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Sariel, Fallen of Temptation's page

1 post. Alias of Rednal.


Full Name

Sariel

Gender

Female

Size

Medium

Alignment

LE

Strength 13
Dexterity 24
Constitution 14
Intelligence 20
Wisdom 18
Charisma 24

About Sariel, Fallen of Temptation

Sariel, the Fallen of Temptation

Appearance

Female fallen mesmerist (cult master) 12/oracle 12/ warlord (steelfist commando) 12/gestalt 12
LE Medium outsider (evil, native)
Init +13; Senses darkvision 60 ft.; Perception +21

Daily Abilities:

Change Shape: 3/3
Corruptor's Boon: 1/1
Dispelling Touch: 2/2
Divine Vessel: 6/6
Dual Boost: 2/2
Extend Metamagic (Innate): 3/3
False Healing: 10/10
Imbue with Ability: 1/1
Legendary Power (Sariel's Bracers): 4/4
Legendary Power (Sariel's Ring): 4/4
Mesmerist Tricks: 13/13
Possess Creature: 1/1
Possess Object: 1/1
Reach Metamagic (Innate): 3/3
Selective Metamagic (Innate): 3/3
Turn of Fate: 1/1
Vow to Self: 1/1
Warleader: 10/10
What Do You Covet: 1/1


