Seltyiel

Sethirom's page

39 posts. Alias of HighonHolyWater.


Full Name

Sethirom

Race

Half-Fiend

Classes/Levels

Fiendish Vessel 10/Infiltrator 8 | HP 169/200 | AC 28 T 16 FF 23 | F +15 R +7 W +17 | CMB +16 CMD 30 | Init +12 | Perc +26

Size

Medium

Age

Unknown

Alignment

LE

Deity

Asmodeus

Strength 12
Dexterity 16
Constitution 22
Intelligence 10
Wisdom 24
Charisma 10

About Sethirom

*+1 guided heavy adamantine spiked shield 7030gp
*+1 guided adamantine heavy mace 11012gp
*+1 mithral breastplate 5200gp
*+2 headband of Wisdom 4000gp
*+2 belt of physical might(dex/con) 10000gp
*+1 ring of protection 2000gp
+1 amulet of natural armour 2000gp
+1 cloak of resistance 1000gp
Ring of sustenance 2500gp
Jingasa of the fortunate soldier 5000gp
Dusty rose prism ioun stone 5000gp
Western star ioun stone 4000gp
Wand of silent image 750gp
Bag of holding type I 2500gp
61992gp spent
+ = acquired

Rise and Fall of Sethirom:

As a boy Sethirom never knew the blood that ran through his veins was different. Neither did anyone else around him, there was but one tell-tale sign which was taken to be a simple birthmark. A strange hardened patch of skin. A single scale. It was only after he matured and his body changed that the dormant traits in his DNA forced their way out. Their corrupted bloodline decided to rear it's ugly head in him. As a result he was ostracised and to save their own reputation his parents sent him away. He lived on almost nothing, homeless on the edge of the village. His transformation kept progressing, his skin becoming scaly on his back, the outside of his arms and his thighs. His skin also blackened, nails growing thick and sharp. Wherever he was found the people chased him away until he had nowhere else to go but into the wilderness. It was then that his outward transformation stopped and his inner transformation began. He hated this thing that he was and and began to hate those that had chased him away also.

He stumbled across an ancient alter, unkept, overgrown and crumbling. Curious, he approached it and discovered strange characters inscribed upon it. They seemed familiar and as he ran his fingers around the edge of the altar a rat scurried out from a crack on its surface. Its beady eyes looked at him for a moment and then spoke rather matter-of-factly, "You are a child of the Abyss." He was so surprised he fell over backwards in shock. "Strange that I would be shackled to one of your heritage. No matter. You freed me and now I must serve you." Sethirom did not know what had happened or if he was losing him faculties. The rat transformed a small hellish fiend. "What is happening to me?" he said as he pushed himself back until his head hit a large piece of broken stone. The female voice replied, "Whatever you wish to happen. You have been granted a divine boon. But it cannot fill you until you take it with both hands." He looked at his claw covered hands. "If you send me away I am free to do as I please. But... if you don't, I shall show you a new path." Pushing himself up to standing again he realised what he wanted now. "I don't want to run. I want to make them pay for sending me away." His eyes glowed red with anger and the Imp smiled then she flew over to sit on his left shoulder. "Together we shall unlock your might."

With the aid of his new imp follower, Sethirom grew in his power. His first acts were to visit vengeance upon the small village of his youth. In the dark of night he came and slew them to a man in their sleep. With the final family tied up, crying for mercy, he prepared an alter and sacrifice. Naamah oversaw the ritual as she had once seen it. The markings on the ground. Anointing Sethirom in the living blood as it exited his victims living bodies. The final victim was his sister, one who had always looked after him as a child. She didn't deserve this. Everyone else did but she was innocent he knew. So he cut her bonds and let her go. Without a thought she ran and ran and didn't stop. When he finished the ritual on his knees his chest felt like it was on fire. The pain was too great and he passed out with his faithful Imp standing nearby, watching and guarding him as he slept. Days later he rose, slightly taller, tougher. The fiend inside him was now the dominant part. His village on fire. Fires started by Naanah while he recovered. By the end of the day the entire place would be in ashes.

