TEXT: BASE CLASS FOR THE PATHFINDER ROLEPLAYING GAME
  
  Additional feedback and 
  critique from 
  Thilo “endzeitgeist” Graf, Tyler 
  Beck and Matt Hewson
  Playtesters: Keil Hubert (GM), 
  Morgan Hubert, Michael Riggs, 
  Cassie Riggs, Curtis Sheldon 
  and Monica Sheldon
  Editing by Kathleen Boehringer
  Graphic Design and Layout by
  Morgan Boehringer
  Special thanks to Jeremy Smith 
  of Dreamscarred Press for 
  advice on psionic integration
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not  guarantee compatibility, and does not endorse this product. 
  Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred Press. 
  See http://dreamscarredpress.com for more information on Psionics Unleashed. Dreamscarred Press does not 
  guarantee compatibility, and does not endorse this product.
  Direlock Original Concept 
  by Morgan Boehringer
  Developed 
  by Morgan Boehringer with 
  Jim Wettstein
  Cover Art:
  Iconic direlock by Jacob 
  Blackmon; spiral design: Morgan 
  Boehringer
  Interior Illustrations by
  Morgan Boehringer, Jacob 
  Blackmon and Beau McDonald
  Forest Guardian Press website:
  http://epochalypse.wordpress.com
  Jacob Blackmon website:
  http://prodigyduck.deviantart.com
  Beau McDonald website:
  http://gofic2004.deviantart.com
  
  1
  The outlandishly caparisoned traveller 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 
  capabilites. Her presence and intimidating carriage instil 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.
   
  Starting Wealth: 4d6 x 10 gp. Average 140 gp.
   
  Hit Dice: d8.
   
  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. 
  	
  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 1/2 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): 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, macuahuitl, 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.
   
  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). 
  
  2
   
  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 + 1/2 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 1/2 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 + 1/2 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.
  Table: Direlock
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special 
  Spells		per	Day
  1st
  2nd
  3rd
  4th
   1st 
  +0 
  +2 
  +0 
  +2 
  Dire pool, dire weapon, dire zone, fell 
  regalia, inimica
   —
   —
   —
   —
   2nd 
  +1 
  +3 
  +0 
  +3 
  Dire Sense, fearsome slough
   —
   —
   —
   —
   3rd 
  +2 
  +3 
  +1 
  +3 
  Dire mantle, incunabula
   —
   —
   —
   —
   4th 
  +3 
  +4 
  +1 
  +4 
  Inimica 2/day
    0
   —
   —
   —
   5th 
  +3 
  +4 
  +1 
  +4 
  Eldritch tendrils
    1
   —
   —
   —
   6th 
  +4 
  +5 
  +2 
  +5 
  Incunabula
    1
   —
   —
   —
   7th 
  +5 
  +5 
  +2 
  +5 
  Medium armor, inimica 3/day
    1
    0
   —
   —
   8th 
  +6/+1 
  +6 
  +2 
  +6 
  Improved dire mantle
    1
    1
   —
   —
   9th 
  +6/+1 
  +6 
  +3 
  +6 
  Incunabula, ravening strike
    2
    1
   —
   —
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Inimica 4/day, major inimica
    2
    1
    0
   —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Dire conduit
    2
    1
    1
   —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Heavy armor, incunabula
    2
    2
    1
   —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Dire presence, inimica 5/day
    3
    2
    1
    0
  14th 
  +10/+5
  +9 
  +4 
  +9 
  Dread mantle
    3
    2
    1
    1
  15th 
  +11/+6/+1
  +9 
  +5 
  +9 
  Incunabula
    3
    2
    2
    1
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Inimica 6/day
    3
    3
    2
    1
  17th 
  +12/+7/+2
  +10 
  +5 
  +10 
  Dire inimica, dread tendrils
    4
    3
    2
    1
  18th 
  +13/+8/+3
  +11 
  +6 
  +11 
  Incunabula
    4
    3
    2
    2
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Inimica 7/day
    4
    3
    3
    2
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  True direlock
    4
    4
    3
    3
  
  3
   
  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. 
  Blood Zone: The direlock’s dire weapon forms jagged 
  edges, wicked spikes or heavy flanges - creatures struck 
  by the dire weapon suffer bleeding 1 hp (even if they 
  leave the dire zone). This increases to bleeding 3 hp at 10th 
  level. A successful Fortitude save negates this effect. 
  Dire Magic:  An insidious charge connects all creatures 
  within the dire zone. Whenever an enemy caster casts 
  an Area of Effect spell or spell-like affect that targets the 
  direlock or her allies, that enemy’s allies within the dire 
  zone are also affected. The enemy caster is included in 
  the effect if the spell was cast within the dire zone. 
  Distracted Magic: The direlock shimmers and wavers. All 
  spellcasters within the direlock’s dire zone who specifically 
  target the direlock with offensive spells increase their 
  concentration check DCs by 5. This increases by 1 for 
  every 5 levels the direlock possesses. A successful Will 
  save negates this effect. This is a visual effect.
  Fearsome Power: While empowered by this inimica, the 
  direlock’s dire mantle glows with eldritch power. The DC 
  of the direlock’s abilities and direlock spells increase by 2 
  when affecting creatures within the dire zone. This inimica 
  applies to foes’ saves against imparted conditions from 
  the fearsome slough ability. A direlock must be at least 
  4th level to choose this inimica.
  Fell Gyre: A fell wind encompasses the dire zone – treat 
  as a strong wind. If a strong wind or greater is already 
  present increase the severity of the wind by one factor.
  Harrowing Steps: The direlock’s dire zone becomes 
  empowered with a baleful energy. All enemies moving 
  out of the direlock’s dire zone take 1d6 force damage 
  upon leaving for every 3 levels the direlock possesses (to 
  a maximum of 5d6). Simply moving away from enemies 
  or pushing them so that they cross the threshold of the 
  dire zone does not inflict damage – a conscious effort 
  to leave on behalf of the enemy (whether compelled 
  or free-willed) is required. A successful Fortitude save 
  reduces the damage by half (minimum 1).
  Lingering Remorse: A palpable sense of failure envelops 
  the dire zone. Whenever any enemy within the direlock’s 
  dire zone makes a successful strike upon the direlock, 
  they receive a -1 penalty to damage on all subsequent 
  attacks made eithin the dire zone against the direlock. 
  This increases by -1 for every 4 levels the direlock 
  possesses to a maximum of -5. If the direlock changes her 
  inimica or the subject leaves the combat the effect ends. 
  A successful Will save negates this effect. This is a mind-
  affecting effect.
  Maladroit: Hampered by a vibration of failure, all enemies 
  within the direlock’s dire zone receive a –1 penalty to 
  all skill checks. This increases by -1 for every 3 levels the 
  direlock possesses to a maximum of -5. A successful Will 
  save negates this effect. 
  Pain Threshold: The direlock’s dire zone becomes a 
  frontier of pain. All enemies attempting to move into 
  the direlock’s dire zone take 1d6 force damage upon 
  crossing into the dire zone for every 3 levels the direlock 
  possesses (to a maxium of 5d6). Simply moving toward 
  enemies or pushing them so that the border crosses them 
  does not inflict damage – a conscious effort to enter on 
  behalf of the enemy is required (whether compelled 
  or free-willed). A successful Fortitude save reduces the 
  damage by half (minimum 1). 
  Penetration: The direlock’s weapon glows with eldritch 
  power. While empowered by this inimica, any attack 
  that the direlock makes with her dire weapon ignores 2 
  points of DR for every 4 levels the direlock possesses to a 
  maximum of 10. 
  Seed of Doubt: A creeping sense of hopelessness fills the 
  dire zone. All enemies within the direlock’s dire zone receive 
  a –1 penalty to Will saves and a –1 penalty to attack rolls 
  made against the direlock. These penalties increase by 1 
  for every 4 levels the direlock possesses. A successful Will 
  save negates the penalty to attack rolls and reduces the 
  Will save penalty to –1. This is a mind affecting effect.
  Sluggish Movement: A wave of slowness fills through the 
  dire zone. All enemies within the direlock’s dire zone 
  are considered to be within difficult terrain. A successful 
  Fortitude save negates this effect.
  Stricken: The direlock becomes energised by eldritch 
  might, her weapon and physicality crackling with 
  dark power. All enemies within the dire zone receive 
  a -1 penalty to AC and CMD against attacks from the 
  direlock’s dire weapon. This penalty increases by 1 for 
  every 4 levels the direlock possesses to a maximum of -5. 
  Unlucky: Hindered by fate, all attacks on the direlock 
  originating within the dire zone have their critical threat 
  range hindered by one step – 18-20 becomes 19-20, 19-
  20 becomes 20 etc. If the threat range is already 20, the 
  multiplier is hindered by one degree – x3 becomes x2 etc. 
  If already x2 the critical damage is halved on a successful 
  confirmation. This inimica does not effect non-multiplying 
  damage.
  Weakened Resolve: The direlock’s fell regalia is limned 
  with terrible images, script and symbols. The direlock’s DC 
  when making an Intimidate check meant to demoralize 
  a target within her dire zone is equal to 10 + 1/2 the 
  target’s Hit Dice + the target’s Wisdom modifier. This is a 
  visual effect.
  Woundrede: An aura of misery pervades the dire zone. 
  All enemies within the direlock’s dire zone increase 
  the DC of any Heal skill checks by 5. In addition, any 
  magical healing effects (potions, spells, spell like abilities, 
  channeled energy - including negative channeling to 
  “heal” undead etc.) employed within the dire zone by 
  enemies of the direlock heal half the normal damage. A 
  successful Fortitude save negates these effects.  
  