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Defense
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AC 41, touch 31, flat-footed 31 (+6 armor, +5 deflection, +7 Dex, +3 dodge, +4 insight, +2 luck, +4 natural)
hp 144 (12d10+24); fast healing 4
Fort +19, Ref +24, Will +30; +2 vs. death, energy drain, negative energy, or necromancy spells
Defensive Abilities deathless spirit, dodge bonus, foresight, freedom of movement, informed prediction; Immune false mind, charm, compulsion, fire; Resist negative energy 5
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Offense
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Special Attacks
Speed 40 ft., fly 80 ft. (good)
Melee unarmed strike +24/+19/+14 (3d6+10/19-20)
. . Piranha Strike: +20/15/10 (3d6+18/19-20)
. . Pugilist Stance: +26/+21/+16 (3d6+12+2d6/19-20)
. . Pugilist + Piranha: +22/+17/+12 (3d6+20+2d6/19-20)
. . Broken Blade Stance: +26/+26/+21/+16 (3d6+12/19-20)
. . Broken Blade + Piranha: +22/+22/+17/+12 (3d6+20/19-20)
All Strikes: Bypass Hardness 8 or lower, +2d6 damage versus flat-footed, overcomes DR/Magic, DR/Cold Iron, and DR/Silver
Special Attacks augmented criticals, devil’s mark, lucky strike, multispell
Maneuvers Prepared: (IL 12th)
. . 6th-endurance of the strong (counter), finishing kick (boost), singing steel strike (strike)
. . 5th-discipline of the pride (boost), roar of battle (strike), shards of steel strike (strike)
. . 4th-iron knuckle (boost)
. . 3rd-flat iron riposte (counter)
. . 2nd-bronze knuckle (boost), warning roar (counter)
. . 1st-pommel bash (strike)
Stances Known: (IL 12th)
3rd:
. . Broken Blade Stance: Add initiator level to Acrobatics checks and may make additional attack as part of a full attack action.
. . Golden Commander Stance: All allies within 30 ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
1st:
. . Body of the Night: Add your ranks in Heal to your Stealth, bonus to attack against flat-footed foes.
. . Iron Hand Stance (+4 Shield AC): Gain a +2 shield bonus to AC while in this stance, with an additional +1 every 6 Initiator Levels.
. . Pride Leader's Stance (40 ft): Initiator and allies within 20 ft. gain a +4 morale bonus to saves vs fear and demoralization effects. +10 ft/5 initiator levels, starting IL 6.
. . Pugilist Stance (+2d6 Unarmed/Broken Blade Maneuver Damage): While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage, +1d6 additional damage / eight initiator levels.
Spell-Like Abilities (CL 13th; concentration +22)
. . At will—atonement, detect thoughts (DC 19), invisibility, greater scrying (CL20th - Limited, see Infernal Investment ability)
. . 9/day—identify
. . 8/day—bless water (DC 19)
. . 7/day—dispel magic
. . 6/day—imbue with spell ability (DC 21)
. . 5/day—cleanse
. . 4/day—antimagic field
. . 3/day—detect good, helping hand, lesser geas (DC 22), major creation, make whole, minor creation, resurrection
. . 1/day—charm person (DC 19), dream, mind blank, phantasmal killer (DC 21), telepathic bond
Mesmerist (Cult Master) Spells Known (CL 12th; concentration +21)
. . 4th (4/day)—greater command (DC 22), dominate person (DC 22), modify memory (DC 22), synapse overload (DC 21)
. . 3rd (6/day)—charm monster (DC 21), cup of dust (DC 20), nixie's lure (DC 21), triggered suggestion (DC 21)
. . 2nd (7/day)—anonymous interaction (DC 20), bestow insight, confess (DC 20), qualm (DC 20), suggestion (DC 20)
. . 1st (7/day)—adoration, charm person (DC 19), demand offering (DC 19), mental block (DC 18), sow thought (DC 19), unnatural lust (DC 19)
. . 0 (at will)—ghost sound (DC 17), lullaby (DC 18), mage hand, message, prestidigitation, unwitting ally (DC 18)
Oracle Spells Known (CL 12th; concentration +21)
. . 6th (4/day)—mass cure moderate wounds, mass owl's wisdom, mass planar adaptation (DC 23)
. . 5th (6/day)—contact other plane, mass cure light wounds, greater forbid action (DC 23), plane shift (DC 22)
. . 4th (7/day)—blessing of fervor (DC 21), cure critical wounds, guardian of faith, legend lore, restoration
. . 3rd (8/day)—chain of perdition, create food and water, cure serious wounds, deeper darkness, enter image[APG], locate object
. . 2nd (8/day)—align weapon, calm emotions (DC 20), compassionate ally (DC 20), corrupt item (DC 19), cure moderate wounds, instrument of agony, tongues
. . 1st (8/day)—bless, cure light wounds, identify, obscuring mist, protection from chaos, protection from good, sanctuary (DC 18)
. . 0 (at will)—capture alive (DC 17), create water, detect charm, mending, resistance, stabilize, thicken, thunderclap, toolkit
. . Mystery Lore
Symbol Spells Known (Cast as Mesmerist or Oracle, with their Caster level)
. . 6th—symbol of fear (ora), symbol of persuasion (mes/ora), symbol of sealing (ora)
. . 5th—symbol of pain (mes/ora), symbol of scrying (ora), symbol of sleep (mes/ora), symbol of striking (ora)
. . 4th—symbol of despair (ora), symbol of revelation (ora), symbol of slowing (ora)
. . 3rd—symbol of condemnation (ora), symbol of healing (ora), symbol of laughter (mes)
. . 2nd—symbol of mirroring (mes)
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Statistics
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Str 13, Dex 24, Con 14, Int 20, Wis 18, Cha 24
Base Atk +12; CMB +15; CMD 45 (45 vs. sunder)
Feats Bodyguard, Combat Reflexes, Deadly Agility, Escape Route, Eschew Materials, Extra Readied Maneuver, Fuse Styles, Greater Unarmed Strike, Hidden Presence, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Manipulative Presence, Martial Training I, Martial Training II, Persistent Spell, Piranha Strike, Possess Creature, Possess Object, Pummeling Charge, Pummeling Style, Weapon Finesse, Weapon Focus (unarmed strike)
Traits focused mind, reactionary
Skills Acrobatics +24 (+28 to jump), Appraise +21, Bluff +31, Climb +7, Diplomacy +45 (+48 one-on-one), Disguise +24, Escape Artist +9, Fly +24, Heal +16, Intimidate +16 (+19 one-on-one), Knowledge (arcana) +22, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +12, Perception +21, Perform (sing) +24, Ride +9, Sense Motive +34 (+37 one-on-one), Sleight of Hand +20, Spellcraft +21, Stealth +20, Survival +6, Swim +7, Use Magic Device +14; Racial Modifiers +5 Bluff, +5 Diplomacy, +5 Sense Motive, silver tongued, Circumstantial Modifiers +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks, +Cha Mod to Stealth while in a Martial Stance
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Protean, Undercommon; telepathy 100 ft.
SQ adaptation, bold stares (psychic inception, sapped magic), bonus feats or rogue talents (bonus feat, bonus feat), change shape, commando prowess, constant spell-like divination, contractural obligation, corruptor's boon, corruptor's skills, corruptor's spell-like abilities, defiant mind, dispelling touch, divine vessel, dual boost, dual tactical presence, false healing (2d8+7 hp), fanatical devotion, fanatical stare, favored, force of personality, gambits (acrobatic gambit, brave gambit, deadeye gambit, unbreakable gambit, victory gambit), glib lie, hypnotic stare (-3, 30 feet), imbue with ability, indomitable presence, infernal contract, infernal investment, interaction bonus, legendary fortification, legendary power x2, legendary surge x2, mark of vice, mental potency, mesmerist tricks (220 feet), mesmerist tricks (astounding avoidance, extol, faked death, false flanker, gift of will, shadow splinter, spatial switch), mythic bond x2, oracle's curse (legalistic), penalty to oathbreakers, powerful pugilist, psychic foci (telepathy), rallying presence, returning, revelations (lore keeper, mental acuity, sidestep secret, spontaneous symbology), see in darkness, tactical assistance, tactical flanker, tactical presence, towering ego +7, turn of fate, unarmed combat, undetectable, victorious presence, vow to self, warlord's gambit, what do you covet
Items:
In Innate Bag of Holding:
. . Rock inscribed with Symbol of Fear (x10) [As Oracle]
. . Rock inscribed with Symbol of Healing (x10) [As Oracle]
. . Rock inscribed with Symbol of Laughter (x10) [As Mesmerist]
. . Rock inscribed with Symbol of Mirroring (x10) [As Mesmerist]
. . Rock inscribed with Symbol of Pain (x10) [As Oracle]
. . Rock inscribed with Symbol of Persuasion (x10) [As Oracle]
. . Rock inscribed with Symbol of Revelation (x10) [As Oracle]
. . Rock inscribed with Symbol of Scrying (x10) [As Oracle]
. . Rock inscribed with Symbol of Sleep (x10) [As Oracle]
. . Rock inscribed with Symbol of Slowing (x10) [As Oracle]
Legendary Items:
. . Sariel's Ring: As a Ring of Splendid Security (+5 Deflection to AC, +5 All Saves, SR 22) - Minor Artifact
. . . Abilities: Legendary Power (4/4), Legendary Surge (+1d6, Saving Throws) | Eternal Bond, Powerful, Returning (1), Soul Safe, Undetectable
. . . Destruction: A truly good mortal must make an Infernal Contract with Sariel and use all three wishes to sever the item's bond with Sariel. For a year and a day, they must wear the ring at all times and listen to Sariel whispering temptations through it - during that time, if they should commit even the smallest sin, the item regains its bond with Sariel and the wearer is killed and their soul sent to Hell (as below). Otherwise, the ring shatters at the end of this time period, automatically killing the wearer (no save or resistance applies) and sending their soul to Hell. Only direct action by Asmodeus can resurrect a mortal killed in this way.
. . Sariel's Bracers: As Bracers of Armor +6 (+6 Armor to AC) - Minor Artifact
. . . Abilities: Legendary Power (4/4), Legendary Surge (+1d6, Saving Throws) | Eternal Bond, Powerful, Returning (2), Soul Safe
