Thanks to niko718 of the WotC boards for prereq and power tweaks.
[edit] - Increased BAB and Ref save to medium and added spellcasting requirement.
[edit 10-22] Added Will save DC for Eyes of Doom ability, limited number of people affected by Marked for Death ability, lessened severity of Curse of Loneliness for indirect targets of vengeance.
Note: This is not a nice prestige class. It is very dark, probably not suitable for most PCs and campaigns, and would probably best be suited for a main villain or a wolf-in-sheep’s clothing NPC. You’ve been warned.
Lord Brel scrambled back on his hands and knees, banging into furniture, ripping his clothes, and bloodying his skin. He scarcely noticed as the taste of fear in his mouth and the roar of blood in his ears failed to distract him from the terrible sight in front of him. A thing out of the worst of nightmares; a nigh-skeletal figure wrapped in a tattered shroud, stained with blood and grave dirt shuffled toward him. Its long hair obscured its face, which was the only tiny blessing in this all-too-real nightmare.
Brel banged into the wall, and spent a pitiful few moments trying to scratch through them with his nails, splitting two to the quick in his state of panicked fear. The thing drew nearer, and horribly, it began to speak. Brel could only whimper, as there was no way to get past it to the door. He was trapped, and doomed.
“You will all suffer,” it said, its voice like the wind around a crypt. It raised its head and turned its damned gaze to the terrified Lord. Brel had a single instant to recognize the face of his firstborn disappointment, his daughter Revar, right before his heart gave out in fear.
The Dying Daughter
Many are the fathers that long for sons to take over their farms, shops, or kingdoms. And many are the disappointed when girl children are born instead of boy heirs. These unwanted daughters are often neglected and ignored by their fathers, and even despised by their mothers for their failure to be able to carry on their family line. This is can be common among certain families or in certain countries, and oftentimes superfluous girl children will go on to become successful adventurers to prove their worth to themselves and even their families. These are the lucky ones. Some are unable to escape their family’s disapproval and scorn, and their souls become tainted with bitterness. Some are sent to live far away from their blood parents, and become the burden of relatives or the charge of nannies. And some are left to die as babes, and then are rescued, becoming the most unlucky of all, for they grow up with the knowledge that they weren’t even worth keeping.
These bitter girl children learn hatred and intolerance from their first breath, and the first lesson they learn is the one of their own worthlessness in their parents’ eyes. Such a wealth of negative emotion attracts those denizens of the nether planes, who would offer power and revenge in the piddling exchange of one’s soul. Some say that the Dying Daughters had no soul to begin with, but that does not seem to stop demons from offering their services. While most Dying Daughters are actually well above the normal standards and are quite skilled in some trade (even magic), some feel perversely bound from simply killing those than wronged them. They want to make them suffer, and few know suffering better than demons.
Such a child that accepts the demon’s offer becomes a Dying Daughter, a sweet-looking child harboring a soul of blackest evil. She carries nightmares with her, and infects those around her with terrible visions born of her hatred. Her very touch can burn into flesh, branding those marked for death at her hands. Her eyes, so often turned down in deference, have the power to kill with a gaze. The price for extracting this terrible vengeance comes at a high price, however. It is rare that someone suspects a child to be the author of murder, and if it is suspected, penalties are rarely carried out. The demonic contract demands that a Dying Daughter’s vengeance be done before her majority, so all Dying Daughters die young, leaving a legacy of terror and death, all shrouded in such mystery and confusion that no one knows exactly what happened.
While there are quite a few “extra” boy children as well, oftentimes it is far easier for them to strike out on their own. Those boys that become stuck in similar situations, however, can become as bitter as their sisters. But none have ever been offered the same demonic contract, though there are other paths to the same ends. The pact of the Dying Daughter is unique to girls.
Dying Daughters are typically child prodigies, showing unusual intelligence or aptitude for some skill. It is rare to find wizards among them, as the fees for most wizard academies are steep. Clerics are also rare, as profound faith in the gods would usually preclude demonic pacts (unless the god is evil). Paladins are unheard of. Sorcerers, psions, and magically or psionically inclined rogues are the most common among the Dying Daughters. All Dying Daughters have some knowledge of the arcane or psionic arts. It is usually the discipline of their powers that gives them the strength of will and purity of purpose to sign the demonic pact.
Hit Dice: d6
Requirements
To qualify to become a Dying Daughter, a character must fulfill all the following criteria.
