Sei sulla pagina 1di 8

The Thaumaturge

Base Attack Fort Ref Will Spells per Day


Level Bonus Save Save Save Special 0/1/2/3/4/5/6/7/8/9
1st +0 +0 +0 +2 Soulbound, patron's favor, orisons 3/1
2nd +1 +0 +0 +3 Patron's favor 4/2
3rd +1 +1 +1 +3 Lesser corruption 4/2/1
4th +2 +1 +1 +4 Patron's favor 4/3/2
5th +2 +1 +1 +5 4/3/2/1
6th +3 +2 +2 +5 4/3/3/2
7th +3 +2 +2 +6 Lesser corruption 4/4/3/2/1
8th +4 +2 +2 +6 Patron's favor 4/4/3/3/2
9th +4 +3 +3 +6 4/4/4/3/2/1
10th +5 +3 +3 +7 4/4/4/3/3/2
11th +5 +3 +3 +7 Lesser corruption 4/4/4/4/3/2/1
12th +6/+1 +4 +4 +8 Patron's favor 4/4/4/4/3/3/2
13th +6/+1 +4 +4 +8 4/4/4/4/4/3/2/1
14th +7/+2 +4 +4 +9 4/4/4/4/4/3/3/2
15th +7/+2 +5 +5 +9 Lesser corruption 4/4/4/4/4/4/3/2/1
16th +8/+3 +5 +5 +10 Patron's favor 4/4/4/4/4/4/3/3/2
17th +8/+3 +5 +5 +10 4/4/4/4/4/4/4/3/2/1
18th +9/+4 +6 +6 +11 Greater corruption 4/4/4/4/4/4/4/3/3/2
19th +9/+4 +6 +6 +11 4/4/4/4/4/4/4/4/3/3
20th +10/+5 +6 +6 +12 Patron's favor, greater corruption 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4

Alignment: Chaotic neutral, neutral evil, or chaotic evil

Hit Die: d6

Starting Gold: 4d6 x 10 gp (140 gp average)

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int),
Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft
(Int)
Skill Ranks Per Level: 4 + Int modifier

Armor and Weapon Proficiencies: Thaumaturges are proficient with all simple weapons and the favored weapon of their
demonic patron. Thaumaturges are not proficient with any type of armor nor with shields.

Spells: A thaumaturge casts divine spells which are drawn from the cleric spell list. His alignment, however, may restrict
him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A
thaumaturge must choose and prepare his spells in advance.
To prepare or cast a spell, a thaumaturge must have a Charisma score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a thaumaturge's spell is 10 + the spell level + the thaumaturge's Charisma modifier.
Like other spellcasters, a thaumaturge can cast only a certain number of spells of each level per day. His base daily spell
allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Charisma score.
Thaumaturges do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they
participate in a daily ritual known as an obedience, a short ceremony required of them by their Abyssal patron. The
obedience takes one hour to perform. At the end of the ceremony, the thaumaturge receives his full daily compliment of
spells. Time spent resting has no effect on whether a thaumaturge can prepare spells, though he cannot replenish his spell
allotment until 24 hours have passed since he last began his obedience ritual.

Bonus Languages: A thaumaturge may substitute Abyssal for one of the bonus languages available to the character
because of his race.

Soulbound (Su): At 1st level, thaumaturges make a pact with a demon prince for their power. This pact can be focused in
one of two ways: The first is a familiar, which follows rules similar to a wizard's arcane bond (see Familiars below) and the
second focuses the past energy into himself, granting the thaumaturge even more potent spellcasting power.
By focusing the power of his pact back into himself, his demon prince's personal mark appears somewhere on the
thaumaturge of his choosing. This acts as an unholy symbol to the thaumaturge's demon prince and must be presented when
casting any spells gained through an obedience.
You are treated as being one level higher for all domain abilities (see Patron's Favor below) and a number of times per day
equal to 1 + your Charisma modifier, you may increase the caster level of one spell you cast in a round by 1, increasing
damage and DCs accordingly. This ability stacks with feats and abilities that increase caster level, such as the Heighten
Spell feat.
Finally, the agreement that grants the thaumaturge his power also binds his soul to the fate of his chosen patron. Upon
death, the thaumaturge's soul travels to the home layer of that demon prince (regardless of whether or not the thaumaturge is
himself chaotic evil). Resurrection spells and the like can return the soul to its mortal host, but barring such magics, the
thaumaturge then serves forever at the whim of his Abyssal lord. The soul might be consumed or destroyed, or even
elevated to a position of respect and power (though always, of course, subservient to the demon prince). However, it is
never released for any reason.