  4
      
   
  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): 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 
  
  5
  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:  
  * gain a +2 insight bonus to next concentration check
   
  * gain a +1 enhancement bonus to attacks with her dire 
  weapon for one round, 
  * gain a +1 insight bonus to all saving throws for one round 
  * gain a +1 deflection bonus to her AC for 1 round.
   * gain a +2 insight bonus to one use of one skill. This lasts 
  for 24 hours or until used.
  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 atttack 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 sotrage 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.
  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 un-enhanced 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.
   
  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 + 1/2 the direlock’s level + the direlock’s 
  Charisma modifier.
  Dark Pact (Su): The direlock may choose a patron as 
  per the witch class feature. Once the choice is made, 
  it cannot be changed. She may add one spell that she 
  qualifies for from the patron’s spell list to her direlock spells. 
  She may not choose the Healing patron. This incunabula 
  may be chosen more than once, but each subsequent 
  spell must come from the same patron. A direlock must 
  be at least 6th level before selecting this incunabula.
  Dire Advantage (Ex): Whenever the direlock scores a 
  critical hit, or a foe within her dire zone makes a critical 
  fail, the direlock gains a measure of power. During her 
  next turn, whenever the direlock uses one of her abilities 
  or an incunabula that normally requires an expenditure 
  
  6
  of her dire pool, the amount consumed is reduced by 1, 
  to a minimum of zero.  
  Dire Affray: The direlock can expend 1 point from her dire 
  pool as a swift action – her dire weapon is treated as one 
  size category larger for the purposes of damage dice for 
  all of her attacks until the end of her next turn.
  Dire Bastion (Su): A direlock can expend 1 point from her 
  dire pool as a swift action to grant herself an insight bonus 
  to her AC equal to her Charisma modifier until the end of 
  her next turn. 
  Dire Familiar (Ex): The direlock’s familiar gains the Dire 
  Creature template*. The direlock must have the Familiar 
  incunabula and be at least 9th level to select this 
  incunabula. *(Tome of Horrors Complete).
  Dire Fortune (Ex): As an immediate action, the direlock 
  can reroll any saving throw check she has just made 
  with a +4 bonus. She must use this ability after the roll is 
  made, but before the roll’s outcome is determined. The 
  direlock must accept the second roll, even if it is worse. 
  The direlock can use this incunabula once per day. 
  Dire Gift (Ex): The direlock can expend 1 point from her 
  dire pool as a swift action to gain a morale bonus to 
  damage with her dire weapon equal to her Charisma 
  modifier until the end of her next turn. 
  Dire Spell (Su): Once per day, as a swift action the direlock 
  empowers an offensive spell she casts that affects 
  creatures within her dire zone – the spell affects one more 
  creature than it usually would and that creature must be 
  within the dire zone. A direlock must be at least 6th level 
  before selecting this incunabula, and it cannot be used 
  in conjunction with a spell learned from another class or 
  via the spell scavenger or dark pact incunabulae.
   
  Dread Assault (Su): The direlock can expend 1 point 
  (only) from her dire pool to make an extra attack with 
  her dire weapon using her level as her BAB. If more than 
  one attack hits in the round, the direlock gains a +1 
  circumstance bonus to any critical threat confirmation 
  rolls. This incunabula must be declared and used as part 
  of a full round action and cannot grant more than one 
  extra attack per round.
  Dread Strike (Su): Whenever the direlock makes a 
  successful critical hit, she can expend 1 point from her 
  dire pool to bestow the shaken condition to the target. 
  The target must make a successful Fortitude save (DC 10 + 
  1/2 the direlock’s level + the direlock’s Charisma modifier) 
  or become shaken for 1 round per level of the direlock. 
  If the save is successful, the target takes the damage as 
  normal (including bonus damage), but not the effects of 
  the shaken condition. 
  At 9th level, the target becomes frightened if it fails this save. 
  At 13th level, the target becomes panicked if it fails this save. 
  The direlock must be at least 6th level to select this incunabula.
  Dread Weapon (Su): The direlock gains a +2 morale bonus 
  to confirmation rolls on criticals with her dire weapon.
  Familiar (Ex): The direlock gains a familiar, using her 
  direlock level as her effective wizard level. This familiar 
  follows the rules for familiars presented in the wizard’s 
  Arcane Bond class feature. The direlock must be at least 
  6th level to select this incunabula.
  Hex (Su): The direlock may learn one witch’s hex that she 
  qualifies for, however she can only hex foes within her dire 
  zone. This incunabula may be selected more than once, 
  granting a new hex each time. She may not choose the 
  coven, flight or healing hexes, nor any major or grand hexes.
  Proliferation (Su): By expending one point from her dire pool, 
  the direlock can extend the radius of her dire zone by 5 feet 
  for a number of rounds equal to her Charisma modifier.
  Spell Scavenger (Su): When a direlock selects this 
  incunabula she must select one spell from the alchemist, 
  magus or wizard list that is of a direlock level that she 
  can cast. She adds this spell to her grimoire and list of 
  direlock spells as a spell of its level. She can instead add 
  two spells to add in this way, but both must be at least 
  one level lower than the highest-level direlock spell she 
  can cast. A direlock must be at least 6th level to select 
  this incunabula and it may be chosen more than once.
  Waver Undead (Su): As a standard action, the direlock 
  sends out a wave of unease that affects undead. By 
  expending 1 point from her dire pool, she can affect 
  undead creatures within her dire zone as if she had the 
  Turn Undead feat. The DC to resist this attempt is equal 
  to 10 + 1/2 the direlock’s level + her Charisma modifier. If 
  the direlock selects this incunabula, she may choose the 
  Improved Channel feat to increase this DC, at any time 
  when she could normally learn a feat, even if she does 
  not meet the usual prerequisites. 
  Void Strike (Su): When using her ravening strike ability 
  the direlock can steal 1d6 spell levels instead of 1d4. 
  The direlock must be at least 12th level to select this 
  incunabula.
   
  Spells: 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. 
  
  7
   
  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. 
   
  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 6lbs.), has the hardness and hitpoints 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 + 1/2 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): 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.)
  
  8
   
  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 + 1/2 
  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 deterioriates) until it either dissipates or finds a host.
  
  9
   
  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. 
  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.
  *New Direlock spell, see below
  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.
  FAVORED CLASS BONUSES
  Drow: Add +1/2 point to Bluff checks to feint and Intimidate 
  checks to demoralise.
  Dwarf: Add +1 to CMD against disarm or sunder attempts 
  against the direlock’s dire weapon.
  Elf: Add +1/4 of a new inimica known.
  Gnome: Add +1/2 point to Spellcraft, Knowledge (arcana) 
  and Use Magic Device.
  Goblin: Add 1/4 dire pool point.
  Half-elf: Add1/3 to Perception checks within the dire zone.
  Half-orc: Add +1/4 point to both fear bonus and penalty 
  within  dire zone - this may increase beyond +5/-5.
  Halfling: Add +1/4 of an extra inimica per day.
  Human: Add +1/4 point to inimica DCs.
  Tiefling: Add +1/2 point to Initimidate and 1/2 to direlock 
  level for determining 1st level dire pool ability effects.
  
  10
  DIRELOCK ARCHETYPES
  BANELOCK 
  (Direlock	Archetype)
  Banelocks 
  revel 
  in 
  physical 
  combat, preferring to meet their 
  foes with force and an arsenal of dire 
  weapons.
  The following abilities change or replace 
  the class features of the Direlock base 
  class:  
  	
  Weapon	 and	Armor	Proficiencies: 
  A banelock adds shields to the proficiencies 
  normally gained by a direlock. A banelock 
  does not suffer from armored spell failure 
  while using a shield - though a multiclass 
  banelock still incurs the normal arcane spell 
  failure chance for arcane spells received from 
  other classes while using a shield.
   
  Diminished Spellcasting: The banelock 
  casts arcane spells drawn from the direlock 
  spell list, and gains and casts spells as a 
  direlock of her level -1.  
   
  Bane Pool (Su): At 1st 
  level, the banelock gains a 
  reservoir 
  of 
  mystical 
  eldritch 
  energy that she can draw upon 
  to fuel her powers and enhance 
  her bane weapon (see below). 
  This bane pool has a number of 
  points equal to 1/2 her banelock 
  level (minimum 1) + her Charisma 
  modifier. 
  The 
  pool 
  refreshes 
  once per day when the banelock 
  completes 8 hours of rest. Bane pool is 
  treated as dire pool for any ability that 
  requires dire pool to function.
  At 1st level, a banelock can expend 
  1 point from her bane pool as a swift 
  action to grant her bane weapon 
  a +1 enhancement bonus for 1 
  minute. For every four levels beyond 
  1st, the bane weapon gains another 
  +1 enhancement bonus, to a maximum of 
  +5 at 17th level. These bonuses can be added to the bane 
  weapon, stacking with existing weapon enhancement to 
  a maximum of +5. Multiple uses of this ability do not stack 
  with themselves.
   
