Holy warriors abound in all societies, serving the call and cause of good and law, or of chaos and balance as their deities and countries require. Of these champions, the paladin is the most common and widely known. Other champions exist as well, emdodying other virtues of belief and ethos; the disruptve anarch, the rebellious avenger, the protective sentinel, the mysterious incarnate, and the devoted enforcer. Yet these are not the only holy warriors who have chosen to devote their lives and will to the pursuit of a sacred goal — others lurk in the shadowy places of the world. They wear a multitude of faces in these regions; crimelord, tyrant, warlord, murderer. The antithesis of all virtues, they are champions of sin, the heralds of despair. They are the reavers of the divine.
This article compliments Champions of the Divine that details five variants of paladins that served alignments other than lawful good. Yet three alignments went conspicuously absent from that article and with good cause. Whereas the champions of the divine often work together with other orders that do not directly oppose their ethos, the reavers of the divine are cruel and bitter to the core, and serve only their own debased needs and desires. Nevertheless, these unholy warriors are fundamentally similar to the paladin in several ways; they are all martial classes and often serve as soldiers and guardians for their chosen religion. Yet each has a specific and unique focus.
Despite their different beliefs, all champions of the divine share certain similar abillties and features as detailed below.
Abilities: Charisma enhances an unholy warriors ability to smite, her self-protective capabilities, and her ability to channel energy. Strength is important for its important role in combat, something that all unholy warriors revel in. A Wisdom score of 14 or higher is required to get access to the most powerful unholy warrior spells, and a score of 11 or higher is required to cast any unholy warrior spells at all.
Alignment: All holy warriors must be of a specific alignment, as indicated in the following table:
| Unholy Warrior | Required Alignment |
|---|---|
| Despot | Lawful Evil |
| Corrupter | Neutral Evil |
| Anti-paladin | Chaotic Evil |
Hit Die: 1d10.
Although all three unholy warrior classes have different skill lists, they all gain skill points at the same rate.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features: All of the following are class features shared in common between all unholy warriors:
Weapon and Armour Proficiency: All unholy warriors are proficient with all simple and marttal weapons, with all types of armour (heavy, medium and light), and with shields (except tower shields).
Smite (Su): All unholy warriors can smite a certain type of enemy a number of times per day. Smiting a target requires a normal melee attack. The unholy warrior adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per unholy warrior level. If the unholy warrior accidentally smites a target that is inappropriate, the smite attack has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter the unholy warrior may smite one additional time per day, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 20th level, the unholy warrior gains a bonus equal to her Charisma bonus (1f any) on all saving throws.
Aura of Fear (Su): Beginning at 3rd level, an unholy warrior exudes an almost palpable aura of menace and evil. Each enemy within 10 feet of her suffers a -4 morale penalty on saving throws against fear effects. The unholy warrior herself is deadened to the emotion of fear, and is immune to all fear effects.This ability functions while the unholy warrior is conscious, but not if she is unconscious or dead. An unholy warrior can suppress or activate this aura as a free action.
Spells: All unholy warriors gain the ability to cast divine spells as early as 4th level (if their Wisdom score is high enough to grant bonus 1st level spells). Each unholy warrior has a unique spell list, and members of these classes must choose and prepare their spells in advance. Unholy warriors gain spells at the same rate as paladins.
Of the three variants of unholy warrior, the anti-paladin is certainly the most notorious. A loner, he eschews prolonged contact with all forms of society and companionship except on a temporary basis as his desires, needs and lusts demand. He wanders the fringe of civilization, always seeking just1ce to upend, happiness to quash, and faith to destroy. Many anti-paladins are truly mad, completely overwhelmed with the burning desire to tear down what others have toiled to create, be it a comfortable home, a loving family or even a powerful nation.
Anti-paladins must be chaotic evil, since they personify the raw destructive force of entropy and hatred without focus or direction. Evil deities of destruction often count anti-paladins among their devoted, but powerful beings from the lower planes (especially demon lords) also enlist these hateful souls as minions. Anti-paladins do not form knighthoods or similar societies, but they do work as mercenaries. An anti-paladin who finds himself in charge of a contingent of like-minded killers usually grows tired of his “allies” before long and leads them to their doom or kills them himself.
Alignment: Chaotic evil.
Hit Die: d10.