Sex: Female.
Age: Must be younger than adult age for the species (see Chap. 6 in PHB for adult ages).
Alignment: Any evil.
Skills: Intimidate - 4 ranks, Sense Motive - 4 ranks, Knowledge (planes/lower planes) - 5 ranks, Knowledge (magic or psionics) - 5 ranks.
Language: Abyssal.
Spells: Must be able to cast 1st level spells or manifest 1st level psionic powers.
Special: Must have made a demonic pact for the purpose of vengeance on family and friends.
Class Skills
The Dying Daughter’s class skills (and key ability for each skill) are Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana or psionics) (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points per Level: 2 + Int mod per level.
Lvl....BAB...Fort...Ref...Will...Special....Effective Spellcaster/Manifester Level
1......+0......+0.....+0.....+2.....Demonic Pact, Nightmare Child
2......+1......+0.....+1.....+3.....Marked for Death I, +1 spellcaster/manifester level
3......+2......+1.....+1.....+3.....Curse of Loneliness
4......+3......+1.....+2.....+4.....Eyes of Doom I
5......+3......+1.....+2.....+4.....Marked for Death II, +1 spellcaster/manifester level
6......+4......+2.....+3.....+5.....Curse of Bitterness
7......+5......+2.....+3.....+5.....Eyes of Doom II
8......+6......+2.....+3.....+6.....Curse of Hatred, +1 spellcaster/manifester level
9......+6......+3.....+4.....+6..... Marked for Death III
10.....+7......+3.....+4.....+7.....Curse of Endless Fear, +1 spellcaster/manifester level
Class Features
All of the following are class features of the Dying Daughter prestige class.
Weapon and Armor Proficiencies: The Dying Daughter gains no additional weapon or armor proficiencies.
Spells/Powers - A Dying Daughter continues her self-discovery and discipline in the arcane or psionic arts. At 2nd, 5th, 8th, and 10th level the Dying Daughter gains additional spells per day and spells known or power points per day and powers discovered as if she had gained a level in her previous arcane or psionic class. However she gains no additional abilities of that class, such as bonus feats or familiar/psi-crystal advancement. If she has more than one class, then she must chose which class to add her Dying Daughter caster/manifester levels to.
Demonic Pact: A Dying Daughter has already made a demonic pact, and now she becomes bound by its terms. She has exchanged her soul in return for power to take vengeance, and thus once dead, cannot be raised, resurrected, or otherwise brought back to life, even with a miracle or wish. However, demons like to cause as much pain and torment as possible, and most would not want the Dying Daughter to get killed before she is able to fulfill at least part of her vengeance. She is under the constant effects of an undetectable alignment spell, which is treated if cast by a 16th level sorcerer.
The pact is fulfilled when all involved parties (friends and family that caused the Dying Daughter grief) are dead, the Dying Daughter reaches adulthood, or she dies/is killed. If she fulfills the pact before she reaches her majority, and is not caught and killed for her crimes, she dies under mysterious circumstances and her soul now belongs to the demon she made the pact with. If she dies before the pact is entirely fulfilled, she may (50% chance) come back as a ghost to complete to vengeance. Some demons even guarantee this, just for a better chance of causing more misery. Other demons may have the Dying Daughter come back as a revenant rather than, or even in addition to ghosthood.
In addition, a Dying Daughter is recognized, by those similar to her demonic patrons, as well as other evil creatures, to be under the protection of dark powers. Demons and undead will let a Dying Daughter pass uncontested, and will not attack her unless she attacks first.
Nightmare Child: Many Dying Daughters suffered from terrible nightmares, and now they inflict them on those around them. She may cast nightmare 1/day, as a 10th level sorcerer. Also, she may cast fear 3/day as a 10th level sorcerer. (Sp)
Marked for Death: A Dying Daughter can, at will, mark those who she intends to kill. As most do not believe that a girl is capable of killing, most discount the mark until it is too late. A Dying Daughter must make a touch attack (if in a combat situation), or simply touch a person (if in a non-combat situation) on their bare flesh. If the victim does not succeed at a Will save (DC 10 + Dying Daughter levels + Cha mod), they are Marked. If they succeed, then they are not Marked, but can be attempted to be marked again in the future.
