Archives of Nethys

Prestige Classes


Source Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 34 (Amazon)
Pledging their souls to the Horsemen, souldrinkers learn the worst of daemonic magic while gaining the ability to bind and devour souls. With every soul they consume, these casters tithe a fraction to their patrons in Abaddon. They are the proxies of death, serving the architects of the apocalypse until eventually their own souls are drawn into their masters’ waiting maws.


To qualify to become a souldrinker, a character must fulfill all of the following criteria.

Alignment: Neutral evil.
Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Language: Infernal or Abyssal.
Special: Must worship one of the Four Horsemen.

Class Skills

The Souldrinker's class skills are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d6.

Class Features

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells Per Day
1st+0+0+0+1Cacodaemon familiar, daemonic patron, damned
2nd+1+1+1+1Energy drain, soul pool+1 level of existing class
3rd+1+1+1+2Summon cacodaemon+1 level of existing class
4th+2+1+1+2Lesser oblivion+1 level of existing class
5th+2+2+2+3+1 level of existing class
6th+3+2+2+3Energy drain (2 levels)
7th+3+2+2+4Oblivion+1 level of existing class
8th+4+3+3+4Summon ceustodaemon+1 level of existing class
9th+4+3+3+5+1 level of existing class
10th+5+3+3+5Greater oblivion+1 level of existing class

The following are features of the souldrinker prestige class.

Weapon and Armor Proficiency: Souldrinkers gain proficiency with the favored weapon of their daemonic patron, but with no other weapon or armor.

Spells per Day: At the indicated levels, a souldrinker gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an souldrinker, she must decide to which class she adds the new level for the purposes of determining spells per day.

Cacodaemon Familiar (Ex): At 1st level, the souldrinker gains a cacodaemon familiar, as if she had the Improved Familiar feat. If the souldrinker already has a familiar, the cacodaemon devours it (which does not penalize the souldrinker). The souldrinker counts as an evil outsider for the purpose of utilizing cacodaemon soul gems.

Daemonic Patron (Ex): At 1st level, a souldrinker must choose one of the Four Horsemen to serve as her patron (Apollyon, Charon, Szuriel, or Trelmarixian). Once made, this choice cannot be changed.

Damned (Ex): Starting at 1st level, when a souldrinker dies, her patron instantly claims her soul. In time, the soul is consumed for its power or transformed into a daemon appropriate to the patron’s needs and interests. Any character attempting to resurrect a slain souldrinker must succeed at a caster level check equal to 10 + the souldrinker’s level or the spell fails. That character cannot attempt to resurrect the souldrinker again until the following day, though other characters can attempt to do so if they please.

Energy Drain (Su): At 2nd level, a souldrinker gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souldrinker gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souldrinker’s class level + her spellcaster ability modifier. At 6th level, this touch attack bestows two negative levels (four on a critical hit).

Soul Pool (Su): At 2nd level, a souldrinker gains a pool of soul points, stolen life energy she can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when the souldrinker uses her energy drain ability on a suitable target. A souldrinker gains 1 soul point for each negative level bestowed by her energy drain, but only if the target’s soul qualifies as at least an “animal spirit” with Hit Dice equal to or greater than the souldrinker’s class level, a “basic soul,” or something more powerful/notable (see The Soul Trade on page 30). The maximum number of soul points a souldrinker can have in her pool is equal to 1/2 her class level plus her spellcasting ability modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised.

A souldrinker can use soul points for the following:

Item Creation: A souldrinker can use soul points as part of crafting magic items, as described in Using Souls on page 31. Each counts as a basic soul toward this purpose.

Recharge staff: This works like recharging a staff in the normal manner, but instead of spell slots, the souldrinker expends soul points equal to the spell level needed.

Recover Spell Slot: As a full-round action, a souldrinker can expend soul points equal to twice the spell level of a cast spell or used spell slot in order to regain that spell or slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters).

Replace Familiar: A souldrinker can replace her slain cacodaemon familiar at any time by spending 1 hour and 10 soul points in a specialized ritual.

Summon Cacodaemon (Sp): At 3rd level, once per day, a souldrinker can summon 1d3 cacodaemons, which serve her for 1 minute per souldrinker class level. This ability otherwise counts as greater summon cacodaemon (see page 39).

Lesser Oblivion (Su): At 4th level, a souldrinker’s patron invests her with a specific ability.

Apollyon—Immunity to diseases, including supernatural and magical diseases.

Charon—Immunity to aging effects and effects that give penalties to Strength and Constitution.

Szuriel—Immunity to bleed effects and effects that give penalties to Strength.

Trelmarixian—Immunity to ingested and inhaled poisons, and the subject no longer needs to eat or drink.

Oblivion (Sp): At 7th level, the souldrinker is granted more power by her patron, gaining a spell-like ability usable at will, but costing 1 soul point for each use.

Apollyoncontagion (DC 10 + the souldrinker’s class level + her spellcasting ability score modifier).

Charonvampiric touch.


Trelmarixianbestow curse (DC 10 + the souldrinker’s class level + her spellcasting ability score modifier).

Summon Ceustodaemon (Sp): At 8th level, once per day, a souldrinker can summon 1d2 ceustodaemons, which serve her for 1 minute per souldrinker class level. This ability otherwise counts as summon ceustodaemon (see page 39).

Greater Oblivion (Sp): At 10th level, the souldrinker gains further power from her patron. The spell-like abilities listed here are usable at will, but cost 3 soul points for each use.

Apollyoncreeping doom (DC 10 + the souldrinker’s class level + her spellcasting ability score modifier).

Charon—Gain fast healing 10 for 10 rounds. This counts as a 6th-level spell.

SzurielGreater magic weapon (+4 enhancement bonus). Like a paladin with a weapon divine bond, the souldrinker can use the enhancement bonuses to add any of the following weapon properties: mighty cleaving, unholy, vicious, wounding.

Trelmarixianhorrid wilting (DC 10 + the souldrinker’s class level + her spellcasting ability score modifier).


A souldrinker whose alignment becomes anything other than neutral evil or who blatantly goes against the will of her daemonic patron loses access to all class features except for Damned. She cannot thereafter gain levels as a souldrinker until she atones for her deeds.