PairO'Dice Lost
2009-01-14, 05:44 PM
To balance out my Nine Hells-focused Ninefold Damnation ('cause devils are sticklers for symmetry), I present an Abyss-focused discipline, Infinite Torment. Like the last one, the flavor text for all of these is taken from Manual of the Planes and Fiendish Codex I. All feedback is appreciated. Enjoy!
Infinite Torment
The Infinite Layers of the Abyss—six words that strike fear into the heart of every champion of morality and justice. The discipline of Infinite Torment is the path of the Sublime Way invented by abyssal martial adepts, drawing on the power of the Infinite Layers of the Abyss and their inhabitants. Many of its maneuvers emphasize the similarity of its practitioners to demons—granting signature demon abilities or abilities of chaos and evil—while others emphasize the different layers of the Abyss and demon princes.
The weapons associated with the Infinite Torment discipline are the longsword, whip, spiked chain, and claw, signature weapons of the marilith, balor, and glabrezu, respectively. The key skill for Infinite Torment is Intimidate.
Infinite Torment Maneuver List
1st Level
Strike Grazz't's Guile Feint and deal extra damage against a foe.
Boost Defensive Cloud Deal acid damage to attackers.
Counter Blasphemous Sacrifice Draw blood from your opponents for morale bonuses to attack and damage.
Stance Dance of Infinite Portals Teleport short distances to escape danger.
2nd Level
Strike Dance of Ruin Build up energy, then release it in a burst.
Strike Fury of Orcus Deal damage with a touch attack.
Boost Yeenoghu's Flail Attack multiple times with the same weapon.
3rd Level
Counter Marilith Frenzy Take multiple attacks of opportunity when an enemy provokes.
Counter Dagon's Doomsong Lure enemy towards you and gain a free attack.
Boost Unerring Blows Ignore cover, concealment, and other impediments.
4th Level
Strike Fiendish Affliction Deal one negative level.
Strike Nabassu's Hunger Have a chance of treating a melee attack as a coup de grace.
Stance Abyssal Barrier Gain potent defenses against lawful and good creatures.
5th Level
Strike Balor Tactics Deal fire damage and entangle targets.
Boost Form of Madness Cause fear in creatures viewing you.
Misc. Fraz-Urb'luu's Deception Summon a demon, with a chance that it will betray you.
6th Level
Strike Baphomet's Breath Breathe a cone of unholy water.
Strike Possessing Touch Control an enemy's actions temporarily.
Misc. Temptation Gain a random benefit in exchange for a random penalty.
7th Level
Strike Dark Entrapment Creatures are trapped in stasis and forgotten.
Counter Skin of Juiblex Deal acid damage to attackers, gain grapple bonuses.
Stance Abyssal Emissary Gain some traits of the tanar'ri, loumara, and obyrith.
8th Level
Strike Abduction Teleport self and touched creature
Boost Demogorgon's Minds Take an extra standard action.
Stance Abyssal Incarnation Gain the Fiendish and Anarchic templates.
9th Level
Strike Infinite Chaos Deal random damage or inflict random effects.
1st Level
Grazz't's Guile
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“Although a master tactician and accomplished swordfighter, Graz'zt's true strengths lie in seduction and guile. It is not by force alone, he realizes, that one can win control, but by controlling those who think they are in control.”
Taking a page from Graz'zt's book, you trip up your opponent and use his strengths against him. As part of a single melee attack, make a feint attempt against your target. If you succeed, you deal extra damage equal to the difference between your Bluff result and your target's Sense Motive result (in addition to the normal effects of a feint). If you fail, your attempt backfires and you take a -2 penalty on the attack roll.
Defensive Cloud
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Area: 10-foot-radius emanation, centered on you
Duration: 1d6 rounds
“A mane is bloated with rot and rancid gas. When a mane dies, it dissolves into a cloud of noxious vapor.”
You can surround yourself with a cloud of acidic vapor that erupts from your every pore, mimicking a mane's death throes. Any creature moving through the emanation takes 1d4 acid damage, and any creature attacking you takes an additional 1d4 acid damage every time it does so. The acid cloud is not very cohesive, so when you move, the acid dissipates and reforms at your new location without harming creatures you move past. This maneuver is a supernatural ability.
Blasphemous Sacrifice
Infinite Torment (Counter) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Special; see text
“Eons ago, several powerful tanar'ri tricked a dozen astral devas into visiting the Abyss for a council of peace. After a brief challenge, the demons bound the envoys to the towering trunks of twelve mighty trees in a desolate layer, sacrificing them in a vile arcane ritual that forever infused the layer with evil energies.”
You strike back when you are attacked—not simply to retaliate, but to draw blood and offer it to a demonic patron. When an enemy makes a successful attack against you, they provoke an attack of opportunity; if your attack of opportunity hits, the enemy receives a bleeding wound, which deals 1 damage per round thereafter in addition to the normal damage from your attack. The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell. In every round the target takes bleeding damage, you gain a +2 morale bonus on attack and damage rolls against that target, as the evil emanating from the creature's wound fills you with euphoria.
Dance of Infinite Portals
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
“The top layer of the Abyss is Pazunia, also known as the Plain of Infinite Portals. It is a realm of windswept barrens and jagged tors flickering with swarms of winged demons. And everywhere are massive pits that plunge into deeper layers of terror.”
The Plain of Infinite Portals is honeycombed with a myriad of portals to various other layers of the Abyss; you can draw on it to exploit minor instabilities in the fabric of your current plane to transport yourself out of harm's way. Once per round, as an immediate action, you may make a Fortitude save against a single melee or ranged attack directed at you before, with a DC equal to your opponent's attack roll. If your save is successful, you take half damage from the attack and may teleport up to 10 feet in a direction of your choice. Once you have avoided an attack, you must wait 1 round before doing so again. This maneuver is a supernatural ability.