. . . Destruction: Sariel's Bracers can only be destroyed if the souls of everyone she has ever given a gift to are gathered together by a mortal free of sin. Once the souls have been gathered, that mortal must tempt a deity or empyreal lord of good into betraying all that they stand for by threatening to send every soul gathered to Hell. If the deity refuses, every soul is given to Asmodeus, and the bracers cross the planes to a safe point in Hell where Sariel is immediately reborn. If the deity accepts the bargain, the bracers crumble and every soul within is freed as the deity is pulled down to Hell.
Innate Abilities:
. . Bag of Holding VI: Allows Sariel to store items in an extradimensional space, and retrieve them as a standard action. Capable of storing up to 4000 lbs and/or 800 cubic feet. [Used: 100/4000]
. . +3 Amulet of Mighty Fists: Improves the Accuracy/Damage of Unarmed Strikes, and allows it to bypass damage reduction as if enchanted as a weapon.
. . Stonefist Gloves: Damage of unarmed strikes is treated as one size category larger, and bypasses Hardness of 8 or less. If Mythic and Sundering an item, add 1/2 tier to the CMB check.
. . Extend Metamagic Rod (3/day): Doubles the duration of a spell up to 6th level (except Instantaneous, Concentration, and Permanent). Does not change spell level/casting time.
. . Reach Metamagic Rod (3/day): Increases the range of a spell up to 6th level by one category (max: long). Does not change spell level/casting time.
. . Selective Metamagic Rod (3/day): Can select a number of targets (max: Cha mod) for a spell with an area of effect, a duration of instantaneous, and a level up to 6th, and exclude those targets from being affected by the spell. Does not change spell level/casting time.
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Special Abilities
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Spoiler:
Acrobatic Gambit Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area. Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.
Adaptation (Ex) Sariel's body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, she can reshape her body and chemistry to adopt any of the following qualities.
-Sariel gains resistance 5 against a single energy type (acid, cold, electricity, or fire).
-Sariel gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to her size.
-Sariel gains a +4 natural armor bonus to AC. [Current Choice]
-Sariel's reach increases to 20 feet.
Sariel can only have one modification in effect at any one time—if she selects a new adaptation, she loses any other in effect. More extreme adaptations are also possible (at the GM's discretion), but generally take days or even months to adopt.
Astounding Avoidance (feet) (Su) Subject takes no damage from save for half, or half on failure. Applies to any save, but does not stack with Evasion and Stalwart class features.
Augmented Criticals (Su) Critical threat range of all attacks doubles.
Bodyguard When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success). Reward: The warlord's actions embolden her allies and sets her spirit alight with courage; the warlord and her allies gain a morale bonus to damage equal to the warlord's Charisma modifier on the next attack they make or until the warlord's next turn.
Change Shape (3/day) (Su) Corruptor creatures can assume any animal or humanoid form three times per day as if using polymorph.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Commando Prowess +2 (Ex) +2 to hit and damage, +4 to CMB and CMD while in a martial stance. Improves at 12th (shown) and 19th levels. Additionally, while in a martial stance, she may add her Charisma modifier to Stealth rolls.
Constant Spell-Like Divination (Detect Magic) (Ex) Can use the chosen spell as a Constant ability.
Contractual Obligation (Su) N/A until Level 17
Corruptor's Boon (1/day) (Su) Once per day, a corruptor can grant a touched creature a +4 profane bonus to one ability score for 24 hours. When the duration ends, the creature suffers a –4 profane penalty to the same ability score for the next 24 hours. Another application not only negates the penalty, but also restores the full bonus.
Corruptor's Skills (Ex) The base creature gains a +8 racial bonus on Craft (all), Diplomacy, and Sense Motive checks.
Corruptor's Spell-Like Abilities (Ex) A corruptor with an Int or Wis score of 8 or higher has a cumulative number of spelllike abilities set by its HD. Unless otherwise noted, an ability is usable once per day. All of the creature’s spell-like abilities’ caster levels equal the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). [Listed in Spells section]
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye Gambit Risk: The warlord attempts a successful called shot maneuver on a target opponent. Reward: The warlord's incredible accuracy livens up her allies and restores to them a measure of spirit; the warlord and her allies gain temporary hit points equal to the warlord's Charisma modifier (persisting until the end of the encounter or until they are used), helping them ignore the pains of their injuries and continue the fight.
Deadly Agility Use Dex for damage with light and finesse weapons
Deathless Spirit (Ex) +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Devil’s Mark (Ex) Sariel can throw ink from her fingertips as a ranged touch attack. If it hits, the affected creature takes no damage but gains a devil's mark—a black, red, or purple tattoo in the shape of Sariel's personal seal (or that of an Archduke or other notable figure of Hell). Any devil's magic - including that of the Fallen - performed against the marked creature gains a +4 competency bonus due to the mark, including touch spells, innate spell-like or supernatural abilities (which increase their save DC by 4), and magic drawn from a scroll or other item by a devil or Fallen. The mark can be removed only by remove curse (CL 7th), followed immediately by erase (that must make a CL check against a 4th-level caster). In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and clerics of an inquisition may consider such a mark proof that a character has made a pact with a devil.
Dispelling Touch (2/day) (Sp) At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Divine Vessel (6/day) (Su) Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
Dodge Bonus +3 (Ex) +3 dodge bonus to your AC.
Dual Boost (2/day) Initiate two boosts with the same swift action
Dual Tactical Presence (Ex) Use two Tactical Presences at the same time.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Escape Route (Teamwork) You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extol (Su) Subject aids another on your Diplomacy check, granting +4 on check.
Extra Readied Maneuver (Warlord) Ready an additional martial maneuver from your maneuvers known.
Faked Death (12 rounds) (Su) The subject appears to die, but actually can stealthily move about. The mesmerist can trigger this trick when the subject is damaged by an attack. The subject seems to fall down dead (as programmed image), but actually turns invisible (as invisibility) for a number of rounds equal to the mesmerist’s level or until she attacks. Once the subject becomes visible again, the illusory dead body disappears. These are illusion effects, and a creature that interacts with the false body can attempt a saving throw to disbelieve the effect. The false body is a figment; the invisibility is a glamer.
False Flanker (Su) Illusory double of you grants ally flanking for 1 turn
False Healing (2d8+7 hp, 12 hours, 10/day) (Su) At 3rd level, a cult master can provide temporary healing by using her psychic powers to trick the mind a number of times per day equal to 3 + her Charisma modifier. Using the ability is a standard action (or a swift action if the cult master uses it on herself ), and the cult master must be able to touch her target. The cult master grants a number of temporary hit points equal to 1d8 + her Charisma modifier to the target. At 6th level, the cult master can either grant a number of temporary hit points equal to 2d8 + her Charisma modifier to the target or temporarily remove 1d4 points of ability damage. A creature can receive the effect of the false healing only once per day. The temporary hit points or reduction in ability damage lasts a number of hours equal to the cult master’s class level. This ability replaces the 3rd- and 6th-level touch treatments.
False Mind (Constant) (Su) This ability offers the corruptor the benefits of a mind blank spell. When an attempt is made to detect her alignment or read his thoughts, the corruptor can cause the magic to reveal any alignment or thoughts the corruptor creature chooses, even if she is not initially aware of the attempt.
Fanatical Devotion (Ex) At 10th level, a cult master has manipulated her cohort and followers into becoming utterly devoted to her. The cult master no longer takes a penalty to her Leadership score for being aloof or cruel. Additionally, the DCs of all enchantment spells the cult master casts on her cohort and followers increase by 4. At 14th level, the cult master no longer takes a penalty to her Leadership score for any cohorts or followers she has killed or caused to be killed. This ability replaces the 10th- and 14th-level touch treatments.
Fanatical Stare +3 (Su) Target gains comp. bonus on attack and weapon damage, hypnotic stare Will penalty becomes bonus.
Fast Healing 4 (Ex) Heal damage every round unless you are killed.
Favored (Ex) +2 luck bonus on all opposed checks, saves, and +1 luck bonus on attack rolls
Flight (80 feet, Good) You can fly!
Focused Mind +2 to Concentration checks
Force of Personality (Ex) Add CHA to Will saves