  At 5th level, the enhancement bonuses granted by the 
  banelock’s bane pool can be used to add any of the 
  following weapon properties: 
  1 point of bonus: bane, cruel, huntsman, menacing, 
  merciful, ominous, vicious 
  2 points of bonus: anchoring, defiant, lifesurge, negating, 
  phase locking, stalking 
  3 points of bonus: nullifying, repositioning 
   
  These properties are added to any the bane weapon 
  already has, but duplicates do not stack. If the bane 
  weapon is not magical, at least a +1 enhancement bonus 
  must be added before any other properties can be added. 
  These bonuses and properties are decided when the bane 
  pool point is spent and cannot be changed until 
  the next time the banelock uses this ability. These 
  bonuses do not function if the bane weapon is 
  wielded by anyone other than the banelock. 
   
  All inimica, incunabula and any dire zone 
  related abilities do not function if the banelock 
  has no points remaining in her bane pool. 
  This ability otherwise functions as and 
  replaces dire pool. 
  B a n e 
  Weapon 
  (Ex): 
  This 
  ability 
  is 
  exactly as the dire 
  weapon 
  direlock 
  ability 
  except:
   
  The banelock cannot use 
  her bane weapon to perform a counterspell.
  While wielding her bane weapon, a banelock 
  adds a +1 competence bonus to her CMB 
  when 
  attempting 
  any 
  bullrush, 
  disarm, 
  overrun, sunder or trip checks. This increases 
  by +1 for every 4 banelock levels (maximum 
  +5);
   
  At 1st level, a banelock can 
  expend 1 point from her dire pool as a 
  swift action to grant herself an insight 
  bonus to her CMB equal to half her 
  Charisma bonus (minimum +1) 
  for 1 minute. This ability otherwise 
  functions as and replaces the 
  direlock’s dire weapon ability.
   
  Dire Combatant (Ex): At 
  2nd level the banelock can 
  choose one of the following 
  as a free bonus feat: Deflect 
  Arrows, Improved 
  Critical, Improved Disarm, Improved 
  Overrun, Improved Sunder, Improved Trip or Toughness 
  whether or not she meets the prerequisites for that feat. This 
  ability alters but is otherwise the same as dire sense.
   
  Second Bane Weapon (Ex): At 3rd level, a banelock 
  may select and empower a second bane weapon. A 
  banelock may choose a throwing weapon as a bane 
  weapon. 
  If the banelock wields two bane weapons she is still limited 
  to a maximum enhancement bonus from her bane pool 
  based on one weapon – e.g. the maximum enhancement 
  bonus must be divided between the two weapons. This 
  ability replaces the incunabula gained at 3rd level.
  
  11
   
  Medium Armor (Ex): At 5th level, the banelock 
  gains proficiency with medium armor as the 7th level 
  direlock ability.
   
  Third Dire Weapon (Ex): At 6th level, a banelock 
  may select and empower a third bane weapon. A banelock 
  may choose a missile weapon as a bane weapon. This 
  ability replaces the incunabula gained at 6th level.
  	
  Heavy	Armor	(Ex): At 10th level the banelock gains 
  proficiency with heavy armor as the 12th level 
  direlock ability.
   
  Fearful Recompense (Su):  At 12th level the 
  banelock gains the use of the retribution major hex. This 
  replaces the incunabula gained at 12th level.
   
  Dire Resistance (Ex): At 14th level, the banelock 
  can withstand enormous amounts of punishment. By 
  expending one point from her dire pool as an immediate 
  action, the direlock can substitute her Charisma instead of 
  Strength or Dexterity for a Fortitude or Reflex save. If she 
  makes a successful Fortitude or Reflex saving throw that 
  would normally result in half- or partial- damage she instead 
  takes no damage. This ability replaces dire presence.
  DREADMASQUE	(Direlock	Archetype)
  Whether showy, flamboyant and outlandish, or grim, dark 
  and imposing, dreadmasques utilize their eldritch warmasks 
  to enact powerful masques.
  The following abilities change or replace the class features 
  of the Direlock base class:  
   
  Altered Skillset: The dreadmasque adds Fly (Dex) 
  and Perform (Cha) to her list of class skills.
   
  Eldritch 
  Warmask 
  (Su): 
  At 
  1st 
  level, 
  the 
  dreadmasque gains an eldritch warmask that she channels 
  her various masques through (see below). The eldritch 
  warmask is a masterwork mask, often made of leather, iron, 
  porcelain, wood, or similar material. 
   
  The eldritch warmask takes up the head item slot 
  and confers a different bonus depending upon which 
  masque the dreadmasque is currently enacting, as well as 
  the ability to utilize one hex as the Witch ability. Abilities, 
  bonuses and hexes are only gained while the masque is 
  in effect, hexes are additionally limited to affecting foes 
  within the dreadmasque’s dire zone. 
   
  The eldritch warmask also creates an aura of 
  imposing might that functions as a dire zone – however 
  the eldritch warmask does not affect the dreadmasque’s 
  saves against fear effects or that of her foes. It does provide 
  the dreadmasque with a +1 insight bonus against mind-
  affecting effects – increasing by +1 for every four levels to a 
  maximum of +5 at 17th level.
   
  At 5th level the dreadmasque stores and prepares 
  her spells within her eldritch warmask just as a Witch does 
  with her familiar. 
   
  As long as the dreadmasque has at least one 
  point in her dire pool the eldritch warmask is immune to the 
  broken condition. The eldritch warmask does not hamper 
  the dreadmasque’s vision or perception in any way. 
   
  A creature can attempt to remove the eldritch 
  warmask by force from the dreadmasque’s face if it makes 
  a successful grapple check against the eldritch warmask. 
  For the purpose of this grapple check, the eldritch warmask 
  is considered to have a Strength score of 20 + 1/2 the 
  dreadmasque’s level, and a size of Large. A creature 
  may also attempt to sunder the eldritch warmask. While 
  the dreadmasque has at least one point remaining in her 
  dire pool, the eldritch warmask has a hardness of 20, and 
  a number of hit points equal to 10 + the dreadmasque’s 
  level + her Charisma modifier. The eldritch warmask can 
  be easily removed if the dreadmasque is unconscious or 
  dead. If it becomes broken or is destroyed, it falls to the 
  ground.
   
  If an eldritch warmask is damaged, it is restored to 
  full hit points the next time the dreadmasque completes 
  a period of 8 hours rest. If the eldritch warmask is lost or 
  destroyed, it can be replaced after 1 week in a special 
  ritual that costs 200 gp per dreadmasque level plus the 
  cost of the masterwork item. This ritual takes 8 hours to 
  complete. Eldritch warmasks replaced in this way do not 
  possess any of the additional enchantments of the previous 
  eldritch warmask. 
   
  A dreadmasque can designate an existing mask 
  as her eldritch warmask. This functions in the same way as 
  replacing a lost or destroyed eldritch warmask except that 
  the new mask retains its abilities while gaining the benefits 
  and drawbacks of becoming an eldritch warmask.
  Note that it is entirely up to the PC (within GM’s discretion) 
  to determine the visual composition of the mask both when 
  inert and during particular masques and any (non-game-
  mechanical) visible auras or effects that accompany it. This 
  ability otherwise functions as and replaces grimoire and 
  spell use and alters dire zone. 
   
  Masque (Su): At 1st level, while wearing her 
  eldritch warmask, the dreadmasque can enact a masque 
  as a swift action. The masque consists of complex and 
  arcane arrangements of movements and body language 
  that requires rigorous training to learn and concentration 
  to maintain. As such, spellcasting during a masque is a 
  taxing effort – the dreadmasque’s Concentration checks 
  for casting spells have their DC increased by 5. 
   
  At 1st level, a dreadmasque knows one masque 
  and can use this ability once per day. At second level she 
  learns a new masque. At 4th level, and every three levels 
  thereafter, the dreadmasque gains a new masque and can 
  use this ability an additional time per day. Once activated 
  a masque has a duration of 1 minute per dreadmasque 
  level, at which point all of the bonuses or penalties and 
  ability to cast hexes immediately end. 
   
  The dreadmasque must participate in the combat 
  to gain these bonuses/penalties. If she is paralyzed, stunned, 
  unconscious or otherwise prevented from 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 do not resume until she can participate 
  in the combat again.  
   
   
           
  Note that masques still function and may be utilized 
  and bonuses/penalties still apply if the dreadmasque is 
  frightened or panicked.
   
  When the dreadmasque uses this ability she must 
  select one type of masque she knows to enact. As a swift 
  action, she can change this masque to another type she 
  knows. All effects of the previous masque immediately ends 
  
  12
  and the new masque takes effect. 
   
