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Things from my setting
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<blockquote data-quote="Obly99" data-source="post: 8954986" data-attributes="member: 7035194"><p>I will post my version of the Archdevils.</p><p>In all versions of D&D, archdevils are more powerful than normal demi-deities, with even actual deities preferring not to fight with them, especially in Hell. To create this template I used the standard demi-deities template of the IH as a base and combined it with the Lord of the Nine template of the Dicefreaks from the Gates of Hell volume 9, taking some abilities from the <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/asmodean-advocate-cleric-archetype/" target="_blank">Asmodean Advocate – d20PFSRD</a> , the <a href="https://www.d20pfsrd.com/classes/prestige-classes/apg/master-spy/" target="_blank">Master Spy – d20PFSRD</a> and from the <a href="http://spheresofpower.wikidot.com/devil-contract-cr-12-mr-5" target="_blank">Devil, Contract (CR 12/MR 5) - Spheres of Power Wiki</a>.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Lord of the Nine</span></strong></p><p></p><p>For millennia untold, the true nature of Hell’s enigmatic rulers, the infamous Lords of the Nine, has been steeped in rumor, buried under myth, and spoken of in hushed tones. To this very day, the Lords of the Nine remain enigmas, yet none doubt their existence, much less their power and evil. The pinnacles of Hell’s nobility, the Lords of the Nine are masters of the nine layers of Hell, the heart of all Lawful Evil in Creation. The Lords of the Nine are all extremely independent, greedy, tyrannical, and evil. In short, they are among the most debased beings in the Cosmos. Each of them possess powers well beyond those of the devils they command, and are enemies to the forces of goodness and chaos. The Lords of the Nine rule an entire layer of the Nine Hells of Baator. “Lords of the Nine” is somewhat of a misnomer when it comes to who is included. As a group, it would appear that they make up the highest strata of Hell’s nobility, commanding the Dukes of the lowest strata, and this is true as far as eight of the Lords are concerned. The Lords of the First through Eighth are powerful arch-devils with the added potency given them by The Lord of the Nine, Asmodeus. However, the eight all bow to the power of Asmodeus, who power is equal to a Greater Deity (or even to an Elder One according to some). The Lords of the Nine maintain powers that rival those of the gods. While not completely omnipotent, a Lord in his layer is virtually unstoppable, capable of feats beyond that of most beings in the Cosmos. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the layer he commands. Thus, as the ruler of the largest and most “inviting” city in Hell, Arch-Duke Dispater is a canny, witty, almost friendly fiend with powers to smother weaker minds in order to maintain the law of Dis; on the other hand, the narcissistic Beelzebub, committed to achieving perfection, reveals the weakness and impurity in all lesser creatures, forcing them to wither into nothing with but a touch. Although they hate each other, the Lords of the Nine are well aware of the necessity for treaties and political maneuvering even as each strives to make itself better than the other lords in the eyes of Asmodeus.</p><p></p><p>Beyond a doubt, there are few beings in existence that wield as much power as the Lords. Although not true gods, the Lords have god-like might at their disposal, and are always eager to gain more power. They are among the most dangerous beings in existence, capable of cheating even gods. All creatures, mortal or not, should avoid dealing with these monsters at all costs.</p><p></p><p><strong>Diabolical Metamorphosis:</strong> Almost all of the Lords experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires (and their Portfolio). The designer should add abilities accordingly (see Diabolical Adaptation).</p><p></p><p style="text-align: center"><strong>Creating a Lord of the Nine</strong></p><p></p><p>“Lord of the Nine” is a template that can be added to any creature with at least 30 HD.</p><p></p><p><strong>Alignment:</strong> Always Lawful Evil.</p><p></p><p><strong>Size and Type:</strong> Type changes to Outsider unless Construct or Undead. The creature’s gains the evil, extraplanar [native of the Hell], and lawful subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected. If the base creature have the chaotic or good subtype, it lose them.</p><p></p><p><strong>Senses:</strong> The Lord of the Nine gains darkvision 600 ft. (already increased with Divine Senses) and the see in darkness ability. It also gains Divine Senses.</p><p></p><p>• <em>Divine Senses (Ex): </em>The senses of a Lord of the Nine are ten times superior to that of the base creature.</p><p></p><p><strong>Armor Class:</strong></p><p></p><p>• <em>Deflection Bonus (Ex):</em> A Lord of the Nine gains a deflection bonus to its armor class equal to its Charisma modifier.</p><p></p><p>• <em>Divine Bonus (Ex):</em> It also gains a +6 Divine Bonus to its armor class (See Divine Bonus Special Quality).</p><p></p><p>• <em>Natural Armor Bonus (Ex):</em> It gains a natural armor bonus equal to ¼ its total Hit Dice/Levels (round any fractions down).</p><p></p><p>• <em>Profane Bonus (Ex):</em> It gains a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).</p><p></p><p><strong>Hit Dice: </strong>A Lord of the Nine use d20’s for Hit Dice and has maximum hit points per die.</p><p></p><p><strong>Defensive Abilities:</strong> A Lord of the Nine gains resistance to acid 40 and cold 40, and to Stellar Hazard. It gains DR 20/chaotic, epic, good, and silver, and immunity to ability damage and drain, death effects, disease, energy drain, fire (unless a Portfolio give vulnerability to fire), mind-affecting effects, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard. It gains regeneration equal to its HD (chaotic, epic, good, and silver). It gains also the following ability.</p><p></p><p>• <em>Infernal Resurrection (Ex): </em>If a Lord of the Nine is killed (even while in Hell), its body crumbles into ashes, leaving behind any gear it held or carried, with the exception of its 4 artifacts, while it is immediately restored to life (as per true resurrection, no HD, Quintessence or DR lost and no banished from that plane for a century) in a location of its choosing in its domain. A Lord of the Nine can’t use this ability again for 1 year, and it avoids direct combat if possible until that year has passed. If slain again or killed by unusual methods (such as with an artifact created for this purpose), a Lord of the Nine rejuvenate with the usual rules (1 HD per week and 1 DR for every 5 HD recuperated, or automatically slain if killed in Hell).</p><p></p><p><strong>Weaknesses:</strong> A Lord of the Nine gains the following weakness.