Foresight (Su) See a few seconds into the future. This ability prevents a creature from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature's next turn.
Freedom of Movement (Ex) Constant effect and cannot be dispelled.
Fuse Styles You can enter a fighting Style and a martial stance with the same swift action.
Gift of Will (Su) Subject can use your Will bonus on save, or add your Cha bonus to Sense Motive or Intimidate check.
Glib Lie (DC 27) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies.
Hidden Presence While possessing another creature, you can hide yourself from divinations and pass through wards such as magic circle against evil or the effects of a forbiddance spell. You must attempt a Will save against the spell (even if it doesn’t normally allow a saving throw). If you succeed, the spell treats you as if you were your host (for instance, divinations would reveal only the host’s alignment, and forbiddance keyed to the host’s alignment wouldn’t damage you). If your saving throw fails, the spell functions against you as normal; if the spell normally allows a save, your previous failure doesn’t count as a failed save against the spell’s normal effects.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Imbue with Ability (1/day) (Su) Once per day as a standard action the corrupter creature can grant a creature it touches one of its spells, spell-like abilities, extraordinary abilities or even one of its supernatural abilities in a manner similar to imbue with spell ability (no save). It loses access to that ability during this time; it can dismiss this benefit as a free action, regaining the use of one or more of its abilities.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Fire You are immune to fire damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Infernal Contract (Su) As a full-round action, Sariel can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed below. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to Sariel, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with Sariel is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, Sariel immediately senses the development—she not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.
Contracts:
-Evil Wishes: Upon signing this contract, a mortal is granted three wishes, as per the spell. It must use these wishes within 24 hours of signing the contract—if it does not, the wishes are wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the wishes, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a wish.
-Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil (except for a contract devil or Sariel) of a CR equal to or less than its own character level at the time of the bargain. Upon signing the contract, the mortal’s infernal slave appears and is bound to do the mortal no harm and follow its orders for as long as it lives. Although the devil must obey its master’s commands, many devils delight in corrupting the intentions of these orders in all manner of cruel or mischievous ways.
Infernal Investment (Su) As a subclause of all infernal contracts, Sariel can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil's scrying attempt—this ability otherwise functions at caster level 20th.
Informed Prediction (Su) Gain bonus to AC and saves vs. creatures that have been subject to detect thoughts within 24 hrs.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Leadership (Base Score 19) You attract loyal companions and devoted followers.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Legendary Power (Sariel's Ring: 4/day | Sariel's Bracers: 4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not they're bonded to it.
Legendary Surge (+1d6 to Saving Throws - All) (Sariel's Ring and Sariel's Bracers) All legendary items have a legendary surge ability, similar to a mythic character's surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Lucky Strike (1/minute) (Su) As a swift action once per minute, apply true strike to a single attack.
Manipulative Presence Upon completion of your possession, you can alter up to 5 minutes of your host’s memories as you see fit. This functions as the modify memory spell. Your host’s awareness of the possession doesn’t impact this ability, and if your control of the host lasted less than 5 minutes, you can cause it to forget the possession entirely. The host can attempt a Will save with a DC equal to that of the original possession effect to resist this alteration.
Mark of Vice (DC 17) (Ex) This ability works like a mark of justice (Will save DC 10 + 1/2 the corruptor creature’s HD + its Cha modifier) but it is only triggered if the subject attempts to find a redemption to its corruption (subject to GM adjudication). The mark is also invisible and is always placed over the victim’s heart.
Martial Training I (Broken Blade) Select a martial discipline. The associated skill for this discipline is now a class skill. Your martial initiator level maneuvers granted by this feat (and subsequent Martial Training feats) is equal to half your character level + your attribute modifier that modifies your chosen discipline for use with this discipline (example, Dexterity for a discipline that uses Acrobatics), not to exceed your character level. Likewise, your initiation modifier is the attribute modifier that effects the associated skill of this chosen discipline (for example, Charisma if the discipline uses Diplomacy). You may select any two maneuvers from the 1st level maneuvers from this discipline, and you may ready one of your maneuvers for use. You may recover one maneuver by expending a full round action to recover it.
Martial Training II You’ve continued to progress your martial studies. Gain 2 maneuvers and a stance.
Mental Potency (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (220 feet, 13/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Multispell (Ex) As a full-round action, Sariel can cast multiple spells in a given round. If each spell is 3rd-level or less, she can cast up to three spells per round; 4th- or 5th-level spells, two per round. Sariel cannot multispell with spells of 6th level and above.
Mythic Bond (Sariel's Ring and Sariel's Bracers) A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects. Increases level of spell by 1, and turns casting time into a full-round action (if less) or adds another full round (if longer).
Piranha Strike -3/+6 When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Possess Creature (DC 23) See Possession section.
Possess Object (DC 29) See Possession section.
Powerful Pugilist (Ex) Your unarmed strikes count as one size larger, deal +2d6 damage to flat-footed enemies.
Psychic Inception (Su) The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.
Rallying Presence Allies add your CHA to some Will saves as a morale bonus
Returning (1 - Sariel's Ring, 2 - Sariel's Bracers) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing it to cross planes. The item must be a minor or major artifact to take this ability again.
Sapped Magic (Su) The hypnotic stare penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance (if any).
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Splinter (10 damage) (Su) The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Soul Safe (Sariel's Bracers and Sariel's Ring) Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item. If you are affected by death effect or energy drain while wearing or wielding the item, you may expend one use of legendary power as an immediate action to negate that effect; this cost is doubled if the effect is a mythic effect and tripled if the mythic rank or tier of the effect’s creator exceeds yours. An item must have the eternal bond legendary ability and be a minor or major artifact to have this ability. This is a persistent ability. Sariel has this on both of her legendary items, and before her body reforms, she can examine the space around each and choose which item to respawn by.
Spatial Switch (Su) The mesmerist allows himself and an ally to physically swap places. The mesmerist can trigger this trick when an enemy moves adjacent to or attacks either the subject or the mesmerist, provided the subject and the mesmerist are within 100 feet of one another. The subject and the mesmerist then swap positions. If this trick was triggered by an attack, the swap happens before checking to see whether the attack hits. The mesmerist can’t implant this trick on himself. This is a conjuration (teleportation) effect.
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Tactical Assistance (Ex) Use Aid Another action at range
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Towering Ego +7 (Su) Add charisma bonus to Will saves.
Turn of Fate (1/day) (Su) Once a day reroll any failed roll.
Unarmed Combat (Ex) Gain Improved Unarmed Strike and Greater Unarmed Strike
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward: The warlord is emboldened by her ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Victorious Presence (19 HP) The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus Charisma modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.
Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action. Reward: The warlord and his allies gain a morale bonus on attack rolls equal to his Charisma modifier on their next attack roll.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Warleader (10 rounds, 10/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions
What Do You Covet (1/day) (Su) Once per day as a standard action a corruptor can grant a wish to a nonevil aligned mortal (cannot be an elemental, fey, outsider, or nonliving creature).

