unosarta
2010-10-31, 05:25 PM
Cabalist of the Heinous Realms
http://th05.deviantart.net/fs71/PRE/i/2010/064/1/1/The_Pact_by_FuryOn1989.jpg
”Do not try to fight that which you do not understand mortal. I have heard the whispers of the Ancient Nine, spoken to them, and been encircled with their glory. I have walked among the hells, and your meager power cannot compare to their wrath!” Holaz Dorian, Cabalist of the Heinous Realms, speaker of the Archdukes.
The Cabalist of the Heinous Realms is a master of devils, able to bind them and contort them to their will. The most powerful among the Cabalists are able to speak to the devil princes themselves, and make the true pacts. Seldom few are able to do so, and live long from it.
BECOMING A CABALIST OF THE HEINOUS REALMS
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Diplomacy 10 ranks, Knowledge (the Planes) 10 ranks
Feats: Skilled Pact Making
Special: Able to bind 4th level vestiges
Alignment: Any non-chaotic, non-good.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis).
Skills Points at Each Level: 4 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2| Bind the Dark Ones, Soulbound
2nd|
+1|
+3|
+0|
+3| Pact of the First Lord
3rd|
+2|
+3|
+1|
+3| Pact of the Second Lord
4th|
+3|
+4|
+1|
+4| Pact of the Third Lord, Disperse
5th|
+3|
+4|
+1|
+4| Pact of the Fourth Lord
6th|
+4|
+5|
+2|
+5| Pact of the Fifth Lord, Secrets of the Elders
7th|
+5|
+5|
+2|
+5| Pact of the Sixth Lord
8th|
+6|
+6|
+2|
+6| Pact of the Seventh Lord, Touch of the Dark One
9th|
+6|
+6|
+3|
+6| Pact of the Eighth Lord
10th|
+7|
+7|
+3|
+7| Pact of the Master, Soulpact[/table]
Weapon Proficiencies: The Cabalist of the Heinous Realms gains no proficiencies with any weapons or armor.
Bind the Dark Ones (Ex): A Cabalist of the Heinous Realms continues to advance as a Binder. He adds his Cabalist of the Heinous Realms class level to his Binder level to determine his effective Binder level, as well as the highest level Vestige he can bind. He gains no other benefits of the Binder class, including the total number of Vestiges bound (he only gains additional Vestiges through his Pact of the Lords abilities).
Soulbound (Ex): The Cabalist of the Heinous Realms becomes inextricably bound to the devils. He gains an aura of Evil as if he were an outsider (see; Detect Evil (http://www.d20srd.org/srd/spells/detectevil.htm)). He must choose a type of devil, and gains powers associated with that devil depending on his level, as shown in the table below:
{table=head]Devil|1st level|3rd level|5th level|7th level|9th level
Hamatula|+3 Natural Armor|Barbed Defense|2 Claws (2d8+Str)|Improved Grab|Impale (2d8+2xStr)
Barbazu|+2 Damage Rolls|2 Claws (1d6+Str)| Beard (1d8+Str)|Battle Frenzy|Devil Chills
Osyluth|DR 2/good|Bite (1d8+Str)| Sting (3d4+1/2 Str)|Fear Aura|Poison
Kyton|+2 Initiative|Unnerving Gaze|Chain (2d4+Str)|Chain Parry|Whirling Chains
Erinyes|+3 Spot|Charm Monster|Telepathy|Wings of the Furies|True Seeing
Bezekira|+2 Armor Class|Pounce|2 Claws (1d8+Str)|Improved Grab|Invisible in the Light
Cornugon|+3 Foritude|Tail (2d6+1/2 Str)|Infernal Wound|Stun|Regeneration 5
Gelugon|+3 Reflex|Tail (2d6+1/2 Str)|Fear Aura|Slow|Regeneration 5
Imp|+3 Spellcraft|Sting (1d4+Str)|Invisibility|Poison|Suggestion
Pit Fiend|+2 Attack Rolls|2 Claws (2d8+1/2 Str)|Wings|Devil Chills|Regeneration 5[/table]
Ability Details:
Hamatula
1st level: The Cabalist of the Heinous Realms gains a +3 natural armor bonus.
3rd level: Any creature striking the Cabalist of the Heinous Realms with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, as secondary attacks, that deal 2d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier.
7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, which activates when he hits with both of his claws.
9th level: When the Cabalist of the Heinous Realms makes a successful grapple check, he deals 2d8+ twice his strength modifier piercing damage.
Barbazu
1st level: The Cabalist of the Heinous Realms deals an extra +2 damage with natural weapons he has, and all weapons he is proficient with.
3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, each of which deals 1d6 damage, plus the Cabalist of the Heinous Realms’ strength modifier.
5th level: When the Cabalist of the Heinous Realms hits a single opponent with both claw attacks, he automatically hits with his beard (spikes attached to the lower half of his jaw), which deals 1d8 damage, plus his Strength modifier.
