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unosarta
2010-10-31, 05:25 PM
Cabalist of the Heinous Realms

http://th05.deviantart.net/fs71/PRE/i/2010/064/1/1/The_Pact_by_FuryOn1989.jpg

”Do not try to fight that which you do not understand mortal. I have heard the whispers of the Ancient Nine, spoken to them, and been encircled with their glory. I have walked among the hells, and your meager power cannot compare to their wrath!” Holaz Dorian, Cabalist of the Heinous Realms, speaker of the Archdukes.

The Cabalist of the Heinous Realms is a master of devils, able to bind them and contort them to their will. The most powerful among the Cabalists are able to speak to the devil princes themselves, and make the true pacts. Seldom few are able to do so, and live long from it.

BECOMING A CABALIST OF THE HEINOUS REALMS
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Diplomacy 10 ranks, Knowledge (the Planes) 10 ranks
Feats: Skilled Pact Making
Special: Able to bind 4th level vestiges
Alignment: Any non-chaotic, non-good.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| Bind the Dark Ones, Soulbound

2nd|
+1|
+3|
+0|
+3| Pact of the First Lord

3rd|
+2|
+3|
+1|
+3| Pact of the Second Lord

4th|
+3|
+4|
+1|
+4| Pact of the Third Lord, Disperse

5th|
+3|
+4|
+1|
+4| Pact of the Fourth Lord

6th|
+4|
+5|
+2|
+5| Pact of the Fifth Lord, Secrets of the Elders

7th|
+5|
+5|
+2|
+5| Pact of the Sixth Lord

8th|
+6|
+6|
+2|
+6| Pact of the Seventh Lord, Touch of the Dark One

9th|
+6|
+6|
+3|
+6| Pact of the Eighth Lord

10th|
+7|
+7|
+3|
+7| Pact of the Master, Soulpact[/table]

Weapon Proficiencies: The Cabalist of the Heinous Realms gains no proficiencies with any weapons or armor.

Bind the Dark Ones (Ex): A Cabalist of the Heinous Realms continues to advance as a Binder. He adds his Cabalist of the Heinous Realms class level to his Binder level to determine his effective Binder level, as well as the highest level Vestige he can bind. He gains no other benefits of the Binder class, including the total number of Vestiges bound (he only gains additional Vestiges through his Pact of the Lords abilities).

Soulbound (Ex): The Cabalist of the Heinous Realms becomes inextricably bound to the devils. He gains an aura of Evil as if he were an outsider (see; Detect Evil (http://www.d20srd.org/srd/spells/detectevil.htm)). He must choose a type of devil, and gains powers associated with that devil depending on his level, as shown in the table below:

{table=head]Devil|1st level|3rd level|5th level|7th level|9th level

Hamatula|+3 Natural Armor|Barbed Defense|2 Claws (2d8+Str)|Improved Grab|Impale (2d8+2xStr)

Barbazu|+2 Damage Rolls|2 Claws (1d6+Str)| Beard (1d8+Str)|Battle Frenzy|Devil Chills

Osyluth|DR 2/good|Bite (1d8+Str)| Sting (3d4+1/2 Str)|Fear Aura|Poison

Kyton|+2 Initiative|Unnerving Gaze|Chain (2d4+Str)|Chain Parry|Whirling Chains

Erinyes|+3 Spot|Charm Monster|Telepathy|Wings of the Furies|True Seeing

Bezekira|+2 Armor Class|Pounce|2 Claws (1d8+Str)|Improved Grab|Invisible in the Light

Cornugon|+3 Foritude|Tail (2d6+1/2 Str)|Infernal Wound|Stun|Regeneration 5

Gelugon|+3 Reflex|Tail (2d6+1/2 Str)|Fear Aura|Slow|Regeneration 5

Imp|+3 Spellcraft|Sting (1d4+Str)|Invisibility|Poison|Suggestion

Pit Fiend|+2 Attack Rolls|2 Claws (2d8+1/2 Str)|Wings|Devil Chills|Regeneration 5[/table]

Ability Details:
Hamatula

1st level: The Cabalist of the Heinous Realms gains a +3 natural armor bonus.

3rd level: Any creature striking the Cabalist of the Heinous Realms with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, as secondary attacks, that deal 2d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier.

7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, which activates when he hits with both of his claws.

9th level: When the Cabalist of the Heinous Realms makes a successful grapple check, he deals 2d8+ twice his strength modifier piercing damage.


Barbazu

1st level: The Cabalist of the Heinous Realms deals an extra +2 damage with natural weapons he has, and all weapons he is proficient with.

3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, each of which deals 1d6 damage, plus the Cabalist of the Heinous Realms’ strength modifier.

5th level: When the Cabalist of the Heinous Realms hits a single opponent with both claw attacks, he automatically hits with his beard (spikes attached to the lower half of his jaw), which deals 1d8 damage, plus his Strength modifier.

7th level: The Cabalist of the Heinous Realms may enter a rage, similar to that of a Barbarian, which increases his strength and constitution by 4, gives him a +2 bonus to will saves, and he takes a -2 penalty to armor class, for a number of rounds equal to his newly improved Constitution modifier. He becomes fatigued after his rage for 1d4 rounds, and cannot enter a rage while fatigued. He may only use this ability once per encounter.

9th level: As a swift action, the Cabalist of the Heinous Realms’ beard attack infects the next target with the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills), if they do not make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.



Osyluth

1st level: The Cabalist of the Heinous Realms gains Damage Reduction 2/good, which increases to 4/good at 4th level, 6/good at 7th level, and 8/good at 10th level.

3rd level: The Cabalist of the Heinous Realms gains a bite attack, which deals 1d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier, as a secondary natural attack.

5th level: The Cabalist of the Heinous Realms gains a sting attack, which deals 3d4 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier, as a primary natural attack.

7th level: The Cabalist of the Heinous Realms gains an aura of fear, which he can activate as a swift action. All creatures within 5 feet must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or be affected by the fear spell, with a caster level equal to the Cabalist of the Heinous Realms’ effective binder level.