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Maneuvers Readied
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Spoiler:
6th

Endurance of the Strong (1/Encounter) (Ex) Counter: When an ally within 30ft is struck in combat and injured, the disciple may make an immediate shout of inspiration to restore some of the ally's flagging strength, restoring twice the disciple's initiator level in hit points. [Golden Lion]
Finishing Kick (1/Encounter) (Ex) After a full attack, make an extra unarmed attack with +6d6 damage [Broken Blade]
Singing Steel Strike (1/Encounter) (Ex) Attack deals 8d6 points of damage, target is deaf/mute for 1d4 rounds. [Broken Blade]

5th

Discipline of the Pride (1/Encounter) (Ex) Boost: Grant all allies within 30 ft. one feat that you possess for three rounds. [Golden Lion]
Roar of Battle (1/Encounter) (Ex) Strike: Make an attack that inflicts an additional 6d6 points of damage, all other allies that attack the target inflict an additional 3d6 points of damage on successful attacks. [Golden Lion]
Shards of Steel Strike (1/Encounter) (Ex) Successful attack deals +8d6 damage, 2d4 bleed damage for your initation modifier in rounds [Broken Blade]

4th

Iron Knuckle (1/Encounter) (Ex) +4d6 damage with discipline weapons for the turn [Broken Blade]

3rd

Flat Iron Riposte (1/Encounter) Make an opposed attack roll against attacker, if successful, negate the attack and throw opponent 10-ft. in a chosen direction and potentially land prone.

2nd

Bronze Knuckle (1/Encounter) (Ex) Your unarmed attacks deal +2d6 damage and ignore DR for the turn
Warning Roar (1/Encounter) (Ex) Counter: Make an opposing Diplomacy check to negate an enemy's attack on a nearby ally.

1st

Pommel Bash (1/Encounter) (Ex) Unarmed attack catches foe flat-footed, does +1d6 damage


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Possession
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Spoiler:
Possession Points (Creature): 12