</p><p></p><p>• <em>Locked Within the Gates (Ex): </em>A Lord of the Nine cannot travel into the Prime Material Plane by “traditional means.” Thus, the Lord cannot use nor take advantage of spells like plane shift or gate to travel between the Realities. Only powerful artifacts, magics or rituals grants a Lord of the Nine the ability to enter the Prime. Interestingly, if a Lord is given certain magic items, such as an amulet of the planes, by a mortal, it can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, it cannot be a sworn servant or worshiper of the Lord of the Nine.</p><p></p><p>• <em>Repulsion from the Upper and Maelstrom (Ex):</em> Although the Lord of the Nine detests the forces of chaos or righteousness, it also fears them. As a result, the Lord find it difficult to enter any chaotic or hallowed site. A Lord of the Nine attempting to enter a godly realm of a Chaotic or Good demi-deity or higher power as a full-round action must make a rank check against the immortal (DC 11 + DR of the immortal) (it does not reapply the Divine Rank or the bonus of Diabolic Will to this check but can use the surge as normal); if the immortal is both Chaotic and Good, the DC increase to 15 + DR of the god. If the check fail, the Lord of the Nine cannot try again for a number of days equal to the DR of the immortal. Once a Lord try this check (whether it is successful or not), the immortal in question is immediately alerted to the devil’s attempt and will often arrive in person to deal with the intrusion.</p><p></p><p><strong>Speed:</strong> All movement speeds tripled. A Lord of the Nine can chose between grow up to 12 wings (in this case it gains a fly speed equal to the higher between its increased movement speeds (perfect) that is extraordinary in nature) or simple walk in the air (in this case it gains <em>air walk</em> as a constant spell-like ability) when this template is gained. If the wings are chosen, their design is discretion of the Lord of the Nine.</p><p></p><p><strong>Attacks:</strong> A Lord of the Nine gains a +6 Divine Bonus to Attacks (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).</p><p></p><p><strong>Integrated Class Features (Var.):</strong> A Lord of the Nine with Outsider Hit Dice (instead of Class Levels) gain class features of any class equal to half its Hit Dice. A Lord of the Nine with both Hit Dice and Class Levels do not count its levels for the purposes of determining these integrated class features, only its Hit Dice. Caster Level for integrated spellcaster classes is always equal to the Lord of the Nine’s total Hit Die + Divine Rank, it has nothing to do with the integrated levels.</p><p></p><p><strong>Special Attacks:</strong> A Lord of the Nine gains several special attacks.</p><p></p><p>• <em>Aura of Baator (Su):</em> Medium range (100 ft. +10 ft. per Hit Dice/Level). The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within the above range must succeed in a Will save equal to 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action once per round):</p><p></p><p><em>Cower:</em> Affected beings cower before the might of the devil. They can defend themselves normally but take no actions.</p><p></p><p><em>Induce Fear:</em> Affected beings become panicked and suffer a –6 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.</p><p></p><p>The Lord can make its servants, “worshippers,” beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine ranks equal to or greater than that of the Lord, are immune to the Aura of Baator. The Aura of Baator replaces any existing fear auras of the base creature. This is a fear, mind-affecting effect (other powers added with Greater Aura or other abilities are not automatically fear and mind-affecting).</p><p></p><p>For effects, prerequisites and interaction with abilities, Aura of Baator count as divine aura (like the Enlarge Aura or Greater Aura Divine Abilities or reach of the Aura version of an [Effect[).</p><p></p><p>• <em>Command Devil (Su): </em>A Lord of the Nine can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures with the devil subtype as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. A Lord of the Nine can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.</p><p></p><p></p><p>• <em>Diabolical Decree (Su): </em>Each Lord of the Nine has the ability to demote or promote lesser devils with but a thought. Nine times per day, as a move equivalent action, a Lord may demote any number of devils. The range of this power depends on the location of the Lord. The Lord may use this power anywhere within its Layer and the target(s) does not receive a save. In another part of Hell or a divine realm (even another Lord’s layer), the Lord may extend this power only to devils sworn to it. Beyond Hell, this power only to devils sworn to it, the Lord must be within 900 feet of the target(s), and they receives a Will saving throw (DC ½ the Lord’s HD + its Charisma modifier + its Divine Bonus) against the effect. The Lord may demote devils to whatever power level it determines appropriate. While a Lord may demote any common devil from pit fiend to lemure status, a Lord may only strip a Duke of Hell of its status (although, afterward, the Lord may then use its power again to demote the Duke to a lower station). Conversely, the Lord may promote a devil as a move equivalent action. This ability possesses the same limitations on layer and planar boundaries as the demotion ability. A Lord may raise a common devil from lemure all the way to pit fiend status and the Lord may apply the Duke of Hell status (see below) to any devil with at least 20 HD; in rare circumstances, a Lord will grant the Duke of Hell status to worthy creatures not of diabolical origins. A Lord may promote up to nine times per day.</p><p></p><p><em>Infernal Duke Traits (Ex/Su)</em></p><p></p><p>An infernal duke is a powerful unique fiend. It possesses the following traits:</p><p></p><ul> <li data-xf-list-type="ul">Immunity to charm and compulsion effects, death effects, fire, and poison.</li> <li data-xf-list-type="ul">Resistance to acid 30 and cold 30.</li> <li data-xf-list-type="ul">Telepathy 300 feet.</li> <li data-xf-list-type="ul">An infernal duke’s natural weapons, as well as any weapon it wields, are treated as epic, evil and lawful for the purpose of overcoming damage reduction.</li> </ul><p></p><p>• <em>Frightful Presence (Su): </em>A Lord of the Nine gains the frightful presence (duration 5d6 rounds). Unlike the normal frightful presence, the range is equal to its Aura of Baator, the Lord can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud and creatures with less HD of the Lord of the Nine who fail the save are panicked for the duration.