7th level: The Cabalist of the Heinous Realms may enter a rage, similar to that of a Barbarian, which increases his strength and constitution by 4, gives him a +2 bonus to will saves, and he takes a -2 penalty to armor class, for a number of rounds equal to his newly improved Constitution modifier. He becomes fatigued after his rage for 1d4 rounds, and cannot enter a rage while fatigued. He may only use this ability once per encounter.
9th level: As a swift action, the Cabalist of the Heinous Realms’ beard attack infects the next target with the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills), if they do not make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
Osyluth
1st level: The Cabalist of the Heinous Realms gains Damage Reduction 2/good, which increases to 4/good at 4th level, 6/good at 7th level, and 8/good at 10th level.
3rd level: The Cabalist of the Heinous Realms gains a bite attack, which deals 1d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier, as a secondary natural attack.
5th level: The Cabalist of the Heinous Realms gains a sting attack, which deals 3d4 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier, as a primary natural attack.
7th level: The Cabalist of the Heinous Realms gains an aura of fear, which he can activate as a swift action. All creatures within 5 feet must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or be affected by the fear spell, with a caster level equal to the Cabalist of the Heinous Realms’ effective binder level.
9th level: The Cabalist of the Heinous Realms’ sting attack now also injects a poison into the target, and they must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take initial damage 1d6 Strength damage, secondary 2d6 Strength damage. The Cabalist of the Heinous Realms, after applying poison to his sting, must wait 5 rounds before doing so again.
Kyton
1st level: The Cabalist of the Heinous Realms gains a +2 bonus to initiative rolls.
3rd level: The Cabalist of the Heinous Realms gains an unnerving gaze ability. As a standard action, the Cabalist of the Heinous Realms’ face changes into that of an opponents departed loved ones, or bitter enemies, and all within 30 feet must make a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or take a -2 penalty to attack rolls against the Cabalist of the Heinous Realms for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
5th level: The Cabalist of the Heinous Realms gains a chain attack, which deals 2d4 damage, plus the Cabalist of the Heinous Realms’ Strength modifier piercing damage. This is a primary natural attack.
7th level: The Cabalist of the Heinous Realms may parry an attack using his chain. If he is aware of an incoming attack, he may, as an immediate action, make an attack roll, using his chain. If his attack roll is higher than that of the incoming attack, it misses. If not, the attack hits as normal. After using this attack, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.
9th level: The Cabalist of the Heinous Realms can control up to four chains within 20 feet as a standard action, making the chains dance or move as he wishes for 3 rounds. In addition, the Cabalist of the Heinous Realms can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Cabalist of the Heinous Realms himself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) to break the Cabalist of the Heinous Realms’ power over that chain. If the save is successful, the Cabalist of the Heinous Realms cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. After using this ability, the Cabalist of the Heinous Realms must wait 10 rounds before using it again.
Erinyes
1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to Spot checks.
3rd level: The Cabalist of the Heinous Realms casts Charm Monster. He may only have one creature charmed at a time, and the charm only lasts 10 rounds, after which the creature is no longer charmed. The Cabalist of the Heinous Realms must wait 15 rounds after using this ability before he can use it again.
5th level: The Cabalist of the Heinous Realms gains telepathy (http://www.d20srd.org/srd/specialAbilities.htm#telepathy) out to 30 feet.
7th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms may use a standard action in order to gain True Seeing as the spell, for 10 rounds. After using this ability, he must wait 5 rounds before using it again.
Bezekira
1st level: The Cabalist of the Heinous Realms gains a +2 dodge bonus to armor class.
3rd level: The Cabalist of the Heinous Realms gains the pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) special ability.
5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 1d8 damage plus his Strength modifier. They are secondary natural attacks.
7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, triggered when he hits with both claw attacks.
9th level: The Cabalist of the Heinous Realms may become invisible for 2 rounds, as the Greater Invisibility spell, in any area lit well enough for a human to see as a swift action. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
Cornugon
1st level: The Cabalist of the Heinous Realms gains a +3 bonus to fortitude saves.
3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage, plus 1/2 the Cabalist of the Heinous Realms’ strength modifier. This is a tertiary natural attack.
5th level: Any wound created by the Cabalist of the Heinous Realms’ natural attacks continues to bleed for a long period of time. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a caster level check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
7th level: The Cabalist of the Heinous Realms may stun opponents with any melee attack, as a swift action. The opponent must make a fortitude check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be stunned for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good weapons, silvered weapons and spells or effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Gelugon
1st level: The Cabalist of the Heinous Realms gains a +3 bonus to reflex saves.
3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage plus half of the Cabalist of the Heinous Realms’ Strength modifier. This is a tertiary natural attack.
5th level: The Cabalist of the Heinous Realms gains an aura of fear, which he may activate as a swift action. It lasts 3 rounds, and during the duration, and creature that enters within 10 feet of the Cabalist of the Heinous Realms must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) or be affected by the fear spell. A creature that has successfully made their will save against the Cabalist of the Heinous Realms’ aura of fear cannot be affected by that Cabalist of the Heinous Realms’ aura for 24 hours.
