimoire: At 4th level the direlock creates a grimoire, a repository for her arcane spells. A direlock must study her grimoire each day to prepare her spells. She cannot prepare any direlock spell not recorded in her grimoire except for read magic, which all direlocks can prepare from memory.

Errata

“A direlock’s grimoire initially contains all 0-level direlock spells, three first level direlock spells…”

This is an error; the direlock’s class spell list does not receive 0-level spells.

[Errata] A direlock’s grimoire initially contains three first level direlock spells, plus a number of additional 1st-level direlock spells equal to her Intelligence modifier. At each new direlock level, she gains two new direlock spells of any spell level or levels that she can cast (based on her new direlock level) for her grimoire. At any time, a direlock can also add direlock spells found in other spellbooks to her grimoire.

A direlock can learn spells from a wizard’s spellbook, just as a wizard can from a direlock’s grimoire. The spells learned must be on the direlock spell list, as normal. An alchemist can learn formulae from a direlock’s grimoire, if the spells are also on the alchemist formulae list. A direlock can copy any spell on her spell-list from an alchemist’s formulae, but the direlock can only copy formulae that are two levels below the highest level she can cast.

A grimoire is a baroque and heavy item – it costs and weighs double the amount of a normal spellbook (30 gp and 6 lbs.), has the hardness and hit points of a treasure chest (hardness 5, hp 15) and is both lockable and trappable. Should anyone attempt to read a grimoire without the direlock’s permission, the creature must make a Will save (DC 10 + ½ the direlock’s level + the direlock’s Charisma modifier) or take 1 point of Intelligence damage. This effect lasts for 24 hours.

Eldritch Tendrils (Su)

New Feats

New Spell

At 5th level the direlock can create an invisible tendril of eldritch power and attach it to a single creature within her dire zone for a number of rounds equal to her direlock level. For every three levels beyond 5th, the direlock can create one additional eldritch tendril, up to five tendrils at 17th level. Creating an eldritch tendril (or set of tendrils) is a move action that provokes an attack of opportunity.

Attaching an eldritch tendril is a standard action that does not provoke an attack of opportunity. Attaching a set of tendrils (i.e. more than one) is a full round action. A creature can only be attached to one eldritch tendril at a time.

To attach an eldritch tendril the direlock must make a successful ranged touch attack against an unwilling creature. A direlock can then transfer a condition she is suffering from to another creature that is attached to one of her eldritch tendrils via her fearsome slough ability.

Once attached, if a connected creature moves beyond the range of the direlock’s dire zone, the connection is immediately severed, and the awful ripping away of the eldritch tendril causes considerable pain to the creature equal to 1d4 points of damage for every point of the direlock’s Charisma modifier.

Alternatively the direlock can attach an eldritch tendril to an ally – connecting an eldritch tendril to a willing creature requires no attack roll. Once this connection is made, the direlock may use an eldritch tendril to feed on one condition of the connected ally per round.

As a swift action, the direlock can consume one condition – the condition is completely removed from the ally and the direlock feeds upon its energy, regaining 1 hit point for each round remaining in the cowering, dazzled, shaken, sickened and staggered conditions.

The direlock regains 2 hit points for each round remaining in the dazed, fatigued, frightened, and nauseated conditions — the direlock must be at least 9th level and requires the expenditure of one point per condition from the direlock’s dire pool to feed on these conditions.

The direlock regains 3 hit points for each round remaining in the blinded, deafened, exhausted, and panicked conditions — the direlock must be at least 13th level and requires the expenditure of two points per condition from the direlock’s dire pool to feed on these conditions.

Conditions, once consumed are considered negated. Note that the direlock cannot feed upon permanent conditions e.g. a blind or deaf creature or a zombie’s permanent staggered condition.

This ability can be used once per day. Eldritch tendrils, although invisible, can be targeted and attacked — each tendril has an AC of 20, hardness of 5 and 15 hp.