2nd Level
Dance of Ruin
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver
Initiation Action: 3 or more actions; see text
Range: Personal
Area: 15-foot-radius burst
Duration: Special; see text
“Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air or dancing wildly and chanting.”
Where vrocks normally require three of their number to perform a dance of ruin and lay waste to a battlefield, you can channel enough demonic energy to perform one yourself; however, the power of your dance is greatly reduced. You must spend three rounds gathering the energy, after which waves of crackling energy flash outward in a 15-foot radius to damage your enemies. The damage dealt is dependent on which actions you use to channel the energy in a round, adding up the from each round to get the total: If you use a swift action, it deals 1d6 damage for that round; if you use a move action, it deals 1d10 damage; if you use a standard action, it deals 2d6 damage; if you use two or more of your actions, it deals 3d6 damage; and if you use all three of your actions, it deals 4d8 damage. You do not need to use the same action in each round; for example, a crusader who spent a swift action channeling this maneuver in the first round and two move actions channeling it in the following two rounds would deal 1d4+2d10 damage. This maneuver is a supernatural ability.
Fury of Orcus
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver, chaotic or evil alignment
Initiation Action: 1 standard action
Range: Melee touch
Target: One creature
“Orcus relies heavily on his wand in combat, much preferring to engage foes in melee. Attacks with his free claw, gore, and poison tail are almost afterthoughts.”
Orcus isn't the only one who can channel dark, entropic energy through his weapons. As part of this maneuver, make a single melee touch attack. If you hit, you deal 5d6 damage if the target is lawful and good, 3d6 if the target is lawful or good, and 1d6 damage if the target is neither lawful nor good. This maneuver is a supernatural ability.
Yeenoghu's Flail
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver, chaotic alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Until the beginning of your next turn
“Bestial and straightforward, Yeenoghu is more likely to charge into melee growling and screaming epithets before doing anything more subtle. Yeenoghu's signature weapon is a three-headed flail, which he uses to great effect.”
You attempt to mimic Yeenoghu's unique fighting style, striking your opponent three times with a single attack. Each time you make a melee attack during the duration of this maneuver, roll three attack rolls instead of one. If you hit with 1 roll, deal minimum damage; if you hit with 2 rolls, deal average damage; if you hit with 3 rolls, deal your maximum normal damage. For example, if your normal damage is 2d6+4, you would deal 6 damage after hitting with 1 roll, 11 damage after hitting with 2 rolls, and 16 damage after hitting with all 3 rolls.
3rd Level
Dagon's Doomsong
Infinite Torment (Counter) [Chaos] [Evil] [Mind-affecting] [Sonic]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, evil alignment
Initiation Action: 1 immediate action
Range: 30 feet
Target: One creature
Duration: 1 round
Saving Throw: Will partial
“Dagon can create a hypnotic, rumbling song that can lure nearby creatures to his location Hazardous environments are ignored—an air-breathing creature blissfully walks into the ocean to reach Dagon if he succumbs to this effect.”
You can hum a subsonic note that can, while not as powerful as Dagon's song, draw an enemy into danger, heedless of his own safety. If an enemy attacks your or an ally, you may initiate this maneuver to attempt to draw an enemy to you. One target within range must make a Will save (DC 13 + your Charisma modifier) or his attack is lost and he is forced to move towards you (up to half his movement speed) in an attempt to end up adjacent to you; he provokes attacks of opportunity as normal from movement and suffers any other harmful effect from moving to you (such as moving through caltrops, moving over a pit, etc.), though he may make any saving throws to which he is entitled by virtue of this movement. This maneuver is a supernatural ability.
Marilith Frenzy
Infinite Torment (Counter) [Chaos] [Evil]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, chaotic alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature makes good use of this.”
You have studied marilith tactics in detail, and you put this knowledge to use with this maneuver; now that you can fight like a six-armed creature, using your two arms is three times as effective. If an enemy provokes an attack of opportunity, you may initiate this counter to take a full attack against him rather than a single attack of opportunity. These attacks still only count as a single attack of opportunity.
Unerring Blows
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
“A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. When ordered to find an item or a creature, a retriever does so unerringly.”
Channeling a retriever's senses, you can home in on your target no matter how hard he tries to hide. For the duration of this maneuver, you may replace any Spot checks you make with Intimidate checks. In addition, you ignore less than total concealment, miss chances granted by magical abilities, and anything less than total cover when making melee attacks. You can automatically pick out the correct image when facing a target affected by mirror image.
4th Level
Fiendish Affliction
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Saving Throw: Fortitude partial
Duration: Instantaneous and special; see text
“The strange and horrific obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the material plane. Their forms are hideous to behold, and their merest touch can corrupt mortal creatures.”
Beseeching the most ancient of demons for a fragment of their power, you blast an enemy with fiendish energies. As part of this maneuver, make a ranged touch attack. If it succeeds, your target must make a Fortitude save (DC 14 + Charisma modifier) or gain one negative level. The negative level persists for 8 hours, at which point the target must make another save at the same DC to avoid it becoming permanent; the negative level may not be magically removed before this time. A given creature may only take one negative level from a single initiator at once. This maneuver is a supernatural ability.
Nabassu's Hunger
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, chaotic alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Saving Throw: Reflex partial
Duration: Instantaneous and 1 round; see text
“A nabassu can feed on the body of a helpless living opponent, devouring both its flesh and life force.”
As part of this maneuver, make a single melee attack as a full-round action. When you hit, your opponent must make a Reflex save (DC 14 + your Charisma modifier) or the attack counts as a coup de grace attempt; if your opponent succeeds, it simply deals normal melee damage. If you successfully make a coup de grace attempt, whether the opponent is killed or not you gain a +1 profane bonus on all d20 rolls and 5 temporary hit points until the beginning of your next turn.