</p><p></p><p>• <em>Hellfire (Su):</em> When the Lord of the Nine would normally deal fire damage, it instead deal hellfire damage. With hellfire damage, half the damage is fire damage, but the other half results directly from the power of Baator and is therefore not subject to being reduced by fire immunity or resistance. For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray), the power of Baator replace the untyped part of the damage. Any creature killed by hellfire must attempt a Will saving throw (DC 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus); failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A nonevil spellcaster attempting to bring the creature back from the dead must attempt a caster level check (DC = 10 + the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. Lawful Evil spellcasters can raise the slain character normally, without requiring a check. A raised character’s soul is no longer automatically consigned to Hell. If the Lord of the Nine has the Fire Portfolio or other Portfolios that give Divine Fire or Perfect Divine Fire, the power of Baator replace the base elemental part (effective causing the Effect to do half divine and half untyped damage, but totally treating the Effect as the base elemental damage when beneficial, such as interrupting regeneration or being multiplied in case of vulnerability), while for the Perfect Divine Fire, the power of Baator replace half the divine damage (in this case the same rules apply as for the parenthesis of Divine [Element]). For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray) while the Lord of the Nine has Divine Fire or Perfect Divine Fire, the rules of Divine Fire and Perfect Divine Fire of the second part are applied instead of the initial rule.</p><p></p><p><strong>Spell-like Abilities (Sp):</strong></p><p><strong></strong></p><p><strong>Constant</strong>–<em>detect chaos, detect good, detect thoughts, discern lies, freedom of movement, mind blank, true seeing</em></p><p></p><p><strong>At will</strong>–<em>animate dead, baleful polymorph, beguiling gift, blasphemy, breath of life, calm emotion, charm monster, commune, create greater undead, deeper darkness, delayed blast fireball, desecrate, dictum, dimension door, dispel chaos, dispel good, dominate person, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater invisibility, greater scrying, greater teleport, hellfire ray, hold monster, magic circle against chaos, magic circle against good, magic jar, mirage arcane, modify memory, persistent image, polymorph, project image, protection from chaos, protection from good, order’s wrath, raise dead, rage, restoration, scorching ray, sending, shield of law, suggestion, summon monster IX (evil or lawful only), unhallow, unholy aura, unholy blight, veil, vision of hell, wall of fire</em></p><p></p><p><strong>6/day</strong>–<em>wish</em></p><p></p><p><strong>3/day</strong>–<em>antipathy, blade barrier, demand, destruction, dominate monster, feeblemind, firestorm, force cage, globe of invulnerability, mass charm monster, mass suggestion, mindwipe, mislead, resurrection, sympathy, summon devil</em></p><p></p><p><strong>1/day</strong>–<em>energy drain, foresight, greater possession, greater restoration, hellball </em>[E]<em>, imprisonment, mage’s disjunction, mass suffocation, meteor swarm, microcosm, polymorph any object, power word kill, prediction of failure, overwhelming presence, shapechange, soul bind, time stop, true resurrection, weird</em></p><p></p><p>Caster Level equal to total Hit Dice/Levels + 6 (Divine Bonus).</p><p></p><p>In addition, each Lord chooses one of the domain (or subdomain) it granted. The Lord may cast all domain spells listed one time per day each as spell-like abilities. The Lord also gains the benefit of the domain power (as a cleric of its spell-like abilities caster level).</p><p></p><p>• <em>Summon Devil (Sp):</em> 3 times per day, a Lord of the Nine can summon 1d4+1 mythic pit fiend, 2d6 pit fiend, 6d6 any CR 19 or less devil or 3d6 any CR 19 or less mythic devil (in this case 19 is the CR of the base creature before apply the mythic version). This is a conjuration (summoning) spell-like ability with spell level equal to ½ the HD of the Lord of the Nine that last for 1 hour. It count as an epic spell for the purpose of being used in an antimagic field. Remember that summoned devils have 200% more HD. Once per day, the Lord of the Nine can maximize the dice(s) of summon.</p><p></p><p>• <em>The Might of Hell (Su): </em>So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Three times per day as a swift action, a Lord of the Nine may unhallow an area with radius of 30 feet per HD centered on the Lord of the Nine. The Lord can determine which spell to attach to the unhallow as listed in the spell description. The duration and all associated effects of the unhallow and adjoined spell are based upon the Lord’s spell-like ability caster level.</p><p></p><p>• <em>Uncanny Hellfire Mastery (Su):</em> The Lord of the Nine gains Uncanny Fire Mastery as a bonus ability. If the Lord of the Nine has the Thunder or Winter Portfolio or other Portfolios that give Divine [Element] or Perfect Divine [Element], it gains Uncanny [Element] Effect but unlike the normal rules, it consider this elemental damage as fire damage and Divine [Element] or Perfect Divine [Element] as Divine Fire or Perfect Divine Fire for interactions with its Hellfire ability.</p><p></p><p><strong>Special Qualities</strong>: A Lord of the Nine maintain the special qualities of the base creature and gains the following.</p><p></p><p>• <em>At Home in Baator (Ex):</em> A Lord of the Nine, while in Baator, gains a lot of powers. It increase its Damage Reduction to 40/chaotic, epic, good, and silver and gains a x2 hp multiplier (not only in its Godly Realm). Also, it gains Omnicompetent as a bonus Divine Ability without the need to meet its prerequisite while in Baator and for 24 hours after leaving it.</p><p></p><p>• <em>Deceiving Truth (Ex):</em> A Lord of the Nine can deceive truth-detecting magic. A creature using this sort of magic against the Lord of the Nine must succeed on a caster level check against a DC of 15 + the Lord of the Nine’s HD + its DR to succeed (as if it was under the effect of a glibness spell); failure means the magic doesn’t detect the Lord of the Nine’s lies or force it to speak only the truth. This ability does not give the Lord of the Nine the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read the Lord of the Nine mind, it decides what surface thoughts its opponent detects, and its true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. Also, a Lord of the Nine can trick an opponent into believing that it has been charmed or dominated. When the Lord of the Nine succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), it can allow the spell to take partial effect. To the caster, it appears that the Lord of the Nine failed its saving throw, but the Lord of the Nine is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the Lord of the Nine is under no obligation to follow the caster’s commands. The Lord of the Nine can dismiss a fooled spell as a swift action. Deceiving truth can be used when the Lord of the Nine succeeds at a subsequent saving throw against an ongoing effect, such as that granted by the slippery mind rogue talent.</p><p></p><p>• <em>Devil in the Details (Ex):</em> A Lord of the Nine learns to choose its words so carefully that even when it says something designed to deceive listeners, the words are phrased to be technically true. It can use its Profession (barrister) skill for Bluff, Diplomacy, Intimidate, and Linguistics checks (but only related to forgeries for the Linguistics). A Lord of the Nine gains Divine Skill Focus (Profession [barrister]) as a bonus ability without the need to meet its prerequisites.