ACOLYTE OF VECNA

Vecna is the dark god of secrets and magic, once a mortal necromancer of world shaking power who ascended to godhood through means which made no sense in any of the settings involved cosmic loopholes. His chosen servants master both divine and arcane magic, learning necromantic arts which they keep secret from all others who would learn them.

BECOMING AN ACOLYTE OF VECNA

To become an Acolyte of Vecna one must first and foremost serve the god of secrets. Beyond that they must prove themselves worthy of and capable of using the secrets of the inner circle through their mastery of arcane and divine magic. They must then petition their superiors within the cult of Vecna, an often lengthy ordeal, who, if they hold no personal vendetta with the applicant begin them on their way to learning the inner secrets of the Cult of Vecna.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 13 ranks, Knowledge (Religion) 13 ranks, Knowledge (any other) 13 ranks.
Feats: Spell Focus (Necromancy), Spell Focus (Divination)
Spellcasting: Ability to cast at least one Arcane Necromancy and one Arcane Divination 4th level or higher and at least one Divine Necromancy and one Divine Divination 4th level or higher.
Patron Deity: Vecna.
Special: Must be initiated into the ranks of Acolytes by an existing Acolyte of Vecna.
Special: An Incarnation of Vecna can substitute the ability to use 4th level domain SLAs for the divine spells. They gain increased access to domains and spell-like abilities for their levels in Acolyte of Vecna (but no access to Domain Transcendancy or other abilities).

Class Skills
The Acolyte of Vecna's class skills (and the key ability for each skill) are Concentration (Con), Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d4

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1st
+0
+0
+0
+2
Rebuke Undead, Hear Whispers, Lore Diabolic
+1 level arcane and +1 level divine
2nd
+0
+0
+0
+3
Life Lived in Secret
+1 level arcane and +1 level divine
3rd
+1
+1
+1
+3
Lessons Learned from Betrayal
+1 level arcane and +1 level divine
4th
+1
+1
+1
+4
Malus Arcanum
+1 level arcane and +1 level divine
5th
+1
+1
+1
+4
Corrupted Hand
+1 level arcane and +1 level divine
6th
+2
+2
+2
+5
Tainted Divinations
+1 level arcane and +1 level divine
7th
+2
+2
+2
+5
Craft Wondrous Item
+1 level arcane and +1 level divine
8th
+2
+2
+2
+6
Twisted Eye
+1 level arcane and +1 level divine
9th
+3
+3
+3
+6
Create Lich
+1 level arcane and +1 level divine
10th
+3
+3
+3
+7
Avatar of Vecna
+1 level arcane and +1 level divine

Weapon and Armor Proficiencies: An Acolyte of Vecna gains no new weapon or armor proficiencies.

Spellcasting: At each level an Acolyte of Vecna gains spellcasting as if they had gained 1 level in an arcane spellcasting class they possess and 1 level in a different divine spellcasting class they possess. Standard PrC spells boilerplate.

Rebuke Undead (Su): An Acolyte of Vecna gains the ability to Rebuke Undead as a cleric of their class level; if they have rebuke undead from another source their levels in each stack, they do not gain a second pool of rebuke undead.

Hear Whispers (Su): When creatures tell secrets they whisper, and an Acolyte of Vecna must be able to hear secrets. An Acolyte of Vecna gains a +10 bonus on Listen checks to hear spoken words and whispers.

Lore Diabolic (Ex): An Acolyte of Vecna learns to cast spells of intellect and knowledge, harnessing even their inborn powers and divine gifts this way if they so choose. An Acolyte of Vecna may use their Intelligence in place of any or all other ability scores for the purposes of any spells, mysteries, infusions, utterances, spell-like abilities, and

Life Lived in Secret (Su): An Acolyte of Vecna is shrouded in divine mystery and secret, any information of their life hard to obtain. Beginning at 2nd level any Divination spell targeting an Acolyte of Vecna fails, as does any Legend Lore or Vision spell used to learn about them. Even the gods themselves when contacted with Commune or Contact any Plane cannot give answers about an Acolyte of Vecna. Mundane attempts to learn about an Acolyte of Vecna are also more difficult. Any bonus to checks made to learn or know about an Acolyte of Vecna lose any bonus they would gain from spell effects or magic items and have their DC increased by 10.

Lessons Learned from Betrayal (Su): Vecna's domination of Oerth was almost total, his power enough to crush all opposition to his reign. That was until his right hand, the vampire Kas, betrayed him and engaged him in a battle which seemingly at the time left behind only Vecna's hand and eye. Beginning at 3rd level an Acolyte of Vecna has learned well the lesson their master was taught that day. As an immediate action an Acolyte of Vecna may destroy any undead creature they created, or created by an undead creature they created, even across interplanar distances. There is no saving throw or resisting this effect, the animating energy simply leaves the undead.

Malus Arcanum (Ex) Vecna's priests learn dark secrets of necromancy known to few others. Beginning at 4th level whenever you cast a necromancy spell you may choose to invoke one of three special benefits.