Abyssal Barrier
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, chaotic alignment or evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“The squabbling of the obyriths was but a fragment of a much larger narrative, for the era of the Age before Ages was a time of war, where the first conflicts between law and chaos had boiled over from the Inner Planes into the still-forming Outer and Material Planes.”
Demons long ago learned that they needed to protect themselves from creatures of law and good. You have learned to emanate the same protective wards, and even enhance them if you concentrate that energy in a smaller area. While this maneuver is in effect, you constantly gain the benefits of protection from good, protection from law, and entropic shield. This maneuver is a supernatural ability.
5th Level
Balor Tactics
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack and 15 feet; see text
Target: One creature
Saving Throw: Reflex partial
Duration: Until the beginning of your next turn
“No balor is found without its flame tongue or lightning bolt sword and its flaming, entangling whip.”
You must have a free hand capable of wielding a weapon to initiate this maneuver. As part of this maneuver, you manifest a balor's signature blade-and-whip combination out of distilled chaotic energy, temporarily changing any weapon you may be holding into a flaming shocking weapon with an enhancement bonus equal to 1/3 your initiator level, or creating a flaming shocking longsword if your hand is free, and creating a flaming burst whip in your other hand with the same enhancement bonus. When you initiate this maneuver, make a single melee attack with the whip at an opponent within 15 feet; if you hit, your target is entangled. Your target must make a Reflex save (DC 15 + Charisma modifier) or be pulled adjacent to you; if it is pulled to you, you may make a single melee attack with your other weapon. Whether your target was pulled to you or not, it is entangled until your weapons disappear at the beginning of your next turn. This maneuver is a supernatural ability.
Form of Madness
Infinite Torment (Boost) [Chaos] [Evil] [Fear] [Mind-affecting]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, chaotic neutral/chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Area: 10-foot-radius emanation, centered on you
Duration: 2 rounds
“Obyriths appear in forms so noxious and horrific that those near an obyrith who observe it are afflicted with some form of madness or insanity.”
You wrap yourself in the aura of an obyrith, warping the minds of all who see you. When you initiate this maneuver, you seem more fearsome and alien for an instant, forcing any enemies who can see you to make a Will save (DC 15 + your Charisma modifier) or be subject to the effects of an insanity spell for the duration of this maneuver. This maneuver is a supernatural ability.
Fraz-Urb'luu's Deception
Infinite Torment [Chaos] [Evil]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, chaotic neutral/chaotic evil
Initiation Action: 1 full-round action
Range: 10 feet
Effect: One summoned demon
Duration: Until the end of the encounter
“Fraz-Urb'luu's most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything within sight as a result.”
While you may not be able to deceive demon lords, you find lesser demons easy to fool into serving you for a time. As a full-round action, you may summon a demon and attempt to coerce it into serving you. You may summon any type of demon that you wish with a CR less than or equal to your initiator level, but it has a percentage chance of attacking you when summoned equal to 10 + 3 times its CR. The demon lasts for the duration of the encounter whether it is attacking you or its enemies; if it runs out of enemies to attack, it will begin to attack you and your allies. This maneuver is a supernatural ability.
6th Level
Baphomet's Breath
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: 15-foot cone and several 5-foot-radius spreads; see text
Saving Throw: Reflex half
Duration: Instantaneous and one round; see text
“Baphomet's roar can inspire fear, and his breath is a gout of unholy water infused with negative energy.”
As part of this maneuver, you breath a cone of vile water infused with evil power that deals 5d6 damage to all creatures in its area, or half damage with a successful Reflex save (DC 16 + your Charisma modifier for evil targets, or DC 20 + your Charisma modifier for good or morally neutral targets). In addition, the water drips off its targets and forms pools of foul water; until the beginning of your next turn, the spaces of any creatures hit by the cone are full of unholy water, which deals 1d6 damage to good or neutral creatures passing through those spaces and counts as difficult terrain. This maneuver is a supernatural ability.
Possessing Touch
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: One creature
Target: You
Duration: 3 rounds
“Sometimes a fiend has the supernatural ability to possess other creatures. In its most feared form of possession, a fiend can take direct control over its victim's actions.”
When you initiate this strike, make a touch attack against a single creature; if he fails a Will save (DC 16 + your Charisma modifier) you control his actions for the duration of this maneuver as if using a dominate monster spell. This maneuver is a supernatural ability.
Temptation
Infinite Torment [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, chaotic neutral/chaotic evil alignment
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Until the end of the encounter
“If a creature utters the name 'Pazuzu' three times in succession, an unholy link between the speaker and Pazuzu is immediately established. Once he arrives, Pazuzu asks the speaker why he called upon the Prince of the Lower Aerial kingdoms. Pazuzu almost always agrees to provide aid, but if he does, the caller is corrupted.”
You may not be brave or important enough to request Pazuzu to come to you, but you can call on one of his servants for a small measure of assistance. When you initiate this maneuver, make an Intimidate check as a full-round action to see if a demon will answer your call. The result of this check determines the benefit you gain; you may choose the benefit for your check result or any lower result:
{table=head]Result|Benefit
25 or less|None; Pazuzu's minions refuse to heed your call
26-30|A minor avian demon reluctantly grants you skill; you may reroll an attack roll three times during the encounter and take the better result.
31-35|A minion of Pazuzu agrees to grant you power; you may reroll one damage die three times during the encounter and take the better result.
36-40|Pazuzu's servant grants you luck; you may reroll a save three times during the encounter and take the better result.
41-45|A powerful avian demon grants you mobility; you gain a fly speed equal to half your land speed (average maneuverability) for three rounds, broken up as desired.
46-50|Pazuzu's favored demon eagerly grants you agility; you gain three extra attacks at your full base attack bonus when making a full attack, distributed as desired.
