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Hit Die: d6
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
Master Natural
Class Level Armor Adj. Int Special
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
*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
Change Domain
Patron: Haagenti, Jubilex, Valani
Crippling Domain
Patron: Achaekek, Kostchtchie, Shax, Zon-kuthon
Disease Domain
Patron: Apollyon, Cyth-V'sug, Ghlaunder, Urgathoa
Eloquence Domain
Patron: Arshea, Asmodeus, Belial, Nocticula, Ragathiel
Fear Domain
Patron: Lamashtu
Pain Domain
Patron: Andirfkhu, Besmara, Droskar, Norgorber, Shax, Zon-kuthon, Zyphus
Pleasure Domain
Patron: Belial, Calistria, Cayden Cailean, Nocticula, Socobenoth
Prophecy Domain
Patron: Nethys, Pharasma
Subterfuge Domain
Patron: Baalzebul, Norgorber, Shax