---Cursed Shadows: When you cast a spell augmented with this dark secret the target takes 2d6 negative energy damage each round for a number of rounds equal to your Intelligence modifier. At this time they may attempt a Fortitude saving throw (same DC as the initial spell, if it did not allow a save same DC it would have had if it did), if they fail they take this damage for a number of rounds equal to your Int modifier and may attempt another save, repeat until they succeed. If the initial spell allows a saving throw and the target succeeds it this effect is negated entirely. The damage from this ability never heals undead.

---Dread Invocation: Any non-evil living creature within 30-ft which sees and hears you cast a spell augmented with this dark secret must make a Will save (same DC as the spell's or what it would be if it allowed a save) or be Shaken for 1 round. This save is made before any related to the spell being cast. You must include a Verbal and Somatic component with a spell to apply this dark secret to it, though you may add a Verbal and Somatic component to a spell which normally would not have one.

---Pulse of Darkness: When you cast a spell augmented with this dark secret select one target of the spell or yourself. A pulse of negative energy emits from the chosen target (or yourself) out to 5-ft per spell level. Any undead creature, or creature healed by negative energy, within this pulse is healed your Intelligence modifier plus 2 hp per spell level. This has no effect on living creatures or the creature from which the pulse emerges.

Corrupted Hand (Su): At 5th level an Acolyte of Vecna's left hand shrivels and warps, taking on itself a mummified appearance. With a touch the Acolyte of Vecna may deal cold damage equal to their Intelligence modifier plus 1d10 cold per 2 Acolyte of Vecna levels they possess, and 3 times per day they may in addition inflict 1d6 ability drain to a single ability of their choice other than Intelligence to the touched creature. The Acolyte of Vecna gains a Profane bonus to that ability for 10 minutes equal to the amount of drain inflicted. Finally an Acolyte of Vecna may use Blasphemy and Unholy Aura as spell-like abilities once per day each.

Tainted Divinations: Just as an Acolyte of Vecna learns dark secrets of necromancy they also learn dread secrets of divination. Beginning at 6th level whenever an Acolyte of Vecna casts a Divination spell they may select one secret from the following list to apply to that spell.

---Vampirism of Knowledge: Any creature which fails their saving throw against a Divination with this secret suffers 2 negative levels for 1 hour, and you gain a +2 profane bonus to the Knowledge skill of your choice for 1 hour. This secret may only be applied to spells which allow a saving throw.

---Reflexive Knowledge: When you cast a Divination spell augmented by this secret you may immediately cast a Necromancy spell with a casting time of 1 standard action or less as a swift action, but may not apply a secret granted by Malus Arcanum to that spell.

---Imbuement of Dark Knowledge: When you cast a Divination spell augmented by this secret you may select one Divination or Necromancy spell at least 2 levels lower and bestow it upon one undead creature you control or your familiar if any. That creature can then activate that spell as a standard action as if you had cast it yourself except it cannot have a secret from this ability or Malus Arcanum applied to it. An unintelligent undead may activate a spell granted to them by this ability but only under a direct order.

Craft Wondrous Item: At 7th level an Acolyte of Vecna gains Craft Wondrous Item as a bonus feat. If they already have it they may instead gain any Item Creation feat they meet the prerequisites for.

Twisted Eye (Su): As an Acolyte of Vecna grows closer and closer to their god they grow to resemble him more and more closely as well. At 8th level one of an Acolyte of Vecna's eyes shrivels and dries, becoming an undead husk. They can still see through this eye as normal, and in fact see better. The Acolyte of Vecna gains a +8 racial bonus to Spot checks, darkvision 60-ft (or their existing darkvision increases by 60-ft), and the benefits of a continual true seeing spell. Three times per day an Acolyte of Vecna may attempt to dominate a humanoid with a glance, doing so requires a standard action and the target must be within 30-ft and able to see the Acolyte's eye. This functions as dominate person and is considered a spell-like ability with a caster level of their character level but has a save DC of 10 + their Acolyte of Vecna level + their Intelligence modifier. In addition they may use Destruction as a spell-like ability 1/day, if a creature is killed by this spell-like ability however their body is not destroyed but instead they immediately reanimate as a skeleton under the Acolyte's control. After 8 hours this skeleton crumbles to dust.

Create Lich: An Acolyte of Vecna learns the most deeply held secret arts of the Cult of Vecna, the method to turn another creature into a lich. Beginning at 9th level an Acolyte of Vecna may prepare a phylactery for another creature (this requires the same spells and cost as creating one for themselves) and either perform a ritual which kills the creature reviving them as a lich, or collect a creatures intact corpse and perform a 16 hour ritual to reanimate it as a lich. The Acolyte of Vecna has no special control of a lich created this way, but may destroy them and their phylactery with Lessons Learned from Betrayal.

Avatar of Vecna: An Acolyte of Vecna has become a living embodiment of Vecna's will, bearing some of his resistance to hostile magic and some of his great power. Beginning at 10th level an Acolyte of Vecna gains Spell Resistance 10 plus their character level which they may raise or lower as an immediate action. 3 times per day as an immediate action they may increase this Spell Resistance to total Spell Immunity until the beginning of their next turn. In addition you may cast any arcane divination spell you know spontaneously with spell slots from your divine spellcasting class like how a cleric spontaneously cast inflict spells.