  Saving throw DCs to resist masque, greater 
  masque and dread masque hexes and major hexes are 
  equal to 10 + 1/2 the dreadmasque’s level (minimum 1) + 
  the dreadmasque’s Charisma modifier.
  Feral Masque: The dreadmasque is possessed 
  of a fearsome and convulsing aspect 
  gaining 
  a 
  +1 
  morale 
  bonus 
  to 
  Strength. This bonus increases by +1 
  for every four dreadmasque levels 
  she possesses. While enacting a 
  feral masque  the dreadmasque 
  gains the use of the nails hex. 
  Masque 
  of 
  Defence: 
  The 
  dreadmasque’s 
  skin 
  becomes 
  hardened, 
  imparting 
  a 
  +1 
  natural 
  armor 
  bonus to AC. This 
  bonus increases 
  by +1 for every 
  four dreadmasque 
  levels 
  she 
  possesses. 
  While 
  enacting 
  a 
  masque of defence the 
  dreadmasque gains the 
  use of the healing hex - 
  though with one caveat 
  - she can only use this 
  hex upon herself.
  Masque of Defiance: 
  The 
  dreadmasque 
  is 
  energized 
  by 
  a 
  mote of dire power 
  gaining +10 bonus 
  temporary hit points. 
  This bonus increases 
  by +1 for every three 
  dreadmasque levels 
  she possesses. While 
  enacting a masque of 
  defiance the dreadmasque gains 
  the use of the fortune hex.
  Masque of the Dire-eyed mien: The dreadmasque’s 
  mind is steeled against probing and attack, imparting 
  a +1 morale bonus to Will saves. This bonus increases by 
  +1 for every three dreadmasque levels she possesses. 
  While enacting a masque of the dire-eyed mien the 
  dreadmasque gains the use of the evil-eye hex.
  Masque of Escape: The dreadmasque is empowered 
  by  a quickness of movement imparting a +5 ft bonus to 
  Speed. This bonus increases by 1 ft for every dreadmasque 
  level she possesses; While enacting a masque of escape 
  the dreadmasque gains the use of the flight hex.
  Masque of Pain: The dreadmasque become an avatar of 
  pain and misery gaining a +1 morale bonus to weapon 
  damage. This bonus increases by +1 for every three 
  dreadmasque levels she possesses. While enacting a 
  masque of pain the dreadmasque gains the use of the 
  misfortune hex.
  Masque of Puissance: The dreadmasque becomes 
  more adroit and adept, gaining a +2 insight bonus to 
  all class skills. This bonus increases by +1 for every three 
  dreadmasque levels she possesses. While enacting a 
  masque of puissance the dreadmasque gains the use of 
  the tongues hex.
  Masque of Shadows: The dreadmasque becomes 
  blurred and indistinct, gaining a +5 circumstance bonus 
  to Stealth. This bonus increases by +1 for every three 
  dreadmasque levels she possesses. While enacting a 
  masque of shadows the dreadmasque gains the use of 
  the slumber hex. 
  Masquerade: The dreadmasque is adept at hiding her 
  true nature, gaining a +4 circumstance bonus to Disguise. 
  This bonus increases by +1 for every three dreadmasque 
  levels she possesses. While enacting a masquerade the 
  dreadmasque gains the use of the disguise hex.
  Sensory Masque: The direlock’s primal senses become 
  finely attuned, imparting a +5 insight bonus to Perception. 
  This bonus increases by +1 for every three dreadmasque 
  levels she possesses. While enacting sensory masque the 
  dreadmasque gains the use of the feral speech hex.
  Wild Masque: The dreadmasque appears as a wild 
  incarnation of terror gaining a +1 morale bonus to 
  attacks. This bonus increases by +1 for every 
  three dreadmasque levels she possesses. 
  While enacting a wild masque the 
  dreadmasque gains the use of 
  one of the following hexes: 
  prehensile hair OR unnerve 
  beasts.
  This 
  ability 
  replaces 
  inimica.
   
  Incunabula: 
  A 
  dreadmasque 
  is 
  prohibited 
  from 
  selecting the Familiar or Hex incunabulae.
      
   
  Diminished Spellcasting: The dreadmasque casts 
  arcane spells drawn from the direlock spell list, and gains 
  and casts spells as a direlock of her level -1.   
   
  Fluid Masque: At 7th level, the dreadmasque has 
  improved control and alertness when enacting a masque. 
  She no longer receives a penalty to Concentration checks 
  when casting spells during a masque. This ability replaces 
  medium armor.
   
  Greater Masque (Su): Starting at 10th level the 
  dreadmasque can opt to learn the following more powerful 
  greater masques whenever she could choose a masque:
  Masque of Terror: The dreadmasque becomes a dread 
  conduit for dark powers gaining a +5 morale bonus to 
  Intimidate. This bonus increases by +1 for every two 
  dreadmasque levels she possesses beyond 10th. While 
  
  13
  enacting a masque of terror the dreadmasque gains the 
  use of the beast of ill-omen hex.
  Skullmasque: The dreadmasque becomes attuned to 
  deathly energies receiving a +3 morale bonus to saves 
  against negative channeling, ghoul paralysis and 
  undead level drain. This bonus increases by +1 for every 
  four dreadmasque levels she possesses beyond 10th. 
  While enacting a skullmasque the dreadmasque gains 
  the use of the blight hex.
  Masque of the Void: The dreadmasque’s countenance 
  becomes blank, imparting a +3 insight bonus to saves 
  against mind affecting effects and emotion descriptor 
  spells. This bonus increases by +1 for every three 
  dreadmasque levels she possesses beyond 10th. While 
  enacting a masque of the void the dreadmasque gains 
  the use of the ward hex.
  Masque of Blood: A red haze envelops the dreadmasque 
  – her dire weapon causes bleeding 2 hp. This bleeding 
  increases by +1 for every three dreadmasque levels she 
  possesses beyond 10th. While enacting a masque of 
  blood the dreadmasque gains the use of the healing hex.
  This ability replaces major  inimica.
   
  Medium Armor: This is exactly as the direlock ability 
  but is gained at 10th level instead of 7th. This replaces 
  heavy armor.
   
  Dread  Masque (Su): At 17th level, the dreadmasque 
  has complete mastery over her masques. The dreadmasque 
  can now receive the benefits and hex use of two masques 
  or one greater masque and one masque every time she 
  uses her masque ability. 
  At 19th level she may choose from the following dread 
  masques instead of a masque: 
  Lifemasque: 
  The 
  dreadmasque’s 
  physiognomy 
  is 
  energized, she gains fast healing 4. While the lifemasque 
  is in effect the dreadmasque gains the use of the major 
  healing major hex – though with one caveat - she can 
  only use this major hex upon herself.
  Soulmasque: The dreadmasque’s very essence is 
  transformed, appearing as a living statue – she gains 
  construct traits. While the soulmasque is in effect the 
  dreadmasque gains the use of one of the following major 
  hexes: icetomb OR hoarfrost.
  Deathmasque: A deathly pallor and grim aura envelops 
  the dreadmasque – she gains undead traits, +2 Strength, 
  +2 natural armor bonus and DR5/bludgeoning. While the 
  deathmasque is enacted the dreadmasque gains the 
  use of the agony major hex. 
  This ability replaces dire inimica. 
  FEAR	EATER	(Direlock	Archetype)
  Fear eaters are wild beings, rarely found in civilized 
  environs. Lacking the singular focus of direlocks, fear 
  eaters 
  occasionally 
  find 
  themselves 
  accompanying 
  adventurers or leading groups of scavengers, miscreants 
  and malcontents.
  The following abilities change or replace the class features 
  of the Direlock base class:  
   
  Terror Pool (Su): This is exactly like the direlock’s dire 
  pool ability, except that the fear eater of 5th level or higher 
  can also expend 1 point from her terror pool to remove the 
  shaken or cowering condition from an ally within her dire 
  zone, 2 points to remove their frightened condition, or 3 
  points to remove their panicked condition. She may target 
  up to three allies but may only remove one condition per 
  ally per round, and must spend terror pool points for each 
  individual. For every dire pool point spent the fear eater is 
  healed of 1 hp per round of the condition removed - if she 
  is uninjured she does not gain any hit points. Terror pool is 
  treated as dire pool for any ability that requires dire pool to 
  function.
   
  As long as the fear eater has at least one point 
  remaining in her terror pool the fear eater gains immunity 
  to fear and fear effects, including the shaken, cowering, 
  frightened or panicked conditions. If she no longer has 
  points remaining in her terror pool she still gains a +2 insight 
  bonus to saves against fear effects. This ability alters but 
  otherwise functions as the dire pool ability.
   
   
  Fear Eater (Su): At 2nd level, whenever enemies 
  that have the shaken condition are within the fear eater’s 
  dire zone, she can “eat” their fear as a standard action 
  that does not provoke attacks of opportunity. She can 
  target two such foes per round with this action. 
   