9th level: The Cabalist of the Heinous Realms’ sting attack now also injects a poison into the target, and they must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take initial damage 1d6 Strength damage, secondary 2d6 Strength damage. The Cabalist of the Heinous Realms, after applying poison to his sting, must wait 5 rounds before doing so again.



Kyton

1st level: The Cabalist of the Heinous Realms gains a +2 bonus to initiative rolls.

3rd level: The Cabalist of the Heinous Realms gains an unnerving gaze ability. As a standard action, the Cabalist of the Heinous Realms’ face changes into that of an opponents departed loved ones, or bitter enemies, and all within 30 feet must make a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or take a -2 penalty to attack rolls against the Cabalist of the Heinous Realms for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

5th level: The Cabalist of the Heinous Realms gains a chain attack, which deals 2d4 damage, plus the Cabalist of the Heinous Realms’ Strength modifier piercing damage. This is a primary natural attack.

7th level: The Cabalist of the Heinous Realms may parry an attack using his chain. If he is aware of an incoming attack, he may, as an immediate action, make an attack roll, using his chain. If his attack roll is higher than that of the incoming attack, it misses. If not, the attack hits as normal. After using this attack, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.

9th level: The Cabalist of the Heinous Realms can control up to four chains within 20 feet as a standard action, making the chains dance or move as he wishes for 3 rounds. In addition, the Cabalist of the Heinous Realms can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Cabalist of the Heinous Realms himself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) to break the Cabalist of the Heinous Realms’ power over that chain. If the save is successful, the Cabalist of the Heinous Realms cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. After using this ability, the Cabalist of the Heinous Realms must wait 10 rounds before using it again.



Erinyes

1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to Spot checks.

3rd level: The Cabalist of the Heinous Realms casts Charm Monster. He may only have one creature charmed at a time, and the charm only lasts 10 rounds, after which the creature is no longer charmed. The Cabalist of the Heinous Realms must wait 15 rounds after using this ability before he can use it again.

5th level: The Cabalist of the Heinous Realms gains telepathy (http://www.d20srd.org/srd/specialAbilities.htm#telepathy) out to 30 feet.

7th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.

9th level: The Cabalist of the Heinous Realms may use a standard action in order to gain True Seeing as the spell, for 10 rounds. After using this ability, he must wait 5 rounds before using it again.



Bezekira

1st level: The Cabalist of the Heinous Realms gains a +2 dodge bonus to armor class.

3rd level: The Cabalist of the Heinous Realms gains the pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) special ability.

5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 1d8 damage plus his Strength modifier. They are secondary natural attacks.

7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, triggered when he hits with both claw attacks.

9th level: The Cabalist of the Heinous Realms may become invisible for 2 rounds, as the Greater Invisibility spell, in any area lit well enough for a human to see as a swift action. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.



Cornugon

1st level: The Cabalist of the Heinous Realms gains a +3 bonus to fortitude saves.

3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage, plus 1/2 the Cabalist of the Heinous Realms’ strength modifier. This is a tertiary natural attack.

5th level: Any wound created by the Cabalist of the Heinous Realms’ natural attacks continues to bleed for a long period of time. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a caster level check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

7th level: The Cabalist of the Heinous Realms may stun opponents with any melee attack, as a swift action. The opponent must make a fortitude check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be stunned for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good weapons, silvered weapons and spells or effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.



Gelugon

1st level: The Cabalist of the Heinous Realms gains a +3 bonus to reflex saves.

3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage plus half of the Cabalist of the Heinous Realms’ Strength modifier. This is a tertiary natural attack.

5th level: The Cabalist of the Heinous Realms gains an aura of fear, which he may activate as a swift action. It lasts 3 rounds, and during the duration, and creature that enters within 10 feet of the Cabalist of the Heinous Realms must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) or be affected by the fear spell. A creature that has successfully made their will save against the Cabalist of the Heinous Realms’ aura of fear cannot be affected by that Cabalist of the Heinous Realms’ aura for 24 hours.

7th level: The Cabalist of the Heinous Realms may use a swift action to make their tail attack also apply a numbing cold to the opponent. The opponent must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier) or be affected as though by a slow spell for 1d6 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.



Imp

1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to all Spellcraft checks.

3rd level: The Cabalist of the Heinous Realms gains a sting attack, which deals 1d4 damage, plus the Cabalist of the Heinous Realms’ strength modifier. This is a secondary natural attack.

5th level: The Cabalist of the Heinous Realms may cast Greater Invisibility as a swift action, which lasts 3 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

7th level: The Cabalist of the Heinous Realms’ sting attack may now inflict a poison upon the next person it strikes when activated as a swift action. Those who have the poison inflicted on them must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take 1d4 initial Dexterity damage, and 2d4 secondary Dexterity damage. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.

9th level: The Cabalist of the Heinous Realms may cast Suggestion as a full round action that provokes attacks of opportunity. The Cabalist of the Heinous Realms may only have one suggestion active at a time, and after the suggestion ends, may not use this ability again for 1 hour.



Pit Fiend

1st level: The Cabalist of the Heinous Realms gains a +2 competency bonus to attack rolls.

3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 2d8 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier. These are secondary natural attacks.

5th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.

7th level: As a standard action, the Cabalist of the Heinous Realms may hit an opponent with a single claw attack, which forces them to make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be affected by the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using this ability again.

9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.




Pact of the First Lord (Ex): Starting at second level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the First Lord, Bel, and bind his Avatar.

Pact of the Second Lord (Ex): Starting at third level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Second Lord, Dispater, and bind his Avatar.

Pact of the Third Lord (Ex): Starting at fourth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Third Lord, Mammon, and bind his Avatar.

Disperse (Su): Starting at level four, the Cabalist of the Heinous realms may force outsiders and those not from the material plane to disperse back to their home plane. As a standard action, he may cast the Banishment spell, which deals 1d6 damage per Cabalist of the Heinous Realms’ level that he posses to the outsider. He must wait 3d6 rounds before using this ability again.

Pact of the Fourth Lord (Ex): Starting at fifth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fourth Lord, Belial, and bind his Avatar.

Pact of the Fifth Lord (Ex): Starting at sixth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fifth Lord, Levistus, and bind his Avatar.