7th level: The Cabalist of the Heinous Realms may use a swift action to make their tail attack also apply a numbing cold to the opponent. The opponent must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier) or be affected as though by a slow spell for 1d6 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Imp
1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to all Spellcraft checks.
3rd level: The Cabalist of the Heinous Realms gains a sting attack, which deals 1d4 damage, plus the Cabalist of the Heinous Realms’ strength modifier. This is a secondary natural attack.
5th level: The Cabalist of the Heinous Realms may cast Greater Invisibility as a swift action, which lasts 3 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
7th level: The Cabalist of the Heinous Realms’ sting attack may now inflict a poison upon the next person it strikes when activated as a swift action. Those who have the poison inflicted on them must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take 1d4 initial Dexterity damage, and 2d4 secondary Dexterity damage. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms may cast Suggestion as a full round action that provokes attacks of opportunity. The Cabalist of the Heinous Realms may only have one suggestion active at a time, and after the suggestion ends, may not use this ability again for 1 hour.
Pit Fiend
1st level: The Cabalist of the Heinous Realms gains a +2 competency bonus to attack rolls.
3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 2d8 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier. These are secondary natural attacks.
5th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.
7th level: As a standard action, the Cabalist of the Heinous Realms may hit an opponent with a single claw attack, which forces them to make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be affected by the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using this ability again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Pact of the First Lord (Ex): Starting at second level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the First Lord, Bel, and bind his Avatar.
Pact of the Second Lord (Ex): Starting at third level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Second Lord, Dispater, and bind his Avatar.
Pact of the Third Lord (Ex): Starting at fourth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Third Lord, Mammon, and bind his Avatar.
Disperse (Su): Starting at level four, the Cabalist of the Heinous realms may force outsiders and those not from the material plane to disperse back to their home plane. As a standard action, he may cast the Banishment spell, which deals 1d6 damage per Cabalist of the Heinous Realms’ level that he posses to the outsider. He must wait 3d6 rounds before using this ability again.
Pact of the Fourth Lord (Ex): Starting at fifth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fourth Lord, Belial, and bind his Avatar.
Pact of the Fifth Lord (Ex): Starting at sixth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fifth Lord, Levistus, and bind his Avatar.
Secrets of the Elders (Su): Starting at sixth level, the Cabalist of the Heinous Realms gains insidious knowledge from the devils. He may use any knowledge skill untrained, and gains a bonus to all knowledge skills equal to his Cabalist of the Heinous Realms’ levels. Once per day, the Cabalist of the Heinous Realms may ask the devils a single question, as if he had cast the Commune (http://www.d20srd.org/srd/spells/commune.htm) spell.
Pact of the Sixth Lord (Ex): Starting at seventh level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Sixth Lord, Glasya, and bind her Avatar.
Pact of the Seventh Lord (Ex): Starting at eighth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Seventh Lord, Baalzebul, and bind his Avatar.
Touch of the Dark One (Su): As a standard action, the Cabalist of the Heinous Realms may channel nefarious energy through his hands, dealing 1d8 damage per Cabalist of the Heinous Realms’ level he posses, as a touch attack. If the touch attack is used against a good creature, the Cabalist of the Heinous Realms may add his Cabalist of the Heinous Realms’ levels damage to the touch attack. It only deals half damage against evil creatures. After using this ability, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.
Pact of the Eighth Lord (Ex): Starting at ninth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Eighth Lord, Mephistopheles, and bind his Avatar.
Pact of the Master (Ex): At tenth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Master, Asmodeus, and bind his Avatar.
Soulpact (Su): At tenth level, the Cabalist of the Heinous Realms makes the final pact, and becomes a Half-Devil. His race of devil is the race he chose for his Soulbound ability.
PLAYING A CABALIST OF THE HEINOUS REALMS
Playing Cabalists of the Heinous Realms is a very interesting experience. You bond with a specific devil type, and then gain the vestiges of each of the lords of the nine hells. Having that much of a connection to the infernal is most certainly not going to be healthy for ones’ psyche.
Combat: Combat depends heavily on which lord of the hells you have bound, and which devil race you are bound to. Most combats will involve melee attacks, unless you happen to be bound to one of the more powerful vestiges, who have ranged attacks.
Advancement: Few other classes apply binding to fiendish beings, and those that do are often almost incompatible with the Cabalist of the Heinous Realms.
Resources: The Cabalists of the Heinous Realms do not necessarily gain any material or even magical resources from this class. They might from membership of the Dread Cabal, but not from the class itself, and with all of the fear and hate that most people feel against Devils and fiends, it would seem that they get more of a detriment than benefit.
CABALISTs OF THE HEINOUS REALMS IN THE WORLD
Them demon-whatever- worshippers had better git outta my town! Why don’t they just go down to the hells where their masters live anyway? –Jarl Okkat, captain of the guard, Licketseville.