  Each shaken condition that the fear eater 
  consumes heals her for 1 hit point for each round remaining 
  in the condition’s effect. Once the condition is eaten, the 
  enemy is free of the condition. Alternatively the fear eater 
  
  14
  can use the eaten shaken conditions to dispel her own 
  shaken conditions on a round for round basis. 
   
  At 3rd level, as a standard action the fear eater can 
  consume the shaken or cowering condition of up to three 
  enemies within her dire zone. Each cowering condition she 
  consumes heals her of 2 hit points for each round remaining 
  in the condition’s effect. 
   
  Alternatively the fear eater can use any eaten 
  shaken or cowering condition to dispel her own exhausted, 
  fatigued, dazzled or sickened  condition on a round for 
  round basis. This ability replaces spells lost to diminished 
  spellcasting, dire sense and the inimica gained at 2nd level.
   
  Fear Shroud (Su): Starting at 3rd level, a fear eater 
  radiates a palpable vibration of fear. As a standard action, 
  a fear eater can cause a number of targets within her dire 
  zone equal to her Charisma modifier to become shaken for 
  1d4 rounds. A Fortitude save (DC 10 + 1/2 the fear eater’s 
  level + the fear eater’s Charisma modifier) negates the 
  effect.
  At 6th level, the fear eater can cause targets to become 
  staggered for 1d2 rounds. 
  At 9th level, the fear eater can cause targets to become 
  frightened for 1d3 rounds. 
  At 12th level, the fear eater can cause targets to become 
  panicked for 1d2 rounds. 
  The fear eater can use this ability a number of times per 
  day equal to her Charisma modifier and must have at least 
  one point remaining in her terror pool. This ability replaces 
  the incunabula received at 3rd level.
   
  Diminished Spellcasting: The fear eater casts 
  arcane spells drawn from the direlock spell list, and gains 
  and casts spells as a direlock of her level -1.   
   
  Improved Fear Eater (Su): At 6th level, as a move 
  action the fear eater can consume the shaken, cowering, 
  panicked or frightened condition of up to three enemies 
  within her dire zone. 
  Each frightened condition she consumes heals her of 3 hit 
  points for each round remaining in the condition’s effect. 
   
  Alternatively the fear eater can use any eaten 
  frightened condition to dispel her own bleeding, blinded, 
  dazzled, deafened, exhausted, fatigued, frightened, 
  nauseated, shaken, sickened or staggered condition on 
  a round for round basis. This ability replaces the direlock’s 
  incunabula gained at 6th level.
   
  Cleansing Shroud (Su): At 12th level, once per day, 
  the fear eater can use her fear shroud as a move action to 
  relieve up to three allies within her dire zone of the shaken, 
  cowering, frightened, or panicked conditions, additionally 
  bestowing upon them a +4 bonus to any saves against 
  receiving these conditions for a number of rounds equal to 
  her Charisma modifier. This ability does not consume terror 
  pool points nor does the fear eater heal any hit points. She 
  must have at least one point in her terror pool to use this 
  ability. This ability replaces heavy armor.
  	
  Dire	 Personality	 (Ex): At 14th level the fear eater 
  is always immune to fear and fear affects regardless of 
  how many points she has remaining in her terror pool. This 
  otherwise functions as dire presence.
  The following new inimica and incunabula are available to 
  the fear eater only:
  New Inimica (Fear Eater)
  Pitiless Advantage: The aura of dread surrounding the fear 
  eater enhances her attacks against those most affected. 
  The fear eater gains a +1 morale bonus to attacks against 
  any enemies in her dire zone with the frightened, cowering, 
  panicked or shaken conditions or under the effect of any 
  spell or ability with the fear descriptor. This bonus increases 
  by 1 for every four fear eater levels to a maximum of +5. 
  Additionally, the fear eater gains a flat +1 morale bonus to 
  critical threat confirmation rolls against such enemies.
  New Incunabula (Fear Eater)
  Dire Shroud (Su): The fear eater adds 2 to the number of 
  rounds to any condition imparted to foes with the fear 
  shroud ability. The fear eater must be at least 9th level to 
  select this incunabula.
  PREDATOR	(Direlock	Archetype)
  Predators revel in the hunt and wild abandon of combat. 
  Once bonded with their fell companion they are dangerous 
  combatants, much sought after as bounty hunters and 
  reavers.
  The following abilities change or replace the class features 
  of the Direlock base class:
   
  Altered Skillset: The predator adds Handle Animal 
  to her list of class skills.
   
  Weapon	 and	 Armor	 Proficiencies: A banelock 
  adds medium armor to the proficiencies normally gained 
  by a direlock. A multiclass predator still incurs the normal 
  arcane spell failure chance for arcane spells received 
  from other classes while light or medium armor. This alters 
  weapon and armor proficiencies.
   
  Altered Dire Pool: This ability functions exactly as the 
  direlock’s dire pool except that that the predator may also 
  grant her dire pool expenditure capabilities(except that 
  gained at 10th level) to her fell companion (see below). 
  Granting a bonus to the fell companion costs an extra,  
  equal amount, though both are granted with the one swift 
  action. Any bonuses gained by the fell companion only 
  remain in effect while the fell companion remains within 
  the dire zone.
  Not that the 1st level bonus capability applies to only one of 
  the fell companion’s natural attacks. This ability otherwise 
  functions as and replaces dire pool. 
   
  Shared Dire Zone:  While the fell companion remains 
  within the dire zone it gains all the benefits of the predator’s 
  dire zone, including the following inimica if in effect: 
  blood zone, dire magic, distracted magic, penetration, 
  seed of doubt and unlucky. The fell companion may take 
  advantage of the stricken inimica, but the effects only 
  provide a bonus to one of the fell companion’s natural 
  attacks . 
  The predator can use the fell companion with the viral 
  slough major inimica, but no other major inimica.
  The fell companion may take advantage of any of the 
  
  15
  predator’s enacted incunabula if the predator spends an 
  extra, equal amount of dire pool points to include it. This 
  ability otherwise functions as and replaces dire zone.
  Wild Raiment: A predator is recognised by beasts 
  as a wild creature. She does not incur a penalty to Handle 
  Animal checks. This ability otherwise functions as and 
  replaces fell regalia.
  Shared Slough: A predator can choose to remove 
  conditions from her fell companion using fearsome 
  slough as long as it is within her dire zone. Not that the fell 
  companion, not the predator, must make the new save, 
  though still with the +10 morale bonus. This ability otherwise 
  functions as and replaces fearsome slough.
  Wild Mantle: As a swift action, as long as the fell 
  companion remains within the dire zone, the predator 
  can apply bonuses gained from absorbed and stored 
  spell energy to herself (as in the direlock’s dire mantle 
  ability, diregarding any spell-related bonuses) or her fell 
  companion. For every spell-level of energy stored, the 
  predator can grant the fell companion a:
  * +2 insight bonus to its next CMB or CMD check
  * +1 enhancement bonus to one of its natural weapon
  attacks for one round. 
  * +1 insight bonus to all saving throws for one round
  * +1 deflection bonus to AC for one round.
  * +2 insight bonus to one use of one skill. This lasts for 24
  hours or until used.
  Once per day (2/day at 8th level, 3/day at 14th level), the 
  predator may expend three stored spell energy levels to 
  grant the fell companion:
  * 10 temporary hit points (duration equal  to 1 round per
  predator level). 
  * DR 5/magic (duration equal to a number of rounds
  equal to the predator’s Charisma modifier).
  This ability otherwise functions as and replaces dire mantle.
   
  Incunabula: Note that the predator may grant 
  the effects of her incunabula to her fell companion by 
  expending an equal, extra amount from her dire pool. The 
  predator may not choose the familiar incunabula.
  Fell Companion (Su): At 4th level the predator 
  bonds with a fierce creature that shares her dire zone. This 
  ability functions like the druid animal companion ability 
  (which is part of the Nature Bond class feature), except 
  that the fell companion does not gains the share spells 
  ability, and the  predator’s effective druid level is equal to 
  her predator level –3. 
  A predator may not have an animal companion or familiar 
  from any other class. This ability replaces the incunabula 
  gained at 3rd level, spellcasting and grimoire.
  Eldritch Tendrils: Note that the fell companion is 
  considered an ally for the purposes of this ability.
  Dire Companion (Su): At 9th level, the predator’s 
  fell companion gains the Dire Creature template.* This 
  ability replaces the incunabula gained at 9th level, heavy 
  armor and spell-based capabilities lost from improved wild 
  mantle.
  Improved Wild Mantle: This functions exactly as the 
  direlock’s improved dire mantle except that the predator 
  cannot cast spells, and so may not used stored spell-energy 
  to cast spells of her own. This ability alters improved dire 
  mantle.
  Feral Ravening (Su): At 11th level, the predator’s 
  fell companion may make a ravening strike. The predator 
  must expend the dire pool point as an immediate action - if 
  the ravening strike is successful the spell energy is not stored  
  in the predator’s wild mantle - rather the fell companion 
  may gain a bonus (by siphoned spell energy) as if granted 
  by the predator’s wild mantle ability. This ability replaces 
  spell capabilities lost from wild conduit.
  Wild Conduit: This functions exactly as the direlock’s 
  dire conduit except that the predator cannot target 
  connected creatures with spells. This ability otherwise 
  functions as and replaces dire conduit.
  Bestial Onslaught: This functions exactly as true 
  direlock except that the fell companion also gains an 
  increase to its feral ravening, from 1d4 to 1d6. This ability 
  alters but is otherwise the same as true direlock.
  *(Tome of Horrors Complete).
  NEW FEATS
  Ally	Conduit
  Prerequisite: Dire conduit class feature
  Bonus: By attaching an eldritch tendril to one ally, that ally 
  may take advantage of any inimica effects as if they were 
  you or a direlock of their character level (whichever is lowest).
  Dire Attenuation
  Prerequisite: Dire zone class feature.
  Bonus: Your dire zone is not an exact radius. By excluding one 
  foe from your dire zone, you may select one foe within 5 feet 
  of your dire zone to include in your dire zone. Changing your 
  dire zone’s shape or area from its current shape or area is a 
  move action.
  Dread Network
  Prerequisite: Eldritch Tendril class feature
  Bonus: You may transfer any condition from an ally connected 
  to an eldritch tendril to an enemy connected to an eldritch 
  tendril.
  Double Dire 
  Prerequisites: Second Bane Weapon class feature, Two 
  Weapon fighting
  Bonus: If wielding two bane weapons in combat and both 
  threaten criticals in one round, each strike receives a +1 
  circumstance bonus to the threat confirmation roll.
  