Possession Points (Object): 12

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Possess Creature A fiend gains the ability to merge its physical form with another creature’s body, spreading its foul influence from within a living vessel. Prerequisites: Cha 20, any evil outsider with 10 or more Hit Dice. Benefit: Once per day, as a full-round action, a fiend can discorporate into a malign presence and target a creature within 15 feet. The creature targeted must succeed at a Will save equal to 10 + half the fiend’s Hit Dice + the fiend’s Charisma modifier or be possessed (see below). Targets under the effects of protection from evil, or related spells, gain a bonus to this save. Should a target succeed at its Will save, the fiend is forced back into its natural form and is stunned for 1 round. A fiend that successfully possesses a target enters its space and merges with it. While possessing a creature or object, a fiend’s body and abilities are unavailable. Once a fiend merges with its target it cannot be harmed until it leaves or is forcibly removed. While possessing a target, a fiend shares the senses of its host and can communicate with it telepathically. A fiend also gains a number of possession points per day equal to its total Hit Dice. These points can be spent to utilize special bodily possession actions detailed on the following pages. A fiend may expend these points as it pleases, with each possession action taking a full-round action. Each day, the victim of a possession is allowed a new Will save at the original DC to force the possessing fiend to leave its body—objects and areas do not receive daily saves. Should a victim make this save or be killed, the fiend is ejected, retakes its original form in an adjacent space, and is stunned for 1 round. A fiend may not possess a new target for 24 hours after being ejected from a victim. Dispel evil (or dispel chaos or dispel law, depending on the fiend) can eject a fiend, but the caster must succeed at a caster level check with a DC equal to 10 + the HD of the possessing fiend + the fiend’s Cha modifier. Banishment and dismissal immediately eject a fiend from a target if it fails to save against the spell.

Possess Object A fiend gains the power to bind its malign essence to a single object, corrupting it into a relic of undeniable evil. Prerequisites: Cha 18, any evil outsider with 9 or more Hit Dice. Benefit: Once per day, as a full-round action, a fiend can possess a Large or smaller object. Unattended, a mundane object receives no saving throw against possession, while an attended object uses its owner’s saving throw to make a Will save equal to 10 + half the fiend’s Hit Dice + the fiend’s Charisma modifier. Magic items save as if they were subject to a spell. Items within the area of effect of a hallow spell cannot be possessed. This effect is similar to that detailed in the Possess Creature feat, except that objects do not receive a daily save to escape the fiend’s influence and the fiend’s possession points can only be spent on object-possession actions. Should a possessed object be destroyed, the fiend is ejected, retakes its original form in an adjacent space, and is stunned for 1 round. Dispel evil (or dispel chaos or dispel law, depending on the fiend) can eject a fiend, but the caster must succeed at a caster level check with a DC equal to 10 + the HD of the possessing fiend + the fiend’s Cha modifier. Banishment and dismissal immediately eject a fiend from an object if it fails to make its saving throw against the spell’s effects.

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Bodily Possession Actions
A fiend possesses a creature’s body not only to torture its victim, but to torment the possessed creature’s loved ones. More often than not, a fiend aggressively inhabits a host, but sometimes a misguided mortal might call a fiend into his body in search of otherworldly power. This rarely works to the mortal’s advantage, as bodily possession is essentially an abduction of one’s self. Occasionally fiends might grant a taste of power in order to bribe the mortal into compliance with its own wishes and punish actions deviating from their desires, but few fiends possess victims for any other reason than absolute control.

Defile Body (3 PP)
-Expression physical (automatic)
-Duration instantaneous
-Saving Throw Fortitude partial
-The possessing fiend, when displeased, can cause physical harm to the target. This damage manifests in a number of ways, from searing pain to limbs physically wrenched in agonizing ways. Each fiend delivers this damage in a different way, but the damage done always bypasses any damage reduction, resistance, or immunity to damage that the host might possess. If the host fails to resist this ability, it takes 1d6 points of damage for every 2 Hit Dice the fiend possesses. If it makes the Fotitude save, the painful spasms only sicken the host for 1 round.

Elusive Presence (3 or 1 PP)
-Expression spiritual (Sense Motive DC 35)
-Duration 1 hour or instantaneous
-Saving Throw none
-A fiend may use this action to hide itself from detect spells or to pass through a magic circle against evil or the effects of a forbiddance spell. The fiend must make a Will save equal to 10 + the caster level of the spell + the caster’s relevant ability modifier. If it succeeds, the spell only detects the host and in no way hinders or reveals the fiend. If the fiend fails, though, the spells treat the host as if it were the fiend, providing information or barring the host as such. Alternatively, a fiend may spend an additional possession point as a swift action when activating any other possession action to make that action elusive. This supresses that possession action’s expression, increasing the DC to notice the effect by +10.

Fiendish Manifestation (3 PP)
-Expression physical (automatic)
-Duration 1 minute/HD
-Saving Throw Will negates
-The possessing fiend causes its host to undergo a terrible change. Any creature subject to the alter appearance action must succeed on a Will save. If the host fails, the possessing fiend manifests a hint of its presence, perhaps in the form of glowing eyes, an inhuman growl, a ghastly stench, or spontaneous bleeding. This manifestation is obvious to anyone looking at the host. As long as the manifestation persists, the host creature suffers a –2 penalty on all Charisma-based checks.

Subversive (3 PP)
-Expression spiritual (Sense Motive DC 45)
-Duration 1 hour/HD or until completed
-Saving Throw Will negates
-Some possessing fiends wish to remain hidden, even from their victims. To do so, a fiend and its host make opposed Wisdom checks. If the host succeeds, it is aware that some force beyond itself is manipulating it. If the fiend succeeds, it may communicate a simple idea to its host via telepathy, as per the spell suggestion. Alternatively, it may prevent its host from acknowledging a possession action it uses in the next round, even if such has a blatant visual effect—the host simply has no memory of having done anything out of the ordinary. This ability automatically activates the elusive presence ability and cannot be made further elusive through the use of elusive presence. This ability is a mind-affecting effect.

Alter Mood (5 PP)
-Expression spiritual (Sense Motive DC 25)
-Duration 1 minute/HD
-Saving Throw Will negates
-The possessing fiend twists positive moods and feelings toward a foul temperament. A fiend using this action forces its host to make a Will save or experience despondent or depressive emotions. A host affected by this ability becomes sickened for the duration of the effect. This is a mind-affecting effect.

Fiendish Force (5 PP)
-Expression physical (automatic)
-Duration 1 minute/HD
-Saving Throw Will negates
-The possessing fiend causes its host to rise into the air, manifesting a degree of its malign control over its victim’s body. This effect is similar to the spell levitate, which the fiend has complete control over and may end at will. The host may make a Will save to resist this effect.

