The Demented One
2007-06-14, 11:15 PM
Angelic Martyr
The forces of evil are almost impossible to destroy. Even if a valiant and pious warrior slays a score of demons with his steel, it is almost futile. The spiritual essence of the slain fiends is inevitably drawn back into their native plane, and recast into new fiends–he has merely slowed the forces of Hell for a time, not killed them. There are a few weapons and spells of sufficient potency to permanently destroy fiendish outsiders, but they are few and far between. However, there is another way to keep a slain fiend from reincarnating. A paladin of true honor and unwavering piety can trap the spiritual essence of a fiend within his own soul, using his inner goodness to keep the fiend at bay. When an Angelic Martyr meets his final rest, his soul is taken to the Upper Planes for its final reward - and the fiend bound within him is forever destroyed by the pure planar energies of the heavens. The path of these Angelic Martyrs is a difficult one, and more than one has fallen to the temptations whispered to him by the evil within. However, those of the greatest will and goodness can bind the power of the demon, and turn it to the ends of good.
d10 HD
Requirements
To qualify to become an Angelic Martyr, you must fulfill all the following criteria.
Alignment: Lawful Good
BAB: +6
Feats: Iron Will
Spells: Must be capable of casting 1st-level divine spells.
Special: Smite Evil class feature
Special: Must kill either a demon or a devil with a CR greater than or equal to your character level in single combat. Immediately afterwards, you must bind the slain fiend’s spiritual essence to yourself by performing a four-hour long ritual, in which you must use 500 gp worth of incense, talismans, and holy water to bind the fiend.
The Angelic Martyr’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points per Level: 2 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+0|
+2|No Stranger to Sin, Smite Evil|
–
2nd|
+2|
+3|
+0|
+3|Baleful Smite|+1 level of existing divine spellcasting class
3rd|
+3|
+3|
+1|
+3|Hellish Magic|
–
4th|
+4|
+4|
+1|
+4|Fiendish Aspect I|+1 level of existing divine spellcasting class
5th|
+5|
+4|
+1|
+4|Binding Summons|
–
6th|
+6|
+5|
+2|
+5|Blood for Blood|+1 level of existing divine spellcasting class
7th|
+7|
+5|
+2|
+5|Fiendish Aspect II|
–
8th|
+8|
+6|
+2|
+6|Divine Howl|+1 level of existing divine spellcasting class
9th|
+9|
+6|
+3|
+6|Smite the Spirit|
–
10th|
+10|
+7|
+3|
+7|Fiendish Aspect III|+1 level of existing divine spellcasting class [/table]
Class Features
All the following are class features of the Angelic Martyr prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain an even Angelic Martyr, you gain new spells per day and spells known as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
No Stranger to Sin (Su)
By binding a fiend to your very soul, you introduce the taint of evil within yourself. However, in strengthening your soul to contain your inner evil, you also strengthen it against the forces of outer evil. At 1st level, you gain a sacred bonus on saves against the spells, spell-like abilities, or supernatural abilities of evil outsiders equal to half your class level, rounded up. In addition, you gain spell resistance equal to 12 plus your class level against the spells and spell-like abilities of evil outsiders. Finally, you cannot be possessed by evil outsiders.
Smite Evil (Su)
Angelic Martyr levels stack with any Paladin levels you have for determining how many times per day you may smite evil and the extra damage dealt when smiting evil.
Baleful Smite (Su)
At 2nd level, your spiritual fortitude allows you to crush fiends in combat, just as you crush the spirit of the fiend within you. Whenever you smite an evil outsider, you deal an additional 1d6 damage. At every subsequent even level, the damage dealt increases by an additional 1d6.
Hellish Magic (Ex)
At 3rd level, you learn to twist the mystic power of the demon bound within you to use its own evil magic for the cause of good. You add the following spells to your Paladin class spell list. Exactly which spells you add depend on the type of fiend bound to you. Although some of the spells you learn have the evil descriptor, the use of them is not, for you, an inherently evil act, nor does it violate your Paladin’s code–only if you use those spells to an evil purpose is it a sinful act.
Demon Spells
1st: Cause fear, doom
2nd: Darkness, scare
3rd: Contagion, fear
4th: Nightmare, poison
Devil Spells
1st: Command, disguise self
2nd: Death knell, invisibility
3rd: Major image, suggestion
4th: Greater invisibility, order’s wrath
Fiendish Aspect I
At 4th level, your power of the fiend trapped within you allows you to tap its strength, taking on fiendish aspects to better serve the cause of good. The exact benefit you gain depends on the kind of fiend bound to you:
Demon (Ex): You take on a more beastial, demonic form, which belies your inner nobility. You gain a bite attack which deals 1d6 damage if you are of Medium size, 1d4 if you are of Small size, and 1d8 if you are of Large size, and two claw attacks which each deal 1d4 damage, adjusted similarly for size. In addition, your skin hardens, increasing your natural armor bonus by 1.