</p><p></p><p>• <em>Diabolic Will (Ex):</em> A Lord of the Nine gains a profane bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier.</p><p></p><p>• <em>Diabolical Adaptation (Var.):</em> Each Lord of the Nine typically gains one special ability or one special quality in keeping with its areas of interest and/or Portfolio; for every 10 HD possessed, the Lord acquires an additional special ability or special quality. Many of these abilities are on par with a Divine Ability and are unique for every Lord of the Nine.</p><p></p><p>• <em>Divine Bonus (Ex):</em> A Lord of the Nine gains +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.</p><p></p><p>• <em>Godly Realm (Var.):</em> The godly realm of a Lord of the Nine is its sanctum, a little part of the layer of which command (the godly realm of Dispater is the Iron Scepter, its palace at the center of Dis). No specific rule governs how large its godly realm is, but it is generally no larger than a little city. Within Hell (not only in its Godly Realm) a Lord of the Nine can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -6. Penalty for fighting multiple Lords of the Nine stack.</p><p></p><p>• <em>Grant Spells (Su):</em> Lord of the Nine can grant spells as if it was a deity. Each archdevil has a favored weapon and grants the Evil and Law domains, plus two other domains and four subdomains.</p><p></p><p>• <em>Hear Name (Su):</em> A Lord of the Nine hears its name when it is spoken, regardless of distance and even across planar boundaries. If a creature speaks the Lord’s name three times in the same breath, the Lord learns the creature’s name and precise location, and can hear the next 25 words spoken by that speaker. Once per day, if any image or statue of the Lord of the Nine is within 10 feet of the speaker, the Lord can answer the speaker via that image or statue. The Lord of the Nine can observe, converse, or utilize its spell-like abilities and Infernal Contract through this vessel for up to 1 minute, but if the Lord uses a spell-like ability or Infernal Contract through this link, the connection immediately ends thereafter, regardless of any remaining duration. This power is barred from the other layers of Hell and from the realms of beings with divine ranks (or equivalent) equal or greater than the Lord’s.</p><p></p><p>• <em>Immortality (Ex):</em> A Lord of the Nine does not age, requires no air to breathe, no food or drink, nor sleep.</p><p></p><p>• <em>Infernal Contract (Su): </em>As a standard action, a Lord of the Nine can produce an infernal contract for a single mortal creature. This contract can grant a wide range of abilities and effects, as detailed in the contract devil’s entry (Pathfinder Roleplaying Game Bestiary 3), including the granting of a mythic wish. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal’s soul is sworn to the Lord of the Nine, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal’s death. Breaking a contract with a Lord of the Nine is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death by any power less than a Demi-Deity but even in that case, they will usually avoid stepping on Hell's toes, risking a diplomatic incident.</p><p></p><p>• <em>Infernal Investment (Su):</em> As a subclause of all infernal contracts, a Lord of the Nine can use detect thoughts, possession and greater scrying upon any creature with which it has a contract or gains powers from the Lord (like a cleric or inquisitor) while in its Layer. The target creature always fails its save against this abilities—this ability otherwise functions at caster level equal to the HD of the Lord of the Nine plus its Divine Bonus. The Lord of the Nine, when using possession, unlike normal, maintains a strong bond with its body and is not helpless for the duration of the effect but only flat-footed and can make Perception checks to notice events as normal, but suffers a –10 penalty to the roll. This ability work even if the target is on another plane and for the purpose of the possession effect, you always count on the same plane (allowing your soul to return to Baator at the end of the effect or if the host is killed).</p><p></p><p>• <em>Infernal Nobility (Ex):</em> Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. Furthermore, while on its layer, each Lord functions as an even more powerful being, having abilities that give the true deities of Hell pause. Each Lord gains the Cosmic Firmament Cosmic Ability while in its own layer, increasing its ability to control and manipulate it. Perhaps most frightening about a Lord’s command over its layer is the fact that it has no upper limit with regard to range. Only the realms of gods are resistant to the power of the Lord; in order to affect a divine realm on its Layer, the Lord must be physically within the realm or adjacent and then make a check DC 11 + HD of the Immortal + its Charisma modifier + its Divine Rank (the Lord make a check with 1d20 + its HD + its Charisma modifier + its Divine Rank + its higher mental modifier). Only Asmodeus has the power to supersede a Lord’s ability to manipulate the Lord assigned layer, not to mention the ability to strip the Lord of its power altogether.</p><p></p><p>• <em>Language Mastery (Ex): </em>A Lord of the Nine knows all languages, as though using a tongues spell, although this ability is not supernatural and cannot be dispelled.</p><p></p><p>• <em>Might (Ex):</em> A Lord of the Nine deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p>• <em>Mythic (Ex):</em> A Lord of the Nine has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. A Lord of the Nine can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. While in Baator, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12).</p><p></p><p>• <em>Perfect Summoning (Devil) (Ex):</em> Creatures with the devil subtype summoned have 200% more HD. This replace the Improved Summoning (Evil/Law) of the Portfolios Evil and Law (see below).</p><p></p><p>• <em>Portfolios (Var.):</em> Each Lord of the Nine gains 3 Portfolios (see Chapter 3 for more details on Portfolios) as a demi-deity, but 2 are compulsorily Evil and Law (already written the spell-like at will in the template). A Lord of the Nine cannot renounce the Evil or Lawful Portfolios for increase its divine ability slots.</p><p></p><p>• <em>Power/Spell Resistance (Ex):</em> A Lord of the Nine gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality).</p><p></p><p><strong>Saves (Ex):</strong> A Lord of the Nine gains a +6 Divine Bonus to all Saves (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).</p><p></p><p><strong>Abilities (Ex):</strong> +12 to each Ability Score.</p><p></p><p><strong>Skills (Ex):</strong> A Lord of the Nine gains a +6 Divine Bonus to all Skills (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). A Lord of the Nine gains Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device as class skills.</p><p></p><p>• <strong>Maven (Ex):</strong> A Lord of the Nine has its skill ranks raised to maximum for each class skill.</p><p></p><p><strong>Divine Abilities (Var.):</strong> 6 Divine Abilities.</p><p></p><p><strong>Languages:</strong> A Lord of the Nine gains Abyssal, Celestial and Infernal as a languages and telepathy 1,000 ft.</p><p></p><p><strong>Treasure:</strong> 4 Artifacts (see Infernal Arms) plus quadruple standard.</p><p></p><p><strong>Infernal Arms:</strong> The Lords of the Nine all have signature items that serve as symbols of their station and authority over all that is diabolical. The weapons and magic items used by the Lords are true artifacts in every sense of the word. While some were crafted by the Lord in question or by a powerful subordinate, some of the weapons were created by Asmodeus himself. Although each signature item is unique to each Lord, these infernal arms all maintain a similarity. Each Lord can instantly call his or her infernal arms as a free action at will (as for the Apport Divine Ability).</p></blockquote><p></p>
[QUOTE="Obly99, post: 8954986, member: 7035194"] I will post my version of the Archdevils. In all versions of D&D, archdevils are more powerful than normal demi-deities, with even actual deities preferring not to fight with them, especially in Hell. To create this template I used the standard demi-deities template of the IH as a base and combined it with the Lord of the Nine template of the Dicefreaks from the Gates of Hell volume 9, taking some abilities from the [URL='https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/asmodean-advocate-cleric-archetype/']Asmodean Advocate – d20PFSRD[/URL] , the [URL='https://www.d20pfsrd.com/classes/prestige-classes/apg/master-spy/']Master Spy – d20PFSRD[/URL] and from the [URL='http://spheresofpower.wikidot.com/devil-contract-cr-12-mr-5']Devil, Contract (CR 12/MR 5) - Spheres of Power Wiki[/URL]. [CENTER][B][SIZE=7]Lord of the Nine[/SIZE][/B][/CENTER] For millennia untold, the true nature of Hell’s enigmatic rulers, the infamous Lords of the Nine, has been steeped in rumor, buried under myth, and spoken of in hushed tones. To this very day, the Lords of the Nine remain enigmas, yet none doubt their existence, much less their power and evil. The pinnacles of Hell’s nobility, the Lords of the Nine are masters of the nine layers of Hell, the heart of all Lawful Evil in Creation. The Lords of the Nine are all extremely independent, greedy, tyrannical, and evil. In short, they are among the most debased beings in the Cosmos. Each of them possess powers well beyond those of the devils they command, and are enemies to the forces of goodness and chaos. The Lords of the Nine rule an entire layer of the Nine Hells of Baator. “Lords of the Nine” is somewhat of a misnomer when it comes to who is included. As a group, it would appear that they make up the highest strata of Hell’s nobility, commanding the Dukes of the lowest strata, and this is true as far as eight of the Lords are concerned. The Lords of the First through Eighth are powerful arch-devils with the added potency given them by The Lord of the Nine, Asmodeus. However, the eight all bow to the power of Asmodeus, who power is equal to a Greater Deity (or even to an Elder One according to some). The Lords of the Nine maintain powers that rival those of the gods. While not completely omnipotent, a Lord in his layer is virtually unstoppable, capable of feats beyond that of most beings in the Cosmos. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the layer he commands. Thus, as the ruler of the largest and most “inviting” city in Hell, Arch-Duke Dispater is a canny, witty, almost friendly fiend with powers to smother weaker minds in order to maintain the law of Dis; on the other hand, the narcissistic Beelzebub, committed to achieving perfection, reveals the weakness and impurity in all lesser creatures, forcing them to wither into nothing with but a touch. Although they hate each other, the Lords of the Nine are well aware of the necessity for treaties and political maneuvering even as each strives to make itself better than the other lords in the eyes of Asmodeus. Beyond a doubt, there are few beings in existence that wield as much power as the Lords. Although not true gods, the Lords have god-like might at their disposal, and are always eager to gain more power. They are among the most dangerous beings in existence, capable of cheating even gods. All creatures, mortal or not, should avoid dealing with these monsters at all costs. [B]Diabolical Metamorphosis:[/B] Almost all of the Lords experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires (and their Portfolio). The designer should add abilities accordingly (see Diabolical Adaptation). [CENTER][B]Creating a Lord of the Nine[/B][/CENTER] “Lord of the Nine” is a template that can be added to any creature with at least 30 HD. [B]Alignment:[/B] Always Lawful Evil. [B]Size and Type:[/B] Type changes to Outsider unless Construct or Undead. The creature’s gains the evil, extraplanar [native of the Hell], and lawful subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected. If the base creature have the chaotic or good subtype, it lose them. [B]Senses:[/B] The Lord of the Nine gains darkvision 600 ft. (already increased with Divine Senses) and the see in darkness ability. It also gains Divine Senses. • [I]Divine Senses (Ex): [/I]The senses of a Lord of the Nine are ten times superior to that of the base creature. [B]Armor Class:[/B] • [I]Deflection Bonus (Ex):[/I] A Lord of the Nine gains a deflection bonus to its armor class equal to its Charisma modifier. • [I]Divine Bonus (Ex):[/I] It also gains a +6 Divine Bonus to its armor class (See Divine Bonus Special Quality). • [I]Natural Armor Bonus (Ex):[/I] It gains a natural armor bonus equal to ¼ its total Hit Dice/Levels (round any fractions down). • [I]Profane Bonus (Ex):[/I] It gains a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). [B]Hit Dice: [/B]A Lord of the Nine use d20’s for Hit Dice and has maximum hit points per die. [B]Defensive Abilities:[/B] A Lord of the Nine gains resistance to acid 40 and cold 40, and to Stellar Hazard. It gains DR 20/chaotic, epic, good, and silver, and immunity to ability damage and drain, death effects, disease, energy drain, fire (unless a Portfolio give vulnerability to fire), mind-affecting effects, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard. It gains regeneration equal to its HD (chaotic, epic, good, and silver). It gains also the following ability. • [I]Infernal Resurrection (Ex): [/I]If a Lord of the Nine is killed (even while in Hell), its body crumbles into ashes, leaving behind any gear it held or carried, with the exception of its 4 artifacts, while it is immediately restored to life (as per true resurrection, no HD, Quintessence or DR lost and no banished from that plane for a century) in a location of its choosing in its domain. A Lord of the Nine can’t use this ability again for 1 year, and it avoids direct combat if possible until that year has passed. If slain again or killed by unusual methods (such as with an artifact created for this purpose), a Lord of the Nine rejuvenate with the usual rules (1 HD per week and 1 DR for every 5 HD recuperated, or automatically slain if killed in Hell). [B]Weaknesses:[/B] A Lord of the Nine gains the