  16
  Eldritch Recall
  Prerequisite: Intelligence 15+, Dire Mantle class ability, 1 
  rank in Spellcraft
  Bonus: Keep a list of all spells you have ever successfully 
  identified with Spellcraft. Whenever you encounter any 
  spell on this list you gain a +1 insight bonus to your Spellcraft 
  check to identify it, and may add this bonus to save against 
  the spell if you successfully identify it but choose not to store 
  it in your dire mantle.
  Empty	Core
  Prerequisite: Dire zone class feature
  Bonus: You may expand your dire zone by 5’ by excluding 
  all squares adjacent to you from its effects. Changing your 
  dire zone’s shape or area from its current shape or area is 
  a move action.
  Expanded Mantle 
  Prerequisites: Dire mantle class feature
  Bonus: The storage capacity of your dire mantle increases 
  by 2. This feat may only be chosen once.
  Normal: A dire mantle’s storage capacity is equal to the 
  possessor’s Charisma modifier.
  Extra Dire Pool
  Prerequisites: Dire Pool class feature
  Bonus: Your dire pool increases by 2.
  Special: You can gain this feat multiple times. Its effects 
  stack, granting you an increase to your dire pool each time 
  you take this feat.
  Extra Inimica
  Prerequisites: Inimica class feature
  Bonus: You may choose to learn one extra inimica. This feat 
  may be selected multiple times
  Extra Eldritch Tendril
  Prerequisite: Eldritch Tendril class feature
  Bonus: You may create one tendril to use with the eldritch 
  tendril ability.
  Greater	Empty	Core
  Prerequisite: Empty Core
  Bonus: You may expand your dire zone by 10’ by excluding 
  all squares within 10’ from you from its effects. Changing 
  your dire zone’s shape or area from its current shape or 
  area is a move action.
  Hard Tendrils
  Prerequisite: Eldritch tendril class feature
  Bonus: Your eldritch tendrils are tougher than normal – they 
  have a hardness of 8 and 20 hit points.
  Hemispheric Zone
  Prerequisite: Dire zone class feature
  Bonus: You may extend the radius of your dire zone by 
  excluding half of your diameter area. Changing your dire 
  zone’s shape or area from its current shape or area is a 
  move action.
  Improved	Ally	Conduit
  Prerequisite: Ally Conduit
  Bonus: An ally connected to an eldritch tendril may take 
  advantage of any inimica and dire zone effects as if they 
  were you or a direlock of their character level (whichever 
  is lowest).
  Improved Attenuation
  Prerequisite: Dire Attenuation
  Bonus: This is as dire attenuation, but by excluding an 
  additional foe from your dire zone you may select one 
  additional foe within 15’ of your dire zone to include 
  within its effects. This feat may be combined with Precise 
  Attenuation. Changing your dire zone’s shape or area from 
  its current shape or area is a move action.
  Packmate
  Prerequisite: Incunabula class feature, 9th level direlock
  Bonus: You may choose one ally at the beginning of each 
  combat. You may confer the dire affray, dire bastion, dire 
  gift, dire resilience, dire spell, dread assault, dread strike or 
  dread weapon incunabula to this ally as well as yourself – if 
  this incunabula requires a dire point expenditure you must 
  spend a point for this ally. You must know an incunabula in 
  order to confer it to an ally.
  Precise Attenuation
  Prerequisite: Dire Attenuation
  Bonus: You can add two foes within 5’ of your dire zone 
  to your dire zone. You need not exclude any foe from 
  your dire zone in order to use this feat. This feat may be 
  combined with Improved Attenuation. Changing your dire 
  zone’s shape or area from its current shape or area is a 
  move action.
  NEW SPELL
  Accumulating Error
  School necromancy; Level direlock 2, sorceror 2, wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target Creature
  Duration see below
  Saving Throw Will negates; Spell Resistance yes
  The direlock must make a successful touch attack against 
  the victim - the target receives a -1 penalty to either attacks 
  against the direlock or to their AC or saves when defending 
  against the direlock, for one round. On the following round, 
  if the victim missed or is hit/fails to save, the effect continues, 
  increasing to -2 for two rounds. If the victim misses or is hit/
  fails to save on both of these rounds the penalty becomes 
  -3 for three rounds at which point the spell ends.
  
  17
  Blood Zone: The direlock’s dire weapon forms jagged 
  edges, wicked spikes or heavy flanges - creatures struck 
  by the dire weapon suffer bleeding 1 hp. This increases 
  to bleeding 3 hp at 10th level. A successful Fortitude save 
  negates this effect.  
  Dire Magic:  An insidious charge connects all creatures 
  within the dire zone. Whenever an enemy caster casts 
  an Area of Effect spell or spell-like affect that targets 
  the direlock or her allies, that enemy’s allies within the 
  dire zone are also affected. The caster is included in 
  the effect if the spell was cast within the dire zone. 
  Distracted Magic: The direlock shimmers and wavers. 
  All spellcasters within the direlock’s dire zone who 
  specifically target the direlock with offensive spells 
  increase their concentration check DCs by 5. This 
  increases by 1 for every 5 levels the direlock possesses. 
  A successful Will save negates this effect. This is a visual effect.
  Fearsome Power: While empowered by this inimica, the 
  direlock’s dire mantle glows with eldritch power. The 
  DC of the direlock’s abilities and direlock spells increase 
  by 2 when affecting creatures within the dire zone. 
  This inimica applies to foes’ saves against imparted 
  conditions from the fearsome slough ability. A direlock 
  must be at least 4th level to choose this inimica.
  Fell Gyre: A fell wind encompasses the dire zone – treat 
  as a strong wind. If a strong wind or greater is already 
  present increase the severity of the wind by one factor.
  Harrowing Steps: The direlock’s dire zone becomes 
  empowered with a baleful energy. All enemies moving 
  out of the direlock’s dire zone take 1d6 force damage 
  upon leaving for every 3 levels the direlock possesses 
  (max 5d6). Simply moving away from enemies or 
  pushing them so that they cross the threshold of the 
  dire zone does not inflict damage – a conscious effort 
  to leave on behalf of the enemy (whether compelled 
  or free-willed) is required. A successful Fortitude save 
  reduces the damage by half (minimum 1).
  Lingering Remorse: A palpable sense of failure 
  envelops the dire zone. Whenever any enemy within 
  the direlock’s dire zone makes a successful strike upon 
  the direlock, they receive a -1 penalty to damage on 
  all subsequent attacks made against the direlock. This 
  increases by -1 for every 4 levels the direlock possesses 
  to a maximum of -5. If the direlock changes her inimica 
  or the subject leaves the combat the effect ends. A 
  successful Will save negates this effect. This is a mind-
  affecting effect.
  Maladroit: Hampered by a vibration of failure, all 
  enemies within the direlock’s dire zone receive a –1 
  penalty to all skill checks. This increases by -1 for every 
  4 levels the direlock possesses to a maximum of -5. A 
  successful Will save negates this effect. 
  Pain Threshold: The direlock’s dire zone becomes a 
  frontier of pain. All enemies attempting to move into 
  the direlock’s dire zone take 1d6 force damage upon 
  crossing into the dire zone for every 3 levels the direlock 
  possesses (max 5d6). Simply moving toward enemies or 
  pushing them so that the border crosses them does not 
  inflict damage – a conscious effort to enter on behalf 
  of the enemy is required (whether compelled or free-
  willed). A successful Fortitude save reduces the damage 
  by half (minimum 1). 
  Penetration: The direlock’s weapon glows with eldritch 
  power. While empowered by this inimica, any attack 
  that the direlock makes with her dire weapon ignores 2 
  points of DR for every 4 levels the direlock possesses to a 
  maximum of 10. 
  Seed of Doubt: A creeping sense of hopelessness fills 
  the dire zone. All enemies within the direlock’s dire zone 
  receive a –1 penalty to Will saves and a –1 penalty to 
  attack rolls made against the direlock. These penalties 
  increase by 1 for every 4 levels the direlock possesses. A 
  successful Will save negates the penalty to attack rolls 
  and reduces the Will save penalty to –1. This is a mind 
  affecting effect.
  Sluggish Movement: A wave of slowness fills through the 
  dire zone. All enemies within the direlock’s dire zone 
  are considered to be within difficult terrain. A successful 
  Fortitude save negates this effect.
  Stricken: The direlock becomes energised by eldritch 
  might, her weapon and physicality crackling with 
  dark power. All enemies within the dire zone receive 
  a -1 penalty to AC and CMD against attacks from the 
  direlock’s dire weapon. This penalty increases by 1 for 
  every 4 levels the direlock possesses to a maximum of -5. 
  Unlucky: Hindered by fate, all attacks on the direlock 
  originating within the dire zone have their critical threat 
  range hindered by one step – 18-20 becomes 19-20, 
  19-20 becomes 20 etc. If the threat range is already 20, 
  the multiplier is hindered by one degree – x3 becomes 
  x2 etc. If already x2 the critical damage is halved on a 
  successful confirmation. This inimica does not effect non-
  multiplying damage.
  Weakened Resolve: The direlock’s fell regalia is limned 
  with terrible images, script and symbols. The direlock’s 
  DC when making an Intimidate check meant to 
  demoralize a target within her dire zone is equal to 10 + 
  1/2 the target’s Hit Dice + the target’s Wisdom modifier. 
  This is a visual effect.
  Woundrede: An aura of misery pervades the dire zone. 
  All enemies within the direlock’s dire zone increase 
  the DC of any Heal skill checks by 5. In addition, any 
  magical healing effects (potions, spells, spell like abilities, 
  channeled energy - positive or negative, etc.) employed 
  within the dire zone by enemies of the direlock heal half 
  the normal damage. A successful Fortitude save negates 
  these effects.
  Inimica reference cut-outs - permission is granted for you to 
  photocopy these as needed for placement on your Direlock  
  character management sheet.
  DIRELOCK INIMICA RESOURCES
  Forest 
  Guardian 
  Press
  Pitiless Advantage: The aura of dread surrounding the fear 
  eater enhances her attacks against those most affected. 
  The fear eater gains a +1 morale bonus to attacks against 
  any enemies in her dire zone with the frightened, cowering, 
  panicked or shaken conditions or under the effect of any 
  spell or ability with the fear descriptor. This bonus increases 
  by 1 for every four fear eater levels to a maximum of +5. 
  Additionally, the fear eater gains a flat +1 morale bonus to 
  critical threat confirmation rolls against such enemies.
  