Patron's Favor (Su): The thaumaturge must choose a demon prince. Each demon has a number of domains associated
with it, and its thaumaturges must choose two of these domains to focus on. Each domain grants a number of domain
powers dependent upon the level of the thaumaturge, as well as a number of bonus spells. A thaumaturge gains both of the
listed powers and bonus spells granted by his domains at each of the listed levels.

Orisons (Sp): Thaumaturges can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at
will as a spell-like ability. The number of orisons a thaumaturge can prepare each day is noted in the table above under
“Spells per day.” Orisons are treated like any other spell cast by the thaumaturge in terms of duration and other variables
based on level.

Corruptions (Ex): At 3rd, 7th, 11th, and 15th level, the thaumaturge's exposure to the chaos energy that powers his magic
alters his body in a random lesser corruption (a physical mutation). At 18th and 20th level, the chaos taint is so deep that
much more serious mutations arise. In each case, roll d% and consult the appropriate chart, applying the result to your
character.

LESSER CORRUPTIONS

d% Roll Effect

01 – 05 Raspy Voice: Your voice becomes harsh and unpleasant. You suffer a -2 corruption penalty on all
Perform checks involving singing or oratory.
06 – 10 Club Foot: One of your feet becomes badly deformed. The arch rises and ultimately buckles, and the
ankle turns inward, making walking extremely difficult. Reduce your base land speed by 5 feet. You may
gain this corruption as many time as you have feet.
11 – 15 Fangs: Your canines and incisors sharpen slightly, giving you a more fearsome appearance. You gain a
+2 corruption bonus on all Intimidate checks.
16 – 20 Milky Eye: One of your eyes becomes clouded and milky. You suffer a -2 corruption penalty to all sight-
based Perception checks. You may gain this corruption as many times as you have eyes. If all eyes
become corrupted, you are completely blinded.
21 – 25 Lose All Hair: Your exposure to chaos magic has caused all your hair to fall out. It will never grow back.
26 – 30 Vestigial Horns: A pair of small horns grows from your forehead, giving you a demonic appearance.
Reduce your Charisma score by 1.
31 – 35 Fingernails Fall Out: Your fingernails fall from your fingers, leaving behind tender flesh that never fully
hardens. The affliction will remain a minor inconvenience for the rest of your life.
36 – 40 Unpleasant Odor: Your body emits a rank, pungent odor that can be masked by the sweetest perfumes.
You suffer a -2 corruption penalty on all Diplomacy checks.
41 – 45 Forked Tongue: Your tongue becomes forked like that of a snake. You gain a +2 corruption bonus on all
Bluff checks.
46 – 50 Splotchy Skin: Your skin develops unsightly splotches of bright red rash from head to toe. Reduce your
Charisma score by 1.
51 – 55 Irises of Fire: Your irises glow with a faint red radiance, granting you a +2 corruption bonus on all
Intimidate checks.
56 – 60 Unsettling Presence: The taint of chaos has grown so strong in you that animals have trouble controlling
themselves in your presence. All animals within 30 feet of you must make a successful Will save (DC 10
+ half your Hit Dice + your Charisma modifier) or become hostile (see NPC Attitudes in the DMG).
61 – 65 Spine Ridges: The vertebrae in your spine become slightly spiky, giving your back a ridged contour.
66 – 70 Unseemly Girth: You instantly gains 100 pounds of body fat. This extra weight counts towards your
carrying capacity. You can gain this corruption any number of times.
71 – 75 Pointed Ears: Your ears become elongated and jagged, growing to about twice as long as those of the
average elf.
76 – 80 Terrible Breath: Something within you has become very, very rotten, and it makes itself known every
time you open your mouth. You suffer a -2 corruption penalty on all Bluff and Diplomacy checks.
81 – 85 Tail Spur: A fleshy growth about 2 inches long a 1 inch thick emerges from the base of your spine.
When riding without using a special custom-made saddle, you suffer a -2 corruption penalty on Ride
checks.
86 – 90 Webbed Fingers: Your hands grow a thick film of skin between each finger and thumb, granting your a
+4 corruption bonus on Swim checks. However, due to an excess of flesh, you can no longer wear rings
and must wear custom-made gloves and gauntlets.
91 – 95 Shifty Eyes: You have extraordinary trouble focusing your eyes for longer than a moment, giving others
the impression that you are untrustworthy. You suffer a -2 corruption penalty on Diplomacy checks.
96 – 00 No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos-for now.

GREATER CORRUPTIONS

d% Roll Effect

01 – 10 Bestial Snout: Your nose twists and warps wildly, taking on an animalistic appearance. You gain the
scent special quality, as described in the Monster Manual.
11 – 20 Cloven Foot: Your toes curl into the sole of your foot, which hardens into a cloven hoof. You can no
longer wear boots of any kind. Reduce your Dexterity score by 2. You can gain this corruption as many
times as your have feet. Should all your feet become cloven, you may wear magical horseshoes.
21 – 30 Forked Tail: You gain a fiendishly barbed tail. It's relatively easy to conceal the tail by dressing carefully.
If it is exposed, you suffer a -2 corruption penalty on Bluff and Diplomacy check and a +2 corruption
bonus on Intimidate checks against non-evil creatures.
31 – 40 Melted Eye: One of your eyes liquefies and completely melts, leaving behind a fleshy empty socket.
Reduce your Charisma score by two. You can gain this corruption as many times as you have eyes. If all
your eyes have been corrupted, you are completely blind.
41 – 50 Third Eye: You develop a third eye, situated in the middle of your forehead. You gain a +4 corruption
bonus on all sight-based Perception checks.
51 – 60 Mark of the Beast: A large birthmark appears in a prominent location on your body, such as on your face
or hands, that marks you as an agent on the Abyss. Clerics of lawful or good gods recognize the mark as
anathema, and never will willingly aid you for any reason so long as they know about the mark. You gain
a +2 corruption bonus on Diplomacy checks made against chaotic evil creatures aware of the mark.
61 – 70 Scaly Skin: Your skin grows a thing layer of transparent scales. You gain a +2 bonus to your natural
armor.
71 – 80 Tears of Blood: You no longer weep ordinary tears. Instead, stinging blood flows from your tear ducts.
You suffer a -4 corruption penalty on Diplomacy checks against any good-aligned creature.
81 – 90 Appetite Loss: You've lost the ability to eat and process foods or drinks liquids, and are kept sustained
only through the magical link to your demonic patron. This link grants you the same life-sustaining
nourishment as a ring of sustenance (though you must still sleep as per the norm of your race). Should
that link be interrupted, such as if you enter an antimagic field, you immediately begin to starve (See
Starvation and Thirst in the DMG).
91 – 95 Cursed Progeny: Your obsession with chaos has so warped your body that it now passes on to future
generations. Your sexual fluid becomes ice cold to the touch. Any child sired or birthed by you gains the
half-fiend template.
96 – 00 No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos-for now.

FAMILIARS
A familiar is a normal creature that gains new powers and becomes a magical beast when imbued with the power of the
thaumaturge's pact. It retains Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal creature it once
was, but is treated as a magical beast for the purpose of any effect that depends on its type. An animal companion cannot
also function as a familiar.
A familiar also grants special abilities to its master (the thaumaturge), as given on the table below. These special abilities
apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars do stack for the purpose of determining familiar abilities that
depend on the master's level.

Familiar Special

Black Dog1 Master gains a +2 bonus on Will saves


Dire Rat Master gains a +2 bonus on Fortitude saves
Giant Bee Master gains a +3 bonus on on sight-based and opposed Perception checks
Giant Locust2 Master gains a +3 bonus on Fly checks
Giant Mosquito3 Master's Constitution score is treated as 2 higher when determining hit points
Homunculus Master gains a +3 bonus on Craft checks
Monstrous Centipede4 Master gains a +3 bonus on Climb checks
Monstrous Scorpion4 Master gains a +2 bonus on Grapple-based and opposed combat maneuver checks
Monstrous Spider4 Master gains a +3 bonus on Acrobatics checks
Snake5 Master gains a +3 bonus on Bluff checks
Wolf Master gains a +2 bonus on Trip-based and opposed combat maneuver checks
1
Small dog.
2
As the giant fire beetle, except it has a fly speed equal to its base land speed (30 ft) with Perfect maneuverability.
3
As the stirge, except its type is vermin.
4
Medium-size.
5
Medium viper.

Master Natural
Class Level Armor Adj. Int Special

1st – 2nd +1 6 Alertness, improved evasion, share spells, empathic link


3rd – 4th +2 7 Deliver touch spells
5th – 6th +3 8 Speak with master
7th – 8th +4 9 Speak with animals of its kind
9th – 10th +5 10 —
11th – 12th +6 11 Spell resistance
13th – 14th +7 12 Scry on familiar
15th – 16th +8 13 —
17th – 18th +9 14 —
19th – 20th +10 15 —

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal
HD total, whichever is higher.
Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down,
regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength
modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s (as calculated from all his
classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other
bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a creature of
that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers.
Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on
the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the
table are cumulative.
Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a
familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The thaumaturge may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on
himself. A thaumaturge may cast spells on his familiar even if the spells normally do not affect creatures of the familiar’s
type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a distance of 1 mile. The master cannot see
through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general
emotions can be communicated. As a result, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master
and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.”
The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell
before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they
were using a common language. Other creatures do not understand the communication without magical help.
Speak with Creatures of its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals
of approximately the same kind as itself (including dire varieties): dogs and wolves with canines and lupines, rats with
rodents, bees, locusts, and mosquitoes with flying insects, homunculi with constructs, centipedes with centipedes,
millipedes, and worms, scorpions and spiders with arachnids, and snakes with reptiles. Such communication is limited by
the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level +5.
To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that
equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once
per day.

NEW FEATS

Abyssal Familiar [General]


Prerequisites: Ability to summon a familiar, at least one corruption, non-good alignment.
Benefit: Your familiar gains the fiendish template, even if it might not normally be able to do so, and gains all the abilities
thereof. If your familiar dies, or you choose to dismiss your familiar, your next familiar will have the fiendish template. If
you ever become good-aligned your familiar turns on you and you lose the benefit of this feat.

Adept Summoner [General]*


Benefit: Creatures you summon via summon monster spells remain a number of rounds equal to your Charisma modifier
(or until dismissed) before disappearing. In addition, you must roll on the Lesser Corruption table above, applying the
result to your character. If you roll the “No Corruption” result, roll again.

Influence Chaos Warp [General]*


Prerequisites: Corruptions class feature
Benefit: Whenever you make a roll on either of the corruption tables above, you may select the corruption immediately
above or below your rolled result, should you prefer. If the rolled result does not have an entry above or below it, your
choice is correspondingly limited. This feat does not allow you to retake a corruption you already have unless that
corruption can normally be taken more than once. You cannot choose a corruption you already have in order to get another
roll-treat that corruption as if it did not exist, limiting your possibilities accordingly.

Master Summoner [General]*


Prerequisites: Adept Summoner
Benefit: Summon monster spells cast by you have a range of Medium (100 ft + 10 ft/level). In addition, you must make a
roll on the Greater Corruption table above and apply the result to your character. If you roll the “No Corruption” result,
rolls again.

*These feats appear as they did in “Armies of the Abyss; Book of Fiends, Volume Two” by Erik Mona. They are included
for sake of completeness.

NEW DOMAINS
Catastrophe Domain
Patrons: Deskari, Groetus, Rovagug

Caster Level Ability


1st Catastrophic Pall (Su): You can give a creature a catastrophic pall as a melee touch attack. The target
takes a -1 penalty to their saving throws equal for one minute. This penalty increases by 1 for every five
levels you possess. A creature can only be affected by your catastrophic pall once per day.
2nd Doom (Sp): You can cast doom 1/day per 2 caster levels you possess.
4th Shatter (Sp): You can cast shatter 1/day.
8th Avoid Catastrophe (Su): When caught in the area of effect of one of your own spells that allows a Reflex
save for half damage, you take no damage on a successful save and half damage on a failed save.
12th Control Weather (Sp): You can cast control weather 1/day.
16th Earthquake (Sp): You can cast earthquake 1/day.
20th Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.

Change Domain
Patron: Haagenti, Jubilex, Valani

Caster Level Ability


1st Mutable Form (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity,
or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at
20th level. You can change this bonus to a new physical ability score when you prepare spells.
2nd Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster levels you possess.
4th Gaseous Form (Sp): You can cast gaseous form 1/day.
8th Control Shift (Su): You are immune to confusion or similar effects. Further, if you successfully save
against baleful polymorph cast upon you, you may take control of the spell as if it were polymorph self
(Treat it as polymorph self to determine duration, possible forms, and so on).
12th Transmute Rock to Mud (Sp): You can cast transmute rock to mud 1/day.
16th Transmute Metal to Wood (Sp): You can cast transmute metal to wood 1/day.
20th Shapechange (Sp): You can cast shapechange 1/day.

Crippling Domain
Patron: Achaekek, Kostchtchie, Shax, Zon-kuthon

Caster Level Ability


1st Crippling Strike (Su): As a full-round action, you can make a single melee attack against an opponent with
a bonus equal to ½ your caster level (minimum 1). If this attack hits, the target must make a Fortitude
save (DC 10 + half your caster level + your Constitution modifier) or become dazed for one round.
2nd Doom (Sp): You can cast doom 1/day per 2 caster levels you possess.
4th Hold Person (Sp): You can cast hold person 1/day.
8th Withering Touch (Su): As a full-round action, you can make a single melee touch attack against an
opponent. If this attack hits, the target must make a Fortitude save (DC 10 + half your caster level + your
Constitution modifier). If the target fails its save, you wither one of its limbs, bestowing either a -2
penalty to attack and damage rolls (minimum +0) or a 5 ft penalty to all movement speeds (minimum 0 ft)
for one round per caster level you possess. Penalties from multiple withering touches stack.
12th Enervation (Sp): You can cast enervation 3/day.
16th Waves of Exhaustion (Sp): You can cast waves of exhaustion 1/day.
20th Implosion (Sp): You can cast implosion 1/day.

Disease Domain
Patron: Apollyon, Cyth-V'sug, Ghlaunder, Urgathoa

Caster Level Ability


1st Sickening Touch (Su): You can cause a living creature to become sickened as a melee touch attack. This
ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round
per caster level. Once a creature has been affected by your sickening strike, he is immune to its effect for
1 day.
2nd Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per 2 caster levels you possess.
4th Summon Swarm (Sp): You can cast summon swarm (rat swarm only) 1/day.
8th Disease Harbinger (Su): You become immune to ability damage or drain caused by any disease, though
you still carry them and suffer any superficial effects (boils, odors, sores, and so on). Also, a number of
times per day equal to half your caster level (rounded down), you can imbue a spell that deals hit point
damage to be resistant to healing. Any creatures targeted by this ability cannot heal the damage dealt by
the augmented spell until they receive either a heal, remove disease, or are treated by a DC 10 + half your
caster level + your Charisma modifier Heal check. Once a creature has been affected by this ability, it is
immune to its effects for 1 day.
12th Eyebite (Sp): You can cast eyebite 1/day.
16th Regenerate (Sp): You can cast regenerate 1/day.
20th Energy Drain (Sp): You can cast energy drain 1/day.

Eloquence Domain
Patron: Arshea, Asmodeus, Belial, Nocticula, Ragathiel

Caster Level Ability


1st Graceful Caress (Su): You can touch a creature as a standard action, giving it a bonus to a single
Dexterity- or Charisma-based skill check or ability check equal to your caster level. This bonus lasts 3
rounds or until it is used. Once a creature has benefited from a graceful caress, it gains no further benefit
from this ability for one hour.
2nd Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Enthrall (Sp): You can cast enthrall 1/day
8th Divine Elegance (Su): You gain a bonus equal to your Charisma modifier on all saving throws. In
addition, you may use your Charisma modifier instead of your Wisdom modifier for your Will saves.
12th Mass Eagle's Splendor (Sp): You can cast mass eagle's splendor 1/day.
16th Geas/Quest (Sp): You can cast geas/quest 1/day.
20th Dominate Monster (Sp): You can cast dominate monster 1/day.

Fear Domain
Patron: Lamashtu

Caster Level Ability


1st Fearful Touch (Su): You can cause a living creature to become shaken as a melee touch attack. This
ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round
per caster level. Once a creature has been affected by your fearful touch, he is immune to its effect for
1 day.
2nd Cause Fear (Sp): You can cast cause fear 1/day per 2 caster levels you possess.
4th Scare (Sp): You can cast scare 1/day.
8th Heighten Fear (Su): You become immune to fear (magical or otherwise). Also, as a melee touch attack
you can increase any fear effect that you caused in a creature. A shaken creature becomes frightened, a
frightened creature begins cowering, and a cowering creature becomes panicked. This ability has no effect
on panicked creatures or creatures that are not under any fear effects.
12th Phantasmal Killer (Sp): You can cast phantasmal killer 1/day.
16th Symbol of Fear (Sp): You can cast symbol of fear 1/day.
20th Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.

Pain Domain
Patron: Andirfkhu, Besmara, Droskar, Norgorber, Shax, Zon-kuthon, Zyphus

Caster Level Ability


1st Crueler Cut (Su): As a full-round action, you may make a single melee or ranged attack against a foe. If
the attack is successful, you deal extra damage equal to you caster level and the target must make a
Fortitude save (DC 10 + your caster level + Constitution modifier) or suffer a -1 penalty to attack and
damage rolls and skill checks for 1 round per caster level you possess.
2nd Chill Touch (Sp): You can cast chill touch 1/day per 2 caster levels you possess.
4th Inflict Moderate Wounds (Sp): You can cast inflict moderate wounds 1/day.
8th Wracking Mantle (Su): A mantle of black energy surrounds you for a number of rounds per day equal to
your caster level. While the wracking mantle is in effect, any adjacent foe striking you with a melee
weapon takes 1d6 points of damage +1 per two caster levels you possess. These rounds do not need to be
consecutive.
12th Harm (Sp): You can cast harm 1/day.
16th Destruction (Sp): You can cast destruction 1/day.
20th Horrid Wilting (Sp): You can cast horrid wilting 1/day.

Pleasure Domain
Patron: Belial, Calistria, Cayden Cailean, Nocticula, Socobenoth

Caster Level Ability


1st Alluring Touch (Su): You can touch a creature as a standard action, granting it a bonus to single Bluff,
Diplomacy, Perform, or Sense Motive check equal to your caster level +1. This bonus lasts 3 rounds or
until it is used. Once a creature has benefited from your alluring touch, it gains no further benefit from
this ability for 1 hour.
2nd Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Hideous Laughter (Sp): You can cast hideous laughter 1/day.
8th Ecstasy Aura (Su): You can emit a 30-ft aura of ecstasy for a number of rounds per day equal to your
caster level. Creatures in the aura other than you take a -2 penalty on attack rolls and AC. These rounds
do not need to be consecutive.
12th Symbol of Persuasion (Sp): You can cast symbol of persuasion 1/day.
16th Regenerate (Sp): You can cast regenerate 1/day.
20th Irresistible Dance (Sp): You can cast irresistible dance 2/day.

Prophecy Domain
Patron: Nethys, Pharasma

Caster Level Ability


1st Prophetic Touch (Su): You can touch a creature as a standard action, granting it a bonus on all attack rolls
equal to your half your caster level rounded down (minimum +1) for one round. Once a creature has
benefited from your prophetic touch, it gains no further benefit from this ability for 24 hours.
2nd True Strike (Sp): You can cast true strike 1/day per 2 caster levels you possess.
4th Augury (Sp): You can cast augury 1/day.
8th Fate Armor (Su): A swirling armor of fate can surround you for a number of rounds per day equal to your
caster level. While your fate armor is in effect, you gain a deflection bonus to your AC equal to half your
level rounded down. These rounds do not need to be consecutive.
12th Divination (Sp): You can cast divination 3/day.
16th Greater Scrying (Sp): You can cast greater scrying 1/day.
20th Foresight (Sp): You can cast foresight 1/day.

Subterfuge Domain
Patron: Baalzebul, Norgorber, Shax

Caster Level Ability


1st Touch of Falsehood (Su): You can touch a creature as a standard action, granting it either a bonus or a
penalty equal to your caster level on Bluff or Sense Motive checks for one minute. Once a creature has
been affected by your touch of falsehood, it is immune to its effect for 1 hour.
2nd Disguise Self (Sp): You can cast disguise self 1/day per 2 caster levels you possess.
4th Alter Self (Sp): You can cast alter self 1/day.
8th Aura of Misdirection (Su): You can emit a 30-ft aura of misdirection for a number of rounds per day equal
to your caster level. You and all allies in the area gain a +1 luck bonus to your AC and a 10% mischance
against ranged attacks for every 4 caster levels you possess. These rounds do not need to be consecutive.
12th Mislead (Sp): You can cast mislead 1/day.
16th Mass Invisibility (Sp): You can cast mass invisibility 1/day.
20th Mind Blank (Sp): You can cast mind blank 1/day.

Potrebbero piacerti anche