Secrets of the Elders (Su): Starting at sixth level, the Cabalist of the Heinous Realms gains insidious knowledge from the devils. He may use any knowledge skill untrained, and gains a bonus to all knowledge skills equal to his Cabalist of the Heinous Realms’ levels. Once per day, the Cabalist of the Heinous Realms may ask the devils a single question, as if he had cast the Commune (http://www.d20srd.org/srd/spells/commune.htm) spell.

Pact of the Sixth Lord (Ex): Starting at seventh level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Sixth Lord, Glasya, and bind her Avatar.

Pact of the Seventh Lord (Ex): Starting at eighth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Seventh Lord, Baalzebul, and bind his Avatar.

Touch of the Dark One (Su): As a standard action, the Cabalist of the Heinous Realms may channel nefarious energy through his hands, dealing 1d8 damage per Cabalist of the Heinous Realms’ level he posses, as a touch attack. If the touch attack is used against a good creature, the Cabalist of the Heinous Realms may add his Cabalist of the Heinous Realms’ levels damage to the touch attack. It only deals half damage against evil creatures. After using this ability, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.

Pact of the Eighth Lord (Ex): Starting at ninth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Eighth Lord, Mephistopheles, and bind his Avatar.

Pact of the Master (Ex): At tenth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Master, Asmodeus, and bind his Avatar.

Soulpact (Su): At tenth level, the Cabalist of the Heinous Realms makes the final pact, and becomes a Half-Devil. His race of devil is the race he chose for his Soulbound ability.


PLAYING A CABALIST OF THE HEINOUS REALMS
Playing Cabalists of the Heinous Realms is a very interesting experience. You bond with a specific devil type, and then gain the vestiges of each of the lords of the nine hells. Having that much of a connection to the infernal is most certainly not going to be healthy for ones’ psyche.
Combat: Combat depends heavily on which lord of the hells you have bound, and which devil race you are bound to. Most combats will involve melee attacks, unless you happen to be bound to one of the more powerful vestiges, who have ranged attacks.
Advancement: Few other classes apply binding to fiendish beings, and those that do are often almost incompatible with the Cabalist of the Heinous Realms.
Resources: The Cabalists of the Heinous Realms do not necessarily gain any material or even magical resources from this class. They might from membership of the Dread Cabal, but not from the class itself, and with all of the fear and hate that most people feel against Devils and fiends, it would seem that they get more of a detriment than benefit.

CABALISTs OF THE HEINOUS REALMS IN THE WORLD
Them demon-whatever- worshippers had better git outta my town! Why don’t they just go down to the hells where their masters live anyway? –Jarl Okkat, captain of the guard, Licketseville.

The Cabalists of the Heinous Realms are often persecuted and hated because they contact and use the abilities of the devils. Few understand them, and few care to.
Daily Life: Most often, days start with some sort of prayer, sacrifice, or communion to the Archdukes of the hells. Then, for a lot of Cabalists, they go in search of things that the Archdukes feel that they need for any of their plans on the prime material, and for anything that the higher ups in the Dread Cabal want. For those that adventure, usually they spend their time doing the will of the Archdukes anyway, so they usually do not care.
Notables: Holaz Dorian is the current High Speaker of the Nine, head of the Dread Cabal. He leads the rest of the members of the Cabalists, in their fiendish endeavors. Ruthenius Grey heads a small group of Cabalists that use their power to fight the greatest of the Archdukes' mortal enemies, the Lords of Rusted Iron.
Organizations: The only currently practicing organization dedicated only to the Cabalists of the Heinous Realms is the Dread Cabal, which hunted down or killed all of the competing organizations and guilds. As a note, it is not uncommon for individuals to also be practitioners of this class, but the highest concentration of people dedicated to the hells happens to be the Dread Cabal.

NPC Reaction
Most NPCs would react to the Cabalists with open fear and hostility. Being practitioners of fell magic, and literally housing that magic inside their bodies is a very disturbing concept to many professors and practitioners of magic, let alone common folk.

CABALISTS OF THE HEINOUS REALMS IN THE GAME
Cabalists tend to be more melee characters, until they get the more powerful Pacts, and even then spend most of their time in combat. Those who do not are usually incredibly good diplomats, able to reliably settle disputes and arguments, usually finished with a signed pact, as a throwback to their fiendish masters. Those who attempt to hold a day job in addition to their fiendish endeavors tend to be diplomats or Judges.
Adaptation: This class is fairly setting specific, but can be adapted, with enough work, to fit other settings and their versions of hell.
Encounters: Most encounters with Cabalists of the Heinous Realms tend to either be the PCs interfering with the Cabalists work, or the PCs meeting the Cabalist in his or her day job, as a diplomat, advisor, or other form of work.

Sample Encounter
A man with long chains wrapped around his wrists struts towards you. His feet shuffle ominously, and a wide, insane grin splits his face. He licks his lips and leans back and then forward, coming ever closer. The chains seem to writhe around his wrists and his eyes are cold and dark. His smile widens even further as he whispers giddily, "It's time for judgement." He giggles for a moment, and then rushes you.
EL 16-17:

Ruthenius Grey
http://fc04.deviantart.net/fs38/f/2008/346/f/7/Chain_in_the_Thunder_by_dragonrise.png
Ruthenius Grey, Hunter of Iron
Lawful Neutral/Male/Outside (Lawful, Native)/(Binder7/Cabalist of the Heinous Realms10)
Init +8, Senses: Listen +9, Spot +9
Languages Common, Infernal, Celestial, Elven, Dwarvish
------------------------------------------------
AC 16, touch 12, flat-footed 14 (10+2[Dex]+4[Armor])
[b]hp 225 hp (17d8 HD)
Fort +19, Ref +7, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Chain +22 (2d4+15)
Base Atk +12, Grp +22
Atk Options Chains +22 (2d4+15), Javelin +27 (1d6+15+1d6)
Combat Gear +2 Chainshirt; +5 Returning, Distance, Ghost Touch, Shock Javelin
Supernatural Abilities Touch of the Dark One, Secrets of the Elders, Disperse, Unnerving Gaze (DC 26), Wings of Ice, Hellfire Ballast
-----------------------------------------------
Abilities Str 30, Dex 14, Con 24, Int 24, Wis 8, Cha 22
SQ Fire and Cold Resistance 20
Feats Defense Against the Supernatural, Expel Vestige, Improved Binding, Improved Initiative, Supernatural Crusader, Skilled Pact Making, Supernatural Opportunist
Skills Diplomacy +26, Knowledge (the Planes) +27, Concentration +27, Bluff +26, Intimidate +26, Decipher Script +27, Knowledge (Religion) +27
Possessions The Book of Chains.