  Direlock Character Management Sheet
  Forest Guardian Press
  Direlock Character Management Sheet
  Inimica
  Inimica Known: 
  Uses per day:
  Inimica DC:
  Inimica:
  Major Inimica:
  Current inimica effect (place cut-out here):
  Dire Mantle
  Spellcraft:
  Current spell level energy stored:
  Eldritch Tendrils
  Number of Tendrils: 
          Uses per day:
  Currently connected to:
  Dire Pool
  Current dire pool points:
  Current dire pool effect:
  Duration:
  Dire Zone
  Dire Zone Radius/Shape adjustment:
  Fear bonus/penalty:
  Dire Weapon
  Designated Dire Weapon:
  Dire Pool enhancement:
  Dire Mantle expenditure options per spell level absorbed:
  * gain a +2 insight bonus to a concentration check
  * gain a +1 enhancement bonus to attacks with dire weapon
  for one round, 
  * gain a +1 insight bonus to all saving throws for one round
  * gain a +1 deflection bonus to AC for 1 round.
  Once per day (2/day at 8th level, 3/day at 14th level) 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 direlock spell the direlock casts by 2
  Dire Sense
  6th level:
  Bonus to flat footed AC vs one opponent (equal to half x 
  Charisma modifier):
  Bonus to AC vs invisible creatures (equal to half x Intelligence 
  modifier):
  10th level:
  * +5 to Perception to discern invisible creatures
  * Negate one flanking enemy’s flanking bonus
  * Half miss chance against invisible creatures
  Incunabula 
  Incunabula known:
  
  Inimica
  Inimica Known: 
  Uses per day:
  Inimica DC:
  Inimica:
  Major Inimica:
  Current inimica effect (place cut-out here):
  Dire Mantle
  Spellcraft:
  Current spell level energy stored:
  Eldritch Tendrils
  Number of Tendrils: 
          Uses per day:
  Currently connected to:
  Bane Pool
  Current bane pool points:
  Current Bane Pool enhancement:
  Duration:
  Dire Zone
  Dire Zone Radius/Shape adjustment:
  Fear bonus/penalty:
  Bane Weaponry
  Designated Bane Weapons:
  Duration
  Dire Mantle expenditure options per spell level absorbed:
  * gain a +2 insight bonus to a concentration check
  * gain a +1 enhancement bonus to attacks with dire weapon
  for one round, 
  * gain a +1 insight bonus to all saving throws for one round
  * gain a +1 deflection bonus to AC for 1 round.
  Once per day (2/day at 8th level, 3/day at 14th level) 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 direlock spell the direlock casts by 2
  Dire Combatant
  6th level:
  Bonus to flat footed AC vs one opponent (equal to half x 
  Charisma modifier):
  Bonus to AC vs invisible creatures (equal to half x Intelligence 
  modifier):
  10th level:
  * +5 to Perception to discern invisible creatures
  * Negate one flanking enemy’s flanking bonus
  * Half miss chance against invisible creatures
  Incunabula 
  Incunabula known:
  While wielding her bane weapon, a banelock adds a +1 
  competence bonus to her CMB when attempting any 
  bullrush, disarm, overrun, sunder or trip checks. This increases 
  by +1 for every 4 banelock levels (maximum +5);
  At 1st level, a banelock can expend 1 point from her 
  dire pool as a swift action to grant herself an insight bonus to 
  her CMB equal to half her Charisma bonus (minimum +1) for 
  1 minute. 
  Banelock Character Management Sheet
  Forest Guardian Press
  
  Dreadmasque Management Sheet
  Masque
  Masques Known: 
  Uses per day:
  Masque DC:
  Masque:
  Greater Masque:
  Dread Masque:
  Current masque effect:
  Dire Mantle
  Spellcraft:
  Current spell level energy stored:
  Eldritch Tendrils
  Number of Tendrils: 
          Uses per day:
  Currently connected to:
  Dire Pool
  Current dire pool points:
  Current dire pool effect:
  Duration:
  Dire Zone
  Dire Zone Radius/Shape adjustment:
  Insight bonus to mind affecting effects:
  Dire Weapon
  Designated Dire Weapon:
  Dire Pool enhancement:
  Dire Mantle expenditure options per spell level absorbed:
  * gain a +2 insight bonus to a concentration check
  * gain a +1 enhancement bonus to attacks with dire weapon
  for one round, 
  * gain a +1 insight bonus to all saving throws for one round
  * gain a +1 deflection bonus to AC for 1 round.
  Once per day (2/day at 8th level, 3/day at 14th level) 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 direlock spell the direlock casts by 2
  Incunabula 
  Incunabula known:
  Forest Guardian Press
  Eldritch Warmask
  Strength Versus Grapple: 20 + 1/2 dreadmasque level, and a 
  size of Large.
  Hardness: 20
  HP: (10 + the dreadmasque’s level + Charisma mod):
  Masques 
  Feral Masque: The dreadmasque is possessed of a fearsome 
  and convulsing aspect gaining a +1 morale bonus to Strength. 
  This bonus increases by +1 for every four dreadmasque 
  levels she possesses. While enacting a feral masque  the 
  dreadmasque gains the use of the nails hex. 
  Masque of Defence: The dreadmasque’s skin becomes 
  hardened, imparting a +1 natural armor bonus to AC. This 
  bonus increases by +1 for every four dreadmasque levels 
  she possesses. While enacting a masque of defence the 
  dreadmasque gains the use of the healing hex - though with 
  one caveat - she can only use this hex upon herself.
  Masque	 of	 Defiance: The dreadmasque is energized by a 
  mote of dire power gaining +10 bonus temporary hit points. 
  This bonus increases by +1 for every three dreadmasque levels 
  she possesses. While enacting a masque of defiance the 
  dreadmasque gains the use of the fortune hex. 
  Masque	 of	 the	 Dire-eyed	 mien: The dreadmasque’s mind is 
  steeled against probing and attack, imparting a +1 morale 
  bonus to Will saves. This bonus increases by +1 for every three 
  dreadmasque levels she possesses. While enacting a masque 
  of the dire-eyed mien the dreadmasque gains the use of the 
  evil-eye hex.
  Masque of Escape: The dreadmasque is empowered by  a 
  quickness of movement imparting a +5 ft bonus to Speed. 
  This bonus increases by 1 ft for every dreadmasque level 
  she possesses; While enacting a masque of escape the 
  dreadmasque gains the use of the flight hex.
  Masque of Pain: The dreadmasque become an avatar of pain 
  and misery gaining a +1 morale bonus to weapon damage. 
  This bonus increases by +1 for every three dreadmasque 
  levels she possesses. While enacting a masque of pain the 
  dreadmasque gains the use of the misfortune hex.
  Masque of Puissance: The dreadmasque becomes more 
  adroit and adept, gaining a +2 insight bonus to all class skills. 
  This bonus increases by +1 for every three dreadmasque levels 
  she possesses. While enacting a masque of puissance the 
  dreadmasque gains the use of the tongues hex.
  Masque of Shadows: The dreadmasque becomes blurred and 
  indistinct, gaining a +5 circumstance bonus to Stealth. This 
  bonus increases by +1 for every three dreadmasque levels 
  she possesses. While enacting a masque of shadows the 
  dreadmasque gains the use of the slumber hex. 
  Masquerade: The dreadmasque is adept at hiding her true 
  nature, gaining a +4 circumstance bonus to Disguise. This 
  bonus increases by +1 for every three dreadmasque levels she 
  possesses. While enacting a masquerade the dreadmasque 
  gains the use of the disguise hex.
  Sensory	Masque: The direlock’s primal senses become finely 
  attuned, imparting a +5 insight bonus to Perception. This 
  bonus increases by +1 for every three dreadmasque levels she 
  possesses. While enacting sensory masque the dreadmasque 
  gains the use of the feral speech hex.
  Wild Masque: The dreadmasque appears as a wild incarnation 
  of terror gaining a +1 morale bonus to attacks. This bonus 
  increases by +1 for every three dreadmasque levels she 
  possesses. While enacting a wild masque the dreadmasque 
  gains the use of one of the following hexes: prehensile hair OR 
  unnerve beasts.
  