Read Thoughts (5 PP)
-Expression spiritual (DC 25)
-Duration concentration, up to 1 minute/HD
-Saving Throw Will negates
-The possessing fiend taps into the mind of the creature it possesses. Like the spell detect thoughts, a fiend may peruse the surface thoughts of the host. Unlike the spell, a fiend automatically skips the first and second round results and immediately reads the target it possesses if the host fails a Will save.

Vile Gout (5 PP)
-Expression physical (automatic)
-Duration instantaneous
-Saving Throw Will negates, Reflex half
-The possessing fiend causes a blast of unnatural force to explode from its host’s body. This takes the form of a 15-foot cone of acid, fire, cold, or sonic energy—typically mixed with bodily fluids or unnatural expulsions—that deals 1d6 points of damage for every 2 Hit Dice the fiend possesses. The host may make a Will save to negate this effect. Those within the area of the gout can make a Reflex save to take half damage.

Read Memories (7 PP)
-Expression spiritual
-Duration instantaneous or 1 round/HD
-Saving Throw Will negates
-A possessing fiend can use this action to learn more about its host’s past experiences. Fiends using this action essentially ask a question of a host’s mind, forcing the host to make a Will save. If the fiend succeeds, it gains the answer to its question if the host possesses such information. Alternatively, a fiend might merely seek painful memories or vague details pertinent to an event, location, or individual. If the host fails its save, the painful memories stagger him for 1 round per HD of the possessing fiend.

Drain Host (7 PP)
-Expression physical (Perception DC 10)
-Duration instantaneous
-Saving Throw Fortitue negates
-The possessing fiend decreases its host’s ability scores. If the host fails to resist this ability, it takes 1d4 points of ability damage to an ability score chosen by the fiend. A fiend cannot reduce a single ability score below 1 by using this ability. Typically, a fiend uses this ability to punish unfavorable actions its host takes.

Empower Host (7 PP)
-Expression physical (Perception DC 20)
-Duration 1 minute/HD
-Saving Throw Will negates (harmless)
-The possessing fiend enhances its host’s prowess by granting a +2 profane bonus to one of its host’s ability scores chosen by the fiend. A host can resist this benefit by making a Will save. A possessing fiend may grant this bonus multiple times to either the same or different abilities (additional profane bonuses to the same ability stack when granted by a possessing fiend). Typically, these bonuses also cause some subtle side effect, such as writhing veins rising from one’s muscles or a subtly forked tongue. These expressions of fiendish influence have no additional effect and are only noticeable to those who closely examine the host.

Dominate Body (9 PP)
-Expression spiritual (Sense Motive DC 15)
-Duration 1 round/HD
-Saving Throw Will negates
-The possessing fiend takes control over its host’s body and actions. If the host fails to resist this ability, the fiend can direct the creature to attack, cast spells, or otherwise perform any other action so desired. Every round, a dominated host may attempt an additional Will save to break the fiend’s control. A fiend cannot dominate a creature more than 4 Hit Dice higher than itself. This is a mind-affecting effect.

Erase Memories (9 PP)
-Expression spiritual (Sense Motive DC 35)
-Duration instantaneous
-Saving Throw Will negates
-This powerful ability allows a possessing fiend to selectively alter a host’s memories. When using this action, a fiend can manipulate the memories experienced by the host as per the spell modify memory. The host may make a Will save to avoid this effect. This is a mind-affecting effect.

Make Pact (9 PP)
-Expression spiritual (Sense Motive DC 35)
-Duration see below
-Saving Throw none
-A possessing fiend and its host constantly struggle for mastery of the body they both possess. Sometimes, though, these two opposing spirits reach an accord, coming to at least a temporary understanding and degree of shared control. In such cases, a fiend and its host may agree to a pact. Both parties must agree to the terms of a pact, usually taking the form of an arrangement where the host allows the fiend to perform some act without his resistance and the fiend allows the host freedom to undertake some act without its interference. This effect takes the form of two geas/quest effects, both affecting the same body but under different terms—one stated by the host and one by the fiend. The host and fiend decide in advance in which order their goals will be pursued. As this arrangement must be voluntary, no save is required. This is not a spell effect and cannot be removed by spells that normally affect geas/quest; rather, the fiendish or mortal personality compels the body to a certain stated course. When both parties have completed their goals, the pact ends. Fiends typically attempt to mislead or confuse their host with the terms or weight of their side of a pact, but so long as the host agrees to a pact and the stated goals of the pact remain the same, the host cannot renege due to specifics. A pact does not necessarily represent cooperation between a fiend and its host, however, as some fiends use this action as a contract in order to ensure the host fulfills obligations.

Transfer Spell-Like Ability (9 PP)
-Expression Physical (Perception DC 30)
-Duration 1 minute/HD
-Saving Throw Will negates (harmless)
-The possessing fiend grants its host a taste of its unnatural powers. The fiend imbues its host with the ability to utilize one of its spell-like abilities (chosen by the fiend) for the ability’s duration. Utilizing this spell-like ability is a standard action for the host, but is treated as being used by the fiend for the purposes of determining caster level and save DCs. A host might be able to utilize this ability multiple times, but cannot use it more times per day than the fiend itself could. Typically a fiend uses this action as a way to endear the host to its presence or as a way to show the greater power of its fiendish ways.

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Object Possession
A fiend possesses objects either as a way to control them or as a way to infiltrate a body in a clandestine manner. A fiend in possession of an object can perform the following possession actions. Unless otherwise specified, these actions take a full-round action. While possessing an object, a fiend retains its normal senses, and may sense in every direction around the object, but otherwise perceives its surroundings as normal. Often a possessed item exhibits unusual characteristics, such as an unnatural tarnish, an accumulation of greasy film on its surface, or an unnatural temperature. Even when these effects are not present, a creature can detect something strange about the item by utilizing spells like detect evil.