Vestige Bound: Mephistopheles (abilities added into the statblock).

unosarta
2010-10-31, 05:26 PM
Vestiges:

Bel
Bel
Vestige Level: 3rd
Binding DC: 22
Special Requirements: Yes

http://www.wizards.com/dnd/images/bovd_gallery/88161_620_43.jpg


Legend: Bel rose through the ranks from a quivering, mindless lemure to full pit fiend status. He led the diabolical armies against the demons and, through a combination of guile and power, smeared himself over and over in bloody glory. At long last, he was elevated by Asmodeus to Lord of the First, displacing an archduke called Zariel.

Special Requirements: You must place a bowl of blood in the middle of the seal.

Manifestation: The blood rises out of the bowl, and congeals. It forms the rough outline of a man. He laughs and rips off his head, and the blood forms the intricate patterns of the seal.

Sign: Your hands become stained with blood. If you try to wash it off, it reappears within seconds.

Influence: Bel loves combat and fighting, his whole life dedicated to the task. While he may fight to his hearts content against the demons, even that is not enough for him. If you fall under his influence, you gain an insatiable blood lust. If you have the chance of combat, and it is one that you are not likely to lose, you must fight. You do not have to start fights in this way, or provoke people minding their own business, but if a brawl appears, you must fight.

Granted Abilities: While Bel is bound to you, you gain the powers of battle he holds.

Battle Focus: You gain a +2 bonus to all attack and damage rolls.

Devil Prince’s Rage: Whenever you take damage, you go into a rage, gaining a +2 bonus to strength and damage reduction 2/good for a number of rounds equal to your constitution modifier. After the rage ends, you are fatigued for 3 rounds. You may not enter this rage while fatigued.

Power Attack: You gain power attack as a bonus feat.

Blood of the First Lord: You gain fast healing equal to one half your Cabalist of the Heinous Realms’ levels.



Dispater
Dispater
Vestige Level: 5th
Binding DC: 23
Special Requirements: Yes

http://lordsofaviron.com/images/Dispater.jpg


Legend: Dispater, ruler of both the city and the layer, is famous as the most cautious and calculating of the archdukes. But though his supremely unruffled manner would never betray any
anxiety, recent upheavals in Baator have left him fearful about his power. The ease with which Asmodeus’s daughter Glasya eliminated the ruler of another layer, seemingly with her father’s collusion, has the already cautious Dispater doublechecking his escape routes and quadrupling his guards. Notorious for never venturing out of his fortress, Dispater has now retreated even farther into the depths of his inner sanctum.
He now sees only his most trusted advisors and issues commands through multiple layers of intermediaries.

Special Requirements: You must place a glass eye in the center of the seal.

Manifestation: The glass eye starts rotating, and then stops suddenly. The eye seems to quiver for a few seconds, and then splits into two. Those two then split into 4, and soon there are about a hundred small eyes on the seal. They all wander and turn, and then you hear a sharp cackle. The eyes fade until all that is left is the original glass eye. No matter the iris color before, it is now red.

Sign: Your eyes turn red, and a new eye grows on your forehead. It lolls and rotates about, as if searching for some unknown enemy.

Influence: Dispater is a notorious coward, and hides from any danger. While under his influence, you feel a need to make peace with others, if only so as to further abuse their relationship, and lose another enemy. If you have the ability, and are not in any current danger, you must attempt to use diplomacy against those of indifferent or lower dispositions towards you.

Granted Abilities: Dispater’s cowardice fills you, and you gain powers from his fear.

Devil Prince’s Fear: You gain a +8 bonus to spot checks, and a +4 bonus to initiative checks, as well as a +2 dodge bonus to armor class.

Agitation: You gain the uncanny dodge ability, as the barbarian.

Dispater’s Terror: As a standard action, you may teleport up to 40 feet away from your current position. If you teleport into a solid object, you are shunted five feet in any direction that does not contain more solid object. If there is not such place, you are shunted in the direction that lies closest to a space with no solid objects in it. You take 2d6 damage per 5 feet that you move. After you have used this ability, you must wait 5 rounds before you do so again.

Diplomacy of the Second: You gain a +4 bonus to all diplomacy checks in order to improve a subject’s disposition towards you.


Mammon
Mammon
Vestige Level: 5th
Binding DC: 24
Special Requirements: Yes

http://www.wizards.com/dnd/images/bovd_gallery/88161_620_42.jpg


Legend: The serpentine archduke Mammon schemes eternally for power, in Baator and elsewhere. He’s as famous for his supremely boastful and haughty manner toward underlings as for his shameless groveling before Asmodeus.

Special Requirements: You must place a snake skin in the center of the seal.

Manifestation: The snake skin fills with fell energy, slowly at first, until the skin itself glows a dark and foreboding red. The snake stretches off of its coils and rises up, up until it reaches eye level with you. Its eyes are black, black as night. It whispers dark secrets and forbidden words, building up momentum with each word, until it lets out a long hiss. The skin slowly floats to the ground, now permanently stained black.

Sign: Your tongue becomes forked, and your eyes become snakelike, and your pupils turn a dark black. Your nose grows back against your face, turning into a pair of tiny slits.

Influence: Mammon loves to double-cross and double deal. His intent fills you with those same longings. As long as you are under his influence, you feel as if everything others say to you is a lie, lowering their disposition towards you by one step. This cannot bring their attitudes towards you below indifferent unless they are already below indifferent.

Granted Abilities: Mammon’s snakelike powers help you in the search of power.

Scent: You gain the scent special quality.