The anti-paladin’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Evil, Detect Good, Smite Good 1/day |
| 2nd | +2 | +3 | +0 | +0 | Divine Grace, Slaughter the Weak |
| 3rd | +3 | +3 | +1 | +1 | Aura of Fear, Death Knell 1/day |
| 4th | +4 | +4 | +1 | +1 | Turn or Rebuke Outsider |
| 5th | +5 | +4 | +1 | +1 | Fiendish Mount, Smite Good 2/day |
| 6th | +6/+1 | +5 | +2 | +2 | Contagion 1/week |
| 7th | +7/+2 | +5 | +2 | +2 | |
| 8th | +8/+3 | +6 | +2 | +2 | Death Knell 2/day |
| 9th | +9/+4 | +6 | +3 | +3 | Contagion 2/week |
| 10th | +10/+5 | +7 | +3 | +3 | Smite Good 3/day |
| 11th | +11/+6/+1 | +7 | +3 | +3 | |
| 12th | +12/+7/+2 | +8 | +4 | +4 | Contagion 3/week |
| 13th | +13/+8/+3 | +8 | +4 | +4 | Death Knell 3/day |
| 14th | +14/+9/+4 | +9 | +4 | +4 | |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Contagion 4/week, Smite Good 4/day |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Contagion 5/week, Death Knell 4/day |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Smite Good 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the anti-paladin.
Aura of Evil: The power of an anti-paladin’s aura of evil (see the detect evil spell) is equal to his anti-paladin level.
Detect Good (Sp): At will, an anti-paladin can detect good, as the spell.
Smite Good (Su): An anti-paladin’s smite targets creatures of a good alignment, but otherwise, it functions the same as the paladin’s ability to smite evil.
Slaughter the Weak (Ex): Beginning at 2nd level, an anti-paladin takes a perverse and horrendous glee when facing opponents in battle that are weaker than himself. He gains a +2 morale bonus to attack and damage rolls with melee weapons when he attacks any creature that has fewer Hit Dice than he does.
Dying creatures who have less Hit Dice than the anti-paladin suffer a -2 penalty to save against death knell spells cast by the anti-paladin.
Death Knell (Sp): The anti-paladin can cast death knell, as the spell, once per day at 3rd level, at a caster level equal to his anti-paladin level. At every five levels thereafter the anti-paladin can cast death knell an additional time each day.
Turn or Rebuke Outsider (Su): When an anti-paladin reaches 4th level, he gains the supernatural ability to turn or destroy good outsiders by channeling energy. He can instead rebuke or command evil outsiders with a use of this ability if he chooses. The anti-paladin may use this ability a number of times per day equal to 3 + his Charisma modifier. The anti-paladin turns or rebukes outsiders as a cleric of three levels lower would turn undead.
Fiendish Mount (Sp): Anti-paladins gain a fiendish mount at 5th level. This ability functions just like the special mount ability of the paladin class except that an anti-paladin’s special mount always has the fiendish template, and it remains for 1 hour per anti-paladin level once called.
Contagion (Sp): At 6th level, an anti-paladin gains the ability to cast contagion, as the spell, once per week. He may use this ability an additional time each week every additional three levels, to a maximum of 5 times a week at 20th level. Caster level is equal to the anti-paladin’s class level.
An anti-paladin must be of chaotic evil alignment and loses all class abilities if he ever willingly commits a good act. He must work at all times to undermine the works of civilization and good peoples, and must never offer mercy or grant quarter unless he betrays his word within the next hour. He cannot join an organization, but he can perform services for others as long as the services are for pay and ultimately lead to chaos and devastation.
An anti-paladin may adventure with any non-good alignment, but remains hateful and distrustful of any “allies”. As soon as an ally is no longer useful, the anti-paladin usually kills her (or at the very least, sacrifices her for his own personal gain). He never knowingly associates with good characters, nor will he continue an association with someone who balks at senseless murder or refuses to reward him for his aid. An anti-paladin may only accept henchmen, followers, or cohorts who are chaotic evil. Anti-paladins always suffer the -2 penalty for cruelty when determining their effective Leadership score to recruit a cohort.
Anti-paladins choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
The despot can be a local thug who demands protection money from struggling businesses, or she can be the tyrannical ruler of an oppressed nation. In both cases, she profits and thrives from the oppression of those under her net of cruelty and domination. Yet for all her inability to empathize with the hurts and distress of those she stands upon for her own personal empowerment, the despot is not without a rigid form of law and warped honour. She and her minions protect those she rules from other forces. Indeed, in a region besieged with armies of goblinoids, rampaging giants or ravenous hordes of undead, the local inhabitants might find the rule of a despot preferable.