51 or more|Pazuzu personally grants you a boon; you may either remove a single harmful effect (dispelling a spell requires a dispel check with your initiator level as the caster level), automatically hit with one attack, or grant a creature a -7 penalty to one save.[/table]
After using this maneuver, you must make a DC 16 Will save to resist changing alignment. If you fail and your alignment is nonchaotic, it becomes one step closer to chaotic; if you fail and are already chaotic, your alignment becomes one step closer to evil. If you are already chaotic evil, you do not need to make a save, but Pazuzu is displeased that you need his aid and the benefit you gain from your Intimidate check is lowered by one step (so for example a result of 31 would only let you choose from the first four benefits and a result of 15 would gain you no benefit at all). This maneuver is a supernatural ability.
7th Level
Dark Entrapment
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Saving Throw: Reflex partial
Duration: Until the end of the encounter or until saved against; see text
“A series of pools on the 73rd layer of the Abyss—the eponymous Wells of Darkness—contain some of the most vile and accursed prisoners in the multiverse, let alone the Abyss. The inky black liquid of the pools somehow restrains those submerged into it, preventing escape but allowing a very primitive form of telepathic communication that serves only to prove that the captives have not yet been erased from existence.”
As part of this maneuver, you encapsulate a single foe in a bit of the material from the Wells of Darkness. The creature must succeed on a Reflex save (DC 17 + your Charisma modifier) or be engulfed in this liquid and affected as if by a hold monster spell. Even if the creature succeeds, he is entangled for the duration of the encounter. Whether the creature saves or not, he is unable to speak until the liquid wears off (the duration of the encounter), though he can speak telepathically in any language he knows, so he can communicate but cannot use any ability relying on speaking or sound to deliver its effects. This maneuver is a supernatural ability.
Skin of Juiblex
Infinite Torment (Counter) [Chaos] [Evil] [Acid]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 6 rounds
“A shuddering, glistening cone of jelly and slime striated with veins of black and green rears up from the pit. Baleful red eyes swim in the thing's gelatinous body, and dripping pseudopods of tremulous ooze writhe with latent hunger in every direction at once.”
When you initiate this maneuver, some ooze like that which covers the Faceless Lord covers your body. While it lasts, Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 3d6 points of damage. Half of this damage is acid damage, but half results directly from unholy power and is not subject to reduction by energy resistance or the like. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. In addition, you gain a bonus to grapple checks equal to your initiator level. This maneuver is a supernatural ability.
Abyssal Emissary
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. The loumaras represent an emergent demonic subtype; even so, they have plagued the Material Plane for ages. The strange and horrifying obyriths are primeval demons who wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane.”
You have learned to draw on the properties of many kinds of demons for protection. While this maneuver is in effect, you constantly gain two of the following: immunity to acid, immunity to electricity; immunity to fire; immunity to poison; immunity to mind-affecting effects; cold resistance 10; constant true seeing as the spell; or fast healing 5. This maneuver is a supernatural ability.
8th Level
Abduction
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“Bar-lguras enjoy setting ambushes and attacking foes with surprise. Unlike most tanar'ri, a bar-lgura can teleport to transport other creatures.”
You can ambush creatures like a bar-lgura, teleporting a foe away to be fought one-on-one. As a standard action, make a melee touch attack against a single creature within reach. If you succeed on the touch attack, you can teleport the touched creature as if by a dimension door spell. You teleport along with him, although you do not have to teleport to the same spot; you may appear up to (Charisma modifier x 5) feet away from the target, so you can draw him into an ambush or the like without being caught in it yourself. Alternately, you may simply teleport yourself without requiring you to touch another creature, though doing so requires a full-round rather than a standard action. This maneuver is a supernatural ability.
Demogorgon's Minds
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1d6 rounds
“Inside the Prince of Demons rages a secret war for control of himself. Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds' worth of actions in any given round, as if he were two creatures.”
After extensive training, you have cultivated an unconscious mind that can act as well as your conscious mind, allowing you to accomplish twice as much as other creatures in a given time. For the duration of this boost, you can either make a single melee attack in addition to any other actions you may take in the round, or gain an additional swift action, chosen each round.
Abyssal Incarnation
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“Fiendish creatures dwell on the lower planes, the realms of evil; they are more fearsome in appearance than their material counterparts. Axiomatic creatures dwell on planes of chaos, the realms of disorder; they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered.”
You meditate on the ideals of Chaos and Evil, internalizing their principles; in a few moments, your features seem to be more unformed and ragged, and more frightening and terrible. While you are in this stance, you take on both the fiendish and anarchic templates.
9th Level
Infinite Chaos
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 9
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“The Infinite Layers of the Abyss are the physical manifestation of chaos and evil, the murderous, unpredictable underbelly of the multiverse. Each layer is a unique microcosm of terror.”
The raw, undiluted chaos of the Abyss strikes your foe with unpredictable effect. As a standard action, make a single melee attack; if you succeed, flip a coin. If the result is heads, your target takes 6x6d6 damage. If the result is tails, roll 1d6 times on the following table:
{table=head]d20|Result
1-2|Nothing happens
3-4|Target is invisible for 1d4 rounds
5-6|Target is exhausted for 1d6 rounds
7-8|Target is incorporeal for 1d4 rounds
9-10|Target is shaken for 1d8 rounds
11-12|Target is petrified for 1d4 rounds
13-14|Target is panicked for 1d4 rounds
15-16|Target is confused for 1d10 rounds
17-18|Target is dazed for 1d4 rounds
19-20|Choose one effect[/table]
This maneuver is a supernatural ability.
Infinite Torment
The Infinite Layers of the Abyss—six words that strike fear into the heart of every champion of morality and justice. The discipline of Infinite Torment is the path of the Sublime Way invented by abyssal martial adepts, drawing on the power of the Infinite Layers of the Abyss and their inhabitants. Many of its maneuvers emphasize the similarity of its practitioners to demons—granting signature demon abilities or abilities of chaos and evil—while others emphasize the different layers of the Abyss and demon princes.