Devil Prince’s Lies: You gain a +4 bonus to bluff checks, and a +4 bonus to survival checks in order to track someone. You take a -2 penalty to spot checks.

Backstab: You gain sneak attack +3d6.

Unsight: You may go invisible, as the Greater Invisibility spell for 5 rounds. After that, you may not use this ability for 5 rounds.


Belial
Belial
Vestige Level: 6th
Binding DC: 26
Special Requirements: Yes

http://www.wizards.com/dnd/images/bovd_gallery/88161_620_46.jpg


Legend: Phlegethos is controlled by its nominal ruler, the Lady Fierna, and her father Belial, the power behind the throne. Their sensual, lustful natures fuel diabolical gossip throughout the layers of Baator. Some say Fierna has replaced her late mother, Naome, as Belial’s consort. An ambitious schemer, Belial has kept a clawhold on his power despite numerous setbacks, including a failed invasion of Stygia. He was demoted from official to unofficial ruler of Phlegethos in the aftermath of a complicated power struggle referred to as the Reckoning. With Glasya’s ascension to Archduchess of Malbolge, a layer Belial had hoped to conquer, the Reckoning has become ancient history, and the arrangement between Belial and his daughter now shows signs of strain.

Special Requirements: You must place a small doll of a woman, with black hair and pale skin in the center of the seal.

Manifestation: The doll rises up and then burns. The flame is intermixing white and black, and slowly coalesces into the form of a man. He raises a hand toward you, offering flame and ash. He disappears, and all that is left is the little doll on the seal.

Sign: Small horns sprout from your forehead, and your face grows scarred and wrinkled.

Influence: Belial desperately hates women, his own daughter taking his dominion, and Glasya, the daughter of Asmodeus taking what he thought to be rightly his. He detests them, and this anger flows into you. You must avoid any contact with women, although you may still be in the same room with them. You may speak or interact with them if you must, but it is only terse, and to the point.

Granted Abilities: Belial is a deceiver and a cheat, one who lied one too many times, and now spends eternity regretting it and plotting his revenge. He cannot stand women, and takes a -3 penalty to all rolls that socially interact with anyone openly appearing to be female.

Devil Prince’s Deception: You gain a +6 bonus to all bluff checks, and a +2 bonus to two knowledge skills of your choice. You must choose which knowledge skills upon binding this vestige. You can use those skills untrained.

Mislead: You can cast Major Image as a standard action. You must wait 5 rounds after you stop concentrating before you can use this ability again.

Belial’s Cunning: You gain a +4 bonus to Intelligence.

Flames of Phlegethos: You gain fire resistance 15, and all attacks you make deal an extra d4 damage per 2 Cabalist of the Heinous Realms’ levels you possess.



Levistus
Levistus
Vestige Level: 6th
Binding DC: 26
Special Requirements: Yes

http://www.wizards.com/dnd/images/bovd_gallery/88161_620_47.jpg


Legend: Reviled and mocked by his fellow archdukes, Levistus rules his frozen layer from a condition of humiliating imprisonment. Millennia ago, Asmodeus encased him inside the layer’s biggest glacier for a crime so heinous that this harsh punishment seemed almost a gesture of mercy. In fact, Levistus had attempted to ravish Bensozia, the consort of Asmodeus. She would not submit to the frozen prince, so he slew her. Levistus, conscious but unable to act, wasted away inside his glacial prison for eons. Recently, however, Asmodeus made an inexplicable gesture toward his lover’s murderer. He displaced
Geryon, the formerly loyal ruler of Stygia, and handed the reins of power over to Levistus. This authority was not accompanied by freedom, however; Asmodeus simply left Levistus in his glacier, where he remains to this day. Though Levistus was certain that a trap of some kind awaited him, he had spent centuries contemplating what he would do if restored to a position of influence. Communicating with Stygia’s devils through his amnizu courtiers, whom he can contact telepathically, he commands an unceasing torrent of intrigues against his peers. His hostility toward his fellows, and Asmodeus’s indifference to that behavior, has puzzled observers of baatezu politics for some time.

Special Requirements: You must place a chunk of ice in the middle of the seal.

Manifestation: The ice melts, and the water flows upwards to form a vague, man shaped being. It freezes over again, and the ice smiles. It then shatters, the ice falling to the ground, and melting into water.

Sign: Your lips become blue, as if you were asphyxiated, and your eyes turn an icy blue.

Influence: Levistus has been trapped in his glacier for eons. He shivers and wastes away, never feeling freedom, or the light of day. He longs for it more than any other. When under his influence, and you have the chance to escape from captivity, you must do it.

Granted Abilities: Levistus gives you the power to bring ice and cold, survive the harshness of it, become more diplomatic and suave, and to remain free.

Devil Prince’s Freedom: As a swift action, you can give yourself the ability to ignore restraints. This effect functions like the freedom of movement spell, except that it lasts only 1 round. once you have used this ability, you cannot do so again for 5 rounds.

Cold Immunity You are immune to cold damage.

Suave: You gain a +8 bonus to diplomacy checks, and a +6 bonus to bluff checks.

Breath of the Fifth Frost: You may breath out a huge amount of cold air that freezes and burns with cold. As a standard action, you may deal 1d8 cold damage per Cabalist of the Heinous Realms’ levels, in a 40 foot cone. After using this ability, you may not use it again for 3 rounds.



Glasya
Glasya
Vestige Level: 6th
Binding DC: 28
Special Requirements: Yes

http://lordsofaviron.com/images/Glasya.jpg


Legend: Glasya, the newly appointed Archduchess of Malbolge, has a long and twisted history with her father, Asmodeus. Often openly defiant of him, she has for centuries resisted his efforts to bring her under his control. Now it appears that their past acrimony has been conclusively laid to rest, and she has been rewarded with her own layer of Baator. Glasya enjoys a special relationship with erinyes and
paeliryons, which make up the nobility of her court. Her new responsibilities have forced her to give up her favorite pastime of days gone by—personally seducing mortals, then conducting them directly to Baator to inform them of their doom. She now pursues her conquests vicariously, urging her favorite erinyes to inveigle targets of her choosing. Glasya takes a particular interest in self-righteous paladins and corruptible
church elders.