The despot is always lawful evil, and strives to build an organization of thugs and police to enforce her laws and ideals. Deities of tyranny and oppression often have enforcer followers. Although rare, it is not unheard of for enforcers to serve despots as police, especially in regions where the despot’s rule is less destructive than the threats to her domain. More often, despots are served by lower level despots who strive to serve their master as best they can until they find a chance or method to depose and replace their ruler.
Alignment: Lawful evil.
Hit Die: d10.
The despot’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +0 | +2 | Aura of Law, Detect Chaos, Smite Chaos 1/day |
| 2nd | +2 | +0 | +0 | +2 | Divine Grace, Slippery Mind |
| 3rd | +3 | +1 | +1 | +3 | Aura of Fear, Indomitable Will |
| 4th | +4 | +1 | +1 | +4 | Oppression |
| 5th | +5 | +1 | +1 | +4 | Smite Chaos 2/day, Leadership |
| 6th | +6/+1 | +2 | +2 | +5 | |
| 7th | +7/+2 | +2 | +2 | +5 | Mark of Justice 1/week |
| 8th | +8/+3 | +2 | +2 | +6 | |
| 9th | +9/+4 | +3 | +3 | +6 | |
| 10th | +10/+5 | +3 | +3 | +7 | Smite Chaos 3/day |
| 11th | +11/+6/+1 | +3 | +3 | +7 | Mark of Justice 2/week |
| 12th | +12/+7/+2 | +4 | +4 | +8 | |
| 13th | +13/+8/+3 | +4 | +4 | +8 | |
| 14th | +14/+9/+4 | +4 | +4 | +9 | |
| 15th | +15/+10/+5 | +5 | +5 | +9 | Mark of Justice 3/week, Smite Chaos 4/day |
| 16th | +16/+11/+6/+1 | +5 | +5 | +10 | |
| 17th | +17/+12/+7/+2 | +5 | +5 | +10 | |
| 18th | +18/+13/+8/+3 | +6 | +6 | +11 | |
| 19th | +19/+14/+9/+4 | +6 | +6 | +11 | Mark of Justice 4/week |
| 20th | +20/+15/+10/+5 | +6 | +6 | +12 | Smite Chaos 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the despot.
Aura of Law: The power of a despot’s aura of law (see the detect law spell) is equal to her despot level.
Detect Chaos (Sp): At will, a despot can use detect chaos, as the spell.
Smite Chaos (Su): A despot’s smite targets creatures with a chaotic alignment, but otherwise, it functions the same as the paladin’s ability to smite evil.
Slippery Mind (Ex): The despot has a powerful sense of self and free will, and her mind fights much harder against magical control than most other minds. If a despot is affected by an enchantment spell or effect and fails her saving throw, she can attempt the saving throw again 1 round later to break free of the effect, Failing this second saving throw does not grant the despot further saving throws against the enchantment.
Indomitable Will (Su): At 3rd level, the despot’s mind has become an unassailable fortress of ego. She is now completely immune to all spells of the charm sub-school.
Oppression (Su): When a despot reaches 4th level, she gains the supernatural ability to oppress other living creatures by speaking to them and channelling negative energy into the power of her voice. This is a language-dependant, mind-affecting ability.
When a despot tries to oppress, she makes a turning check (1d20 + her Charisma modifier) as if she were a cleric of three levels lower turning undead. The result of the check indicates how many targets within 60 feet (who must be able to understand the despot’s words) are potentially affected, and the turning damage indicates the total Hit Dice of targets affected. Creatures with chaotic alignments are affected first, and creatures with lawful alignments are affected last. Within the alignment spectrum, closer creatures are affected first.
A target that is oppressed becomes sickened with guilt and depression (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks and ability checks) for 1 minute.
If the despot has twice as many levels (or more) than any creature that is oppressed, that creature is instead nauseated (can only take a single move action each turn) for 1 minute.
A despot can use this ability a number of times per day equal to 3 + her Charisma modifier.
Leadership (Ex): Upon reaching 5th level, a despot gains the Leadership feat as a bonus feat. Despots gain a +1 bonus to their Leadership score.
Mark of Justice (Sp): At 7th level, a despot can cast mark of justice, as the spell, once per week. She can use this ability one additional time per week for every four levels after 7th, to a maximum of 4 times a week at 19th level.
