[Pathfinder] beastisrfrt
651102222411022241106511026511022224110paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2Table 2–4: Fiendish PatronsUnlike most clerics, fiendish vessels must pick either the god Asmodeus or one of the following archdevils, demon lords, orHorsemen as their patron. The following describes some of the more common patrons. A more complete list of archdevils anddemon lords can be found on pages 231 of the Pathfinder Campaign Setting: Inner Sea World Guide.ArchdevilsArchdevil AL Areas of Concern Domains Favored WeaponBaalzebul LE Arrogance, flies, lies Air, Death, Evil, Law SpearBelial LE Adultery, deception, desire Charm, Destruction, Evil, Law RanseurDispater LE Cities, prisons, rulership Evil, Law, Nobility, Trickery Heavy maceMephistopheles LE Contracts, devils, secrets Evil, Knowledge, Law, Rune TridentDemon LordsDemon Lord AL Areas of Concern Domains Favored WeaponAbraxas CE Forbidden lore, magic, snakes Chaos, Evil, Knowledge, Magic WhipBaphomet CE Beasts, labyrinths, minotaurs Animal, Chaos, Evil, Strength GlaiveDagon CE Deformity, the sea, sea monsters Chaos, Destruction, Evil, Water TridentShax CE Envy, lies, murder Chaos, Destruction, Evil, Nobility DaggerThe Four HorsemenHorseman AL Areas of Concern Domains Favored WeaponApollyon NE Pestilence Air, Darkness, Destruction, Evil ScytheCharon NE Death Death, Evil, Knowledge, Water QuarterstaffSzuriel NE War Evil, Fire, Strength, War GreatswordTrelmarixian NE Famine Earth, Evil, Madness, Weather Spiked gauntletbut instead of healing undead and dealing damage toliving creatures, this blast of evil energy automaticallyheals evil creatures and debilitates good creatureswithin its burst.Channeling this evil causes a burst that affects allcreatures in a 30-foot radius centered on the fiendishvessel. In the case of evil creatures, the amount of damagehealed is equal to 1d4 points of damage and increases by1d4 at every two levels beyond 1st (to a maximum of 10d4at 19th level). Good creatures in the burst receive a Willsaving throw to negate this damage. Good creatures thatfail their saving throws are sickened for 1d4 rounds. Goodcreatures with a number of Hit Dice less than or equal tothe fiendish vessel’s class level – 5 that fail their savingthrows are nauseated for 1 round and then sickened for1d4 rounds instead. The DC of this save is equal to 10 + 1/2the fiendish vessel’s level + the fiendish vessel’s Charismabonus. Neutral creatures are unaffected by this burst ofevil energy.A fiendish vessel may channel this energy a number oftimes per day equal to 3 + her Charisma modifier. Doingso is a standard action that does not provoke attacks ofopportunity. A fiendish vessel can choose whether or notto include herself in this effect. A fiendish vessel mustpresent her unholy symbol or use her familiar as thedivine focus for this ability.For the purposes of feats that affect channel energy,this ability counts as channeling negative energy. Ifthe feat changes the way the fiendish vessel channelsor deals damage with her channeling, use the amountof damage this ability heals evil creatures to determinethe damage-dealing potential of the affected ability. Forinstance, if a 5th-level fiendish vessel takes the ChannelSmite feat, her channeling deals an additional 3d4points of damage to living creatures on a successful hit(though they may save to negate the damage).This ability replaces channel energy.Fiendish Familiar: At 3rd level, a fiendish vessel’spatron rewards her with a fiendish servant. Thefiendish vessel gains an imp, quasit, or cacodaemonfamiliar based on the patron she worships. If sheworships Asmodeus or an archdevil, she gets an imp;if she worships a demon lord, she gets a quasit; and ifshe worships one of the Four Horsemen, she gains acacodaemon. This ability is identical to the wizard’sarcane bond with a familiar and the Improved Familiarfeat, using the fiendish vessel’s character level in placeof the wizard level.This tiny fiend acts like a perverse, manifest moralcompass. Furthermore, this familiar can act as a livingdivine focus and unholy symbol for her spellcasting ifthe fiendish vessel so desires, which means that when she171paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
65110322241112224111paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511036511032224111uses her channel evil ability, its burst can be centered onthe familiar instead, as long as that familiar is within 30feet and line of sight. A fiendish vessel’s familiar tends tobe fawning and subservient to the fiendish vessel. Shouldher familiar die, the fiendish vessel’s patron replaces thefamiliar with an identical one within 1 week, withoutthe need for a special ritual. Furthermore, the fiendishfamiliar gains the following special abilities beyond thestandard familiar special abilities.Fiendish Augury (Sp): At 3rd level, the fiendish vessel canask the familiar whether a particular course of action willbring good or bad results for her in the immediate future.This ability acts like the augury spell, with a caster levelequal to the fiendish vessel’s level, with the familiar actingas the mouthpiece for the spell. This ability can be usedonce per day.Fiendish Divination (Sp): At 9th level, the fiendishvessel can use a more powerful form of divination togain intelligence from her patron through her fiendishfamiliar. This ability acts like the divination spell, with acaster level equal to the fiendish vessel’s level; the familiaracts as the mouthpiece for the spell. This ability can beused once per day.Extra Divination (Sp): At 13th level, the fiendish vessel cangain intelligence from her patron more often each day. Shecan use fiendish divination up to 3 times per day.Fiendish Summoning: When casting summon monsterspells, a fiendish vessel is limited to summoningfiendish