Medium Armor (Ex)

At 7th level, the direlock gains proficiency with medium armor. A direlock can cast direlock spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a direlock wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Dire Mantle (Su)

At 8th level, a direlock can use her dire mantle to absorb spells of 4th level or lower. If the direlock decides not to absorb a spell, but still makes a successful Spellcraft check to identify it, she gains a +2 circumstance bonus to any saving throw made against its effect.

The direlock can now use her 3 spell-level energy expenditure ability 2/day.

The direlock can also choose to expend spell energy absorbed by her dire mantle in the form of spells of her own, like a rod of absorption. Essentially the direlock uses captured spell energy to cast any spell she has prepared without expending the prepared spell itself.

The only restrictions are that the levels of spell energy stored in her dire mantle must be equal to or greater than the level of the spell she wants to cast and that any material components required for the spell be present.

The direlock knows her remaining absorbing potential and current amount of stored energy. (Remember – drawing upon stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the one round. She may expend previously gained spell energy and then store new energy in the same round. Any spell cast using spell-energy stored in the dire mantle must still abide by its own casting time.)

Finally, a direlock may also attempt to store a portion of a spell of more spell levels than she has remaining storage capacity within her dire mantle, but still not higher than 4th level. In doing so, the direlock takes 1d6 damage for every level of the spell being absorbed beyond the direlock’s storage capacity. A Fortitude save (DC 15 + the spell levels over the maximum capacity) halves the damage.

Example: Cruasa, an 8th level direlock currently has two points storage capacity remaining in her dire mantle. She succeeds in identifying (with Spellcraft) a 3rd level spell cast at her and decides to absorb and store a portion of the spell – two levels of spell energy, leaving one level to damage her as hostile magic. She takes 1d6 points of damage, or half that amount if she makes a DC 16 Fortitude save.

Ravening Strike (Su)

At 9th level, once per round, whenever the direlock confirms a critical strike with her dire weapon she may choose to expend one point from her dire pool to, in addition to normal damage, draw 1d4 available spell levels from the victim, adding this spell energy to her dire mantle (if she has storage space available) or dissipating the energy entirely. This replaces the extra damage inflicted by the successful critical confirmation.

The target makes a Fortitude save (DC 10 + ½ the direlock’s level + the direlock’s Charisma modifier). If the save fails the target loses the spell energy as prepared spells or spontaneous spell slots – lowest level spells or bonus spells are taken first. If there are fractions of spells left then the energy is taken as normal – the spellcaster loses the spell and any leftover spell energy dissipates. If the victim makes their Fortitude save the dire pool point is still expended.

Stealing and storing spell energy in this fashion is inherently dangerous and painful for the direlock – each spell level drawn causes 1d4 hp of damage to the direlock – a successful Fortitude save (DC 10 + the spell’s total level) halves the damage.

Alternatively the direlock can elect to dissipate the spell energy without storing it in her dire mantle – in this case the direlock takes no damage from stealing the spell-energy.

A direlock may not attempt to draw a spell whose level exceeds that of her Charisma modifier or is greater than 4th level.

Example: Cruasa the Direlock confirms a critical with her dire weapon and spends a point from her dire pool to draw 3 spell-levels from her victim who only has one 4th level spell remaining. Cruasa receives her 3 points of spell level energy and takes 3d4 hp of damage (half on a successful DC 14 Fort save) and the spell-casting victim loses their spell entirely.) Cruasa could, if she desired, merely destroy/dissipate the spell energy, thus not storing the spell within her dire mantle nor taking any damage.