The weapons associated with the Infinite Torment discipline are the longsword, whip, spiked chain, and claw, signature weapons of the marilith, balor, and glabrezu, respectively. The key skill for Infinite Torment is Intimidate.
Infinite Torment Maneuver List
1st Level
Strike Grazz't's Guile Feint and deal extra damage against a foe.
Boost Defensive Cloud Deal acid damage to attackers.
Counter Blasphemous Sacrifice Draw blood from your opponents for morale bonuses to attack and damage.
Stance Dance of Infinite Portals Teleport short distances to escape danger.
2nd Level
Strike Dance of Ruin Build up energy, then release it in a burst.
Strike Fury of Orcus Deal damage with a touch attack.
Boost Yeenoghu's Flail Attack multiple times with the same weapon.
3rd Level
Counter Marilith Frenzy Take multiple attacks of opportunity when an enemy provokes.
Counter Dagon's Doomsong Lure enemy towards you and gain a free attack.
Boost Unerring Blows Ignore cover, concealment, and other impediments.
4th Level
Strike Fiendish Affliction Deal one negative level.
Strike Nabassu's Hunger Have a chance of treating a melee attack as a coup de grace.
Stance Abyssal Barrier Gain potent defenses against lawful and good creatures.
5th Level
Strike Balor Tactics Deal fire damage and entangle targets.
Boost Form of Madness Cause fear in creatures viewing you.
Misc. Fraz-Urb'luu's Deception Summon a demon, with a chance that it will betray you.
6th Level
Strike Baphomet's Breath Breathe a cone of unholy water.
Strike Possessing Touch Control an enemy's actions temporarily.
Misc. Temptation Gain a random benefit in exchange for a random penalty.
7th Level
Strike Dark Entrapment Creatures are trapped in stasis and forgotten.
Counter Skin of Juiblex Deal acid damage to attackers, gain grapple bonuses.
Stance Abyssal Emissary Gain some traits of the tanar'ri, loumara, and obyrith.
8th Level
Strike Abduction Teleport self and touched creature
Boost Demogorgon's Minds Take an extra standard action.
Stance Abyssal Incarnation Gain the Fiendish and Anarchic templates.
9th Level
Strike Infinite Chaos Deal random damage or inflict random effects.
1st Level
Grazz't's Guile
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“Although a master tactician and accomplished swordfighter, Graz'zt's true strengths lie in seduction and guile. It is not by force alone, he realizes, that one can win control, but by controlling those who think they are in control.”
Taking a page from Graz'zt's book, you trip up your opponent and use his strengths against him. As part of a single melee attack, make a feint attempt against your target. If you succeed, you deal extra damage equal to the difference between your Bluff result and your target's Sense Motive result (in addition to the normal effects of a feint). If you fail, your attempt backfires and you take a -2 penalty on the attack roll.
Defensive Cloud
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Area: 10-foot-radius emanation, centered on you
Duration: 1d6 rounds
“A mane is bloated with rot and rancid gas. When a mane dies, it dissolves into a cloud of noxious vapor.”
You can surround yourself with a cloud of acidic vapor that erupts from your every pore, mimicking a mane's death throes. Any creature moving through the emanation takes 1d4 acid damage, and any creature attacking you takes an additional 1d4 acid damage every time it does so. The acid cloud is not very cohesive, so when you move, the acid dissipates and reforms at your new location without harming creatures you move past. This maneuver is a supernatural ability.
Blasphemous Sacrifice
Infinite Torment (Counter) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Special; see text
“Eons ago, several powerful tanar'ri tricked a dozen astral devas into visiting the Abyss for a council of peace. After a brief challenge, the demons bound the envoys to the towering trunks of twelve mighty trees in a desolate layer, sacrificing them in a vile arcane ritual that forever infused the layer with evil energies.”
You strike back when you are attacked—not simply to retaliate, but to draw blood and offer it to a demonic patron. When an enemy makes a successful attack against you, they provoke an attack of opportunity; if your attack of opportunity hits, the enemy receives a bleeding wound, which deals 1 damage per round thereafter in addition to the normal damage from your attack. The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell. In every round the target takes bleeding damage, you gain a +2 morale bonus on attack and damage rolls against that target, as the evil emanating from the creature's wound fills you with euphoria.
Dance of Infinite Portals
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 1
Initiation Action: 1 swift action
Range: Personal
Target: You
“The top layer of the Abyss is Pazunia, also known as the Plain of Infinite Portals. It is a realm of windswept barrens and jagged tors flickering with swarms of winged demons. And everywhere are massive pits that plunge into deeper layers of terror.”
The Plain of Infinite Portals is honeycombed with a myriad of portals to various other layers of the Abyss; you can draw on it to exploit minor instabilities in the fabric of your current plane to transport yourself out of harm's way. Once per round, as an immediate action, you may make a Fortitude save against a single melee or ranged attack directed at you before, with a DC equal to your opponent's attack roll. If your save is successful, you take half damage from the attack and may teleport up to 10 feet in a direction of your choice. Once you have avoided an attack, you must wait 1 round before doing so again. This maneuver is a supernatural ability.
2nd Level
Dance of Ruin
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver
Initiation Action: 3 or more actions; see text
Range: Personal
Area: 15-foot-radius burst
Duration: Special; see text
“Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air or dancing wildly and chanting.”