creatures and evil outsiders of the samealignment as her patron.NEW RACIAL RULESThe following options are available to tief lings. At theGM’s discretion, other appropriate races may make use ofsome of these new rules.Tiefling EquipmentTief lings have access to the following equipment.Fiendgore Unguent: When this unguent—preparedwith vile alchemical reagents and the gore of fiends—isapplied to a wounded tief ling or evil outsider (not currentlyat maximum hit points), it momentarily transformsthe essence of the target into something even morefearsome and demonic. While under the effectsof a fiendgore unguent, a tief ling or an eviloutsider gains a +2 circumstance bonus onIntimidate checks and a +1 circumstance bonusto the DC of all spells with the fear descriptor that theycast. Applying the unguent is a delicate process, requiringa full-round action, and can only be properly applied toa willing or helpless creature. If applied to a creatureother than a tief ling or an evil outsider, it sickens thecreature instead. The unguent’s effects (either beneficialor harmful) last for 1 minute.Tiefling EquipmentItem Cost Weight Craft DCFiendgore unguent 75 gp 1 lb. 20Tiefling FeatsTief lings have access to the following feats.Armor of the PitYour fiendish traits take the form of a protective scaly skin.Prerequisite: Tief ling.Benefit: You gain a +2 natural armor bonus.Special: If you have the scaled skin racial trait, you insteadgain resistance 5 to two of the following energy types that youdon’t have resistance to already: cold, electricity, and fire.172paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
Table 2–4: Fiendish Patrons
Unlike most clerics, fiendish vessels must pick either the god Asmodeus or one of the following archdevils, demon lords, or
Horsemen as their patron. The following describes some of the more common patrons. A more complete list of archdevils and
demon lords can be found on pages 231 of the Pathfinder Campaign Setting: Inner Sea World Guide.
Archdevils
Archdevil AL Areas of Concern Domains Favored Weapon
Baalzebul LE Arrogance, flies, lies Air, Death, Evil, Law Spear
Belial LE Adultery, deception, desire Charm, Destruction, Evil, Law Ranseur
Dispater LE Cities, prisons, rulership Evil, Law, Nobility, Trickery Heavy mace
Mephistopheles LE Contracts, devils, secrets Evil, Knowledge, Law, Rune Trident
Demon Lords
Demon Lord AL Areas of Concern Domains Favored Weapon
Abraxas CE Forbidden lore, magic, snakes Chaos, Evil, Knowledge, Magic Whip
Baphomet CE Beasts, labyrinths, minotaurs Animal, Chaos, Evil, Strength Glaive
Dagon CE Deformity, the sea, sea monsters Chaos, Destruction, Evil, Water Trident
Shax CE Envy, lies, murder Chaos, Destruction, Evil, Nobility Dagger
The Four Horsemen
Horseman AL Areas of Concern Domains Favored Weapon
Apollyon NE Pestilence Air, Darkness, Destruction, Evil Scythe
Charon NE Death Death, Evil, Knowledge, Water Quarterstaff
Szuriel NE War Evil, Fire, Strength, War Greatsword
Trelmarixian NE Famine Earth, Evil, Madness, Weather Spiked gauntlet
but instead of healing undead and dealing damage to
living creatures, this blast of evil energy automatically
heals evil creatures and debilitates good creatures
within its burst.
Channeling this evil causes a burst that affects all
creatures in a 30-foot radius centered on the fiendish
vessel. In the case of evil creatures, the amount of damage
healed is equal to 1d4 points of damage and increases by
1d4 at every two levels beyond 1st (to a maximum of 10d4
at 19th level). Good creatures in the burst receive a Will
saving throw to negate this damage. Good creatures that
fail their saving throws are sickened for 1d4 rounds. Good
creatures with a number of Hit Dice less than or equal to
the fiendish vessel’s class level – 5 that fail their saving
throws are nauseated for 1 round and then sickened for
1d4 rounds instead. The DC of this save is equal to 10 + 1/2
the fiendish vessel’s level + the fiendish vessel’s Charisma
bonus. Neutral creatures are unaffected by this burst of
evil energy.
A fiendish vessel may channel this energy a number of
times per day equal to 3 + her Charisma modifier. Doing
so is a standard action that does not provoke attacks of
opportunity. A fiendish vessel can choose whether or not
to include herself in this effect. A fiendish vessel must
present her unholy symbol or use her familiar as the
divine focus for this ability.
For the purposes of feats that affect channel energy,
this ability counts as channeling negative energy. If
the feat changes the way the fiendish vessel channels
or deals damage with her channeling, use the amount
of damage this ability heals evil creatures to determine
the damage-dealing potential of the affected ability. For
instance, if a 5th-level fiendish vessel takes the Channel
Smite feat, her channeling deals an additional 3d4
points of damage to living creatures on a successful hit
(though they may save to negate the damage).
This ability replaces channel energy.
Fiendish Familiar: At 3rd level, a fiendish vessel’s
patron rewards her with a fiendish servant. The
fiendish vessel gains an imp, quasit, or cacodaemon
familiar based on the patron she worships. If she
worships Asmodeus or an archdevil, she gets an imp;
if she worships a demon lord, she gets a quasit; and if
she worships one of the Four Horsemen, she gains a
cacodaemon. This ability is identical to the wizard’s
arcane bond with a familiar and the Improved Familiar
feat, using the fiendish vessel’s character level in place
of the wizard level.
This tiny fiend acts like a perverse, manifest moral
compass. Furthermore, this familiar can act as a living
divine focus and unholy symbol for her spellcasting if
the fiendish vessel so desires, which means that when she
171
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012