Special Requirements: You must have duplicitously lied to someone about your sex or sexuality, and not apologized, atoned or made reparations. You must place a bundle of hair in the center of the seal.

Manifestation: The hair twists and forms a small woman. She kisses her small hands, and then blows them towards you. Then she falls back to the ground, the hair limp as it was before.

Sign: Your hair grows long and flowing.

Influence: Glasya is a huge gossip. She loves to speak of others behind their back, and takes it as a personal responsibility to know what is going on about her realm. This appears as a trait if you become under her influence. If you are under her influence, and have a chance to gossip about someone behind their back, you must take it.

Granted Abilities: Glasya gives you the power to change shape, to be more charismatic, to paralyze others with a touch, and to send a gaze of fire.

Devil Princess’ Seduction: You may change your shape as a swift action, assuming the form of any medium or small humanoid. This is a polymorph effect, and not affected by any illusion piercing spells or spell like abilities, such as True Seeing.

Glasya’s Charisma: You gain a +4 bonus to Charisma.

Paralyzing Touch: Any living creature you touch must succeed at a Fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) or be paralyzed for 2d4 minutes. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. After using this ability, you cannot use it again for 10 rounds.

Gaze of Ossiea: You send out a gaze attack as a standard action, discharging a line of flames that deal 1d6 fire damage per Cabalist of the Heinous Realms’ levels, reflex save for half (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier). You must wait 3 rounds after using this ability before using it again.



Baalzebul
Baalzebul
Vestige Level: 7th
Binding DC: 30
Special Requirements: Yes

http://www.wizards.com/dnd/images/FC2_Gallery/101507.jpg


Legend: Next to Asmodeus, the most infamous of archdevils is the sluglike Baalzebul, who is widely reviled and celebrated as Lord of Lies, Lord of the Flies, or the Fallen One. Asmodeus and most of the other archdevils came to Baator early in its history, when the lines between good and evil were first being drawn, but Baalzebul is a more recent arrival. Long ago, an archon named Triel achieved fame as one of Celestia’s most beautiful and powerful angels. But his lust for physical perfection led inexorably to his corruption. Some say that his spiritual downfall was personally engineered by Asmodeus, who appeared to him in the form of a lovely but venomous flower, but this persistent myth cannot be corroborated. In any case, Triel awoke one day in Baator, his skin burnished to a glittering obsidian hue, and the compound eyes of a fly jittering in his head. From this moment forward, Triel was no more, having morphed into a new unique devil named Baalzebul. Though his spirit was irrevocably tainted, his power had been greatly magnified by the transformation, and Asmodeus soon made him ruler of his own layer, displacing an ally who had been with him since before the Pact Primeval was signed. Baalzebul’s rapid promotion won him the enmity of the archdukes of long-standing stature—most notably Dispater and Mephistopheles. Eons have passed since these events, but the two archdevils still consider Baalzebul an interloper.

Special Requirements: You must have made a personal sacrifice in the past in order to become more physically beautiful. You must place a slug in the center of the seal.

Manifestation: The slug bloats and grows, taking in dust and grime and trash, until it is the size of a small dog. It then explodes, the slime coating the perimeter of the seal, and all that is left is the small form of a man, his skin black, his eyes obsidian, small wings expand from behind his back, and he stares at you for a second, before melting again. The slug reforms from the black liquid that he was.

Sign: You gain a layer of slime around your skin.

Influence: When he was known as Triel, he was a beautiful aspect of good. Now, as a Baalzebul, he is ugly and scarred. But he still longs for that perfection of his lost visage. While under his influence, you must apply makeup or look at your reflection and adjusting small flaws every 20 minutes, as it slowly becomes washed away by the slime coating your body.

Granted Abilities: While Baalzebul’s power flows through you, you gain greater ability to escape from imprisonment, a stench of filth, the ability to spit up acid, and to deceive others.

Devil Prince’s Stench: Any living creature (except other demons) within 10 feet of you must succeed on a Fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier) or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Slime of the Sixth: You gain a +12 bonus to Escape Artist checks, and whenever someone successfully grapples or pins you, they take 2 points of acid damage.

Acid Heave: You may as a standard action, heave up acid, dealing 1d6 acid damage to all creatures within a 60 foot cone. A successful Reflex save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) halves the damage. After using this ability you must wait 5 rounds before using it again.

Eyes of the Slug: You gain Blindsight out to 20 feet.



Mephistopheles
Mephistopheles
Vestige Level: 7th
Binding DC: 33
Special Requirements: Yes

http://images3.wikia.nocookie.net/__cb20070411045123/forgottenrealms/images/thumb/c/cb/Mephistopheles_-_Eric_Deschamps.jpg/200px-Mephistopheles_-_Eric_Deschamps.jpg


Legend: In outward appearance, Mephistopheles, Archduke of Cania, typifies the archetypal handsome yet monstrous devil. Unlike most of his fellow archdukes, he’s happy to entertain visitors purely for their amusement value. Though he has long been a power in Baator, Mephistopheles has allowed his obsession with a pet project to steal needed attention from his soul-harvesting efforts. This enterprise—the
development of a form of magic fire with new and interesting properties—has sent his previously favored minions, the ice devils, packing to the fringes of his chilly domain. There they grumble and fret and wonder whether they should be working to correct their master’s foolish behavior or conniving for a replacement.

Special Requirements: You must place a piece of brimstone in the center of the seal.

Manifestation: The brimstone alights with putrid green fire. It burns slowly away, and the smoke forms a man. He stands tall and proud, before wafting away. All that is left after the ritual is the small and blackened brimstone.

Sign: You smell slightly of brimstone and rotten eggs wherever you go. Your skin turns slightly red.

Influence: Mephistopheles is most like the demons and devils of yore, being a devil of brimstone and fire. While under his influence, you cannot cross the entry into a house or home that is currently occupied without asking permission from the owners first.

Granted Abilities: While Mephistopheles’ power flows through you, you can make giant wings of ice, create blasts of hellfire, gain fire and cold resistance, become more charismatic.

Wings of Ice: As a standard action, you call huge wings of ice from the water in the atmosphere. They last 5 rounds, and during that time you gain fly speed 30 feet (average). Once you have used this ability, you may not use it again for 5 rounds.