Where vrocks normally require three of their number to perform a dance of ruin and lay waste to a battlefield, you can channel enough demonic energy to perform one yourself; however, the power of your dance is greatly reduced. You must spend three rounds gathering the energy, after which waves of crackling energy flash outward in a 15-foot radius to damage your enemies. The damage dealt is dependent on which actions you use to channel the energy in a round, adding up the from each round to get the total: If you use a swift action, it deals 1d6 damage for that round; if you use a move action, it deals 1d10 damage; if you use a standard action, it deals 2d6 damage; if you use two or more of your actions, it deals 3d6 damage; and if you use all three of your actions, it deals 4d8 damage. You do not need to use the same action in each round; for example, a crusader who spent a swift action channeling this maneuver in the first round and two move actions channeling it in the following two rounds would deal 1d4+2d10 damage. This maneuver is a supernatural ability.
Fury of Orcus
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver, chaotic or evil alignment
Initiation Action: 1 standard action
Range: Melee touch
Target: One creature
“Orcus relies heavily on his wand in combat, much preferring to engage foes in melee. Attacks with his free claw, gore, and poison tail are almost afterthoughts.”
Orcus isn't the only one who can channel dark, entropic energy through his weapons. As part of this maneuver, make a single melee touch attack. If you hit, you deal 5d6 damage if the target is lawful and good, 3d6 if the target is lawful or good, and 1d6 damage if the target is neither lawful nor good. This maneuver is a supernatural ability.
Yeenoghu's Flail
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 2
Prerequisites: 1 Infinite Torment maneuver, chaotic alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Until the beginning of your next turn
“Bestial and straightforward, Yeenoghu is more likely to charge into melee growling and screaming epithets before doing anything more subtle. Yeenoghu's signature weapon is a three-headed flail, which he uses to great effect.”
You attempt to mimic Yeenoghu's unique fighting style, striking your opponent three times with a single attack. Each time you make a melee attack during the duration of this maneuver, roll three attack rolls instead of one. If you hit with 1 roll, deal minimum damage; if you hit with 2 rolls, deal average damage; if you hit with 3 rolls, deal your maximum normal damage. For example, if your normal damage is 2d6+4, you would deal 6 damage after hitting with 1 roll, 11 damage after hitting with 2 rolls, and 16 damage after hitting with all 3 rolls.
3rd Level
Dagon's Doomsong
Infinite Torment (Counter) [Chaos] [Evil] [Mind-affecting] [Sonic]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, evil alignment
Initiation Action: 1 immediate action
Range: 30 feet
Target: One creature
Duration: 1 round
Saving Throw: Will partial
“Dagon can create a hypnotic, rumbling song that can lure nearby creatures to his location Hazardous environments are ignored—an air-breathing creature blissfully walks into the ocean to reach Dagon if he succumbs to this effect.”
You can hum a subsonic note that can, while not as powerful as Dagon's song, draw an enemy into danger, heedless of his own safety. If an enemy attacks your or an ally, you may initiate this maneuver to attempt to draw an enemy to you. One target within range must make a Will save (DC 13 + your Charisma modifier) or his attack is lost and he is forced to move towards you (up to half his movement speed) in an attempt to end up adjacent to you; he provokes attacks of opportunity as normal from movement and suffers any other harmful effect from moving to you (such as moving through caltrops, moving over a pit, etc.), though he may make any saving throws to which he is entitled by virtue of this movement. This maneuver is a supernatural ability.
Marilith Frenzy
Infinite Torment (Counter) [Chaos] [Evil]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, chaotic alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
“Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature makes good use of this.”
You have studied marilith tactics in detail, and you put this knowledge to use with this maneuver; now that you can fight like a six-armed creature, using your two arms is three times as effective. If an enemy provokes an attack of opportunity, you may initiate this counter to take a full attack against him rather than a single attack of opportunity. These attacks still only count as a single attack of opportunity.
Unerring Blows
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 3
Prerequisites: 1 Infinite Torment maneuver, evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
“A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. When ordered to find an item or a creature, a retriever does so unerringly.”
Channeling a retriever's senses, you can home in on your target no matter how hard he tries to hide. For the duration of this maneuver, you may replace any Spot checks you make with Intimidate checks. In addition, you ignore less than total concealment, miss chances granted by magical abilities, and anything less than total cover when making melee attacks. You can automatically pick out the correct image when facing a target affected by mirror image.
4th Level
Fiendish Affliction
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Saving Throw: Fortitude partial
Duration: Instantaneous and special; see text
“The strange and horrific obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the material plane. Their forms are hideous to behold, and their merest touch can corrupt mortal creatures.”
Beseeching the most ancient of demons for a fragment of their power, you blast an enemy with fiendish energies. As part of this maneuver, make a ranged touch attack. If it succeeds, your target must make a Fortitude save (DC 14 + Charisma modifier) or gain one negative level. The negative level persists for 8 hours, at which point the target must make another save at the same DC to avoid it becoming permanent; the negative level may not be magically removed before this time. A given creature may only take one negative level from a single initiator at once. This maneuver is a supernatural ability.
Nabassu's Hunger
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, chaotic alignment
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Saving Throw: Reflex partial
Duration: Instantaneous and 1 round; see text
“A nabassu can feed on the body of a helpless living opponent, devouring both its flesh and life force.”
As part of this maneuver, make a single melee attack as a full-round action. When you hit, your opponent must make a Reflex save (DC 14 + your Charisma modifier) or the attack counts as a coup de grace attempt; if your opponent succeeds, it simply deals normal melee damage. If you successfully make a coup de grace attempt, whether the opponent is killed or not you gain a +1 profane bonus on all d20 rolls and 5 temporary hit points until the beginning of your next turn.
Abyssal Barrier
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 4
Prerequisites: 2 Infinite Torment maneuvers, chaotic alignment or evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“The squabbling of the obyriths was but a fragment of a much larger narrative, for the era of the Age before Ages was a time of war, where the first conflicts between law and chaos had boiled over from the Inner Planes into the still-forming Outer and Material Planes.”