For those Marked, nothing seems apparent to outside observers, or even the victim at first, though he may feel a brief pain, flash of fear, or have a split-second black-out. Within an hour, the victim will notice a mark, like a faded burn, as if a burning hot hand had grasped him. Only the victim or another also marked for death can see the mark. Anyone marked in this fashion has a –2 to their saves against all spell-like and supernatural abilities of the Dying Daughter. This increases to –4 at 5th level and –6 at 9th. Multiple Marks do not stack; you can only be Marked for death once. The mark remains until the Dying Daughter is killed. Also, those marked have their penalties scale as the Dying Daughter gains levels. For example, if a person is marked by a second level Dying Daughter, and is not yet dead by the time she reaches 5th level, her save penalty increases to -4. However, this is usually rare, as those marked for death usually don't live long.
The Dying Daughter is always aware of the location and direction of those she has marked for death, as long as they are on the same plane. However, she may only have as many people Marked as her Charisma modifier. Once she kills a victim, she now has another "slot" open to Mark another person with. (Su)
Curse of Loneliness: The Dying Daughter can, 1/day, inflict a curse that both blinds and deafens a victim, as well as rendering them mute, leaving them “alone” in the world, and unable to communicate normally. A Fortitude save of 10 + levels of Dying Daughter + Cha mod negates. This curse is permanent until removed by remove curse (the caster must be 10th level or higher), but only on the direct objects of a Dying Daughter's vengeance (immediate family, friends, or others, no more than 1 person/level, persons designated as "immediate victims" cannot be changed or switched once designated thusly). If someone is not a direct target of vengeance, the Curse wears off after a week (whatever a week is in your campaign). It may be removed by remove curse (as above) before that time is up. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look him or her in the eyes at a distance of 10 ft. or less. Verbal curses are strictly optional, but often included. (Sp)
Eyes of Doom: At 4th level the Dying Daughter can cause herself to look like someone’s worst nightmare, literally frightening him or her to death. This is like the phantasmal killer spell, though it is not entirely an illusion. The victim gets a Will save (DC 10 + levels in Dying Daughter + Cha mod) to recognize the image as unreal, but because this is only an illusion augmenting the Dying Daughter, even a made Will save will cause the victim to be stunned for one round in shock. If they fail the Will save, the victim must make a Fort save, as normal for the spell, at 10 + levels in Dying Daughter + Cha mod. If they fail, they die from fear. If they succeed, they take 3d6 points of damage. The Dying Daughter must look into their eyes at a distance of 10 ft. + 5 ft. per levels of Dying Daughter to use this ability. This may only be done once every two days.
At 7th level, the Dying Daughter can do an additional, more potent attack to kill her victims. 1/week she may use the spell finger of death as a gaze attack at a 10th level caster. The Fortitude save DC is 10 + levels in Dying Daughter + Cha mod. All other details (including range) are the same, see spell for specifics. (Su)
Curse of Bitterness: More accurately a curse of sickness, this is called the curse of bitterness for the bitter taste that stays in the mouth of its victims (the few that have survived, that is). The curse is identical to the spell eyebite, using the sicken option. A Fortitude save of 10 + levels of Dying Daughter + Cha mod negates. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per 2 levels. Verbal curses are strictly optional, but often included. 1/day. (Sp)
Curse of Hatred: This curse is one that lets the Dying Daughter torment her victims by destroying in them what they love the most. This is identical to the bestow curse spell. A Will save of 10 + levels of Dying Daughter + Cha mod negates. This curse is permanent until removed by remove curse. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per level. Verbal curses are strictly optional, but often included. 1/day. (Sp)
Curse of Endless Fear: This curse allows the Dying Daughter to hound a victim to their deaths by their fear of her. It is similar to the eyebite spell with fear option. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per level. The victim must make a Will save of 10 + levels in Dying Daughter + Cha mod. If they make the save, they suffer the effects of the eyebite: fear spell (with its normal duration, treat the Dying Daughter as a 10th level sorcerer). If they fail, they suffer the effects of the eyebite: fear spell, but with a permanent duration. The victim refuses to confront the Dying Daughter at any time, and will always run from her. This curse can be removed, but by nothing short of a wish or miracle. 1/week. (Sp)
Author’s Note: A typical NPC or PC taking this PrC is going to have “adventurer average” mental stats (above average compared to commoners), but will have penalties to Str, Dex, and Con because they are children, just as a general guideline.
[edit] - Increased BAB and Ref save to medium and added spellcasting requirement.