Seed (3 PP)
-Expression spiritual (Sense Motive 30)
-Duration 1 hour
-Saving Throw none
-The fiend weakens the will of a creature in contact with the object it possesses. This action causes a creature holding the possessed object to gradually become more vulnerable to the possessing fiend’s influence. Upon using this ability, a fiend subtly invades the mind of a creature touching the item it possesses. After 5 minutes, if the same creature has remained in contact with the possessed object, the target takes a –4 penalty on Will saves made to resist attempts by that fiend to possess its body. This effect lasts for 24 hours. The target does not receive a saving throw against this effect.

Read User (5 PP)
-Expression spiritual (Sense Motive 15)
-Duration concentration, up to 1 minute/HD
-Saving Throw Will negates
-The fiend taps into the mind of a creature in contact with the object it possesses. This action mimics the detect thoughts spell, except that the possessing fiend immediately picks up on the surface thoughts of the creature touching the object. The target may attempt a Will save to block the fiend from its mind. This effect continues for as long as the target remains in contact with the possessed object.

Animation, Minor (7 PP)
-Expression physical (automatic)
-Duration 1 round/HD
-Saving Throw none
-A fiend possessing an object can cause that object to move at its command. This allows a fiend to cause any object of Large size or smaller to function as an animated object for a number of minutes equal to its Hit Dice. Alternatively, a fiend can merely cause the object to levitate, as per the spell, for the same amount of time.

Corrupt User (7 PP)
-Expression spiritual (Sense Motive DC 30)
-Duration 1 hour/HD or until completed
-Saving Throw Will negates
-The fiend influences the actions of a creature in contact with the object it possesses, telepathically implanting a suggestion (as per the spell suggestion). While acting upon this suggestion, the target’s alignment is detected as being the same as the fiend’s. This does not change the way in which the target acts, merely how alignment-revealing magic perceives him. This is a mind-affecting effect.

Dispel Enhancement (7 PP)
-Expression physical
-Duration 1 hour/HD
-Saving Throw none
-A fiend possessing a magic item can suppress the imbued magic of the object for a short period. To use this action, the fiend makes a special dispel check (1d20 + the fiend’s HD, maximum +10) against the caster level of the magic item. If the fiend succeeds, all magical properties of the item are suppressed for a number of hours equal to the fiend’s Hit Dice, or until the fiend chooses to end the effect.

Reinvigoration (7 PP)
-Expression physical (automatic)
-Duration 1 hour/HD
-Saving Throw none
-A fiend possessing an object may transpose a portion of its being into a corpse within 10 feet per HD of the object’s possessing fiend. This allows the fiend to raise skeletons and zombies as per the spell animate dead. The possessing fiend’s Hit Dice serve as the caster level for the purposes of this effect. This use of animate dead does not require a material component, but the undead created are not permanent, collapsing back to corpses as soon as the ability’s duration expires.

Enhance (9 PP)
-Expression physical (Perception 20)
-Duration 1 day
-Saving Throw none
-A fiend possessing an object can imbue the item with its profane energies to mimic magical enchantment. When a fiend uses this action, it grants the possessed item magical properties equal to 1,000 gp per Hit Die the fiend possesses. This action is typically used on weapons and armor, though a fiend can duplicate other magic items if it possesses an appropriate item. The possessed item does not need to be of masterwork quality for the fiend to bestow these magical properties. For example, a 9-HD erinyes can imbue an item with up to 9,000 gp worth of magical properties. Thus the erinyes can make a normal longsword perform as if it were a +2 longsword or even a +1 vicious longsword. Likewise, the same erinyes could possess an amulet and cause it to act as an amulet of natural armor +2. The fiend, and not the user of the object, is in control of the properties of the item, even if it has been forced into possessing the item via a spell like planar ally or planar binding. Each use of this ability lasts for 24 hours or until the fiend dismisses the effect. The fiend can remove these properties at will, and when the fiend leaves the item, the magical properties immediately vanish. A fiend cannot cause an item to take on properties other than those typical to its shape (one could not create a +1 vicious helmet, for example).

Animation, Major (13 PP)
-Expression physical (automatic)
-Duration 1 round/HD
-Saving Throw none
-A fiend possessing an object can cause that object and those around it to move at its command. This effect is identical to the animate objects spell, except that the object the fiend possesses must be included among the items to be animated. The possessing fiend’s Hit Dice serve as the caster level for the purposes of this effect. In addition, all animated objects gain a fly speed equal to the fiend’s highest movement speed with perfect maneuverability.


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Purchases
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Spoiler:
Abilities:

Str: 0 PB (13 Total)
Dex: 6 PB (24 Total)
Con: 2 PB (14 Total)
Int: 6 PB (20 Total)
Wis: 4 PB (16 Total)
Cha: 12 PB (24 Total)

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Innate Bonuses:

+6 Dex (36,000 GP)
At-Will Invisibility (20,000 GP)
+3 Mighty Fists (36,000 GP)
Bag of Holding Type VI (15,000 GP)
Stonefist Gloves (10,000 GP)
Extend Metamagic Rod (11,000 GP)
Reach Metamagic Rod (11,000 GP)
Selective Metamagic Rod (11,000 GP)

Domain: Divine
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Racial Points: 35 - 3 (Outsider Subtype costs 3, but is received free) - 2 (Racial Bonuses - for tech reasons, I got up to 12 on two abilities from there, but did not actually gain points I should not have) = 30
Eidolon Evolution Points: 10 (Fast Healing 4 times)

Flight: Winged

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Templates:
Corruptor Creature (+1)
Fortune Blessed (+1)
Psychic (Telepath) (+1)

Total: +3 levels from Templates, spread evenly, reducing all classes to 12th Level.

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Fiendish Powers: 0/30

Infernal Contract (+2)
Infernal Investment (+2)
Adaptation (+2)
Devil's Mark (+4)
Foresight (+8)
Freedom of Movement (+4)
Bonus Feat (+4)
Multispell (+4)