"They are always a step or two behind us. They are only this close because you were too weak to kill your sister," Naamah berated him for his failure. A thing that she often brought up, even though she was the minion. For several years they were able to remain safe as he kept moving. Hiding in the wildernesses and forest and mountains as he planned to inflict Talinguarde with what he suffered. He would bring them war and Asmodeus reknown once again. His favourite targets were Mitran priests. Ambushing them from the shadows, leaving their blood pooling in their own sanctuaries and desecrating their places of worship. At the same time he was hunted by a group of holy Mitrans led by one who he believed to be Sir Balin of Karfeld. He had never seen his sister again but thought it probable that she had told whoever she found about what happened that night several years ago. She wasn't his target and trying to find her now would not help him. She was probably under protection or as far away from him as possible. Sir Balin finally cornered him in a monastery in Matharyn as he summoned evil creatures and created undead from the dead priests to terrorise the city. All his creatures were cut down except for Naamah who hid and followed him as he was knocked down and taken away. Fighting alone as he had, it was inevitable that he fall against the combined righteous might of Talinguarde.

Character Sheet:

Sethirom
Tiefling Half-fiend Cleric(Fiendish Vessel) 10/Inquisitor(Infiltrator) 8
LE Medium Outsider(Native)
Init +12; Senses Darkvision 60ft.; Perception +26
------------------------------------------
DEFENSE
------------------------------------------
AC 28, touch 16, flatfooted 23 (+1 deflection, +1 dodge, +4 dexterity, +2 natural armour, +2 shield, +1 shield enhancement, +6 armour, +1 armour enhancement)
HP 200 (10d10+80+10+10)
Fort +15, Ref +7, Will +16 +1 against all divine spells
Defensive Abilities DR 5/magic; Immune Poison; Resist Acid 10, Cold 10, Electricity 10, Fire 10 SR 21
------------------------------------------
OFFENSE
------------------------------------------
Speed 30ft. Fly 60ft.(good)
Melee 2 Claws +12 (1d4+2)
Melee Bite +12 (1d6+2)
Melee +1 Guided Heavy Mace +20 (1d8+9+1)
Melee +1 Guided Spiked Shield +20 (1d6+9+1)
Full Attack Mace +16(1d8+8+1), Mace +11(1d8+8+1), Shield +15 (1d6+8+1), Bite +7 (1d6+2)
Special Attacks Channel Evil 3/day(DC 16, 5d4), Bane(8 rounds/day)

Half-Fiend Spell-Like Abilities (CL 10; Concentration +19)
...3/day Darkness, Poison(DC 23)
...1/day Desecrate, Unholy Blight(DC 23), Contagion(DC 22)

Other Spell-Like Abilities (CL 10th; concentration +19)
...at will - Detect Chaos, Detect Evil, Detect Good, Detect Law, Deathwatch
...10 rounds/day - Master's Illusion(DC 24)
...1/day - Scythe of Evil(5 rounds), Swaying Word(DC 23)
...12/day - Copycat(1 image), Hell's Corruption(5 rounds)

Cleric Spells Prepared (CL 10th; concentration +19)
...5th Dispel Good(d), Breath of Life, Summon Monster V, Wall of Stone, OPEN
...4th Confusion(DC 23)(d), Blessing of Fervor, Freedom of Movement, Greater Magic Weapon, OPEN
...3rd Suggestion(DC 22)(d), Magic Circle against Good, Magic Vestment, Bestow Curse(DC 22), OPEN
...2nd Invisibility(d), Resist Energy, Lesser Restoration, Silence, Grace, Iron skin, OPEN
...1st Disguise Self(d), Divine Favour, Obscuring Mist, Protection from Good, Sanctuary, Infernal Healing, OPEN, OPEN
...0th - Bleed(DC 19), Create Water, Purify Food and Drink, Spark
Domains Devil, Trickery

