At each level other than the 1st, 5th, and 9th, you gain spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a True Deceiver, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Bind Celestial (Su):
You master the complex rituals needed to bind a celestial whose truename you know. You must pay an amount in gold to cover the cost of the ritual, and the ritual takes 8 uninterrupted hours to perform. At the conclusion of the ritual, the celestial appears. You then make a Truespeak check to utter the celestial's truename followed by a Bluff check with the same DC. If both checks are successful the celestial is convinced of your purity and agrees to accompany you on your journey. Otherwise the celestial is bound against its will and isn't happy about the service. However, it cannot attack you, even if you attack it. Should a celestial for some reason not believe in your purity, you may remake the Truename and Bluff check each day (after 8 hours rest).
Giving it a command is a standard action, or a standard action that provokes an AoO, for doing so requires that you correctly utter the celestial's truename if Doesn't not believe in the purity of your intentions. You must make a Truespeak check with a specified DC. If the check succeeds, the celestial is compelled to do as you command; if the check fails, the celestial proudly resists. A bound celestial performs only one of the commands outlined in the table at one time. Issuing a new command (including ordering a bound celestial to attack a different foe) requires another standard action (and another Truespeak check if it's not convinced today).
Any time you command a celestial that believes in your purity to commit an obviously evil act or observes you in one, make a Bluff check opposed by it's Sense Motive check to keep it believing in your purity. Extra modifiers may apply as the DM chooses depending on the evilness of the act. For example, having an Eladrin attack an Archon may be a normal check, where as the celestial gains a bonus to it's check when it sees you burning down an orphanage and cackling madly.
Unless it is commanded to do otherwise, a bound celestial must remain within 30 feet of you at all times. If a bound celestial moves more than 1 mile from you, it gets an immediate will save (DC 10+True Deceiver lv+your Cha mod) to break the bond. A bound celestial can usually only attain this distance from its master due to a careless command. If freed in this manner, it is immediately sent back to the place it came from. You can free a bound celestial yourself as a free action. Although a newly freed celestial might cry vengeance for the acts you have made it commit few act on the threat unless repeatedly bound.
You can bind multiple celestial if you have the gold and time. If you have at least one bound celestial that isn't convinced of your purity you receive a -10 penalty to all Bluff checks per unconvinced celestial as they attempt to undermine your deeds. This penalty doesn't apply to the Bluff check made after the Truespeak check made to convince a celestial of your purity upon summon (or in the morning) since the Truespeak is altering the celestial's perceptions with Truenaming. Bound celestial are truly dead when slain.
If you are killed, any celestial that was bound to you remains for 24 hours. It guards your corpse only if convinced of your purity. If you are returned to life within that time it remains in your service. If you aren't raised the celestial is released from service and sent back to its plane and your soul is claimed by the Nine Hells. Only a true resurrection spell can now return you to life, but the celestial is called back with you.
Available at Class Level
*Special: Once you reach character level 21, if you have at least 10 levels in True Deceiver you may spend 100,000 GP to summon and bind a Solar (DC 61).
Deceptive Summons (Su):
At 1st level, you can attempt to fool good creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon a good-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature's Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell's duration ends). You gain a +2 on your Bluff check for each celestial you have bound to you that is convinced of your purity.
If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
Beginning at 4th level, you can drive the deceived creatures into a righteous wrath. If your Bluff check to extend the duration of the summoning succeeds, the creatures get a +2 bonus to attack rolls and the save DC for all their abilities increases by 2.
Beginning at 7th level, you can instill the deceived creatures with exception resistance to your enemies' attempts to control or dismiss them. If your Bluff check to extend the summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.
For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the good descriptor does not threaten to change your alignment.
Aligned with the Righteous (Su):
At 2nd level the True Deceiver is practiced at convincing the forces of good he is on there side. Whenever any effect would detect or trigger off his alignment it reads as Good. A True Deceiver may suppress and resume this ability as a free action. At 10th level the True Deceiver has so much experience fooling good-aligned creatures that he is always considered under the mind blank spell.
Divine Favor (Su):
At 2nd level you gain a bonus on Cha-based skill checks with good aligned creatures equal to 1/2 your class level.
Heavenly Host (Ex):
Once you attain 3rd level, whenever you us a summon monster spell to summon one or more good-aligned creatures, you summon one extra creature of the same kind. At 8th level you summon an extra 1d4 creatures instead.
At 3rd level you gain Skill Focus (Bluff) or Skill Focus (Truespeak) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite. At 8th level you gain the other Skill Focus feat.
Call Forth Celestial (Sp):
Upon reaching 4th level you gain the service of a very loyal celestial. Regardless of alignment the celestial respects your power and regards you as a powerful ally.
Once per day as a standard action, you can magically call forth this celestial with a successful Truespeak check (DC 15+2xCR) it remains for 1 round per class level. Each time it appears at full health. Dismissed as a free action. This is a conjuration (calling) effect.
Practiced Command (Ex):
At 5th level, you can give two commands to be performed in sequence for +5 DC to Truespeak check. Or a single command to two separate celestials bound to you. At 10th level you may make commands as a move action.
Holy Commander (Ex):
At 6th level the True Deceiver has learned how to coordinate the efforts of his bound and summoned creatures. All his bound celestials gain a +1 moral bonus to attack rolls for each summoned creature under the True Deceiver's control. All summoned creatures under a True Deceiver's control gain +2 HP per HD and a +2 morale bonus to AC as long as a celestial is bound to him and believes in his purity.
Blessing of the Gods (Su):
At 9th level, once per day, 1 minute per class level, DC 35 Truespeak check and DC 40 Bluff check, gain Damage Reduction 10/Evil and Lawful, Immunity to acid, cold, and petrification, Resistance to electricity 10 and fire 10
Damage Reduction 10/Evil and Chaotic, Immunity to electricity and petrification, and Aura of Menace (DC is 12+half your level+Cha mod)
Safe Summoning (Ex):
At 9th level, you can dismiss any good creature that you have summoned as an immediate action rather than as a standard action.
I haven't written the fluff in yet, but the general idea is that at some point an extremely powerful logokron devil found a copy of the Vital Pact (the book that Malconvokers learn from, which contains a mysterious truename in the back of every copy). It was enterprising enough to create it's own abilities (this class) that used the power of truenaming to change the universe to fool good outsiders into helping the causes of evil.
Mechanically, this is sort of a reverse combination of the Fiendbinder and Malconvoker prestige classes. I know it's probably a bit to plenty overpowered at the moment, but the idea is more for your BBEG than a PC. It'll give you a good excuse to toss more good aligned outsiders against your PCs, which they probably won't see coming. You can also set it up so the celestial look to be "sponsoring" their master, and lend credibility to his being a good guy. Yay for sneaky deception. What do you think?
__________________ My homebrew - If you use it, please let me know how it goes!
Hrrm. The only thing with this is that I'd add that you have to remake the Bluff check to keep the celestial believing that you have sufficient purity (i.e. when you already have the sufficient purity belief on) or lose that belief for the rest of the day should the celestial observe you committing an evil act. (If you command the celestial to commit an evil act, I imagine there'll be a circumstance bonus.)