following weakness. • [I]Locked Within the Gates (Ex): [/I]A Lord of the Nine cannot travel into the Prime Material Plane by “traditional means.” Thus, the Lord cannot use nor take advantage of spells like plane shift or gate to travel between the Realities. Only powerful artifacts, magics or rituals grants a Lord of the Nine the ability to enter the Prime. Interestingly, if a Lord is given certain magic items, such as an amulet of the planes, by a mortal, it can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, it cannot be a sworn servant or worshiper of the Lord of the Nine. • [I]Repulsion from the Upper and Maelstrom (Ex):[/I] Although the Lord of the Nine detests the forces of chaos or righteousness, it also fears them. As a result, the Lord find it difficult to enter any chaotic or hallowed site. A Lord of the Nine attempting to enter a godly realm of a Chaotic or Good demi-deity or higher power as a full-round action must make a rank check against the immortal (DC 11 + DR of the immortal) (it does not reapply the Divine Rank or the bonus of Diabolic Will to this check but can use the surge as normal); if the immortal is both Chaotic and Good, the DC increase to 15 + DR of the god. If the check fail, the Lord of the Nine cannot try again for a number of days equal to the DR of the immortal. Once a Lord try this check (whether it is successful or not), the immortal in question is immediately alerted to the devil’s attempt and will often arrive in person to deal with the intrusion. [B]Speed:[/B] All movement speeds tripled. A Lord of the Nine can chose between grow up to 12 wings (in this case it gains a fly speed equal to the higher between its increased movement speeds (perfect) that is extraordinary in nature) or simple walk in the air (in this case it gains [I]air walk[/I] as a constant spell-like ability) when this template is gained. If the wings are chosen, their design is discretion of the Lord of the Nine. [B]Attacks:[/B] A Lord of the Nine gains a +6 Divine Bonus to Attacks (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). [B]Integrated Class Features (Var.):[/B] A Lord of the Nine with Outsider Hit Dice (instead of Class Levels) gain class features of any class equal to half its Hit Dice. A Lord of the Nine with both Hit Dice and Class Levels do not count its levels for the purposes of determining these integrated class features, only its Hit Dice. Caster Level for integrated spellcaster classes is always equal to the Lord of the Nine’s total Hit Die + Divine Rank, it has nothing to do with the integrated levels. [B]Special Attacks:[/B] A Lord of the Nine gains several special attacks. • [I]Aura of Baator (Su):[/I] Medium range (100 ft. +10 ft. per Hit Dice/Level). The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within the above range must succeed in a Will save equal to 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action once per round): [I]Cower:[/I] Affected beings cower before the might of the devil. They can defend themselves normally but take no actions. [I]Induce Fear:[/I] Affected beings become panicked and suffer a –6 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. The Lord can make its servants, “worshippers,” beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine ranks equal to or greater than that of the Lord, are immune to the Aura of Baator. The Aura of Baator replaces any existing fear auras of the base creature. This is a fear, mind-affecting effect (other powers added with Greater Aura or other abilities are not automatically fear and mind-affecting). For effects, prerequisites and interaction with abilities, Aura of Baator count as divine aura (like the Enlarge Aura or Greater Aura Divine Abilities or reach of the Aura version of an [Effect[). • [I]Command Devil (Su): [/I]A Lord of the Nine can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures with the devil subtype as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. A Lord of the Nine can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. • [I]Diabolical Decree (Su): [/I]Each Lord of the Nine has the ability to demote or promote lesser devils with but a thought. Nine times per day, as a move equivalent action, a Lord may demote any number of devils. The range of this power depends on the location of the Lord. The Lord may use this power anywhere within its Layer and the target(s) does not receive a save. In another part of Hell or a divine realm (even another Lord’s layer), the Lord may extend this power only to devils sworn to it. Beyond Hell, this power only to devils sworn to it, the Lord must be within 900 feet of the target(s), and they receives a Will saving throw (DC ½ the Lord’s HD + its Charisma modifier + its Divine Bonus) against the effect. The Lord may demote devils to whatever power level it determines appropriate. While a Lord may demote any common devil from pit fiend to lemure status, a Lord may only strip a Duke of Hell of its status (although, afterward, the Lord may then use its power again to demote the Duke to a lower station). Conversely, the Lord may promote a devil as a move equivalent action. This ability possesses the same limitations on layer and planar boundaries as the demotion ability. A Lord may raise a common devil from lemure all the way to pit fiend status and the Lord may apply the Duke of Hell status (see below) to any devil with at least 20 HD; in rare circumstances, a Lord will grant the Duke of Hell status to worthy creatures not of diabolical origins. A Lord may promote up to nine times per day. [I]Infernal Duke Traits (Ex/Su)[/I] An infernal duke is a powerful unique fiend. It possesses the following traits: [LIST] [*]Immunity to charm and compulsion effects, death effects, fire, and poison. [*]Resistance to acid 30 and cold 30. [*]Telepathy 300 feet. [*]An infernal duke’s natural weapons, as well as any weapon it wields, are treated as epic, evil and lawful for the purpose of overcoming damage reduction. [/LIST] • [I]Frightful Presence (Su): [/I]A Lord of the Nine gains the frightful presence (duration 5d6 rounds). Unlike the normal frightful presence, the range is equal to its Aura of Baator, the Lord can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud and creatures with less HD of the Lord of the Nine who fail the save are panicked for the duration. • [I]Hellfire (Su):[/I] When the Lord of the Nine would normally deal fire damage, it instead deal hellfire damage. With hellfire damage, half the damage is fire damage, but the other half results directly from the power of Baator and is therefore not subject to being reduced by fire immunity or resistance. For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray), the power of Baator replace the untyped part of the damage. Any creature killed by hellfire must attempt a Will saving throw (DC 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus); failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A nonevil spellcaster attempting to bring the creature back from the dead must attempt a caster level check (DC = 10 + the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. Lawful Evil spellcasters can raise the slain character normally, without requiring a check. A raised character’s soul is no longer automatically consigned to Hell. If the Lord of the Nine has the Fire Portfolio or other Portfolios that give Divine Fire or Perfect Divine Fire, the power of Baator replace the base elemental part (effective causing the Effect to do half divine and half untyped damage, but totally treating the Effect as the base elemental damage when beneficial, such as interrupting regeneration or being multiplied in case of vulnerability), while for the Perfect Divine Fire, the power of Baator replace half the divine damage (in this case the same rules apply as for the parenthesis of Divine [Element]). For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray) while the Lord of the Nine has Divine Fire or Perfect Divine Fire, the rules of Divine Fire and Perfect Divine Fire of the second part are applied instead of the initial rule. [B]Spell-like Abilities (Sp): Constant[/B]–[I]detect chaos, detect good, detect thoughts, discern lies, freedom of movement, mind blank, true seeing[/I] [B]At will[/B]–[I]animate dead, baleful polymorph, beguiling gift, blasphemy, breath of life, calm emotion, charm monster, commune, create greater undead, deeper darkness, delayed blast fireball, desecrate, dictum, dimension door, dispel chaos, dispel good, dominate person, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater invisibility, greater scrying, greater teleport, hellfire ray, hold monster, magic circle against chaos, magic circle against good, magic jar, mirage arcane, modify memory, persistent image, polymorph, project image, protection from chaos, protection from good, order’s wrath, raise dead, rage, restoration, scorching ray, sending, shield of law, suggestion, summon monster IX (evil or lawful only), unhallow, unholy aura, unholy blight, veil, vision of hell, wall of fire[/I] [B]6/day[/B]–[I]wish[/I] [B]3/day[/B]–[I]antipathy, blade barrier, demand, destruction, dominate monster, feeblemind, firestorm, force cage, globe of invulnerability, mass charm monster, mass suggestion, mindwipe, mislead, resurrection, sympathy, summon devil[/I] [B]1/day[/B]–[I]energy drain, foresight, greater possession, greater restoration, hellball [/I][E][I], imprisonment, mage’s disjunction, mass suffocation, meteor swarm, microcosm, polymorph any object, power word kill, prediction of failure, overwhelming presence, shapechange, soul bind, time stop, true resurrection, weird[/I] Caster Level equal to total Hit Dice/Levels + 6 (Divine Bonus). In addition, each Lord chooses one of the domain (or subdomain) it granted. The Lord may cast all domain spells listed one time per day each as spell-like abilities. The Lord also gains the benefit of the domain power (as a cleric of its spell-like abilities caster level). • [I]Summon Devil (Sp):[/I] 3 times per day, a Lord of the Nine can summon 1d4+1 mythic pit fiend, 2d6 pit fiend, 6d6 any CR 19 or less devil or 3d6 any CR 19 or less mythic devil (in this case 19 is the CR of the base creature before apply the mythic version). This is a conjuration (summoning) spell-like ability with spell level equal to ½ the HD of the Lord of the Nine that last for 1 hour. It count as an epic spell for the purpose of being used in an antimagic field. Remember that summoned devils have 200% more HD. Once per day, the Lord of the Nine can maximize the dice(s) of summon. • [I]The Might of Hell (Su): [/I]So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Three times per day as a swift action, a Lord of the Nine may unhallow an area with radius of 30 feet per HD centered on the Lord of the Nine. The Lord can determine which spell to attach to the unhallow as listed in the spell description. The duration and all associated effects of the unhallow and adjoined spell are based upon the Lord’s spell-like ability caster level. • [I]Uncanny Hellfire Mastery (Su):[/I] The Lord of the Nine gains Uncanny Fire Mastery as a bonus ability. If the Lord of the Nine has the Thunder or Winter Portfolio or other Portfolios that give Divine [Element] or Perfect Divine [Element], it gains Uncanny [Element] Effect but unlike the normal rules, it consider this elemental damage as fire damage and Divine [Element] or Perfect Divine [Element] as Divine Fire or Perfect Divine Fire for interactions with its Hellfire ability. [B]Special Qualities[/B]: A Lord of the Nine maintain the special qualities of the base creature and gains the following. • [I]At Home in Baator (Ex):[/I] A Lord of the Nine, while in Baator, gains a lot of powers. It increase its Damage Reduction to 40/chaotic, epic, good, and silver and gains a x2 hp multiplier (not only in its Godly Realm). Also, it gains Omnicompetent as a bonus Divine Ability without the need to meet its prerequisite while in Baator and for 24 hours after leaving it. • [I]Deceiving Truth (Ex):[/I] A Lord of the Nine can deceive truth-detecting magic. A creature using this sort of magic against the Lord of the Nine must succeed on a caster level check against a DC of 15 + the Lord of the Nine’s HD + its DR to succeed (as if it was under the effect of a glibness spell); failure means the magic doesn’t detect the Lord of the Nine’s lies or force it to speak only the truth. This ability does not give the Lord of the Nine the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read the Lord of the Nine mind, it decides what surface thoughts its opponent detects, and its true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. Also, a Lord of the Nine can trick an opponent into believing that it has been charmed or dominated. When the Lord of the Nine succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), it can allow the spell to take partial effect. To the caster, it appears that the Lord of the Nine failed its saving throw, but the Lord of the Nine is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the Lord of the Nine is under no obligation to follow the caster’s commands. The Lord of the Nine can dismiss a fooled spell as a swift action. Deceiving truth can be used when the Lord of the Nine succeeds at a subsequent saving throw against an ongoing effect, such as that granted by the slippery mind rogue talent. • [I]Devil in the Details (Ex):[/I] A Lord of the Nine learns to choose its words so carefully that even when it says something designed to deceive listeners, the words are phrased to be technically true. It can use its Profession (barrister) skill for Bluff, Diplomacy, Intimidate, and Linguistics checks (but only related to forgeries for the Linguistics). A Lord of the Nine gains Divine Skill Focus (Profession [barrister]) as a bonus ability without the need to meet its prerequisites. • [I]Diabolic Will (Ex):[/I] A Lord of the Nine gains a profane bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier. • [I]Diabolical Adaptation (Var.):[/I] Each Lord of the Nine typically gains one special ability or one special quality in keeping with its areas of interest and/or Portfolio; for every 10 HD possessed, the Lord acquires an additional special ability or special quality. Many of these abilities are on par with a Divine Ability and are unique for every Lord of the Nine. • [I]Divine Bonus (Ex):[/I] A Lord of the Nine gains +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. • [I]Godly Realm (Var.):[/I] The godly realm of a Lord of the Nine is its sanctum, a little part of the layer of which command (the godly realm of Dispater is the Iron Scepter, its palace at the center of Dis). No specific rule governs how large its godly realm is, but it is generally no larger than a little city. Within Hell (not only in its Godly Realm) a Lord of the Nine can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -6. Penalty for fighting multiple Lords of the Nine stack. • [I]Grant Spells (Su):[/I] Lord of the Nine can grant spells as if it was a deity. Each archdevil has a favored weapon and grants the Evil and Law domains, plus two other domains and four subdomains. • [I]Hear Name (Su):[/I] A Lord of the Nine hears its name when it is spoken, regardless of distance and even across planar boundaries. If a creature speaks the Lord’s name three times in the same breath, the Lord learns the creature’s name and precise location, and can hear the next 25 words spoken by that speaker. Once per day, if any image or statue of the Lord of the Nine is within 10 feet of the speaker, the Lord can answer the speaker via that image or statue. The Lord of the Nine can observe, converse, or utilize its spell-like abilities and Infernal Contract through this vessel for up to 1 minute, but if the Lord uses a spell-like ability or Infernal Contract through this link, the connection immediately ends thereafter, regardless of any remaining duration. This power is barred from the other layers of Hell and from the realms of beings with divine ranks (or equivalent) equal or greater than the Lord’s. • [I]Immortality (Ex):[/I] A Lord of the Nine does not age, requires no air to breathe, no food or drink, nor sleep. • [I]Infernal Contract (Su): [/I]As a standard action, a Lord of the Nine can produce an infernal contract for a single mortal creature. This contract can grant a wide range of abilities and effects, as detailed in the contract devil’s entry (Pathfinder Roleplaying Game Bestiary 3), including the granting of a mythic wish. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal’s soul is sworn to the Lord of the Nine, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal’s death. Breaking a contract with a Lord of the Nine is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death by any power less than a Demi-Deity but even in that case, they will usually avoid stepping on Hell's toes, risking a diplomatic incident. • [I]Infernal Investment (Su):[/I] As a subclause of all infernal contracts, a Lord of the Nine can use detect thoughts, possession and greater scrying upon any creature with which it has a contract or gains powers from the Lord (like a cleric or inquisitor) while in its Layer. The target creature always fails its save against this abilities—this ability otherwise functions at caster level equal to the HD of the Lord of the Nine plus its Divine Bonus. The Lord of the Nine, when using possession, unlike normal, maintains a strong bond with its body and is not helpless for the duration of the effect but only flat-footed and can make Perception checks to notice events as normal, but suffers a –10 penalty to the roll. This ability work even if the target is on another plane and for the purpose of the possession effect, you always count on the same plane (allowing your soul to return to Baator at the end of the effect or if the host is killed). • [I]Infernal Nobility (Ex):[/I] Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. Furthermore, while on its layer, each Lord functions as an even more powerful being, having abilities that give the true deities of Hell pause. Each Lord gains the Cosmic Firmament Cosmic Ability while in its own layer, increasing its ability to control and manipulate it. Perhaps most frightening about a Lord’s command over its layer is the fact that it has no upper limit with regard to range. Only the realms of gods are resistant to the power of the Lord; in order to affect a divine realm on its Layer, the Lord must be physically within the realm or adjacent and then make a check DC 11 + HD of the Immortal + its Charisma modifier + its Divine Rank (the Lord make a check with 1d20 + its HD + its Charisma modifier + its Divine Rank + its higher mental modifier). Only Asmodeus has the power to supersede a Lord’s ability to manipulate the Lord assigned layer, not to mention the ability to strip the Lord of its power altogether. • [I]Language Mastery (Ex): [/I]A Lord of the Nine knows all languages, as though using a tongues spell, although this ability is not supernatural and cannot be dispelled. • [I]Might (Ex):[/I] A Lord of the Nine deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. • [I]Mythic (Ex):[/I] A Lord of the Nine has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. A Lord of the Nine can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. While in Baator, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12). • [I]Perfect Summoning (Devil) (Ex):[/I] Creatures with the devil subtype summoned have 200% more HD. This replace the Improved Summoning (Evil/Law) of the Portfolios Evil and Law (see below). • [I]Portfolios (Var.):[/I] Each Lord of the Nine gains 3 Portfolios (see Chapter 3 for more details on Portfolios) as a demi-deity, but 2 are compulsorily Evil and Law (already written the spell-like at will in the template). A Lord of the Nine cannot renounce the Evil or Lawful Portfolios for increase its divine ability slots. • [I]Power/Spell Resistance (Ex):[/I] A Lord of the Nine gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality). [B]Saves (Ex):[/B] A Lord of the Nine gains a +6 Divine Bonus to all Saves (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). [B]Abilities (Ex):[/B] +12 to each Ability Score. [B]Skills (Ex):[/B] A Lord of the Nine gains a +6 Divine Bonus to all Skills (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). A Lord of the Nine gains Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device as class skills. • [B]Maven (Ex):[/B] A Lord of the Nine has its skill ranks raised to maximum for each class skill. [B]Divine Abilities (Var.):[/B] 6 Divine Abilities. [B]Languages:[/B] A Lord of the Nine gains Abyssal, Celestial and Infernal as a languages and telepathy 1,000 ft. [B]Treasure:[/B] 4 Artifacts (see Infernal Arms) plus quadruple standard. [B]Infernal Arms:[/B] The Lords of the Nine all have signature items that serve as symbols of their station and authority over all that is diabolical. The weapons and magic items used by the Lords are true artifacts in every sense of the word. While some were crafted by the Lord in question or by a powerful subordinate, some of the weapons were created by Asmodeus himself. Although each signature item is unique to each Lord, these infernal arms all maintain a similarity. Each Lord can instantly call his or her infernal arms as a free action at will (as for the Apport Divine Ability). [/QUOTE]
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