Inquisitor Spells Known (CL 10th; concentration +19)
...3rd (2/day) - Heroism, Greater Magic Weapon, Seek Thoughts(DC 22)
...2nd (4/day) - Blistering Invective(DC 21), Detect Thoughts(DC 21), Flames of the Faithful, Invisibility
...1st (7/day) - Expeditious Retreat, Heightened Awareness, Shield of Faith, True Strike, Wrath
...0 (at will) - Brand(DC 19), Detect Magic, Guidance, Light, Read Magic, Resistance
------------------------------------------
STATISTICS
------------------------------------------
Str 14, Dex 18, Con 26, Int 14, Wis 28, Cha 12
Base Attack +10/+5; CMB +16; CMD 30
Feats Lookout, Alertness, Toughness, Dodge, Power Attack, Judgement Surge, Improved Shield Bash, Two-Weapon Fighting, Shield Slam, Cornugon Smash,
Traits Magical Knack(Inquisitor), Fate's Favoured, Desecration
Drawback
Favoured Class Cleric +10HP
Skills(10/level) Bluff +33, Diplomacy +29, Disguise +15, Fly +21, Intimidate +21, Perception +26, Sense Motive +26, Spellcraft +15, Stealth +17, Use Magic Device +14
Racial/Feat Modifiers +4 Bluff, +4 Perception, +4 Sense Motive
Languages Common, Infernal
Special Qualities Aura, Alertness, Charm of Wisdom, Misdirection, Guileful Lore, Cunning Initiative, Forbidden Lore, Necessary Lies, Second Judgement
Equipment +1 guided heavy adamantine spiked shield, +1 guided adamantine heavy mace, +1 mithral breastplate, +2 headband of Wisdom, +2 belt of physical might(dex/con), +1 ring of protection
Current encumberance
Money
------------------------------------------
CLERIC(FIENDISH VESSEL) ABILITIES
------------------------------------------
Fiendish Summoning When casting summon monster spells, a fiendish vessel is limited to summoning fiendish creatures and evil outsiders of the same alignment as her patron.
Weapon and Armour Proficiencies Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics of Asmodeus are proficient with maces.
Aura(Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Channel Evil(Su) Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. It heals evil creatures 1d4 points of damage and increases by 1d4 at every two levels beyond 1st. 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. For the purposes of feats that affect channel energy, this ability counts as channeling negative energy.
Spontaneous Casting An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
Devil Subdomain of Evil: 1st—Command, 2nd—align weapon (evil only), 3rd—suggestion, 4th—unholy blight, 5th—dispel good, 6th—planar binding(devils only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Hell's Corruption(Su) You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil(Su) At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Trickery Domain: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.
Copycat(Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion(Sp) At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Fiendish Familiar(Imp) 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. 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 uses her channel evil ability, its burst can be centered on the familiar instead, as long as that familiar is within 30 feet and line of sight. Should her familiar die, the fiendish vessel's patron replaces the familiar with an identical one within 1 week, without the need for a special ritual.
------------------------------------------
INQUISITOR(INFILTRATOR) ABILITIES
------------------------------------------
Weapon and Armour Proficiency An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Conversion Inquisition You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Charm of Wisdom(Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Swaying Word(Sp) At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Judgement(Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate.
Destruction(+3 damage) The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing(+3 fast healing) The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice(+2 attack) This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing(+3 spell penetration) This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection(+2 AC) The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity(+2 saves) The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency(DR 2/magic) This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance(6 sonic) The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting(weapons count as magic and evil) This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Misdirection(Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
Guileful Lore(Ex) At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Cunning Initiative(Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment(Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Forbidden Lore(Ex) While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
Solo Tactics(Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Lookout(locked in) Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Outflank(flexible) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Bane(Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Necessary Lies(Su) An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
Second Judgement(Ex) At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
------------------------------------------
HALF FIEND ABILITIES
------------------------------------------
Smite Good(Su) Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.
------------------------------------------
TIEFLING TRAITS
------------------------------------------
Demodand-Spawn(the Motherless) +2 Con, +2 Wis, –2 Int
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
------------------------------------------
FEAT PROGRESSION
------------------------------------------
Shield Master at 11th, Shield Focus at 13th

Naamah:

LE Tiny Outsider(devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +14
------------------------------------------
DEFENSE
------------------------------------------
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 95 (10HD); fast healing 2
Fort +7, Ref +10, Will +8
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
------------------------------------------
OFFENSE
------------------------------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +15 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 10th)
...Constant—detect good, detect magic
...At will—invisibility(self only)
...1/day—augury, divination, fiendish augury, suggestion (DC 15)
...1/week—commune (6 questions, CL 12th)
------------------------------------------
STATISTICS
------------------------------------------
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +10; CMB +8; CMD 22
Feats Dodge, Skill Focus(Use Magic Device)
Skills Acrobatics +16, Bluff +15, Diplomacy +15, Disguise +15, Intimidate +15, Fly +28, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Spellcraft +14, Use Magic Device +21
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), Improved Evasion, Share Spells
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Empathic Link(Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells(Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak With Master(Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Fiendish Augury(Sp) At 3rd level, the fiendish vessel can ask the familiar whether a particular course of action will bring good or bad results for her in the immediate future. This ability acts like the augury spell, with a caster level equal to the fiendish vessel's level, with the familiar acting as the mouthpiece for the spell. This ability can be used once per day.
Fiendish Divination(Sp) At 9th level, the fiendish vessel can use a more powerful form of divination to gain intelligence from her patron through her fiendish familiar. This ability acts like the divination spell, with a caster level equal to the fiendish vessel's level; the familiar acts as the mouthpiece for the spell. This ability can be used once per day.