Hellfire Ballast: You may, as a standard action, send out a hellfire bolt as a ranged touch attack, against any creature within 30 feet of you. It deals 1d6 per 2 Cabalist of the Heinous Realms’ levels, as half untyped, half fire damage. After you have used this ability, you must wait 1 round before using it again.

Hell Hath Frozen Over: You gain fire and cold resistance 20.

Demon Prince’s Allure: You gain a +4 bonus to Charisma.



Asmodeus
Asmodeus
Vestige Level: 8th
Binding DC: 36
Special Requirements: Yes

http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg


Legend: Asmodeus appears as a horned, red-skinned humanoid with a tall, lithe frame. He dresses in splendid robes and understated but elegant accoutrements. Half-healed wounds erupt from his skin like the canyons that scar the Nessian landscape. These injuries are the result of an incident not usually recounted in the creation story. In fact, Asmodeus’s parting from the lawful deities after the signing of the Pact Primeval was not amicable. Once he had committed himself to residing in Baator, the deities physically cast him out of the upper realms, and he fell—and fell, and fell. Upon reaching the plain of Baator, he plunged through the nascent layers he had begun to shape. (In some versions, his fall created the layers, breaking the formerly featureless plain into nine pieces, which then arranged themselves into floating tiers.) At last he hit solid ground but continued to fall, spiraling through rock and soil. The protesting earth of Baator tore at his flesh, opening scores of gaping wounds. Still he fell, until he could fall no farther. The point where he finally stopped was the deepest part of Baator—the Pit. The wounds that Asmodeus suffered in his dramatic fall have never healed. Though he manages to appear blithely unperturbed by his injuries, they still weep blood every day, and he has been wracked by constant pain for millennia. As the unquestioned master of Baator, Asmodeus can work nearly any magic within its boundaries as an act of will. He can alter the forms of other archdukes, though he might not be able to slay them outright. (Whether the demise of Malagarde the Hag Countess was the direct work of Asmodeus or simply a bizarre death remains an unanswered question.) He can also reach into other realms and reshape them with the merest thought.

Special Requirements: You must spill some of your own blood onto the seal (take 8 points of hit point damage).

Manifestation: The blood reshapes and forms a figure. He is scarred and vaguely a man. He smirks at you, and then the blood condenses into a tiny diamond like object. This is often used as a mark of the most powerful Cabalists of the Heinous Realms, who are able to bind the avatar of Asmodeus.

Sign: Your skin becomes cracked and scarred, blood seeping from it little by little.

Influence: Asmodeus is the ultimate law-maker, the creator of punishment itself. When you are under his influence, you can never knowingly break any laws.

Granted Abilities: Asmodeus is incredibly magically powerful, and he grants abilities to you based on this. When his power flows through you, you become able to detect and see magic, channel pure magic, interfere with the magic of others, and gain a greater knowledge of how magic works.

Devil Prince’s Power: You gain a +16 bonus to all Spellcraft and Knowledge (Arcana) checks, and you may use them untrained.

Sight of the Ninth: You can cast the Arcane Sight and See Invisibility spells as a standard action at will.

Channel the Stream: You can channel a blast of pure magic. It is a ranged touch attack that requires a full round action. It deals 1d8 points of damage per Cabalist of the Heinous Realms’ level you posses. After using this ability, you must wait 5 rounds before using it again.

Interfere: You may interfere with spells as they happen. If you make a Knowledge (Arcana) check (DC 15+Spell level), and a Spellcraft check (DC 15+Spell level) as a spell is cast, you may change the way a spell works. You may shorten a spell with a duration longer than 10 rounds to a number of rounds left equal to the level of the spell. If the spell has a range, you may shorten it to Close. If it requires an attack roll, the caster takes a -4 penalty to the attack roll. If it has a target or targets, you may change the target to one other eligible recipient within 20 feet. If it has an area, you may move that are 10 feet in any direction (you may not move it up or down). If a spell has more than one of these things, you must choose one to effect. Using this ability is an immediate action that provokes attacks of opportunity. After using this ability, you must wait 3 rounds before using it again.




Half-Devil (template)

You gain infernal powers, taking on the powers of a devil of the nine hells.

Appearance As the base race, except the eyes are pure crimson without the faintest hint of white. They are also unnaturally alluring compared to normal members of their race.

Statistics

+6 Charisma, depends on devil race.
Damage Reduction 5/Chaotic and Good.
Spell-like abilities: depending on devil race.
+4 Diplomacy and Bluff.
Outsider type, with the (Lawful and Native) subtypes.
Level Adjustment: +3


Race Dependent:


All save DC’s are calculated using the following formula: (DC 10 + Spell level + Charisma modifier). Caster level is equal to the characters HD.

Hamatula

+4 Strength, +2 Wisdom, +2 Intelligence
Spell-like abilities: 1/day—Dimension Door, Hold Person, Major Image, Scorching Ray (2 rays only).



Barbazu

+4 Constitution, +2 Strength, +2 Wisdom
Spell-like abilities: 1/day—Teleport, Greater Invisibility.



Osyluth

+4 Constitution, +2 Dexterity, +2 Wisdom
Spell-like abilities: 1/day—Dimension Door, Fly, Invisibility (Self only), Mirror Image, Wall of Ice.



Kyton

+4 Strength, +2 Dexterity, +2 Intelligence
Spell-like abilities: At-will—Animate Rope



Erinyes

+4 Dexterity, +2 Wisdom, +2 Strength
Spell-like abilities: At will— Minor Image; 1/day—Dimension Door, Charm Monster, Unholy Blight.



Bezekira

+4 Dexterity, +2 Wisdom, +2 Strength
Spell-like abilities: At will—Invisibility;



Cornugon

+4 Strength, +2 Wisdom, +2 Dexterity
Spell-like abilities: 1/day—Persistent Image, Fireball, Lightning Bolt, Dimension Door.