Devil (Su and Sp): Your face is wracked into a sneering, devilish countenance, despite the pure heart behind it. You gain some of the manipulative prowess of a devil. You gain telepathy out to 100 ft., and may use detect thoughts as a spell-like ability once per day, with caster level equal to his class level and a DC equal to 10 + his class level + his Charisma modifier. He may use this ability two times per day at 7th level, and three times per day at 10th level. Finally, he gains a circumstance bonus on Bluff and Intimidate checks equal to his class level.
Binding Summons (Sp)
At 5th level, you can bend the power of the fiend sealed within you to summon its foul brethren, and command them to act for the cause of good. Once per day, you may summon a fiend or fiends as a full-round action. They appear immediately, acting on your initiative, and serve you for a number of rounds equal to your class level. Although the summoned fiends are evil in alignment, they are forced to serve your will. However, they will seize on any opportunity or loophole in your commands to commit mischief and evil, striking back at you in any way they can. The exact kind of fiends you can summon depends on the kind of fiend bound within you. If you are bound to a demon, then you may summon either 1d4+1 dretches or 1 babau. If you are bound to a devil, then you may summon either 1d4+1 lemures or 1 bearded devil.
Blood for Blood (Sp)
At 6th level, you can draw on the spiritual essence of the fiend within to heal yourself. Once per day, when you are brought to -1 hp or less, then you are restored to health, as either the heal spell or the regenerate spell, your choice, with caster level equal to your class level. If you would have been brought to -10 hp before you are healed, then the healing does prevent you from dieing.
Fiendish Aspect II
At 7th level, your body is warped further into a fiendish form, echoing the trapped fiend within you.
Demon (Ex): Your body becomes even more demonic, your human appearance fading away, though your inner humanity remains unblemished. Your skin becomes covered in leathery scales, increasing your natural armor bonus by two to +3. In addition, you gain resistance 5 to two energy types of your choice, or resistance 10 to one energy type of your choice.
Devil (Su): You grow devilish horns, and grow almost unhumanly thin. In addition, as a free action, you may radiate a 20 ft.-radius aura of fear. All creatures caught in the aura must make a Will save, DC 10 + your class level + your Charisma modifier, or be panicked for a number of rounds equal to your class level. Once a creature successfully saves against your fear aura, it is immune to that ability’s effects for 24 hours. Once you use this ability, you must wait 5 rounds before you can use it again.
Divine Howl (Sp)
At 8th level, you can unleash a wave of divine energy through a fiendish howl. This functions as the holy word spell, with caster level equal to your character level. In addition, evil outsiders caught in the area of this spell take 1d6 sonic damage per class level. If a fiend is killed by this ability, then its spiritual essence is also absorbed into the Angelic Martyr's soul. This has no in-game effects, but does prevent that fiend from reincarnating on its native plane. You may use this ability once per day.
Smite the Spirit (Su)
At 9th level, you gain the ability to drain the spiritual essence of fiends you smite. Once per day, when you smite an evil outsider, you may choose to smite its spirit. If you do, and the attack is successful, then that outsider gains 1d4 negative levels. In addition, each subsequent round for a number of rounds equal to your class level, it must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or gain another negative level. Once it successfully saves, it no longer has to save against further negative levels. For every negative level the outsider gains, you are healed 5 hp, gaining any excess hp as temporary hp that last one hour. The negative levels bestowed last only one hour, and there is no chance of them becoming permanent. If a fiend is killed by this ability, then its spiritual essence is also absorbed into the Angelic Martyr's soul. This has no in-game effects, but does prevent that fiend from reincarnating on its native plane.
Fiendish Aspect III
At 10th level, your transformation is complete. The fiend within you has shriveled to a mere spark of evil energy...but your body has become a twisted abomination, a fiendish husk for an angelic spirit.
Demon (Ex): You take on a truly demonic form, distinguished from the Abyssal fiends only by the spark of humanity in your face. Your scales toughen further, increasing your natural armor bonus by two to +5. You gain resistance 5 to two additional energy types, or resistance 10 to one additional energy type. Finally, you sprout leathery, demonic wings, granting you a fly speed of 60 ft. with good maneuverability.
Devil (Sp): Your body becomes an almost perfect mirror of infernal devilkind, with only your human eyes betraying your true appearance. You gain the devils’ powers of teleportation and planar travel. You may use either greater teleport or plane shift once per day as a spell-like ability, with caster level equal to your class level. However, you may only transport yourself with these abilities. In addition, as a swift action, you may become ethereal for 1 round. Once you have used this ability, you must wait 5 rounds before you can use it again.
The forces of evil are almost impossible to destroy. Even if a valiant and pious warrior slays a score of demons with his steel, it is almost futile. The spiritual essence of the slain fiends is inevitably drawn back into their native plane, and recast into new fiends–he has merely slowed the forces of Hell for a time, not killed them. There are a few weapons and spells of sufficient potency to permanently destroy fiendish outsiders, but they are few and far between. However, there is another way to keep a slain fiend from reincarnating. A paladin of true honor and unwavering piety can trap the spiritual essence of a fiend within his own soul, using his inner goodness to keep the fiend at bay. When an Angelic Martyr meets his final rest, his soul is taken to the Upper Planes for its final reward - and the fiend bound within him is forever destroyed by the pure planar energies of the heavens. The path of these Angelic Martyrs is a difficult one, and more than one has fallen to the temptations whispered to him by the evil within. However, those of the greatest will and goodness can bind the power of the demon, and turn it to the ends of good.
d10 HD
Requirements
To qualify to become an Angelic Martyr, you must fulfill all the following criteria.
Alignment: Lawful Good
BAB: +6
Feats: Iron Will
Spells: Must be capable of casting 1st-level divine spells.
Special: Smite Evil class feature
Special: Must kill either a demon or a devil with a CR greater than or equal to your character level in single combat. Immediately afterwards, you must bind the slain fiend’s spiritual essence to yourself by performing a four-hour long ritual, in which you must use 500 gp worth of incense, talismans, and holy water to bind the fiend.
The Angelic Martyr’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points per Level: 2 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+0|
+2|No Stranger to Sin, Smite Evil|
–
2nd|
+2|
+3|
+0|
+3|Baleful Smite|+1 level of existing divine spellcasting class
3rd|
+3|
+3|
+1|
+3|Hellish Magic|
–
4th|
+4|
+4|
+1|
+4|Fiendish Aspect I|+1 level of existing divine spellcasting class
5th|
+5|
+4|
+1|
+4|Binding Summons|
–
6th|
+6|
+5|
+2|
+5|Blood for Blood|+1 level of existing divine spellcasting class
7th|
+7|
+5|
+2|
+5|Fiendish Aspect II|
–
8th|
+8|
+6|
+2|
+6|Divine Howl|+1 level of existing divine spellcasting class
9th|
+9|
+6|
+3|
+6|Smite the Spirit|
–
10th|
+10|
+7|
+3|
+7|Fiendish Aspect III|+1 level of existing divine spellcasting class [/table]
Class Features
All the following are class features of the Angelic Martyr prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain an even Angelic Martyr, you gain new spells per day and spells known as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
No Stranger to Sin (Su)
By binding a fiend to your very soul, you introduce the taint of evil within yourself. However, in strengthening your soul to contain your inner evil, you also strengthen it against the forces of outer evil. At 1st level, you gain a sacred bonus on saves against the spells, spell-like abilities, or supernatural abilities of evil outsiders equal to half your class level, rounded up. In addition, you gain spell resistance equal to 12 plus your class level against the spells and spell-like abilities of evil outsiders. Finally, you cannot be possessed by evil outsiders.
Smite Evil (Su)
Angelic Martyr levels stack with any Paladin levels you have for determining how many times per day you may smite evil and the extra damage dealt when smiting evil.
Baleful Smite (Su)
At 2nd level, your spiritual fortitude allows you to crush fiends in combat, just as you crush the spirit of the fiend within you. Whenever you smite an evil outsider, you deal an additional 1d6 damage. At every subsequent even level, the damage dealt increases by an additional 1d6.
Hellish Magic (Ex)
At 3rd level, you learn to twist the mystic power of the demon bound within you to use its own evil magic for the cause of good. You add the following spells to your Paladin class spell list. Exactly which spells you add depend on the type of fiend bound to you. Although some of the spells you learn have the evil descriptor, the use of them is not, for you, an inherently evil act, nor does it violate your Paladin’s code–only if you use those spells to an evil purpose is it a sinful act.
Demon Spells
1st: Cause fear, doom
2nd: Darkness, scare
3rd: Contagion, fear
4th: Nightmare, poison
Devil Spells
1st: Command, disguise self
2nd: Death knell, invisibility
3rd: Major image, suggestion
4th: Greater invisibility, order’s wrath
Fiendish Aspect I
At 4th level, your power of the fiend trapped within you allows you to tap its strength, taking on fiendish aspects to better serve the cause of good. The exact benefit you gain depends on the kind of fiend bound to you:
Demon (Ex): You take on a more beastial, demonic form, which belies your inner nobility. You gain a bite attack which deals 1d6 damage if you are of Medium size, 1d4 if you are of Small size, and 1d8 if you are of Large size, and two claw attacks which each deal 1d4 damage, adjusted similarly for size. In addition, your skin hardens, increasing your natural armor bonus by 1.
Devil (Su and Sp): Your face is wracked into a sneering, devilish countenance, despite the pure heart behind it. You gain some of the manipulative prowess of a devil. You gain telepathy out to 100 ft., and may use detect thoughts as a spell-like ability once per day, with caster level equal to his class level and a DC equal to 10 + his class level + his Charisma modifier. He may use this ability two times per day at 7th level, and three times per day at 10th level. Finally, he gains a circumstance bonus on Bluff and Intimidate checks equal to his class level.
Binding Summons (Sp)
At 5th level, you can bend the power of the fiend sealed within you to summon its foul brethren, and command them to act for the cause of good. Once per day, you may summon a fiend or fiends as a full-round action. They appear immediately, acting on your initiative, and serve you for a number of rounds equal to your class level. Although the summoned fiends are evil in alignment, they are forced to serve your will. However, they will seize on any opportunity or loophole in your commands to commit mischief and evil, striking back at you in any way they can. The exact kind of fiends you can summon depends on the kind of fiend bound within you. If you are bound to a demon, then you may summon either 1d4+1 dretches or 1 babau. If you are bound to a devil, then you may summon either 1d4+1 lemures or 1 bearded devil.
Blood for Blood (Sp)
At 6th level, you can draw on the spiritual essence of the fiend within to heal yourself. Once per day, when you are brought to -1 hp or less, then you are restored to health, as either the heal spell or the regenerate spell, your choice, with caster level equal to your class level. If you would have been brought to -10 hp before you are healed, then the healing does prevent you from dieing.
Fiendish Aspect II
At 7th level, your body is warped further into a fiendish form, echoing the trapped fiend within you.
Demon (Ex): Your body becomes even more demonic, your human appearance fading away, though your inner humanity remains unblemished. Your skin becomes covered in leathery scales, increasing your natural armor bonus by two to +3. In addition, you gain resistance 5 to two energy types of your choice, or resistance 10 to one energy type of your choice.
Devil (Su): You grow devilish horns, and grow almost unhumanly thin. In addition, as a free action, you may radiate a 20 ft.-radius aura of fear. All creatures caught in the aura must make a Will save, DC 10 + your class level + your Charisma modifier, or be panicked for a number of rounds equal to your class level. Once a creature successfully saves against your fear aura, it is immune to that ability’s effects for 24 hours. Once you use this ability, you must wait 5 rounds before you can use it again.
Divine Howl (Sp)
At 8th level, you can unleash a wave of divine energy through a fiendish howl. This functions as the holy word spell, with caster level equal to your character level. In addition, evil outsiders caught in the area of this spell take 1d6 sonic damage per class level. If a fiend is killed by this ability, then its spiritual essence is also absorbed into the Angelic Martyr's soul. This has no in-game effects, but does prevent that fiend from reincarnating on its native plane. You may use this ability once per day.
Smite the Spirit (Su)
At 9th level, you gain the ability to drain the spiritual essence of fiends you smite. Once per day, when you smite an evil outsider, you may choose to smite its spirit. If you do, and the attack is successful, then that outsider gains 1d4 negative levels. In addition, each subsequent round for a number of rounds equal to your class level, it must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or gain another negative level. Once it successfully saves, it no longer has to save against further negative levels. For every negative level the outsider gains, you are healed 5 hp, gaining any excess hp as temporary hp that last one hour. The negative levels bestowed last only one hour, and there is no chance of them becoming permanent. If a fiend is killed by this ability, then its spiritual essence is also absorbed into the Angelic Martyr's soul. This has no in-game effects, but does prevent that fiend from reincarnating on its native plane.
Fiendish Aspect III
At 10th level, your transformation is complete. The fiend within you has shriveled to a mere spark of evil energy...but your body has become a twisted abomination, a fiendish husk for an angelic spirit.
Demon (Ex): You take on a truly demonic form, distinguished from the Abyssal fiends only by the spark of humanity in your face. Your scales toughen further, increasing your natural armor bonus by two to +5. You gain resistance 5 to two additional energy types, or resistance 10 to one additional energy type. Finally, you sprout leathery, demonic wings, granting you a fly speed of 60 ft. with good maneuverability.
Devil (Sp): Your body becomes an almost perfect mirror of infernal devilkind, with only your human eyes betraying your true appearance. You gain the devils’ powers of teleportation and planar travel. You may use either greater teleport or plane shift once per day as a spell-like ability, with caster level equal to your class level. However, you may only transport yourself with these abilities. In addition, as a swift action, you may become ethereal for 1 round. Once you have used this ability, you must wait 5 rounds before you can use it again.