Demons long ago learned that they needed to protect themselves from creatures of law and good. You have learned to emanate the same protective wards, and even enhance them if you concentrate that energy in a smaller area. While this maneuver is in effect, you constantly gain the benefits of protection from good, protection from law, and entropic shield. This maneuver is a supernatural ability.
5th Level
Balor Tactics
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack and 15 feet; see text
Target: One creature
Saving Throw: Reflex partial
Duration: Until the beginning of your next turn
“No balor is found without its flame tongue or lightning bolt sword and its flaming, entangling whip.”
You must have a free hand capable of wielding a weapon to initiate this maneuver. As part of this maneuver, you manifest a balor's signature blade-and-whip combination out of distilled chaotic energy, temporarily changing any weapon you may be holding into a flaming shocking weapon with an enhancement bonus equal to 1/3 your initiator level, or creating a flaming shocking longsword if your hand is free, and creating a flaming burst whip in your other hand with the same enhancement bonus. When you initiate this maneuver, make a single melee attack with the whip at an opponent within 15 feet; if you hit, your target is entangled. Your target must make a Reflex save (DC 15 + Charisma modifier) or be pulled adjacent to you; if it is pulled to you, you may make a single melee attack with your other weapon. Whether your target was pulled to you or not, it is entangled until your weapons disappear at the beginning of your next turn. This maneuver is a supernatural ability.
Form of Madness
Infinite Torment (Boost) [Chaos] [Evil] [Fear] [Mind-affecting]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, chaotic neutral/chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Area: 10-foot-radius emanation, centered on you
Duration: 2 rounds
“Obyriths appear in forms so noxious and horrific that those near an obyrith who observe it are afflicted with some form of madness or insanity.”
You wrap yourself in the aura of an obyrith, warping the minds of all who see you. When you initiate this maneuver, you seem more fearsome and alien for an instant, forcing any enemies who can see you to make a Will save (DC 15 + your Charisma modifier) or be subject to the effects of an insanity spell for the duration of this maneuver. This maneuver is a supernatural ability.
Fraz-Urb'luu's Deception
Infinite Torment [Chaos] [Evil]
Level: Crusader 5
Prerequisites: 3 Infinite Torment maneuvers, chaotic neutral/chaotic evil
Initiation Action: 1 full-round action
Range: 10 feet
Effect: One summoned demon
Duration: Until the end of the encounter
“Fraz-Urb'luu's most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything within sight as a result.”
While you may not be able to deceive demon lords, you find lesser demons easy to fool into serving you for a time. As a full-round action, you may summon a demon and attempt to coerce it into serving you. You may summon any type of demon that you wish with a CR less than or equal to your initiator level, but it has a percentage chance of attacking you when summoned equal to 10 + 3 times its CR. The demon lasts for the duration of the encounter whether it is attacking you or its enemies; if it runs out of enemies to attack, it will begin to attack you and your allies. This maneuver is a supernatural ability.
6th Level
Baphomet's Breath
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: 15-foot cone and several 5-foot-radius spreads; see text
Saving Throw: Reflex half
Duration: Instantaneous and one round; see text
“Baphomet's roar can inspire fear, and his breath is a gout of unholy water infused with negative energy.”
As part of this maneuver, you breath a cone of vile water infused with evil power that deals 5d6 damage to all creatures in its area, or half damage with a successful Reflex save (DC 16 + your Charisma modifier for evil targets, or DC 20 + your Charisma modifier for good or morally neutral targets). In addition, the water drips off its targets and forms pools of foul water; until the beginning of your next turn, the spaces of any creatures hit by the cone are full of unholy water, which deals 1d6 damage to good or neutral creatures passing through those spaces and counts as difficult terrain. This maneuver is a supernatural ability.
Possessing Touch
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, neutral evil/chaotic evil alignment
Initiation Action: 1 standard action
Range: One creature
Target: You
Duration: 3 rounds
“Sometimes a fiend has the supernatural ability to possess other creatures. In its most feared form of possession, a fiend can take direct control over its victim's actions.”
When you initiate this strike, make a touch attack against a single creature; if he fails a Will save (DC 16 + your Charisma modifier) you control his actions for the duration of this maneuver as if using a dominate monster spell. This maneuver is a supernatural ability.
Temptation
Infinite Torment [Chaos] [Evil]
Level: Crusader 6
Prerequisites: 4 Infinite Torment maneuvers, chaotic neutral/chaotic evil alignment
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Until the end of the encounter
“If a creature utters the name 'Pazuzu' three times in succession, an unholy link between the speaker and Pazuzu is immediately established. Once he arrives, Pazuzu asks the speaker why he called upon the Prince of the Lower Aerial kingdoms. Pazuzu almost always agrees to provide aid, but if he does, the caller is corrupted.”
You may not be brave or important enough to request Pazuzu to come to you, but you can call on one of his servants for a small measure of assistance. When you initiate this maneuver, make an Intimidate check as a full-round action to see if a demon will answer your call. The result of this check determines the benefit you gain; you may choose the benefit for your check result or any lower result:
{table=head]Result|Benefit
25 or less|None; Pazuzu's minions refuse to heed your call
26-30|A minor avian demon reluctantly grants you skill; you may reroll an attack roll three times during the encounter and take the better result.
31-35|A minion of Pazuzu agrees to grant you power; you may reroll one damage die three times during the encounter and take the better result.
36-40|Pazuzu's servant grants you luck; you may reroll a save three times during the encounter and take the better result.
41-45|A powerful avian demon grants you mobility; you gain a fly speed equal to half your land speed (average maneuverability) for three rounds, broken up as desired.
46-50|Pazuzu's favored demon eagerly grants you agility; you gain three extra attacks at your full base attack bonus when making a full attack, distributed as desired.