A despot must be of lawful evil alignment and loses all class abilities if she ever willingly commits a chaotic act (such as breaking a vow or contract or betraying an ally). She must at all times work to expand and grow her domain, either by virtue of the Leadership feat or by strong-arming those less fortunate and powerful than herself. She is allowed to abuse her sovereignty in any way she sees fit to further her own personal strength and glory, but she must protect and defend her subjects and allies from harm from other forces. Likewise, she must not overburden her subjects so that they cannot support her.
A despot adventures only with characters of a non-chaotic alignment and remains suspicious and wary of those who are not lawful. She will never knowingly associate with chaotic characters, nor will she continue an association with someone who consistently offends her moral code. This includes remaining in a group in which she is not equal or superior to the highest-level member A despot can adventure or associate with those of equal level, although doing so makes her more uncomfortable and irritable than normal. A despot may only accept henchmen, followers or cohorts who are lawful evil.
Despots choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
Of the three unholy warriors, none can match the corrupter in his capacity for evil. The despot serves as a guardian to those he oppresses and abuses, and the anti-paladin is often too self-destructive and capricious to be a long-term menace. Additionally, their goals are often focused on large scales, and as such their evil is blatantly obvious. The corrupter, on the other hand, specializes in smaller scale perversions and cruelties. He may not rule nations or drive his enemies before himself with waves of fear, but the effects of his deeds are arguably more terrifying. The corrupter is a hidden evil, a lurking menace that uses charm, guile and deception to allow his evil to work like a slow poison in the souls of his victims.
The corrupter’s primary focus is to corrupt the faith of others; his favoured targets are good clerics, He uses the abilities granted by his deity to infiltrate the churches of other gods, usually in the guise of a mercenary looking to add purpose to his life in the form of newfound faith. Once he has corrupted as many priests as possible, but before he is discovered, he moves on to a new church. Another favourite tactic is to quietly slay the enemy clerics in a settlement so that minions of his own faith can fill the void left by their passing; often, a town readily accepts the arrival of a new band of clerics when the previous ones have mysteriously been slain.
Corrupters are always neutral evil; they ignore the laws of the land as they see fit to work their evil, yet must remain focused and true to their own deities. All evil deities count at least a few corrupters among their faithful, although most worship deities of deception and temptation. A corrupter’s faith in his deity is absolute; he sees himself as a personal extension of his patron’s will and strives to undo the work of all other faiths. While he does his best to survive in the wake of his anguished victims, he never hesitates to make great personal sacrifices in order to ensure the success of his hateful goals.
Alignment: Neutral evil.
Hit Die: d10.
The corrupter’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Aura of Evil, Detect Good, Smite Heathen 1/day |
| 2nd | +2 | +0 | +3 | +0 | Divine Grace, Hidden Faith |
| 3rd | +3 | +1 | +3 | +1 | Aura of Fear, Disguise Self |
| 4th | +4 | +1 | +4 | +1 | Intercession |
| 5th | +5 | +1 | +4 | +1 | Smite Heathen 2/day |
| 6th | +6/+1 | +2 | +5 | +2 | Fiendish Familiar |
| 7th | +7/+2 | +2 | +5 | +2 | |
| 8th | +8/+3 | +2 | +6 | +2 | Fallen Soul 1/week |
| 9th | +9/+4 | +3 | +6 | +3 | |
| 10th | +10/+5 | +3 | +7 | +3 | Smite Heathen 3/day |
| 11th | +11/+6/+1 | +3 | +7 | +3 | |
| 12th | +12/+7/+2 | +4 | +8 | +4 | Fallen Soul 2/week |
| 13th | +13/+8/+3 | +4 | +8 | +4 | |
| 14th | +14/+9/+4 | +4 | +9 | +4 | |
| 15th | +15/+10/+5 | +5 | +9 | +5 | Smite Heathen 4/day |
| 16th | +16/+11/+6/+1 | +5 | +10 | +5 | Fallen Soul 3/week |
| 17th | +17/+12/+7/+2 | +5 | +10 | +5 | |
| 18th | +18/+13/+8/+3 | +6 | +11 | +6 | |
| 19th | +19/+14/+9/+4 | +6 | +11 | +6 | |
| 20th | +20/+15/+10/+5 | +6 | +12 | +6 | Fallen Soul 4/week, Smite Heathen 5/day |
| Level | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 1st | — | — | — | — |
| 2nd | — | — | — | — |
| 3rd | — | — | — | — |
| 4th | 0 | — | — | — |
| 5th | 0 | — | — | — |
| 6th | 1 | — | — | — |
| 7th | 1 | — | — | — |
| 8th | 1 | 0 | — | — |
| 9th | 1 | 0 | — | — |
| 10th | 1 | 1 | — | — |
| 11th | 1 | 1 | 0 | — |
| 12th | 1 | 1 | 1 | — |
| 13th | 1 | 1 | 1 | — |
| 14th | 2 | 1 | 1 | 0 |
| 15th | 2 | 1 | 1 | 1 |
| 16th | 2 | 2 | 1 | 1 |
| 17th | 2 | 2 | 2 | 1 |
| 18th | 3 | 2 | 2 | 1 |
| 19th | 3 | 3 | 3 | 2 |
| 20th | 3 | 3 | 3 | 3 |
All of the following are class features of the corrupter.