The Cabalists of the Heinous Realms are often persecuted and hated because they contact and use the abilities of the devils. Few understand them, and few care to.
Daily Life: Most often, days start with some sort of prayer, sacrifice, or communion to the Archdukes of the hells. Then, for a lot of Cabalists, they go in search of things that the Archdukes feel that they need for any of their plans on the prime material, and for anything that the higher ups in the Dread Cabal want. For those that adventure, usually they spend their time doing the will of the Archdukes anyway, so they usually do not care.
Notables: Holaz Dorian is the current High Speaker of the Nine, head of the Dread Cabal. He leads the rest of the members of the Cabalists, in their fiendish endeavors. Ruthenius Grey heads a small group of Cabalists that use their power to fight the greatest of the Archdukes' mortal enemies, the Lords of Rusted Iron.
Organizations: The only currently practicing organization dedicated only to the Cabalists of the Heinous Realms is the Dread Cabal, which hunted down or killed all of the competing organizations and guilds. As a note, it is not uncommon for individuals to also be practitioners of this class, but the highest concentration of people dedicated to the hells happens to be the Dread Cabal.
NPC Reaction
Most NPCs would react to the Cabalists with open fear and hostility. Being practitioners of fell magic, and literally housing that magic inside their bodies is a very disturbing concept to many professors and practitioners of magic, let alone common folk.
CABALISTS OF THE HEINOUS REALMS IN THE GAME
Cabalists tend to be more melee characters, until they get the more powerful Pacts, and even then spend most of their time in combat. Those who do not are usually incredibly good diplomats, able to reliably settle disputes and arguments, usually finished with a signed pact, as a throwback to their fiendish masters. Those who attempt to hold a day job in addition to their fiendish endeavors tend to be diplomats or Judges.
Adaptation: This class is fairly setting specific, but can be adapted, with enough work, to fit other settings and their versions of hell.
Encounters: Most encounters with Cabalists of the Heinous Realms tend to either be the PCs interfering with the Cabalists work, or the PCs meeting the Cabalist in his or her day job, as a diplomat, advisor, or other form of work.
Sample Encounter
A man with long chains wrapped around his wrists struts towards you. His feet shuffle ominously, and a wide, insane grin splits his face. He licks his lips and leans back and then forward, coming ever closer. The chains seem to writhe around his wrists and his eyes are cold and dark. His smile widens even further as he whispers giddily, "It's time for judgement." He giggles for a moment, and then rushes you.
EL 16-17:
Ruthenius Grey
http://fc04.deviantart.net/fs38/f/2008/346/f/7/Chain_in_the_Thunder_by_dragonrise.png
Ruthenius Grey, Hunter of Iron
Lawful Neutral/Male/Outside (Lawful, Native)/(Binder7/Cabalist of the Heinous Realms10)
Init +8, Senses: Listen +9, Spot +9
Languages Common, Infernal, Celestial, Elven, Dwarvish
------------------------------------------------
AC 16, touch 12, flat-footed 14 (10+2[Dex]+4[Armor])
[b]hp 225 hp (17d8 HD)
Fort +19, Ref +7, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Chain +22 (2d4+15)
Base Atk +12, Grp +22
Atk Options Chains +22 (2d4+15), Javelin +27 (1d6+15+1d6)
Combat Gear +2 Chainshirt; +5 Returning, Distance, Ghost Touch, Shock Javelin
Supernatural Abilities Touch of the Dark One, Secrets of the Elders, Disperse, Unnerving Gaze (DC 26), Wings of Ice, Hellfire Ballast
-----------------------------------------------
Abilities Str 30, Dex 14, Con 24, Int 24, Wis 8, Cha 22
SQ Fire and Cold Resistance 20
Feats Defense Against the Supernatural, Expel Vestige, Improved Binding, Improved Initiative, Supernatural Crusader, Skilled Pact Making, Supernatural Opportunist
Skills Diplomacy +26, Knowledge (the Planes) +27, Concentration +27, Bluff +26, Intimidate +26, Decipher Script +27, Knowledge (Religion) +27
Possessions The Book of Chains.
Vestige Bound: Mephistopheles (abilities added into the statblock).
http://th05.deviantart.net/fs71/PRE/i/2010/064/1/1/The_Pact_by_FuryOn1989.jpg
”Do not try to fight that which you do not understand mortal. I have heard the whispers of the Ancient Nine, spoken to them, and been encircled with their glory. I have walked among the hells, and your meager power cannot compare to their wrath!” Holaz Dorian, Cabalist of the Heinous Realms, speaker of the Archdukes.
The Cabalist of the Heinous Realms is a master of devils, able to bind them and contort them to their will. The most powerful among the Cabalists are able to speak to the devil princes themselves, and make the true pacts. Seldom few are able to do so, and live long from it.
BECOMING A CABALIST OF THE HEINOUS REALMS
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Skills: Diplomacy 10 ranks, Knowledge (the Planes) 10 ranks
Feats: Skilled Pact Making
Special: Able to bind 4th level vestiges
Alignment: Any non-chaotic, non-good.
Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis).
Skills Points at Each Level: 4 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2| Bind the Dark Ones, Soulbound
2nd|
+1|
+3|
+0|
+3| Pact of the First Lord
3rd|
+2|
+3|
+1|
+3| Pact of the Second Lord
4th|
+3|
+4|
+1|
+4| Pact of the Third Lord, Disperse
5th|
+3|
+4|
+1|
+4| Pact of the Fourth Lord
6th|
+4|
+5|
+2|
+5| Pact of the Fifth Lord, Secrets of the Elders
7th|
+5|
+5|
+2|
+5| Pact of the Sixth Lord
8th|
+6|
+6|
+2|
+6| Pact of the Seventh Lord, Touch of the Dark One
9th|
+6|
+6|
+3|
+6| Pact of the Eighth Lord
10th|
+7|
+7|
+3|
+7| Pact of the Master, Soulpact[/table]
Weapon Proficiencies: The Cabalist of the Heinous Realms gains no proficiencies with any weapons or armor.
Bind the Dark Ones (Ex): A Cabalist of the Heinous Realms continues to advance as a Binder. He adds his Cabalist of the Heinous Realms class level to his Binder level to determine his effective Binder level, as well as the highest level Vestige he can bind. He gains no other benefits of the Binder class, including the total number of Vestiges bound (he only gains additional Vestiges through his Pact of the Lords abilities).
Soulbound (Ex): The Cabalist of the Heinous Realms becomes inextricably bound to the devils. He gains an aura of Evil as if he were an outsider (see; Detect Evil (http://www.d20srd.org/srd/spells/detectevil.htm)). He must choose a type of devil, and gains powers associated with that devil depending on his level, as shown in the table below:
{table=head]Devil|1st level|3rd level|5th level|7th level|9th level
Hamatula|+3 Natural Armor|Barbed Defense|2 Claws (2d8+Str)|Improved Grab|Impale (2d8+2xStr)
Barbazu|+2 Damage Rolls|2 Claws (1d6+Str)| Beard (1d8+Str)|Battle Frenzy|Devil Chills
Osyluth|DR 2/good|Bite (1d8+Str)| Sting (3d4+1/2 Str)|Fear Aura|Poison
Kyton|+2 Initiative|Unnerving Gaze|Chain (2d4+Str)|Chain Parry|Whirling Chains
Erinyes|+3 Spot|Charm Monster|Telepathy|Wings of the Furies|True Seeing
Bezekira|+2 Armor Class|Pounce|2 Claws (1d8+Str)|Improved Grab|Invisible in the Light
Cornugon|+3 Foritude|Tail (2d6+1/2 Str)|Infernal Wound|Stun|Regeneration 5
Gelugon|+3 Reflex|Tail (2d6+1/2 Str)|Fear Aura|Slow|Regeneration 5
Imp|+3 Spellcraft|Sting (1d4+Str)|Invisibility|Poison|Suggestion
Pit Fiend|+2 Attack Rolls|2 Claws (2d8+1/2 Str)|Wings|Devil Chills|Regeneration 5[/table]
Ability Details:
Hamatula
1st level: The Cabalist of the Heinous Realms gains a +3 natural armor bonus.
3rd level: Any creature striking the Cabalist of the Heinous Realms with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, as secondary attacks, that deal 2d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier.
7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, which activates when he hits with both of his claws.
9th level: When the Cabalist of the Heinous Realms makes a successful grapple check, he deals 2d8+ twice his strength modifier piercing damage.
Barbazu
1st level: The Cabalist of the Heinous Realms deals an extra +2 damage with natural weapons he has, and all weapons he is proficient with.
3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, each of which deals 1d6 damage, plus the Cabalist of the Heinous Realms’ strength modifier.
5th level: When the Cabalist of the Heinous Realms hits a single opponent with both claw attacks, he automatically hits with his beard (spikes attached to the lower half of his jaw), which deals 1d8 damage, plus his Strength modifier.
7th level: The Cabalist of the Heinous Realms may enter a rage, similar to that of a Barbarian, which increases his strength and constitution by 4, gives him a +2 bonus to will saves, and he takes a -2 penalty to armor class, for a number of rounds equal to his newly improved Constitution modifier. He becomes fatigued after his rage for 1d4 rounds, and cannot enter a rage while fatigued. He may only use this ability once per encounter.
9th level: As a swift action, the Cabalist of the Heinous Realms’ beard attack infects the next target with the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills), if they do not make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
Osyluth
1st level: The Cabalist of the Heinous Realms gains Damage Reduction 2/good, which increases to 4/good at 4th level, 6/good at 7th level, and 8/good at 10th level.
3rd level: The Cabalist of the Heinous Realms gains a bite attack, which deals 1d8 damage, plus the Cabalist of the Heinous Realms’ Strength modifier, as a secondary natural attack.
5th level: The Cabalist of the Heinous Realms gains a sting attack, which deals 3d4 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier, as a primary natural attack.
7th level: The Cabalist of the Heinous Realms gains an aura of fear, which he can activate as a swift action. All creatures within 5 feet must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or be affected by the fear spell, with a caster level equal to the Cabalist of the Heinous Realms’ effective binder level.
9th level: The Cabalist of the Heinous Realms’ sting attack now also injects a poison into the target, and they must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take initial damage 1d6 Strength damage, secondary 2d6 Strength damage. The Cabalist of the Heinous Realms, after applying poison to his sting, must wait 5 rounds before doing so again.
Kyton
1st level: The Cabalist of the Heinous Realms gains a +2 bonus to initiative rolls.
3rd level: The Cabalist of the Heinous Realms gains an unnerving gaze ability. As a standard action, the Cabalist of the Heinous Realms’ face changes into that of an opponents departed loved ones, or bitter enemies, and all within 30 feet must make a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier), or take a -2 penalty to attack rolls against the Cabalist of the Heinous Realms for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
5th level: The Cabalist of the Heinous Realms gains a chain attack, which deals 2d4 damage, plus the Cabalist of the Heinous Realms’ Strength modifier piercing damage. This is a primary natural attack.
7th level: The Cabalist of the Heinous Realms may parry an attack using his chain. If he is aware of an incoming attack, he may, as an immediate action, make an attack roll, using his chain. If his attack roll is higher than that of the incoming attack, it misses. If not, the attack hits as normal. After using this attack, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.
9th level: The Cabalist of the Heinous Realms can control up to four chains within 20 feet as a standard action, making the chains dance or move as he wishes for 3 rounds. In addition, the Cabalist of the Heinous Realms can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Cabalist of the Heinous Realms himself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) to break the Cabalist of the Heinous Realms’ power over that chain. If the save is successful, the Cabalist of the Heinous Realms cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. After using this ability, the Cabalist of the Heinous Realms must wait 10 rounds before using it again.
Erinyes
1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to Spot checks.
3rd level: The Cabalist of the Heinous Realms casts Charm Monster. He may only have one creature charmed at a time, and the charm only lasts 10 rounds, after which the creature is no longer charmed. The Cabalist of the Heinous Realms must wait 15 rounds after using this ability before he can use it again.
5th level: The Cabalist of the Heinous Realms gains telepathy (http://www.d20srd.org/srd/specialAbilities.htm#telepathy) out to 30 feet.
7th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms may use a standard action in order to gain True Seeing as the spell, for 10 rounds. After using this ability, he must wait 5 rounds before using it again.
Bezekira
1st level: The Cabalist of the Heinous Realms gains a +2 dodge bonus to armor class.
3rd level: The Cabalist of the Heinous Realms gains the pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) special ability.
5th level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 1d8 damage plus his Strength modifier. They are secondary natural attacks.
7th level: The Cabalist of the Heinous Realms gains the improved grab special ability, triggered when he hits with both claw attacks.
9th level: The Cabalist of the Heinous Realms may become invisible for 2 rounds, as the Greater Invisibility spell, in any area lit well enough for a human to see as a swift action. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
Cornugon
1st level: The Cabalist of the Heinous Realms gains a +3 bonus to fortitude saves.
3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage, plus 1/2 the Cabalist of the Heinous Realms’ strength modifier. This is a tertiary natural attack.
5th level: Any wound created by the Cabalist of the Heinous Realms’ natural attacks continues to bleed for a long period of time. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a caster level check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
7th level: The Cabalist of the Heinous Realms may stun opponents with any melee attack, as a swift action. The opponent must make a fortitude check (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be stunned for 1d4 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good weapons, silvered weapons and spells or effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Gelugon
1st level: The Cabalist of the Heinous Realms gains a +3 bonus to reflex saves.
3rd level: The Cabalist of the Heinous Realms gains a tail attack, which deals 2d6 damage plus half of the Cabalist of the Heinous Realms’ Strength modifier. This is a tertiary natural attack.
5th level: The Cabalist of the Heinous Realms gains an aura of fear, which he may activate as a swift action. It lasts 3 rounds, and during the duration, and creature that enters within 10 feet of the Cabalist of the Heinous Realms must make a will save (DC 10 + Cabalist of the Heinous Realms’ levels + Charisma modifier) or be affected by the fear spell. A creature that has successfully made their will save against the Cabalist of the Heinous Realms’ aura of fear cannot be affected by that Cabalist of the Heinous Realms’ aura for 24 hours.
7th level: The Cabalist of the Heinous Realms may use a swift action to make their tail attack also apply a numbing cold to the opponent. The opponent must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier) or be affected as though by a slow spell for 1d6 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Imp
1st level: The Cabalist of the Heinous Realms gains a +3 competency bonus to all Spellcraft checks.
3rd level: The Cabalist of the Heinous Realms gains a sting attack, which deals 1d4 damage, plus the Cabalist of the Heinous Realms’ strength modifier. This is a secondary natural attack.
5th level: The Cabalist of the Heinous Realms may cast Greater Invisibility as a swift action, which lasts 3 rounds. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
7th level: The Cabalist of the Heinous Realms’ sting attack may now inflict a poison upon the next person it strikes when activated as a swift action. Those who have the poison inflicted on them must make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or take 1d4 initial Dexterity damage, and 2d4 secondary Dexterity damage. After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using it again.
9th level: The Cabalist of the Heinous Realms may cast Suggestion as a full round action that provokes attacks of opportunity. The Cabalist of the Heinous Realms may only have one suggestion active at a time, and after the suggestion ends, may not use this ability again for 1 hour.
Pit Fiend
1st level: The Cabalist of the Heinous Realms gains a +2 competency bonus to attack rolls.
3rd level: The Cabalist of the Heinous Realms gains 2 claw attacks, which deal 2d8 damage, plus half of the Cabalist of the Heinous Realms’ Strength modifier. These are secondary natural attacks.
5th level: The Cabalist of the Heinous Realms gains wings for a short period of time. As a full round action, great wings grow from his back, and he gains fly speed 30 (clumsy) for 5 rounds. After he has used this ability, he must wait 5 rounds before using it again.
7th level: As a standard action, the Cabalist of the Heinous Realms may hit an opponent with a single claw attack, which forces them to make a fortitude save (DC 10 + Cabalist of the Heinous Realms’ levels + Constitution modifier), or be affected by the Devil Chills (http://www.d20srd.org/srd/specialAbilities.htm#devilChills). After using this ability, the Cabalist of the Heinous Realms must wait 5 rounds before using this ability again.
9th level: The Cabalist of the Heinous Realms gains regeneration 5. The Cabalist of the Heinous Realms takes normal damage from good-aligned weapons, silvered weapons and from spells and effects with the good descriptor. He may not use this regeneration in order to qualify for feats or Prestige Classes.
Pact of the First Lord (Ex): Starting at second level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the First Lord, Bel, and bind his Avatar.
Pact of the Second Lord (Ex): Starting at third level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Second Lord, Dispater, and bind his Avatar.
Pact of the Third Lord (Ex): Starting at fourth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Third Lord, Mammon, and bind his Avatar.
Disperse (Su): Starting at level four, the Cabalist of the Heinous realms may force outsiders and those not from the material plane to disperse back to their home plane. As a standard action, he may cast the Banishment spell, which deals 1d6 damage per Cabalist of the Heinous Realms’ level that he posses to the outsider. He must wait 3d6 rounds before using this ability again.
Pact of the Fourth Lord (Ex): Starting at fifth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fourth Lord, Belial, and bind his Avatar.
Pact of the Fifth Lord (Ex): Starting at sixth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Fifth Lord, Levistus, and bind his Avatar.
Secrets of the Elders (Su): Starting at sixth level, the Cabalist of the Heinous Realms gains insidious knowledge from the devils. He may use any knowledge skill untrained, and gains a bonus to all knowledge skills equal to his Cabalist of the Heinous Realms’ levels. Once per day, the Cabalist of the Heinous Realms may ask the devils a single question, as if he had cast the Commune (http://www.d20srd.org/srd/spells/commune.htm) spell.
Pact of the Sixth Lord (Ex): Starting at seventh level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Sixth Lord, Glasya, and bind her Avatar.
Pact of the Seventh Lord (Ex): Starting at eighth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Seventh Lord, Baalzebul, and bind his Avatar.
Touch of the Dark One (Su): As a standard action, the Cabalist of the Heinous Realms may channel nefarious energy through his hands, dealing 1d8 damage per Cabalist of the Heinous Realms’ level he posses, as a touch attack. If the touch attack is used against a good creature, the Cabalist of the Heinous Realms may add his Cabalist of the Heinous Realms’ levels damage to the touch attack. It only deals half damage against evil creatures. After using this ability, the Cabalist of the Heinous Realms must wait 3 rounds before using it again.
Pact of the Eighth Lord (Ex): Starting at ninth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Eighth Lord, Mephistopheles, and bind his Avatar.
Pact of the Master (Ex): At tenth level, the Cabalist of the Heinous Realms grows in power, able to access the pact of the Master, Asmodeus, and bind his Avatar.
Soulpact (Su): At tenth level, the Cabalist of the Heinous Realms makes the final pact, and becomes a Half-Devil. His race of devil is the race he chose for his Soulbound ability.
PLAYING A CABALIST OF THE HEINOUS REALMS
Playing Cabalists of the Heinous Realms is a very interesting experience. You bond with a specific devil type, and then gain the vestiges of each of the lords of the nine hells. Having that much of a connection to the infernal is most certainly not going to be healthy for ones’ psyche.
Combat: Combat depends heavily on which lord of the hells you have bound, and which devil race you are bound to. Most combats will involve melee attacks, unless you happen to be bound to one of the more powerful vestiges, who have ranged attacks.
Advancement: Few other classes apply binding to fiendish beings, and those that do are often almost incompatible with the Cabalist of the Heinous Realms.
Resources: The Cabalists of the Heinous Realms do not necessarily gain any material or even magical resources from this class. They might from membership of the Dread Cabal, but not from the class itself, and with all of the fear and hate that most people feel against Devils and fiends, it would seem that they get more of a detriment than benefit.
CABALISTs OF THE HEINOUS REALMS IN THE WORLD
Them demon-whatever- worshippers had better git outta my town! Why don’t they just go down to the hells where their masters live anyway? –Jarl Okkat, captain of the guard, Licketseville.
The Cabalists of the Heinous Realms are often persecuted and hated because they contact and use the abilities of the devils. Few understand them, and few care to.
Daily Life: Most often, days start with some sort of prayer, sacrifice, or communion to the Archdukes of the hells. Then, for a lot of Cabalists, they go in search of things that the Archdukes feel that they need for any of their plans on the prime material, and for anything that the higher ups in the Dread Cabal want. For those that adventure, usually they spend their time doing the will of the Archdukes anyway, so they usually do not care.
Notables: Holaz Dorian is the current High Speaker of the Nine, head of the Dread Cabal. He leads the rest of the members of the Cabalists, in their fiendish endeavors. Ruthenius Grey heads a small group of Cabalists that use their power to fight the greatest of the Archdukes' mortal enemies, the Lords of Rusted Iron.
Organizations: The only currently practicing organization dedicated only to the Cabalists of the Heinous Realms is the Dread Cabal, which hunted down or killed all of the competing organizations and guilds. As a note, it is not uncommon for individuals to also be practitioners of this class, but the highest concentration of people dedicated to the hells happens to be the Dread Cabal.
NPC Reaction
Most NPCs would react to the Cabalists with open fear and hostility. Being practitioners of fell magic, and literally housing that magic inside their bodies is a very disturbing concept to many professors and practitioners of magic, let alone common folk.
CABALISTS OF THE HEINOUS REALMS IN THE GAME
Cabalists tend to be more melee characters, until they get the more powerful Pacts, and even then spend most of their time in combat. Those who do not are usually incredibly good diplomats, able to reliably settle disputes and arguments, usually finished with a signed pact, as a throwback to their fiendish masters. Those who attempt to hold a day job in addition to their fiendish endeavors tend to be diplomats or Judges.
Adaptation: This class is fairly setting specific, but can be adapted, with enough work, to fit other settings and their versions of hell.
Encounters: Most encounters with Cabalists of the Heinous Realms tend to either be the PCs interfering with the Cabalists work, or the PCs meeting the Cabalist in his or her day job, as a diplomat, advisor, or other form of work.
Sample Encounter
A man with long chains wrapped around his wrists struts towards you. His feet shuffle ominously, and a wide, insane grin splits his face. He licks his lips and leans back and then forward, coming ever closer. The chains seem to writhe around his wrists and his eyes are cold and dark. His smile widens even further as he whispers giddily, "It's time for judgement." He giggles for a moment, and then rushes you.
EL 16-17:
Ruthenius Grey
http://fc04.deviantart.net/fs38/f/2008/346/f/7/Chain_in_the_Thunder_by_dragonrise.png
Ruthenius Grey, Hunter of Iron
Lawful Neutral/Male/Outside (Lawful, Native)/(Binder7/Cabalist of the Heinous Realms10)
Init +8, Senses: Listen +9, Spot +9
Languages Common, Infernal, Celestial, Elven, Dwarvish
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AC 16, touch 12, flat-footed 14 (10+2[Dex]+4[Armor])
[b]hp 225 hp (17d8 HD)
Fort +19, Ref +7, Will +11
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Speed 30 ft. (6 squares)
Melee Chain +22 (2d4+15)
Base Atk +12, Grp +22
Atk Options Chains +22 (2d4+15), Javelin +27 (1d6+15+1d6)
Combat Gear +2 Chainshirt; +5 Returning, Distance, Ghost Touch, Shock Javelin
Supernatural Abilities Touch of the Dark One, Secrets of the Elders, Disperse, Unnerving Gaze (DC 26), Wings of Ice, Hellfire Ballast
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Abilities Str 30, Dex 14, Con 24, Int 24, Wis 8, Cha 22
SQ Fire and Cold Resistance 20
Feats Defense Against the Supernatural, Expel Vestige, Improved Binding, Improved Initiative, Supernatural Crusader, Skilled Pact Making, Supernatural Opportunist
Skills Diplomacy +26, Knowledge (the Planes) +27, Concentration +27, Bluff +26, Intimidate +26, Decipher Script +27, Knowledge (Religion) +27
Possessions The Book of Chains.
Vestige Bound: Mephistopheles (abilities added into the statblock).