Minion of Set

While the Church of Set, god of serpents, already has enforcers and assassins, the Minions are a special breed of assassin, a very secretive, rare, and highly-respected sect of the faith reputed to be created by Set himself. While many members claim to have been visited by the Great Serpent, church elders and others outside the faith refute these tales as fever-dreams induced by the effects of the poison in their systems. Whether or not the Minions are truly created by their god, they hold his support and are considered to be outside of the church hierarchy – they can (and have) killed members of the faith, from the lowest commoner to the high priest of a temple, for heresy, treason against the church, or at the behest of their evil god.

Minions of Set are silent, shadowy figures who often dress in robes or wear masks to hide their deformities from others outside the faith; even in the temples, they choose to keep their features hidden – most Minions are unknown to fellow worshippers, and they prefer it that way. Some prefer the intimidation factor their alien appearance presents and walk around their temple openly displaying the marks of their god's approval, as well as the serpent's fangs (see the sidebar) at their belts.

Due to the requirements, all Minions of Set have clerical and rogue training; many also take one or more levels in assassin.

Note: If the god Set does not exist in your campaign, you can substitute another god with a similar portfolio – just rename the prestige class after that god, and change the requirements accordingly. Also, the changes listed under the Set's Blessing abilities are not all-inclusive – the DM can add others or change things up, or make a particular villain more unique. The ability to spit poison, for example, would be a moderate change; changing one of the Minion's arms into a large snake would be a major change; etc.

Minions of Set use specially-modified daggers of venom called serpent's fangs. While making one is not required to become a Minion, many craft their own shortly after being inducted into the ranks. These blades are very distinctive - very few sane people would ever buy one, as the Minions tend to hunt down lost or stolen blades.

Serpent's Fang: These wavy-bladed +1 daggers can be infused with one of any number of injected poisons, according to the maker's whim, though they are almost always some type of snake venom. Once chosen, however, the venom cannot be changed. Three times per day, the wielder can poison a target struck by the dagger; it must make a save vs. the poison's DC or suffer the effects.

Faint necromancy; CL 7th; poison, 5 doses of the poison to be used; Price 17,302 gp.

Hit Die: d6.


To qualify to become a Minion of Set (MoS), the character must fulfill all the following criteria.

Patron Deity: Set

Alignment: Any evil

Skills: Knowledge (religion) 6 ranks, Stealth 6 ranks

Feats: Poison Resistance

Sneak Attack +2d6

Spells: Ability to cast 2nd level spells from the Serpent domain.

Special: Must have been bitten by a poisonous snake of the character's size or larger and successfully resisted the effects of its poison (i.e., suffered the primary but not the secondary effect).

Class Skills

The Minion of Set's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (local, religion) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points Per Level: 6 + Int modifier

Table 1: The Minion of Set
Level Base
Attack Bonus
Special Spells Per Day
1st +0 +0 +2 +2 Serpent's tongue, poison immunity
2nd +1 +0 +3 +3 Poison use, sneak attack +1d6 +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Set's blessing I
4th +3 +1 +4 +4 Snake charm +1 level of existing divine spellcasting class
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 Set's blessing II +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Summon serpent
8th +6 +2 +6 +6 Sneak attack +3d6 +1 level of existing divine spellcasting class
9th +6 +3 +6 +6 Set's blessing III
10th +7 +3 +7 +7 Shapechange +1 level of existing divine spellcasting class

Class Features

All of the following are class features of the Minion of Set.

Weapon and Armor Proficiency: Minions of Set gain no additional weapon or armor proficiencies.

Serpent's Tongue (Su): The Minion of Set can communicate with any serpent or serpentine creature (i.e., snakes) as if under the effect of a speak with animals spell. This ability is usable at will.

Poison Immunity (Ex): Minions of Set are immune to all forms of snake poison, including serpent-like creatures like nagas.

Spells Per Day: At the indicated levels, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Minion of Set, she must decide to which class she adds the new level for purposes of determining spells per day.