  Fear Eater Character Management Sheet
  Inimica
  Inimica Known: 
  Uses per day:
  Inimica DC:
  Inimica:
  Major Inimica:
  Current inimica effect (place cut-out here):
  Dire Mantle
  Spellcraft:
  Current spell level energy stored:
  Eldritch Tendrils
  Number of Tendrils: 
          Uses per day:
  Currently connected to:
  Terror Pool
  Current terror pool points:
  Current terror pool effect:
  Duration:
  Dire Zone
  Dire Zone Radius/Shape adjustment:
  Fear bonus/penalty:
  Dire Weapon
  Designated Dire Weapon:
  Dire Pool enhancement:
  Dire Mantle expenditure options per spell level absorbed:
  * gain a +2 insight bonus to a concentration check
  * gain a +1 enhancement bonus to attacks with dire weapon
  for one round, 
  * gain a +1 insight bonus to all saving throws for one round
  * gain a +1 deflection bonus to AC for 1 round.
  Once per day (2/day at 8th level, 3/day at 14th level) 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 direlock spell the direlock casts by 2
  Fear Eater
  At 2nd level, whenever enemies that have the shaken 
  condition are within the fear eater’s dire zone, she can “eat” 
  their fear as a standard action that does not provoke attacks 
  of opportunity. She can target two such foes per round with 
  this action. 
  Each shaken condition that the fear eater consumes 
  heals her for 1 hit point for each round remaining in the 
  condition’s effect. 
  At 3rd level, as a standard action the fear eater can consume 
  the shaken or cowering condition of up to three enemies within 
  her dire zone. Each cowering condition she consumes heals 
  her of 2 hit points for each round remaining in the condition’s 
  effect. 
  Alternatively the fear eater can use any eaten shaken 
  or cowering condition to dispel her own exhausted, fatigued, 
  dazzled or sickened  condition on a round for round basis.
  Incunabula 
  Incunabula known:
  Forest Guardian Press
  Fear Shroud 
  Uses per day:
  Starting at 3rd level, a fear eater radiates a palpable 
  vibration of fear. As a standard action, a fear eater can 
  cause a number of targets within her dire zone equal to 
  her Charisma modifier to become shaken for 1d4 rounds. A 
  Fortitude save (DC 10 + 1/2 the fear eater’s level + the fear 
  eater’s Charisma modifier) negates the effect.
  At 6th level, the fear eater can cause targets to become 
  staggered for 1d2 rounds. 
  At 9th level, the fear eater can cause targets to become 
  frightened for 1d3 rounds. 
  At 12th level, the fear eater can cause targets to become 
  panicked for 1d2 rounds. 
  The fear eater can use this ability a number of times per day 
  equal to her Charisma modifier and must have at least one 
  point remaining in her terror pool.
  Improved Fear Eater
  At 6th level, as a move action the fear eater can consume the 
  shaken, cowering, panicked or frightened condition of up to 
  three enemies within her dire zone. 
  Each frightened condition she consumes heals her of 3 hit 
  points for each round remaining in the condition’s effect. 
  Alternatively the fear eater can use any eaten 
  frightened condition to dispel her own bleeding, blinded, 
  dazzled, 
  deafened, 
  exhausted, 
  fatigued, 
  frightened, 
  nauseated, shaken, sickened or staggered condition on a 
  round for round basis. 
  
  Predator Character Management Sheet
  Inimica
  Inimica Known: 
   
  Uses per day:
  Inimica DC:
  Inimica:
  Major Inimica:
  Wild Mantle
  Spellcraft:
  Current spell level energy stored:
  Wild Mantle expenditure options for predator per spell level 
  absorbed:
  * gain a +1 enhancement bonus to attacks with dire weapon 
  for one round, 
  * gain a +1 insight bonus to all saving throws for one round 
  * gain a +1 deflection bonus to AC for 1 round. 
  Once per day (2/day at 8th level, 3/day at 14th level) the 
  predator 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). 
  Eldritch Tendrils
  Number of Tendrils: 
          Uses per day:
  Currently connected to:
  Dire Pool
  Current dire pool points:
  Current dire pool effect:
  Duration:
  Shared Dire Zone
  Dire Zone Radius/Shape adjustment:
  Fear bonus/penalty:
  Dire Weapon
  Designated Dire Weapon:
  Dire Pool enhancement:
  Wild Mantle expenditure options for fell companion per spell 
  level absorbed:
   +2 insight bonus to its next CMB or CMD check
  * +1 enhancement bonus to one of its natural weapon attacks 
  for one round. 
  * +1 insight bonus to all saving throws for one round 
  * +1 deflection bonus to AC for one round.
  * +2 insight bonus to one use of one skill. This lasts for 24 hours 
  or until used.
  Once per day (2/day at 8th level, 3/day at 14th level) the 
  predator may expend three stored spell energy levels to:
  * gain 10 temporary hit points (duration equal  to 1 round per 
  predator level). 
  * receive DR 5/magic (duration equal to a number of rounds 
  equal to the predator’s Charisma modifier).
  Dire Sense
  6th level:
  Bonus to flat footed AC vs one opponent (equal to half x 
  Charisma modifier):
  Bonus to AC vs invisible creatures (equal to half x Intelligence 
  modifier):
  10th level:
  * +5 to Perception to discern invisible creatures
  * Negate one flanking enemy’s flanking bonus
  * Half miss chance against invisible creatures
  Incunabula 
  Incunabula known:
  Forest Guardian Press
  Fell Companion
  Current inimica effect (place cut-out here):
  
  Open Game License Version 1.0a 
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  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
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  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used --under and 
  in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, 
  Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
  Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Tome of Horrors Complete. Copyright 2011, Frog God Games. Author Scott Greene.
  Psionics Unleashed, Copyright 2010, Dreamscarred Press. Authors Jeremy Smith and 
  Andreas Rönnqvist.
  Psionics Expanded, Copyright 2011, Dreamscarred Press. Authors Jeremy Smith and 
  Andreas Rönnqvist.
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari 
  Marmell
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell.  All rights 
  reserved.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. 
  Author: Owen K.C. Stephens.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; 
  Author: JD Wiker.
  The Malefactor, Copyright 2012,Total Party Kill Games, LLC. Press. Authors Brian Berg and 
  James Olchak.
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal 
  Maclean and Colin McComb. 
  The Direlock Base Class ©2013 Forest Guardian Press. Authors: Morgan Boehringer and 
  Jim Wettstein.
  Product	Identity
  The following items are hereby identified as Product Identity, as defined in the Open 
  Gaming License version 1.0a, Section 1(e), and are not Open Content. All trademarks, 
  registered trademarks, proper names (characters, deities, artifacts, places, etc.), 
  artwork and trade dress.
  Open Game Content Designation 
  All text pertaining to game mechanics and statistics including text in level progression 
  tables, along with the class names, are declared Open Game Content. All items subject 
  to the definition of Product Identity (see previous) are the property of Forest Guardian 
  Press and cannot be used without written permission,
  Compatibility	Usage	Requirements
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced under the 
  Psionics Unleashed Compatibility License. See http://dreamscarredpress.com  for more 
  information on the compatibility license.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Forest Guardian Press/The Direlock v2.pdf