Major Inimica (Su)

Starting at 10th level, and every 2 levels thereafter, the direlock can choose one of the following major inimica whenever she could select a new inimica:

Spell Vortex: The direlock creates a vortex capable of siphoning Area of Effect spells entering or cast within the dire zone into the direlock’s dire mantle. Treat the siphon as a regular spell absorption as if using the dire mantle, however each such use requires the expenditure as an immediate action of a further dire pool point per level of the spell in question. Inertia: The dire zone affects the actions of the direlock’s enemies. All foes within the dire zone have their initiative count decreased by 5. Damage Ground: The dire zone becomes a vector of pain for the direlock’s enemies. Each time the direlock makes a successful melee strike with her dire weapon, all enemies within the dire zone take any extra damage conferred by the dire weapon’s enhancement bonus, the direlock’s Strength modifier or any bonus damage due to any vulnerabilities they share with the original victim. Viral Slough: The dire zone becomes charged with a pulsating flow of peril. Any time the direlock sloughs a condition to an enemy and the enemy saves against the condition, the dire zone carries the condition to a new enemy within the dire zone. All enemies in turn must save against the condition until either one fails or all have saved. If all save, the condition deteriorates by one round, and on consecutive rounds it targets all foes in the dire zone again (or deteriorates) until it either dissipates or finds a host.

Dire Conduit (Su)

At 11th level the direlock’s eldritch tendrils act as a further conduit, capable of transferring any damage incurred from spells or spell-like abilities (as an immediate action – once per round per eldritch tendril), or from absorbing spells in her dire mantle (as a free action) or through a ravening strike (as a swift action).

The direlock can apply this damage to any ally or foe connected to her via an eldritch tendril – a successful Fortitude save halves any damage.

The direlock can now use eldritch tendrils twice per day, and may attach two eldritch tendrils as a move action or one as a swift action.

Additionally, the direlock can choose to connect two tendrils to any one foe or ally, allowing her to draw two conditions from an ally or impart two conditions to a foe per round. Attaching more than one eldritch tendril in a round is a full round action. Each tendril draws or imparts one condition at a time, this otherwise overrides the previous eldritch tendril caveat on one condition per creature.

Finally, the eldritch tendrils operate as a conduit for spells – the direlock can automatically affect a creature connected to the eldritch tendril with a ranged spell requiring a successful hit without needing to make an attack roll, or may impart a touch spell regardless of how far the eldritch tendril actually reaches.

An ally may also affect connected creatures (whether allies or foes) with touch spells by placing their hands upon the direlock’s dire mantle – however only touch spells of a level or lower than that currently known by the direlock may be transferred in this way.

Heavy Armor (Ex)

At 12th level, the direlock gains proficiency with heavy armor. A direlock can cast direlock spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a direlock using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Dire Presence (Ex)

At 13th level, by expending one point from her dire pool as an immediate action, the direlock can substitute her Charisma bonus instead of her Wisdom bonus for a Will save. If she makes a successful Will saving throw that would normally result in half or partial damage she instead takes no damage.

Dread Mantle (Su)

At 14th level, the direlock can use her dire mantle to absorb spells of 5th level or lower.

The direlock can now use her 3 spell level energy expenditure ability 3/day.

The direlock can now also absorb spells that specifically target individual allies connected to her via her eldritch tendrils. This functions exactly as the dire mantle ability, treating the direlock as the intended target.

Dire Inimica (Ex)

At 17th level, the direlock learns to focus her inimica. Whenever the direlock uses her inimica ability, she must select one type of inimica. She is treated as if she were 5 levels higher for the purposes of determining the bonus or penalty granted by the inimica. Unlike other types of inimica, inimica enhanced by this ability cannot be changed for the remainder of the combat. The direlock may only improve one use of inimica in this fashion in any 24 hour period.

Dread Tendrils (Su)

At 17th level, a direlock can use eldritch tendrils three times per day and may attach four eldritch tendrils as a move action or two as a swift action.

True Direlock (Su)

At 20th level, a direlock can use her dire mantle to absorb spells of 7th level or lower, but cannot exceed her Charisma modifier or maximum storage capacity as normal. Also, whenever the direlock uses eldritch tendrils, she can create up to five tendrils. In addition, when the direlock uses her ravening strike ability, the direlock can steal 1d6 spell levels instead of 1d4. If she also has the void strike incunabula, this increases to 1d8.

Alternate Favored Class Bonuses