51 or more|Pazuzu personally grants you a boon; you may either remove a single harmful effect (dispelling a spell requires a dispel check with your initiator level as the caster level), automatically hit with one attack, or grant a creature a -7 penalty to one save.[/table]
After using this maneuver, you must make a DC 16 Will save to resist changing alignment. If you fail and your alignment is nonchaotic, it becomes one step closer to chaotic; if you fail and are already chaotic, your alignment becomes one step closer to evil. If you are already chaotic evil, you do not need to make a save, but Pazuzu is displeased that you need his aid and the benefit you gain from your Intimidate check is lowered by one step (so for example a result of 31 would only let you choose from the first four benefits and a result of 15 would gain you no benefit at all). This maneuver is a supernatural ability.
7th Level
Dark Entrapment
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Saving Throw: Reflex partial
Duration: Until the end of the encounter or until saved against; see text
“A series of pools on the 73rd layer of the Abyss—the eponymous Wells of Darkness—contain some of the most vile and accursed prisoners in the multiverse, let alone the Abyss. The inky black liquid of the pools somehow restrains those submerged into it, preventing escape but allowing a very primitive form of telepathic communication that serves only to prove that the captives have not yet been erased from existence.”
As part of this maneuver, you encapsulate a single foe in a bit of the material from the Wells of Darkness. The creature must succeed on a Reflex save (DC 17 + your Charisma modifier) or be engulfed in this liquid and affected as if by a hold monster spell. Even if the creature succeeds, he is entangled for the duration of the encounter. Whether the creature saves or not, he is unable to speak until the liquid wears off (the duration of the encounter), though he can speak telepathically in any language he knows, so he can communicate but cannot use any ability relying on speaking or sound to deliver its effects. This maneuver is a supernatural ability.
Skin of Juiblex
Infinite Torment (Counter) [Chaos] [Evil] [Acid]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 6 rounds
“A shuddering, glistening cone of jelly and slime striated with veins of black and green rears up from the pit. Baleful red eyes swim in the thing's gelatinous body, and dripping pseudopods of tremulous ooze writhe with latent hunger in every direction at once.”
When you initiate this maneuver, some ooze like that which covers the Faceless Lord covers your body. While it lasts, Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 3d6 points of damage. Half of this damage is acid damage, but half results directly from unholy power and is not subject to reduction by energy resistance or the like. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. In addition, you gain a bonus to grapple checks equal to your initiator level. This maneuver is a supernatural ability.
Abyssal Emissary
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 7
Prerequisites: 4 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. The loumaras represent an emergent demonic subtype; even so, they have plagued the Material Plane for ages. The strange and horrifying obyriths are primeval demons who wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane.”
You have learned to draw on the properties of many kinds of demons for protection. While this maneuver is in effect, you constantly gain two of the following: immunity to acid, immunity to electricity; immunity to fire; immunity to poison; immunity to mind-affecting effects; cold resistance 10; constant true seeing as the spell; or fast healing 5. This maneuver is a supernatural ability.
8th Level
Abduction
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“Bar-lguras enjoy setting ambushes and attacking foes with surprise. Unlike most tanar'ri, a bar-lgura can teleport to transport other creatures.”
You can ambush creatures like a bar-lgura, teleporting a foe away to be fought one-on-one. As a standard action, make a melee touch attack against a single creature within reach. If you succeed on the touch attack, you can teleport the touched creature as if by a dimension door spell. You teleport along with him, although you do not have to teleport to the same spot; you may appear up to (Charisma modifier x 5) feet away from the target, so you can draw him into an ambush or the like without being caught in it yourself. Alternately, you may simply teleport yourself without requiring you to touch another creature, though doing so requires a full-round rather than a standard action. This maneuver is a supernatural ability.
Demogorgon's Minds
Infinite Torment (Boost) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1d6 rounds
“Inside the Prince of Demons rages a secret war for control of himself. Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds' worth of actions in any given round, as if he were two creatures.”
After extensive training, you have cultivated an unconscious mind that can act as well as your conscious mind, allowing you to accomplish twice as much as other creatures in a given time. For the duration of this boost, you can either make a single melee attack in addition to any other actions you may take in the round, or gain an additional swift action, chosen each round.
Abyssal Incarnation
Infinite Torment (Stance) [Chaos] [Evil]
Level: Crusader 8
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
“Fiendish creatures dwell on the lower planes, the realms of evil; they are more fearsome in appearance than their material counterparts. Axiomatic creatures dwell on planes of chaos, the realms of disorder; they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered.”
You meditate on the ideals of Chaos and Evil, internalizing their principles; in a few moments, your features seem to be more unformed and ragged, and more frightening and terrible. While you are in this stance, you take on both the fiendish and anarchic templates.
9th Level
Infinite Chaos
Infinite Torment (Strike) [Chaos] [Evil]
Level: Crusader 9
Prerequisites: 5 Infinite Torment maneuvers, chaotic evil alignment
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
“The Infinite Layers of the Abyss are the physical manifestation of chaos and evil, the murderous, unpredictable underbelly of the multiverse. Each layer is a unique microcosm of terror.”
The raw, undiluted chaos of the Abyss strikes your foe with unpredictable effect. As a standard action, make a single melee attack; if you succeed, flip a coin. If the result is heads, your target takes 6x6d6 damage. If the result is tails, roll 1d6 times on the following table:
{table=head]d20|Result
1-2|Nothing happens
3-4|Target is invisible for 1d4 rounds
5-6|Target is exhausted for 1d6 rounds
7-8|Target is incorporeal for 1d4 rounds
9-10|Target is shaken for 1d8 rounds
11-12|Target is petrified for 1d4 rounds
13-14|Target is panicked for 1d4 rounds
15-16|Target is confused for 1d10 rounds
17-18|Target is dazed for 1d4 rounds
19-20|Choose one effect[/table]
This maneuver is a supernatural ability.