Poison Use (Ex): Minions of Set are trained in the use of poisons and never risk accidentally poisoning themselves when applying poison to a blade.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 3 levels (5th and 8th). If a Minion of Set gets a sneak attack bonus from another source, the bonuses on damage stack.

Set's Blessing I (Ex): At 3rd, 6th, and 9th levels, the Minion of Set must undergo a rite of passage. The details are closely guarded; it is not very long or strenuous (DM's discretion), but it must be done at a temple to Set. If the character has been true to her faith, she gains Set's blessing and undergoes a minor change. The character can choose from one of the following:

Hissing Voice: The Minion gains a peculiar sibilance to her voice – that is, she hisses slightly. The Minion can suppress it with an act of will (by making a DC 10 Concentration check each time she speaks).

Snake Eyes: The Minion's eyes become slitted like those of a snake's. She gains darkvision. She also gains a -4 penalty to Diplomacy when dealing with non-serpent races or races that do not worship serpent-related gods, but gains a +4 bonus to Intimidate checks against those beings due to her alien appearance.

Snake Tongue: The Minion's tongue becomes forked, like a snake's. She gains the Scent ability.

Snake Charm (Su): A Minion of Set can fascinate up to one serpent creature (snakes, nagas, etc.) per combined cleric and Minion class level whose ECLs are no more than half the combined levels merely by swaying and making soft hissing noises; the serpents gain a Will save (DC 10 + class level + Wis modifier) to avoid the effect. This ability can be used three times per day and lasts for as long as the Minion concentrates.

Set's Blessing II (Ex): The Minion of Set undergoes a moderate change. The character can choose from one of the following, or can choose a second change from Set's Blessing I:

Boneless: The Minion becomes more flexible, as if she had fewer bones in her torso than normal. She gains a +4 competence bonus to Acrobatics checks to escape from grapples (and can squeeze though spaces one size smaller than normal) and suffers -2 points per die of damage (minimum 1) from crushing attacks.

Fangs: The Minion gains fangs like a snake's. If she successfully grapples a target, she can make a bite attack that deals 1d4 damage for a Medium character, or 1d3 for Small and poisons the target (bite; moderate incapacitating; onset 1d4 rounds, check 1d3 minutes; Fort save DC 16; initial and secondary effect 1d6 Str damage). This ability is usable three times per day; after that, she must rest at least 8 hours to let the poison regenerate.

Scales: The Minion's skin becomes scaled, like a snake's. She gains a +4 natural armor bonus, but suffers a –2 penalty to Diplomacy checks when dealing with non-serpent races or races that do not worship serpent-related gods (this stacks with the penalty noted for Snake Eyes, above).

Summon Serpent (Sp): Three times per day, the Minion can summon a fiendish giant constrictor, as the summon monster V spell.

Set's Blessing III (Ex): The Minion of Set undergoes a major change. The character can choose from one of the following, or can choose a change from Set's Blessing I or II:

Snake's Head: The Minion's head is transformed into that of a large snake. She can make a bite attack for 1d6 damage (Medium) or 1d4 (Small), but speaks in an almost incomprehensible hissing (serpents or those with comprehend languages can understand her perfectly). She can still cast spells normally.

Snake Tail: The Minion's legs merge, and her lower body becomes that of a large snake's. Her size increases by one step, but she can also constrict creatures up to one size smaller than she is (a Medium Minion deals 1d6 + Str modifier crushing damage each round; a Small 1d4 + Str mod).

All of these changes incur a -6 penalty to Diplomacy checks when dealing with non-serpent races or races that do not worship serpent-related gods. Snake's head grants a +4 bonus to Intimidate checks against all beings. These modifiers stack with those granted by other changes.

Shapechange (Su): Three times per day, as a full-round action, the Minion can change form into a snake (viper or constrictor) of any size up to one larger than her own. This ability otherwise works as the shapechange spell and lasts for one minute per class level.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License