Divine casters who pledge themselves to Sertrous, the Elder Evil that discovered a simple, yet powerful, truth: One need not worship a god to gain the power of divine magic.

Prerequisites:

  • Skills: Knowledge (the planes) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks
  • Feats: Chosen of Evil
  • Spells: Able to cast 3rd-level divine spells
  • Special: Must have made contact with Sertrous, or heard of his message through another powerful member of the Vanguard of Sertrous. A paladin or cleric of a specific god must renounce all faith in their deity and instead draw the power for all spells and class abilities from those classes from ambient divine energy (similar to how a Mystic casts spells) or Sertrous himself.

Hit die

d8

Skill points

2 + Int

Class Features:

All of the following are class features of the Avamerian Heir.

Weapon and Armor Proficiency: The Avamerian Heir gains no proficiencies with any armor or weapons.

Spells per Day/Spells Known: At each level, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in whatever spellcasting class you belonged to before you added this prestige class. You do not, however, gain any other benefit a character of that class would have gained.

Bonus Domain: At 1st level, an Avamerian Heir gains the Heretic Domain.

Pledged to the Vanguard: An Avamerian Heir has sworn its service to the entity known as Sertrous. Anything sworn to an Elder Evil automatically gains one bonus feat, plus an extra bonus feat for every five character levels or hit dice you possess (EE 10). These bonus feats must be drawn from the feats noted as Vile Feats.

Poisonous Spellcasting (Su): At 2nd level and higher, you can lace a serpentine poison to a melee touch spell you are casting. The target of the spell, in addition to being subject to the normal effects of the spell, is also exposed to the poison (a melee touch spell must deal damage to deliver the effect of this poison). This poison (Fort DC 10 + class level + Wisdom modifier) deals 1d6 points of initial and secondary Constitution damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Divine Static (Su): Beginning at 3rd level, you warp divine energy out to a range of 20 feet. All divine spells, and any spell-like abilities used by outsiders, that are cast or used in the area are impeded. Your own spells and spell-like abilities are unimpeded. To use an impeded spell or ability, a caster must succeed on a Spellcraft check (DC 10 + class level + Wisdom modifier + the level of the spell or spell-like ability). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.

Serpent Shape (Su): At 4th level, you can change into a Small, Medium, or Large constrictor or viper snake three times per day. This ability is otherwise like the wild shape druid class feature. Use your total character level as your effective druid level to determine duration and maximum Hit Dice.

Unbearable Defiance (Su): Starting at 5th level, once per day per point of Charisma modifier, you can channel the power of your Divine Static into a burst of disruptive energy to counter a divine spell without using a readied action. As an immediate action, you can counter a divine spell by expending a spell (if you prepare spells) or a spell slot (if you are a spontaneous caster) as long as the spell expended is of the same level or higher as the spell to be countered.
If you successfully counter a spell using this ability, you can choose to retain some of the divine essence. If you choose to retain divine essence, you can either regain an expended spell slot (if you prepare spells), or gain the use of an additional spell (if you are a spontaneous caster). The level of the spell you gain is equal to one-half the level of the spell you countered (rounded down, minimum 1). However, if you choose to regain a spell, your Divine Static ability is suppressed for a number of rounds equal to the level of the spell or spell slot you gain.


Level
BAB
Fort
Ref
Will
Special
Spellcasting
1
+0
+0
+2
+2
Bonus Domain, Pledged to the Vanguard
+1 level of existing divine spellcasting class
2
+1
+0
+3
+3
Poisonous Spellcasting
+1 level of existing divine spellcasting class
3
+2
+1
+3
+3
Divine Static
+1 level of existing divine spellcasting class
4
+3
+1
+4
+4
Serpent Shape
+1 level of existing divine spellcasting class
5
+3
+1
+4
+4
Unbearable Defiance
+1 level of existing divine spellcasting class
Skills: Climb, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Knowledge (nature),
Knowledge (the planes), Knowledge (religion), Move Silently, Profession, Spellcraft, Survival, Swim.

Snakekind:

The term snakekind includes all of the following creatures: