Hand of Tyranny (Monk Archetype)¶
Those who find themselves heeding the call of selfperfection sometimes turn to Asmodeus to help the
overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning
them into an instrument of tyranny.Unholy Command (Su):
At 1st level, whenever a
hand of tyranny makes an unarmed strike, he can decide
to add an unholy command to the attack. If the attack
hits, the target must make Will save, with a DC equal to
10 + 1/2 the hand of tyranny’s character level + the hand
of tyranny’s Wisdom modifier. If the saving throw fails,
the target must obey the order, as if a command spell was
cast upon the target. The hand of tyranny can use this
ability a number of times per day equal to his level. Using
this ability is a free action. At 8th level, this order instead
works like the spell suggestion. This ability replaces stunning fist.
Pain Touch (Su):
At 7th level, a hand of tyranny can
touch a living creature, causing it to become wracked
with pain. Using this ability is a standard action that
requires a melee touch attack. If successful the target is
nauseated for 1 round and then sickened for a number of
rounds equal to the hand of tyranny’s level. A successful
Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using
this ability consumes 2 points from the hand of
tyranny’s ki pool. This ability replaces wholeness of body.
Tongue of Lies (Ex):
At 17th level, a
hand of tyranny receives a +10 competence
bonus on any Bluff skill check made to lie.
Any lie he tells cannot be detected via detect lies, zone of truth, or similar spells. This
ability replaces tongue of the sun
and moon.
Lord of Darkness (Antipaladin Archetype)
Antipaladins
are known as
the hand of evil,
but those among
their dark ranks who
swear fealty to Asmodeus take on an even darker
purpose, to bring the people
under his unholy yoke. These lords
of darkness are feared across the
realms, where even the barest whisper of their name inspires dread.
Aura of Obedience (Su):
At 3rd level, a lord of darkness radiates an aura that cows the weak into following
his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10
feet, and exceeds the DC by 10 or more, he may issue one
command to the target, as per the spell. The target can
resist this effect with successful Will save, with a DC of
10 + 1/2 the lord of darkness’ level + the lord of darkness’
Charisma modifier. A creature cannot be commanded
in this way more than once per day. This ability replaces
aura of cowardice.
Hellbound Cruelty (Su):
At 3rd level, a lord of darkness gains the
cruelty class feature of the antipaladin. This functions
just like that class feature with the following exception.
At 3rd level, he can select the following cruelty in place
of the sickened cruelty.
Commanded: The target must obey one order from the
lord of darkness, as per the command spell.
At 9th level, he can select the following cruelty in place
of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1
round per three levels of the lord of darkness. The lord
of darkness must have the commanded cruelty before selecting this cruelty.
Domination (Su):
At 11th level, a lord of darkness can
expend two uses of his smite good to make one living
humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this
effect, with a DC of 10 + 1/2 the lord of darkness’ level
+ the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord
of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day
to end the effect. A lord of darkness cannot have more
than one thrall in this way at a time. If he ever dominates
another creature, the previous thrall is immediately freed
from this effect. This ability replaces aura of vengeance.
Torture Master (Inquisitor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually
employing means that others find distasteful at best, but the torture master
takes pleasure from
his work. Learning their arts from
blasphemous texts
devoted to Asmodeus, these inquisitors specialize
in causing pain, and
using that pain to further the ends of their
infernal lord. For them
rooting out traitors is
not just a duty, it is a
sacred privilege and
causing pain is the
tool that they use to
accomplish their goals.
Torture (Ex):
At 3rd level, a torture master can spend
one minute to cause a helpless target an extreme amount
of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire,
whips, and other grisly torture implements. At the end of
this minute, the target takes 1 point of damage per level
of the torture master and must make a Will save with a
DC of 10 + 1/2 the torture master’s level + the torture
master’s Wisdom modifier. The DC of this saving throw
increases by +1 for each consecutive use of this ability. If
the target fails his saving throw, he must truthfully answer any one question asked by the torture master that
can be answered with a few words or less. If the save is
successful, the target can refuse to answer the question or
even give a false answer. This ability replaces solo tactics.
Lingering Pain (Ex):
At 3rd level, whenever a torture master uses his torture ability on a target, that target
gains a condition that lasts for a number of minutes equal
to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every
three levels thereafter. Whenever he tortures a creature,
he can select the condition he wants to apply to the target.
Fatigued: The target is fatigued.
Shaken: The target gains the shaken condition.
Sickened: The target gains the sickened condition.
At 9th level, he adds the following conditions to the
list of those that can be selected.
Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before
selecting this condition.
Frightened: The target is frightened. The torture
master must have selected the shaken condition
before selecting this condition.
Nauseated: The target
is nauseated. The torture
master must have selected
the fatigued condition before
selecting this condition.
Staggered: The target is staggered.
This ability replaces any
teamwork feat ability and all
additional teamwork feats the
torture master might gain.
Torture Touch (Su):
At 14th level, a torture master
gains the ability to use the torture ability in the middle
of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits,
the target is treated as if he had been tortured for one
minute, takes the normal amount of damage and must
make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of
his conditions from lingering pain to the target, but the
effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture
master can use this ability once per day at 14th level, plus
one additional time per day for every two levels beyond
14th. This ability replaces exploit weakness.
Unholy Barrister (Cleric Archetype)
Wretched are the clerics that worship Asmodeus, but
there are some among them that truly find a calling in
the service of the unholy lord. These clerics, known as
unholy barristers, are among the devil’s most powerful
servants in the lands of the living, tirelessly working to
enslave all who dare to oppose him.Deity: The cleric must worship Asmodeus.
Domains: The cleric must have the Evil or Law domain.
Demanding Channel (Su):
At 1st level, the unholy
barrister gains the ability to channel energy like a cleric
of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all
living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his
channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action,
swearing loyalty to Asmodeus. In addition to the damage
healed, creatures that swear loyalty gain the Devil’s Pact
feat for a number of minutes equal to the cleric’s level,
but can only use that feat once during that time. If the
creature already possesses that feat, they can use it one
additional time per day, as long as they use it during the
duration of the demanding channel. Regardless of when
the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any
means aside from a miracle or wish. Even if it is brought
back to life, it gains three permanent negative levels (just
as if it had the Devil’s Pact feat). This ability otherwise
copies and replaces channel energy.
Soulbound Contract (Su):
At 8th level, the unholy
barrister can barter some of his power off to those who
would serve Asmodeus. Using this ability is a standard
action and it can only be used on a willing creature who
is adjacent to the cleric. The creature must knowingly,
and willingly, pledge his soul to Asmodeus to receive
the benefits of this ability. The unholy barrister can grant
the target a number of his spells, as if using imbue with
spell ability, but without having to give up a 4th level spell
slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s
total number of Hit Dice. Spells transferred and uses of
demanding channel are lost by the cleric until used by the
target and regained normally. As long as the target has
any spells or uses of demanding channel remaining, it is
surrounded by an aura of foul energy. It is treated as an
evil creature for all spells and effects and if it dies while
still possessing any spells or uses of demanding channel,
its soul is bound by Asmodeus and it cannot be raised
or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active
at a time and cannot use it again until the first target is
slain or it uses up all of the granted spells and uses of demanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per
day at 14th level. This ability replaces the 8th level ability
gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange
for this ability