[edit 10-22] Added Will save DC for Eyes of Doom ability, limited number of people affected by Marked for Death ability, lessened severity of Curse of Loneliness for indirect targets of vengeance.
Note: This is not a nice prestige class. It is very dark, probably not suitable for most PCs and campaigns, and would probably best be suited for a main villain or a wolf-in-sheep’s clothing NPC. You’ve been warned.
Lord Brel scrambled back on his hands and knees, banging into furniture, ripping his clothes, and bloodying his skin. He scarcely noticed as the taste of fear in his mouth and the roar of blood in his ears failed to distract him from the terrible sight in front of him. A thing out of the worst of nightmares; a nigh-skeletal figure wrapped in a tattered shroud, stained with blood and grave dirt shuffled toward him. Its long hair obscured its face, which was the only tiny blessing in this all-too-real nightmare.
Brel banged into the wall, and spent a pitiful few moments trying to scratch through them with his nails, splitting two to the quick in his state of panicked fear. The thing drew nearer, and horribly, it began to speak. Brel could only whimper, as there was no way to get past it to the door. He was trapped, and doomed.
“You will all suffer,” it said, its voice like the wind around a crypt. It raised its head and turned its damned gaze to the terrified Lord. Brel had a single instant to recognize the face of his firstborn disappointment, his daughter Revar, right before his heart gave out in fear.
The Dying Daughter
Many are the fathers that long for sons to take over their farms, shops, or kingdoms. And many are the disappointed when girl children are born instead of boy heirs. These unwanted daughters are often neglected and ignored by their fathers, and even despised by their mothers for their failure to be able to carry on their family line. This is can be common among certain families or in certain countries, and oftentimes superfluous girl children will go on to become successful adventurers to prove their worth to themselves and even their families. These are the lucky ones. Some are unable to escape their family’s disapproval and scorn, and their souls become tainted with bitterness. Some are sent to live far away from their blood parents, and become the burden of relatives or the charge of nannies. And some are left to die as babes, and then are rescued, becoming the most unlucky of all, for they grow up with the knowledge that they weren’t even worth keeping.
These bitter girl children learn hatred and intolerance from their first breath, and the first lesson they learn is the one of their own worthlessness in their parents’ eyes. Such a wealth of negative emotion attracts those denizens of the nether planes, who would offer power and revenge in the piddling exchange of one’s soul. Some say that the Dying Daughters had no soul to begin with, but that does not seem to stop demons from offering their services. While most Dying Daughters are actually well above the normal standards and are quite skilled in some trade (even magic), some feel perversely bound from simply killing those than wronged them. They want to make them suffer, and few know suffering better than demons.
Such a child that accepts the demon’s offer becomes a Dying Daughter, a sweet-looking child harboring a soul of blackest evil. She carries nightmares with her, and infects those around her with terrible visions born of her hatred. Her very touch can burn into flesh, branding those marked for death at her hands. Her eyes, so often turned down in deference, have the power to kill with a gaze. The price for extracting this terrible vengeance comes at a high price, however. It is rare that someone suspects a child to be the author of murder, and if it is suspected, penalties are rarely carried out. The demonic contract demands that a Dying Daughter’s vengeance be done before her majority, so all Dying Daughters die young, leaving a legacy of terror and death, all shrouded in such mystery and confusion that no one knows exactly what happened.
While there are quite a few “extra” boy children as well, oftentimes it is far easier for them to strike out on their own. Those boys that become stuck in similar situations, however, can become as bitter as their sisters. But none have ever been offered the same demonic contract, though there are other paths to the same ends. The pact of the Dying Daughter is unique to girls.
Dying Daughters are typically child prodigies, showing unusual intelligence or aptitude for some skill. It is rare to find wizards among them, as the fees for most wizard academies are steep. Clerics are also rare, as profound faith in the gods would usually preclude demonic pacts (unless the god is evil). Paladins are unheard of. Sorcerers, psions, and magically or psionically inclined rogues are the most common among the Dying Daughters. All Dying Daughters have some knowledge of the arcane or psionic arts. It is usually the discipline of their powers that gives them the strength of will and purity of purpose to sign the demonic pact.
Hit Dice: d6
Requirements
To qualify to become a Dying Daughter, a character must fulfill all the following criteria.
Sex: Female.
Age: Must be younger than adult age for the species (see Chap. 6 in PHB for adult ages).
Alignment: Any evil.
Skills: Intimidate - 4 ranks, Sense Motive - 4 ranks, Knowledge (planes/lower planes) - 5 ranks, Knowledge (magic or psionics) - 5 ranks.
Language: Abyssal.
Spells: Must be able to cast 1st level spells or manifest 1st level psionic powers.
Special: Must have made a demonic pact for the purpose of vengeance on family and friends.
Class Skills
The Dying Daughter’s class skills (and key ability for each skill) are Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana or psionics) (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points per Level: 2 + Int mod per level.
Lvl....BAB...Fort...Ref...Will...Special....Effective Spellcaster/Manifester Level
1......+0......+0.....+0.....+2.....Demonic Pact, Nightmare Child
2......+1......+0.....+1.....+3.....Marked for Death I, +1 spellcaster/manifester level
3......+2......+1.....+1.....+3.....Curse of Loneliness
4......+3......+1.....+2.....+4.....Eyes of Doom I
5......+3......+1.....+2.....+4.....Marked for Death II, +1 spellcaster/manifester level
6......+4......+2.....+3.....+5.....Curse of Bitterness
7......+5......+2.....+3.....+5.....Eyes of Doom II
8......+6......+2.....+3.....+6.....Curse of Hatred, +1 spellcaster/manifester level
9......+6......+3.....+4.....+6..... Marked for Death III
10.....+7......+3.....+4.....+7.....Curse of Endless Fear, +1 spellcaster/manifester level
Class Features
All of the following are class features of the Dying Daughter prestige class.
Weapon and Armor Proficiencies: The Dying Daughter gains no additional weapon or armor proficiencies.
Spells/Powers - A Dying Daughter continues her self-discovery and discipline in the arcane or psionic arts. At 2nd, 5th, 8th, and 10th level the Dying Daughter gains additional spells per day and spells known or power points per day and powers discovered as if she had gained a level in her previous arcane or psionic class. However she gains no additional abilities of that class, such as bonus feats or familiar/psi-crystal advancement. If she has more than one class, then she must chose which class to add her Dying Daughter caster/manifester levels to.
Demonic Pact: A Dying Daughter has already made a demonic pact, and now she becomes bound by its terms. She has exchanged her soul in return for power to take vengeance, and thus once dead, cannot be raised, resurrected, or otherwise brought back to life, even with a miracle or wish. However, demons like to cause as much pain and torment as possible, and most would not want the Dying Daughter to get killed before she is able to fulfill at least part of her vengeance. She is under the constant effects of an undetectable alignment spell, which is treated if cast by a 16th level sorcerer.
The pact is fulfilled when all involved parties (friends and family that caused the Dying Daughter grief) are dead, the Dying Daughter reaches adulthood, or she dies/is killed. If she fulfills the pact before she reaches her majority, and is not caught and killed for her crimes, she dies under mysterious circumstances and her soul now belongs to the demon she made the pact with. If she dies before the pact is entirely fulfilled, she may (50% chance) come back as a ghost to complete to vengeance. Some demons even guarantee this, just for a better chance of causing more misery. Other demons may have the Dying Daughter come back as a revenant rather than, or even in addition to ghosthood.
In addition, a Dying Daughter is recognized, by those similar to her demonic patrons, as well as other evil creatures, to be under the protection of dark powers. Demons and undead will let a Dying Daughter pass uncontested, and will not attack her unless she attacks first.
Nightmare Child: Many Dying Daughters suffered from terrible nightmares, and now they inflict them on those around them. She may cast nightmare 1/day, as a 10th level sorcerer. Also, she may cast fear 3/day as a 10th level sorcerer. (Sp)
Marked for Death: A Dying Daughter can, at will, mark those who she intends to kill. As most do not believe that a girl is capable of killing, most discount the mark until it is too late. A Dying Daughter must make a touch attack (if in a combat situation), or simply touch a person (if in a non-combat situation) on their bare flesh. If the victim does not succeed at a Will save (DC 10 + Dying Daughter levels + Cha mod), they are Marked. If they succeed, then they are not Marked, but can be attempted to be marked again in the future.
For those Marked, nothing seems apparent to outside observers, or even the victim at first, though he may feel a brief pain, flash of fear, or have a split-second black-out. Within an hour, the victim will notice a mark, like a faded burn, as if a burning hot hand had grasped him. Only the victim or another also marked for death can see the mark. Anyone marked in this fashion has a –2 to their saves against all spell-like and supernatural abilities of the Dying Daughter. This increases to –4 at 5th level and –6 at 9th. Multiple Marks do not stack; you can only be Marked for death once. The mark remains until the Dying Daughter is killed. Also, those marked have their penalties scale as the Dying Daughter gains levels. For example, if a person is marked by a second level Dying Daughter, and is not yet dead by the time she reaches 5th level, her save penalty increases to -4. However, this is usually rare, as those marked for death usually don't live long.
The Dying Daughter is always aware of the location and direction of those she has marked for death, as long as they are on the same plane. However, she may only have as many people Marked as her Charisma modifier. Once she kills a victim, she now has another "slot" open to Mark another person with. (Su)
Curse of Loneliness: The Dying Daughter can, 1/day, inflict a curse that both blinds and deafens a victim, as well as rendering them mute, leaving them “alone” in the world, and unable to communicate normally. A Fortitude save of 10 + levels of Dying Daughter + Cha mod negates. This curse is permanent until removed by remove curse (the caster must be 10th level or higher), but only on the direct objects of a Dying Daughter's vengeance (immediate family, friends, or others, no more than 1 person/level, persons designated as "immediate victims" cannot be changed or switched once designated thusly). If someone is not a direct target of vengeance, the Curse wears off after a week (whatever a week is in your campaign). It may be removed by remove curse (as above) before that time is up. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look him or her in the eyes at a distance of 10 ft. or less. Verbal curses are strictly optional, but often included. (Sp)
Eyes of Doom: At 4th level the Dying Daughter can cause herself to look like someone’s worst nightmare, literally frightening him or her to death. This is like the phantasmal killer spell, though it is not entirely an illusion. The victim gets a Will save (DC 10 + levels in Dying Daughter + Cha mod) to recognize the image as unreal, but because this is only an illusion augmenting the Dying Daughter, even a made Will save will cause the victim to be stunned for one round in shock. If they fail the Will save, the victim must make a Fort save, as normal for the spell, at 10 + levels in Dying Daughter + Cha mod. If they fail, they die from fear. If they succeed, they take 3d6 points of damage. The Dying Daughter must look into their eyes at a distance of 10 ft. + 5 ft. per levels of Dying Daughter to use this ability. This may only be done once every two days.
At 7th level, the Dying Daughter can do an additional, more potent attack to kill her victims. 1/week she may use the spell finger of death as a gaze attack at a 10th level caster. The Fortitude save DC is 10 + levels in Dying Daughter + Cha mod. All other details (including range) are the same, see spell for specifics. (Su)
Curse of Bitterness: More accurately a curse of sickness, this is called the curse of bitterness for the bitter taste that stays in the mouth of its victims (the few that have survived, that is). The curse is identical to the spell eyebite, using the sicken option. A Fortitude save of 10 + levels of Dying Daughter + Cha mod negates. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per 2 levels. Verbal curses are strictly optional, but often included. 1/day. (Sp)
Curse of Hatred: This curse is one that lets the Dying Daughter torment her victims by destroying in them what they love the most. This is identical to the bestow curse spell. A Will save of 10 + levels of Dying Daughter + Cha mod negates. This curse is permanent until removed by remove curse. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per level. Verbal curses are strictly optional, but often included. 1/day. (Sp)
Curse of Endless Fear: This curse allows the Dying Daughter to hound a victim to their deaths by their fear of her. It is similar to the eyebite spell with fear option. In order to inflict this curse, the Dying Daughter must either touch someone (melee touch attack) or look them in the eyes at a distance of 10 ft. + 5 ft. per level. The victim must make a Will save of 10 + levels in Dying Daughter + Cha mod. If they make the save, they suffer the effects of the eyebite: fear spell (with its normal duration, treat the Dying Daughter as a 10th level sorcerer). If they fail, they suffer the effects of the eyebite: fear spell, but with a permanent duration. The victim refuses to confront the Dying Daughter at any time, and will always run from her. This curse can be removed, but by nothing short of a wish or miracle. 1/week. (Sp)
Author’s Note: A typical NPC or PC taking this PrC is going to have “adventurer average” mental stats (above average compared to commoners), but will have penalties to Str, Dex, and Con because they are children, just as a general guideline.
Last edited: