Female devil-spawn tiefling cleric (fiendish vessel, theologian) of Asmodeus 5
LE Medium outsider (native)
Size 5'6", 130 lb.; Age 28
Init +1; Senses darkvision 60 ft.; Perception +11
Hero Points 3
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 41 (5d8+10)
Fort +5, Ref +2, Will +9
Resist acid 10, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee mwk heavy mace +5 (1d8+1) or dagger +4 (1d4+1/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hell's corruption (3 rounds, 8/day)
Cleric (Fiendish Vessel, Theologian) Spells Prepared (CL 5th; concentration +10)
3rd—blindness/deafness (DC 18), prayer, bouncing suggestion [D] (DC 18)
2nd—align weapon (evil only) [D], cure moderate wounds, desecrate, silence
1st—bless, command [D], cure light wounds (2), infernal healing, protection from good
0 (at will)—create water, detect magic, light, read magic D Domain spell; DomainDevil (Evil subdomain)
Spell-Like Abilities (CL 5th, concentration +10)
1/day fiendish augury
Str 13, Dex 12, Con 12, Int 10, Wis 21, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Alertness, Fiendskin, Mask of Virtue, Toughness
Traits Attempted Murder, Dark Magic Affinity, Deception is a Tool, Liar’s Tongue
Drawbacks Foul Brand
Skills Bluff +10, Diplomacy +12, Disguise +11, Intimidate +10, Knowledge (planes, religion) +5, Perception +11, Sense Motive +18
Languages Common, Infernal
SQ channel evil, domain secret, fiendish familiar, fiendish summoning, focused domain, prehensile tail
Combat Gearpotion of cure light wounds, antitoxin, smelling salts Other Gear+1 breastplate, +1 heavy steel shield, crossbow bolts (20), dagger, mwk heavy mace, light crossbow, iron circlet, chalk, flint and steel, interrogation tools, mwk backpack, silver holy symbol of Mitra, silver unholy symbol of Asmodeus embedded with onyxes and rubies (+1 to CL when trying to overcome a good outsider's spell resistance)
Wealth 2,362 gp, 8 sp, 7 cp
Attempted Murder Affyria tried to kill someone and botched the job. To be sent to Branderscar Prison, she did not try to kill just anyone. She assaulted someone of great importance and prominence. Punishment: Death by beheading. Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Channel Evil 3d4 (5/day, DC 14) (Su) At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, 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.
Dark Magic Affinity Affyria has an instinctive talent for unleashing the vilest spells, letting the taint in her blood empower her malicious magic. Whenever she casts a spell with the evil descriptor, she acts as if she were one level higher for the purpose of determining that spell's effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Deception is a tool. Master it. Adrastus Thorn taught Affyria the subtle arts of deception and how to sense when they are being used against her. She gain a +1 trait bonus to Bluff and Sense Motive.
Domain Secret (Bouncing spell, Suggestion) At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell. This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.
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.
Focused Domain A theologian chooses only one domain from her deity's portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian's domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her nondomain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in nondomain slots.
In all other respects, this works like and replaces the standard cleric domain ability.
Fiendskin The forces of darkness gird Affyria against the light. She gains defensive abilities related to her patron's outsider subtype.
Foul Brand Affyria has the symbol of an evil deity burned into her flesh. If the symbol is on her hand, she takes a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on her face, she takes a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
Hell's Corruption (3 rounds, 8/day) (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.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Interrogation tools An incredibly useful kit for convincing cultists and evildoers of all kinds to divulge their nefarious plots, interrogation tools appear intentionally gruesome. Various pliers, knives, hooks, shears, and mind-weakening drugs are strapped to the interior of this beaten leather bag. More often than not, the very presence of interrogation tools is enough to induce a prisoner to talk. Unfortunately, these tools also inspire some very convincing lies. Interrogation tools grant a +2 circumstance bonus on Intimidate checks made while questioning prisoners, but they impose a -1 penalty on Sense Motive checks made to determine whether the information gleaned is accurate or not.
Liar’s Tongue Thanks to her friendly mien and sly tongue, Affyria's lies are often believed. She gains a +1 trait bonus on Bluff checks, and Bluff is a class skill for her.
Mask of Virtue Affyria's alignment is known to her and her alone. Those who try to learn her true alignment find it hidden or receive a false result. Depending on the number of damnation feats she possesses, spells or special abilities that would normally reveal her alignment return a vague or incorrect result. If this feat disguises her alignment, she can use either her true alignment or the false one when using magic items with alignment prerequisites. Two Damnation Feats: Affyria's alignment is always revealed as being Lawful Neutral.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
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 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. A fiendish vessel's familiar tends to be fawning and subservient to the fiendish vessel. 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. Furthermore, the fiendish familiar gains the following special abilities beyond the standard familiar special abilities.
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.
Extra Divination (Sp): At 13th level, the fiendish vessel can gain intelligence from her patron more often each day. She can use fiendish divination up to 3 times per day.
Deliver Touch Spells Through Familiar (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 could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic link with Familiar (Su) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Familiar Bonus If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat. If you are within 1 mile of your familiar, you may gain other benefits.
Fiendish Augury (1/day)(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.
Share Spells with Familiar Affyria may cast a spell with a target of "You" on her familiar (as a touch spell) instead of on herself. She may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (outsider).
Channel energy 0 left
Spells expendedbless, silence, prayer, blindness/deafness, suggestion, cure light wounds x2, desecrate, cure moderate wounds, infernal healing Open spell slots none
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +7
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 20 (3d10); fast healing 2
Fort +4, Ref +6, Will +5
Defensive Abilities improved evasion; DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9 (+5 to jump), Bluff +9, Diplomacy +7, Fly +21, Intimidate +5, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +9, Spellcraft +7, Stealth +11
Languages Common, Infernal; speak with master
SQ change shape (boar, giant spider, rat or raven; beast shape I), empathic link
Change Shape (boar, giant spider, rat or raven; beast shape I) (Su) Kiffex can change his form.
Darkvision (60 feet) Kiffex can see in the dark (black and white only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 13) (Ex) Sting—injury; save Fort DC 13; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Affyria sank down onto the white marble floor, as she felt the life drain from her. She clenched her fist, sticky with her own blood. She chuckled, which ended in a blood-choked cough as she grimaced in pain. “This is so stupid, why couldn’t that cursed priest just die,” Affyria muttered.
Affyria Strex grew up in Ghastenhall, sheltered by her mother. She never knew her father, even though she often questioned her mother about him, whom never revealed anything about him. A human woman giving birth to a half-fiend raises questions, especially in Talingarde, where such a thing can easily bring trouble to one’s doorstep. Her mother, who worked as a tailor, shielded her daughter from the outside world, home-schooling her as best she could. Naturally, as Affyria grew up, she became more and more curious about her own lineage, which drove her to do her own research. She started reading historical books, mainly ones that detailed King Markadian IV’s Asmodean purges. Twenty-eight years ago, which matches Affyria’s age, so she concluded that whoever her father was, he must have belonged to the cult of Asmodeus. Even though her efforts to locate any of its surviving members all failed, she managed to get her hands on outlawed tomes, such as the Asmodean Monograph, the Script of Flies, and even the Book of the Damned. Pouring over these tomes, Affyria became well-versed in Asmodean religion, and slightly obsessed with the figure at the base of it all, the Prince of Darkness, Asmodeus himself.
It went so far that Affyria eventually came to the conclusion that Asmodeus herself was her father, and that she was conceived to put an end to the Mitran regime in Talingarde. One fateful night, Affyria heated up a knife and branded the palm of her hand with an upside down pentagram, Asmodeus’ holy symbol. That night, she set herself upon an irreversible path. Traveling to the capital, she sought out the Grand Cathedral of Mitra, the center of their religion in Talingarde. Her heavy cloak shielded most of her features as she entered the imposing building and sought out the high priest.
As she presented herself before him, she removed her cloak and grinned, showing off her needle-like teeth. “I have come to confess my sins, priest,” Affyria said. The high priest looked surprised and took a few steps back. “What… Who are you?” Affyria then took out a dagger and brandished it before him. “The kingdom shall be his,” she snarled, and lashed out at the priest. He stumbled backwards and somehow tripped over his own legs, narrowly avoiding Affyria’s slash. She was aware of people around her shouting and running, but she only had eyes for the priest, crawling away from her. “It is useless to resist, priest, the reign of your god is over, and we will all be delivered fro-” Affyria gasped, as she looked down, a bloodied crossbow bolt sticking out of her chest.
Affyria coughed again, and she tasted her own blood. She'd dragged herself a few feet back, and was leaning on the altar steps now. Looking to her right, she saw a man walking towards her determinedly, crossbow in hand. His white tabard depicted a sunburst. When he reached Affyria, he lowered the crossbow and knelt before her. The man looked at her, her horns, and her abnormal teeth. He grabbed her hand and studied the burn mark Affyria had given herself. Closing his eyes for a moment, he nodded. He pulled out the crossbow bolt in a quick, trained manner, and placed his glowing hands on the wound, which immediately began to close rapidly. “I forgive you, devil-child, but I fear that you will be sentenced harshly either way.” The high priest approached them, straightening his clothes. “It's the headman's axe for you, little girl. Mitra have mercy on your soul.” Affyria spat a gob of blood onto the pristine marble floor and grinned at the both of them. “Hail Asmodeus.”
Affyria is obviously a creature touched by one of the outsider races. She's of average height, perhaps slightly underweight, with pale skin and blood-red eyes. Her copper red hair is thin and wispy, and does nothing to conceal two large black horns protruding from her forehead, almost reminiscent of a dragon. When she opens her mouth, her teeth reveal themselves to be sharp and needle-like, and her lips are chapped. She has a short, determined stride, and she possesses a strange-looking tail that sways as she walks. Her left hand bears an ugly, weeping scar, resembling an upside down pentagram, and a large portion of her forearms are riddled with badly healed self-harm scars. Affyria usually dresses in a combination of leather vests or corsets, combined with flowing silk skirts, accompanied by knee-length leather boots.