Gelugon

+4 Dexterity, +2 Intelligence, +2 Constitution
Spell-like abilities: 1/day—Cone of Cold, Fly, Dimension Door, Wall of Ice



Imp

+4 Intelligence, +2 Wisdom, +2 Dexterity
Spell-like abilities: 3/day—Detect Magic, Detect Good, Invisibility (self only); 1/day—Suggestion.



Pit Fiend

+4 Strength, +2 Constitution, +2 Dexterity
Spell-like abilities: 1/day—Scorching Ray (2 rays only), Dispel Magic, Invisibility, Dimension Door, Persistent Image.





The Dread Cabal


The Dread Cabal is a large and varying group of binders that focus mainly on the binding of fiendish powers in order to gain even more power, and who serve as servants for the Archdukes of the hells. The cabal itself is split into nine sub-sects, and 10 pre-sects for each sub-sect. Sub-sects are split based on which Archduke is the Cabalist’s patron, and the pre-sects are based upon which fiend they have soulbound. Each sub-sect has a speaker, and the speaker for the Asmodeus sub-sect is the high speaker, who gives orders and more menial, cabal based things, rather than the normal, nefarious plane shatteringly evil deeds their masters ask of them.

Joining The Dread Cabal: To join the Dread Cabal, you must be a binder, and also be a member of the Cabalist of the Heinous Realms prestige class. Joining is a rather simple deal, simply contact the local membership officer, sign joining form 1-A through 6-R, and make one of the sovereign pacts to the speaker of your presumed sub-sect, and another pact with the sub-speaker of the presumed pre-sect, and then make an overall pact to the High Speaker, which can usually he outsourced to any of the twenty seven under speakers to the dark ones, or any sub-secretary of the under speakers. Finally, the prospective member must make a pact with their presumed sub-sect Archduke, which can be outsourced to any member of the sub-sect that is currently in good standing with their dark lord.


Character Benefits: As a member of the Dread Cabal, you gain access to any intellectual benefits necessary from your pre-sect and sub-sect, although any monetary ones must be taken up with the financier of the pre-sect, who must take it up with the financier of the sub-sect, who must take it up with the council of the secretaries of the under speakers, who then take it up with the head under speaker, who then takes it up with the council of under speakers, who then take it up with the high council of under speakers, who must then ask the secretary of the high speaker if he/she will ask the high speaker to consider thinking about the request. He is invariably out for lunch or in a meeting. On the off chance that actual monetary figures are actually figured out, you usually end up having to split it among all of your sub-sect and pre-sect, or it is already 6 years too late, and the money doesn’t matter anyway, in which case you have to share it with your sub-sect and pre-sect.


Roleplaying Suggestions: Roleplaying members of the Dread Cabal really just ends up being used to being banal. If you have ever been in an office, and then you add pure unadulterated pain, that pretty much sums up the entire emotional range of most members of the Dread Cabal. Even the inter-sect rivalries are toned down to the point that it is practically sleep inducing watching even the most vicious of verbal abuses.


Typical Member: The typical member of the Dread Cabal is a binder who has prestige classed into Cabalist of the Heinous Realms. In fact, that pretty much sums up all of the members of the Dread Cabal, minus secretaries and sub-secretaries.


Prestige Classes: The most common prestige class in the cabal is the Cabalist of the Heinous Realms. It is not unknown for other binder prestige classes to pop up briefly, but it is rather unusual.


Lore of the Dread Cabal: The Cabal was original founded by Horaz Dorian. He was the first person to make contact with Asmodeus himself, the other Cabalists simply attuning themselves to other Archdukes, and he managed to make a pact with the Archduke that gave him eternal life as long as Asmodeus is in power. Horaz has ruled the Dread Cabal ever since, having short periods where he handed leadership over to a young cabalist who looks promising, but taking over whenever he feels like it. It is said that over the years a small splinter group has been forming since the original creation of the Dread Cabal. You see, before Horaz created the Dread Cabal, there were numerous other groups that practiced the binding of devils, but as soon as he made his pact, he also managed to kill off the other groups, until all that was left was the Dread Cabal and hermit like solitary binders, who practice their art on the fringes, even farther away from society than the Dread Cabal does.


A Dread Cabal Campaign: Most Dread Cabal campaigns involve doing tasks for either the guild in general, or the Archduke to whom the party is associated. Most parties will not be entirely be composed of binders from the Cabal, some members likely working as freelance warriors and mercenaries, that have tied themselves to the Cabal for the money and the fiendish glory.

Tael
2010-10-31, 07:08 PM
Damn this looks awesome. I don't have time to read through the vestiges right now, but Bel looks great, and I've been looking for something like this for a while. Nice.

unosarta
2010-10-31, 10:29 PM
Damn this looks awesome. I don't have time to read through the vestiges right now, but Bel looks great, and I've been looking for something like this for a while. Nice.

Thank you so much! I wrote this up for the last PrC contest, but I wanted some more critiques on it.

Jarrick
2010-10-31, 10:37 PM
This class is amazing. I love it. Now we just need one for the demon lords, and maybe one for their celestial equivalents. I'm allowed to use this in an upcoming campaign, right? :smallbiggrin:

DracoDei
2010-10-31, 11:16 PM
PrC BABs are generally NOT supposed to list the interative attacks, since you don't know the initial BAB of the character entering it. Theoretically if you had a class that you could predict the BAB of the enterer in 90%+ of cases, then you could try it, but even then I wouldn't recommend it based on your predicted TOTAL BAB, but you have about an 80% chance of having gotten that wrong here.

Also, you have Pact of the First Lord listed twice.

StormingMarcus
2010-11-01, 07:20 AM
I've only skimmed through the class, but the concept is awesome. I'm not a binder rules-expert, but I've always loved the flavor of that class and this is a great addition to it.

unosarta
2010-11-01, 08:53 AM
PrC BABs are generally NOT supposed to list the interative attacks, since you don't know the initial BAB of the character entering it. Theoretically if you had a class that you could predict the BAB of the enterer in 90%+ of cases, then you could try it, but even then I wouldn't recommend it based on your predicted TOTAL BAB, but you have about an 80% chance of having gotten that wrong here.

Also, you have Pact of the First Lord listed twice.

Really? I didn't know that. I will edit it in.

Thanks for catching those! :smallbiggrin: