AncientSpirits
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Tyro Devil
A tyro devil is a fiend that serves a time of training in the mortal realm to damn souls.
Overview
Here is key information about this immortal.
Type: Fiend. Your creature type changes from person to fiend. You ignore abilities that only target persons and affected by abilities that specifically target fiendish creatures.
Appearance: Similar to a tiefling, you appear as you did in mortal life and may show or hide traits such as horns, infernal skin, and black eyes.
Prime Attributes: Mundane attacks use Strength while magic attacks use Intelligence.
Powers: You can form contracts with mortals, holding their souls in exchange for power, and perhaps damning them. You enjoy immortality, fiendish traits, and the ability to communicate and visit with mortals.
Challenges: You serve a terrible fiendish master and constantly work to fill a quota of souls. Holy water harms you. Frustratingly, you can only harm mortals by contract.
Typical Alignment: Any evil. Even if you tend toward chaos, you are under the thumb of a devilish master and forced to live within the straightjacket of infernal order.
Multiclassing: Blackguard, fighter, invoker, rogue or warlock. You may select 1 of these classes to pursue under the multiclass option.
Powers
This immortal enjoys the following abilities.
Broker Devil: You start knowing the truename of 1 standard level 9 devil (RMG, page 60-63), typically a barrister or nighthag, with which to trade souls. See the Visitation ability.
Devilish Skills: Boost Arcana, Bluff, Intimidate, Literacy, Religion, and Stealth checks by +3.
Devil’s ContractM: Up to 3/day, you can seal a bargain with a willing person (no other creature type). You hold a lien on the person’s soul and grant him 4 basic abilities, 2 intermediate abilities, or 1 advanced ability of his choice from any class, or boons from your deity, for a period of 24 hours. Alternatively, the bargain requests the death of another person, a gift of 1,000 gp, the granting of a noble title, or the carrying of your child (a tiefling). If the contract signer dies while the contract is in effect, his soul typically proceeds to your master’s realm (see Infernal Master below) as a slave and cannot be restored to life by any means except a Wish or Miracle. Otherwise, after 24 hours the contract ends and the person is free. You may sell someone’s soul, or lien on a soul, to another devil or to a mortal for an amount equal to 100 gp x (soul’s level)2. Costs 5 vitality.
Horns and TalonsM: As a swift action you may hide or show infernal natural weapons such as horns and talons that collectively inflict 1d4+Str damage. Reflex resists.
ImmortalM: As a devil, you do not age, do not need to breathe, eat or sleep, and cannot be raised from death if slain.
Infernal GoutM: Creatures within a 15-ft cone suffer 1d6 fire damage per level (max 5d6), or ½ damage when Reflex resists. Costs 1 vitality.
NethersightM: You can see in magical darkness as well as normal darkness.
Resist Hell’s IreM: Boost DR by +5 to resist fire and saves by +5 to resist poison.
SendingM: You can send a message of 25 words or less to any living creature you have met before and know by name and is presently located in the same realm of existence. Costs 5 vitality.
Vile SkinM: As a swift action, you may hide or show supernaturally tough skin to enjoy +2 DR. The skin is strongly colored such as vile green, blood red, or charcoal black.
Vile Smite: As a swift action, apply +1d4+1 vile wound damage to 1 of your attacks made that same round. Costs 2 vitality.
VisitationM: Once daily, you can unerringly move yourself to a person or fiend in any realm of existence who has just uttered your truename. You can transport up to 250 pounds of gear or 1 Medium or smaller creature with you. You automatically return to your departure point after 1 hour unless magically trapped.
Challenges
This immortal suffers the following challenges.
Devilish Deity: Select a lawful evil or neutral evil deity such as Asmodius, Lilith, Nefriti, Phane or Rorax. You can change to a different qualifying deity, but no mundane or magical means can change to any non-qualifying deity.
Harmed by Holy Water: You suffer 2d4 damage from a direct hit by a single vial of holy water. See RPG, page 162 for details on using holy water.
Infernal InvitationM: Whenever you advance in level, you must perform a 10-minute ritual to join your Infernal Master in a supernatural 30-ft-cube spartan private sanctum without exits. Until you do so, you cannot advance in level. The ritual transports you both to this place to meet for 1 hour. During this time, you may a) Speak with your master as a “neutral act”, b) Embrace him in intimate union as an “act of sin” to gain a gift worth 100 gp per level, c) Offer him a gift worth 100 gp per level as an “act of weal”, or d) Engage him in combat to the death as an “act of woe”. If you slay your master, you are free of him, though you eventually acquire a new master as usual when advancing in level. This sanctum is also where you go if banished by Exorcism. Costs 5 vitality.
Infernal Master: You gain a devil (RMG, page 60) as a patron. The devil is a standard devil if you are level 8 or lower, a balor devil if you are level 9 to 15, and a balor devil prince if you are level 16+. Whenever you rise to equal your master’s level, you gain a new, more powerful master. The master resides in the same realm of existence as your Fiendish Deity, such as Gehenna for Asmodius, Hades for Lilith, Tartaros for Nefriti, Acheron for Phane, or Nonesuch for Rorax. The master doesn’t help you, but you require him for abilities such as Infernal Invitation and Quota of Souls.
Oath of Unharm: Against a person, you can only make 1 attack roll against him for each attack roll he has made against you, unless commanded by a deity or a Devil’s Contract with a person.
Quota of Souls: You must collect souls for your master using Devil’s Contract (above). Your quota 1 per month, 13 per year, and 666 in total before you are free of him. You cannot sell these souls for your benefit. Souls that collect beyond your quota are yours to sell or otherwise do as you please.
Vile TortureM: If you fail to meet your Quota of Souls by the appointed time, you are immediately sucked through a magic gateway that traps you in a punishing torture chamber at your master’s abode. You remain there for 2 minutes, of for 3 rounds if you resist using Will against the patron’s attack roll, suffering 1d6 damage per round, after which you return to your departure point if you are still alive or vanish forever if the torture killed you.
Design Guide
You may apply all of this immortal’s features at once, boosting the character’s level by +4. Or you may apply features as a character progresses, as follows.
Level & Features
1 Devilish Deity, Devilish Skills, Horns and Talons, Infernal Gout, Infernal Invitation, Infernal Master, Nethersight, Oath of Unharm, Visitation
2 Quota of Souls, Devil’s Contract, Resist Hell’s Fire, Vile Torture
3 Harmed by Holy Water, Sending, Vile Skin, Vile Smite
4 Broker Devil, Immortal
A tyro devil is a fiend that serves a time of training in the mortal realm to damn souls.
Overview
Here is key information about this immortal.
Type: Fiend. Your creature type changes from person to fiend. You ignore abilities that only target persons and affected by abilities that specifically target fiendish creatures.
Appearance: Similar to a tiefling, you appear as you did in mortal life and may show or hide traits such as horns, infernal skin, and black eyes.
Prime Attributes: Mundane attacks use Strength while magic attacks use Intelligence.
Powers: You can form contracts with mortals, holding their souls in exchange for power, and perhaps damning them. You enjoy immortality, fiendish traits, and the ability to communicate and visit with mortals.
Challenges: You serve a terrible fiendish master and constantly work to fill a quota of souls. Holy water harms you. Frustratingly, you can only harm mortals by contract.
Typical Alignment: Any evil. Even if you tend toward chaos, you are under the thumb of a devilish master and forced to live within the straightjacket of infernal order.
Multiclassing: Blackguard, fighter, invoker, rogue or warlock. You may select 1 of these classes to pursue under the multiclass option.
Powers
This immortal enjoys the following abilities.
Broker Devil: You start knowing the truename of 1 standard level 9 devil (RMG, page 60-63), typically a barrister or nighthag, with which to trade souls. See the Visitation ability.
Devilish Skills: Boost Arcana, Bluff, Intimidate, Literacy, Religion, and Stealth checks by +3.
Devil’s ContractM: Up to 3/day, you can seal a bargain with a willing person (no other creature type). You hold a lien on the person’s soul and grant him 4 basic abilities, 2 intermediate abilities, or 1 advanced ability of his choice from any class, or boons from your deity, for a period of 24 hours. Alternatively, the bargain requests the death of another person, a gift of 1,000 gp, the granting of a noble title, or the carrying of your child (a tiefling). If the contract signer dies while the contract is in effect, his soul typically proceeds to your master’s realm (see Infernal Master below) as a slave and cannot be restored to life by any means except a Wish or Miracle. Otherwise, after 24 hours the contract ends and the person is free. You may sell someone’s soul, or lien on a soul, to another devil or to a mortal for an amount equal to 100 gp x (soul’s level)2. Costs 5 vitality.
Horns and TalonsM: As a swift action you may hide or show infernal natural weapons such as horns and talons that collectively inflict 1d4+Str damage. Reflex resists.
ImmortalM: As a devil, you do not age, do not need to breathe, eat or sleep, and cannot be raised from death if slain.
Infernal GoutM: Creatures within a 15-ft cone suffer 1d6 fire damage per level (max 5d6), or ½ damage when Reflex resists. Costs 1 vitality.
NethersightM: You can see in magical darkness as well as normal darkness.
Resist Hell’s IreM: Boost DR by +5 to resist fire and saves by +5 to resist poison.
SendingM: You can send a message of 25 words or less to any living creature you have met before and know by name and is presently located in the same realm of existence. Costs 5 vitality.
Vile SkinM: As a swift action, you may hide or show supernaturally tough skin to enjoy +2 DR. The skin is strongly colored such as vile green, blood red, or charcoal black.
Vile Smite: As a swift action, apply +1d4+1 vile wound damage to 1 of your attacks made that same round. Costs 2 vitality.
VisitationM: Once daily, you can unerringly move yourself to a person or fiend in any realm of existence who has just uttered your truename. You can transport up to 250 pounds of gear or 1 Medium or smaller creature with you. You automatically return to your departure point after 1 hour unless magically trapped.
Challenges
This immortal suffers the following challenges.
Devilish Deity: Select a lawful evil or neutral evil deity such as Asmodius, Lilith, Nefriti, Phane or Rorax. You can change to a different qualifying deity, but no mundane or magical means can change to any non-qualifying deity.
Harmed by Holy Water: You suffer 2d4 damage from a direct hit by a single vial of holy water. See RPG, page 162 for details on using holy water.
Infernal InvitationM: Whenever you advance in level, you must perform a 10-minute ritual to join your Infernal Master in a supernatural 30-ft-cube spartan private sanctum without exits. Until you do so, you cannot advance in level. The ritual transports you both to this place to meet for 1 hour. During this time, you may a) Speak with your master as a “neutral act”, b) Embrace him in intimate union as an “act of sin” to gain a gift worth 100 gp per level, c) Offer him a gift worth 100 gp per level as an “act of weal”, or d) Engage him in combat to the death as an “act of woe”. If you slay your master, you are free of him, though you eventually acquire a new master as usual when advancing in level. This sanctum is also where you go if banished by Exorcism. Costs 5 vitality.
Infernal Master: You gain a devil (RMG, page 60) as a patron. The devil is a standard devil if you are level 8 or lower, a balor devil if you are level 9 to 15, and a balor devil prince if you are level 16+. Whenever you rise to equal your master’s level, you gain a new, more powerful master. The master resides in the same realm of existence as your Fiendish Deity, such as Gehenna for Asmodius, Hades for Lilith, Tartaros for Nefriti, Acheron for Phane, or Nonesuch for Rorax. The master doesn’t help you, but you require him for abilities such as Infernal Invitation and Quota of Souls.
Oath of Unharm: Against a person, you can only make 1 attack roll against him for each attack roll he has made against you, unless commanded by a deity or a Devil’s Contract with a person.
Quota of Souls: You must collect souls for your master using Devil’s Contract (above). Your quota 1 per month, 13 per year, and 666 in total before you are free of him. You cannot sell these souls for your benefit. Souls that collect beyond your quota are yours to sell or otherwise do as you please.
Vile TortureM: If you fail to meet your Quota of Souls by the appointed time, you are immediately sucked through a magic gateway that traps you in a punishing torture chamber at your master’s abode. You remain there for 2 minutes, of for 3 rounds if you resist using Will against the patron’s attack roll, suffering 1d6 damage per round, after which you return to your departure point if you are still alive or vanish forever if the torture killed you.
Design Guide
You may apply all of this immortal’s features at once, boosting the character’s level by +4. Or you may apply features as a character progresses, as follows.
Level & Features
1 Devilish Deity, Devilish Skills, Horns and Talons, Infernal Gout, Infernal Invitation, Infernal Master, Nethersight, Oath of Unharm, Visitation
2 Quota of Souls, Devil’s Contract, Resist Hell’s Fire, Vile Torture
3 Harmed by Holy Water, Sending, Vile Skin, Vile Smite
4 Broker Devil, Immortal