Fiendish Codex I

Feats

General Feats Prerequisite Benefit
Demon Mastery ? +2 bonus on Charisma checks when using planar binding, summoning spells used to summon demons function at +1 caster level
?Extract Demonic Essence Any two item creation feats, Demon Mastery Siphon life force from a demon to halve XP cost when casting spells or creating items
Ordered Chaos Nonchaotic alignment, base Will save +4 Your alignment is unaffected by Abyssal heritor feats; items and effects treat you as chaotic
Poison Healer Great Fortitude, Con 13 Any time you save against a poison, you heal damage equal to your Con bonus
Abyssal Heritor Feats Prerequisite Benefit
Chaotic Spell Recall Any one Abyssal heritor feat Recall one chaotic spell you had prepared as a swift action
Claws of the Beast ? Gain +1 bonus on damage rolls with natural weapons and unarmed strikes for each Abyssal heritor feat
Cloak of the Obyrith Chaotic alignment You gain DR 1/lawful, +1 per additional Abyssal heritor feat
Demonic Skin ? Gain +1 bonus to natural armor, +1 additional bonus for every two Abyssal heritor feats
Demonic Sneak Attack Sneak attack class feature Reroll a number of sneak attack damage dice equal to the number of Abyssal heritor feats you possess
Eyes of the Abyss Any one Abyssal heritor feat Gain darkvision 60 ft. and bonus of +1 per Abyssal heritor feat on Search and Spot checks
Heart of the Nabassu ? You ignore negative levels/day equal to the number of Abyssal heritor feats you possess
Keeper of Forbidden Lore Int 13 Gain +1 bonus on Knowledge (the planes), Spellcraft, and bardic knowledge checks for each Abyssal heritor feat; Knowledge (the planes) and Spellcraft are always class skills for you, and you can use them untrained
Otherworldly Countenance Cha 15 Gain bonus on Perform or Intimidate checks, and fascinate or sicken foes a number of times per day, equal to the number of Abyssal heritor feats you possess
Poison Talons Claws of the Beast, any two other Abyssal heritor feats Your unarmed strike becomes poisonous
Precognitive Visions Wis 13, any one Abyssal heritor feat Gain a number of floating +1 insight bonuses (on saves, AC, attack rolls, or skill checks) equal to half the number of Abyssal heritor feats you possess
Primordial Scion Chaotic alignment, any one Abyssal heritor feat Weapons you wield are treated as chaotic-aligned and deal +1d6 damage to lawful targets per two Anyssal heritor feats
Vestigial Wings ? Gain +2 bonus on Jump checks for every Abyssal heritor feat; slow falls
Vile Feats Prerequisite Benefit
Dark Speech Base Will save +5, Int 15, Cha 15 Use Dark Speech to inspire dread, aid in creating items, damage objects, or command swarms
Evil Brand ? Gain +2 bonus on Diplomacy and Intimidate checks made against evil creatures
?Blood War Conscript Evil Brand Gain +1 profane bonus on attack rolls and weapon damage rolls against lawful or good creatures
?Demonic Conduit Evil Brand Your spell save DCs each increase by 1 against lawful or good targets, or 2 against lawful good targets
Thrall to Demon Chaotic evil alignment Gain +1 luck bonus on an attack roll, skill check, ability check, level check, or saving throw 1/day
?Abyss-Bound Soul Evil Brand, Thrall to Demon Gain +2 on saves against good spells, gain boon from your demonic patron

Spells

BARD SPELLS

2nd level

Beckoning Call: Lures target creature closer to you.

Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.

4th level

Inner Beauty: Target?s physical appearance changes to match its personality; creatures nearby might be nauseated or stunned, target?s Charisma and Dexterity scores are adjusted.

5th level

Morality Undone: Subject becomes evil.

6th level

Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.

BLACKGUARD SPELLS

1st level

Demonflesh: Grants +1 natural armor/5 caster levels.

2nd level

Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.

3rd level

Demon Wings: You can fly at your land speed.

CLERIC SPELLS

1st level

Exorcism: Drive a fiend out of the body of a creature or object it possesses.

5th level

Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.

Morality Undone: Subject becomes evil.

7th level

Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 ft., and detect good.

Slime Wave: Creates a 15-ft.-radius spread of green slime.

8th level

Abyssal Frenzy: Regresses target to brutish, demonic version of itself.

Befoul: Turns large amount of water poisonous.

Embrace the Dark Chaos: Exchanges one of target?s feats for an Abyssal heritor feat.

Shun the Dark Chaos: Exchanges one of target?s Abyssal heritor feats for another kind of feat.

9th level

Despoil: Kills plants and damages objects in 100-ft./level radius.

DRUID SPELLS

6th level

Pox: Deals 1d4 Con drain to one creature/level.

7th level

Slime Wave: Creates a 15-ft. spread of green slime.

PALADIN SPELLS

1st level

Exorcism: Drive a fiend out of the body of a creature or object it possesses.

SORCERER/WIZARD SPELLS

2nd level
Illus

Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.

5th level
Necro

Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.

6th level
Trans

Oozepuppet: You can telekinetically control target ooze.

7th level
Div

Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 feet, and detect good.

Necro

Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.

8th level
Abjur

Shun the Dark Chaos: Exchanges one of target?s Abyssal heritor feats for another kind of feat.

Trans

Embrace the Dark Chaos: Exchanges one of target?s feats for an Abyssal heritor feat.

9th level
Conj

Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.

DOMAINS

CORRUPTION DOMAIN

Granted Powers: Once per day, you can attack an object and ignore its hardness.

Domain Spells
  1. Doom: One subject takes a –2 penalty on attack rolls, damage rolls, saves, and checks.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Contagion: Infects subject with chosen disease.
  4. Morality Undone: Subject becomes evil.
  5. Feeblemind: Subject’s Int and Cha drop to 1.
  6. Pox: Deals 1d4 Con drain to one creature/level.
  7. Insanity: Subject affected by continuous confusion.
  8. Befoul: Turns large amount of water poisonous.
  9. Despoil: Kills plants and damages objects in 100-ft./level radius.
DEMONIC DOMAIN

Granted Powers: You gain a +1 profane bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.

Domain Spells
  1. Demonflesh: Grants +1 natural armor/5 caster levels.
  2. Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
  3. Demon Wings: You can fly at your land speed.
  4. Dimensional Anchor: Bars extradimensional movement.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6 or fewer HD until it performs a task.
  6. Planar Binding: As lesser planar binding, but traps extraplanar creature with up to 12 HD.
  7. Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 ft., and detect good.
  8. Planar Binding, Greater: As lesser planar binding, but traps extraplanar creatures with up to 18 HD.
  9. Gate: Connects two planes for travel or summoning.
ENTROPY DOMAIN

Granted Powers: Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing 1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is unholy damage that cannot be reduced by sonic resistance or immunity.

Domain Spells
  1. Cause Fear: Causes one creature with 5 or fewer HD to flee for 1d4 rounds.
  2. Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
  3. Ray of Exhaustion: Creates a ray that renders subject exhausted.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Waves of Fatigue: Causes several targets to become fatigued.
  6. Disintegrate: Causes one creature or object to vanish.
  7. Insanity: Afflicts subject with continuous confusion effect.
  8. Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
  9. Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
FURY DOMAIN

Granted Powers: Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your attacks.

Domain Spells
  1. True Strike: Grants you a +20 bonus on your next attack roll.
  2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3. Rage: Grants +2 to Str and Con, +1 on Will saves, –2 to AC.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Shout: Deafens all within cone and deals 5d6 sonic damage.
  6. Song of Discord: Forces targets to attack each other.
  7. Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
  8. Shout, Greater: Lets subject produce a devastating yell that deals 10d6 sonic damage, stuns creatures, and damages objects.
  9. Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.
OOZE DOMAIN

Granted Powers: You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

Domain Spells
  1. Grease: Makes a 10-ft. square or one object slippery.
  2. Web: Fills a 20-ft.-radius spread with sticky spider webs.
  3. Poison: Your touch deals 1d10 Con damage, repeats in 1 min.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Oozepuppet: You can telekinetically control target ooze.
  6. Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
  7. Slime Wave: Creates a 15-ft. spread of green slime.
  8. Befoul: Turns large amount of water poisonous.
  9. Implosion: Kills one creature/round.
TEMPTATION DOMAIN

Granted Powers: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against this gender increases by 1.

Domain Spells
  1. Charm Person: Makes one person your friend.
  2. Beckoning Call: Lures target creature closer to you.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Charm Monster: Makes monster believe it is your ally.
  5. Dominate Person: Controls humanoid telepathically.
  6. Mass Suggestion: As suggestion, plus one subject/level.
  7. Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
  8. Sympathy: Causes object or location to attract certain creatures.
  9. Dominate Monster: As dominate person, but any creature