Aura of Evil: The power of a corrupter’s aura of evil (see the detect evil spell) is equal to his corrupter level.
Detect Good (Sp): At will, a corrupter can detect good, as the spell.
Smite Heathen (Su): A corrupter’s smite targets all creatures with the ability (including potential ability, such as a paladin or ranger who have yet to progress to a level that allows spellcasting) to cast divine spells, with the exception of worshippers of his own faith. Otherwise, it functions the same as the paladin’s ability to smite evil.
Hidden Faith (Su): A corrupter’s faith in his deity becomes hidden when he reaches 2nd level. He gains a +4 profane bonus to all Bluff, Disguise and Forgery checks to maintain this deception, and any magical attempt to discern his actual faith fails unless the caster makes a successful level check (DC = the target’s corrupter levels + 10).
Disguise Self (Sp): At 3rd level, a corrupter can cast disguise self, as the spell. He may use this spell-like ability a number of times per day equal to his Charisma bonus (minimum of once per day), at a caster level equal to his corrupter level.
Intercession (Su): When a corrupter reaches 4th level, he gains the supernatural ability to cut divine spellcasters off from their source of power. To do so, the corrupter makes a turning check as a cleric three levels lower would. The result indicates the highest-level divine spellcaster the corrupter can cut off from her connection to her deity. The turning damage result indicates the maximum total Hit Dice of divine spellcasters within 60 feet the ability can affect. The corrupter’s intercession affects the closest divine spellcasters it can affect first.
Affected divine spellcasters cannot cast divine spells for 1 minute, except if the corrupter has twice as many corrupter levels as the creature has divine spellcaster levels; in this case, the divine spellcaster loses the ability to cast divine spells for 24 hours.
If the corrupter attacks an affected divine spellcaster in any way, or the affected spellcaster receives an atonement spell, the divine spellcaster is freed from this effect. The corrupter’s allies and other creatures can attack the divine spellcaster without breaking the effect.
The corrupter may use this ability a number of times per day equal to 3 + his Charisma modifier.
Fiendish Familiar (Su): At 6th level, a corrupter gains the Improved Familiar feat as a bonus feat, even if he normally couldn’t qualify for this feat’s prerequisites. His new familiar must be an imp or a quasit. It benefits from the rules on the familiars section. The corrupter’s class level counts as the “master class level” for the purposes of determining what benefits the familiar gains.
Fallen Soul (Sp): At 8th level, a corrupter gains the ability to cast fallen soul, as the spell, once per week. He may use this ability an additional time each week every additional four levels, to a maximum of 4 times a week at 20th level.
A corrupter must be neutral evil, and loses all class abilities if he ever willingly commits a good act or an act that exposes his faith to an opposing religion and results in his detriment. He must strive to corrupt and taint all faiths apart from his own, with a special focus on good faiths. He is allowed to make whatever vows or declarations are required in order to maintain this deception, as long as he spends at least an hour each day in private prayer to his deity. He must strive to remain hidden, although the methods by which he undermines other faiths are left to his own discretion.
A corrupter can adventure with characters of any alignment, but remains suspicious and wary of good-aligned characters. He tolerates the presence of good associates only as long as he is secretly working to convert them to evil. He will not continue an association with someone who consistently offends his moral code by resisting his efforts to convert them. A corrupter may only accept henchmen, followers or cohorts who are neutral evil.
Corrupters choose their spells from the following list:
1st Level:
2nd Level:
3rd Level:
4th Level:
Source: Dragon Magazine #312 (Page 18)