Evil /; Undead Class : Fiend of Blasphemy
Mortal creatures seem to have an innate drive to offer worship to deities and form associations of a religious nature. The fiend of blasphemy is a master of the infernal art of perverting this natural desire and turning it toward the corrupt veneration of fiendish masters. Adept at exploiting mortal weaknesses, a fiend of blasphemy forms a diabolical cult whose members are hopelessly bound to the fiend, to the eventual damnation of their souls.
As the name suggests, only fiends can acquire and advance in the fiend of blasphemy prestige class. Some can qualify without any levels in other classes at all, while others gain levels, usually as clerics, before joining the prestige class. Some fiendish sorcerers and bards, and occasionally wizards as well, use powers of illusion and enchantment to help them deceive mortals and lure them into blasphemous cults. Martial-minded fiends, with levels as fighters, rangers, or barbarians, occasionally form cults made up of brigands, pirates, or mercenaries.
Fiends of blasphemy almost always work alone. Their ultimate purpose is to drive mortals away from the worship of true deities, especially good deities, and win their souls to the Lower Planes.
To qualify to become a Fiend of Blasphemy, a character must fulfill all the following criteria:
- Race: Outsider with the evil subtype
- Skills: Bluff 10 ranks, Knowledge (religion) 10 ranks.
- Feats: Leadership,
- Base Save Bonus: Will +7.
- Special: Must have at least one spell-like ability that duplicates a spell effect of 4th level or higher.
Skill Points at Each Level: 2 + Int modifier.
The following are Class Features of the fiend of blasphemy prestige class.
Weapon and Armor Proficiency: Fiends of blasphemy gain no proficiency with any weapons, armor, or shields.
Spells: Beginning at 1st level, a fiend of blasphemy gains the ability to cast a small number of divine spells. To cast a spell, the fiend of blasphemy must have a Wisdom score of at least 10 + the spell's level, so a fiend of blasphemy with a Wisdom of 10 or lower cannot cast these spells. Fiend of blasphemy bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level the fiend's Wisdom modifier (if any). When the fiend gets a spells of a given level, such as 0 1st-level spells at 1st level, the fiend of blasphemy gets only bonus spells (in addition to a domain spell slot, which it receives at every spell level). A fiend of blasphemy without a bonus spell for that level cannot yet cast a spell of that level except for its domain spell. The fiend of blasphemy's spell list appears below. A fiend of blasphemy prepares and casts spells just as a cleric does.
A fiend of blasphemy gains access to two of its patron deity's domains. A fiend of blasphemy can choose prestige domains offered by its deity. As with a cleric, each domain gives the fiend access to a domain spell at each spell level as well as a granted power. The fiend prepares one or the other of the available domain spells at each spell level each day.
Blood Oath (Su): A fiend of blasphemy has the ability to perform a ritual of initiation that binds cult members to the fiend's service. The ritual forges a magical, mental bond between the fiend and those mortals who participate. It requires one day of preparation, during which time the fiend must meditate and ready a room in which the ritual will take place. The ritual itself lasts for 2 hours, plus an additional 10 minutes per mortal initiate. If either the preparation or the ritual is interrupted, the process is ruined and the fiend must start again.
All creatures in the room (and no more than 60 feet away from the fiend of blasphemy) when the ritual begins or that enter that area during the ritual must make a Will save (DC 10 + fiend's class level + fiend's Cha modifier) or be affected as if by an enthrall spell. Willing participants in the ritual receive a -4 penalty on this saving throw, while hostile onlookers receive a +4 bonus.
After the first 2 hours of the ritual, each initiate is subjected to the fiend's individual attention for 10 minutes, during which time the bond between the two is formed. If an initiate wishes to resist the bond, she can attempt a Will saving throw (DC 15 + fiend's class level + fiend's Cha modifier). Willing participants may voluntarily fail their saving throws. If an initiate makes a successful saving throw, the fiend of blasphemy is aware that the bond was not properly formed, but this does not interrupt the ritual. Fiends often allow mortals to believe their resistance went undetected until after the ritual is complete.
Locate Cultist (Su): One effect of the blood oath is a sort of telepathic bond between the fiend of blasphemy and its cultists. At will, a fiend of blasphemy can use a supernatural power identical to locate creature to sense the location of any creature that has sworn a blood oath with the fiend.
Undetectable Alignment (Su): A fiend of blasphemy's alignment is constantly concealed from all forms of divination, as the undetectable alignment spell.
Transfer Spell-Like Ability (Sp): At 2nd level, a fiend of blasphemy can use a power similar to the cleric spell imbue with spell ability to grant its cult members access to its spell-like abilities. A fiend can give one creature that has sworn it a blood oath access to as many of its own spell-like abilities as it desires. The cultist can use the ability once per day, with all variable characteristics (including caster level and save DC) determined as if the fiend were using the ability. When it transfers a spell-like ability, the fiend cannot use the ability as often as usual: It can use abilities normally available at will only 4 times per day, and loses one use per day from other abilities. A fiend can bestow the same ability on multiple worshipers, or allow worshipers to use the ability more than once per day, but in doing so loses more of its own daily uses of the ability.
For example, a glabrezu fiend of blasphemy can grant two of its cultists the ability to use dispel magic once per day, or grant a single cultist the ability to dispel magic twice per day, but the glabrezu itself can only dispel magic three times per day as long as the cultists retain their ability.
The fiend of blasphemy can revoke the transfer at any time as a free action. If the cultist had already used the ability during the current day, it counts as if the fiend had used it that day as well.
Sponsor Worshiper (Su): A fiend of blasphemy that has reached at least 3rd level can channel spellcasting ability from its own fiendish master to mortals with levels in the cleric class. A fiend can sponsor a cleric whose level is no higher than twice the fiend's class level. Thus, a 3rd-level fiend of blasphemy can sponsor a cleric of up to 6th level, who receives access to the full complement of cleric spells as well as any two domains selected from those offered by the fiend's master.
Scry on Cultist (Sp): At 4th level, a fiend of blasphemy can scry on any creature that has sworn it a blood oath, as if using the scrying spell. The fiend cannot scry on cultists on other planes. The fiend can use this ability on any given cultist once per day, but there is no limit to how many cultists it can scry on in a day.
Torture Cultist (Su): At 4th level, a fiend of blasphemy gains the ability to inflict pain on those who have sworn it a blood oath. Distance is not a factor, but the fiend cannot torture a cultist who is on a different plane. When the fiend uses this power, the target cultist suffers excruciating pain. The affected creature takes a -4 penalty on attack rolls, skill checks, and ability checks for 1 round per class level of the fiend. A successful Fortitude save (DC 10 + fiend's class level + fiend's Cha modifier) lessens the penalty to -2.
Mind Shielding (Su): At 5th level, a fiend of blasphemy gains immunity to detect thoughts and discern lies spells.
Kill Cultist (Su): At 6th level, a fiend of blasphemy gains the ability to kill those who have sworn it a blood oath if they displease it. Distance is not a factor, but the fiend cannot kill a cultist who is on a different plane. The affected creature must make a Fortitude save (DC 10 + fiend's class level + fiend's Cha modifier) or die. If the save is successful, the creature takes 3d6+6 points of damage. This is a death effect.
|Fiend Of Blasphemy||Hit Die: d8|
|CL||BAB||Fort||Ref||Will||Special||Spells per Day|
|1st||+0||+2||+2||+2||Blood oath, locate cultist, undetectable alignment||0||+1||-||-||-|
|2nd||+1||+3||+3||+3||Transfer Spell-like ability||1+1||0+1||-||-||-|
|4th||+3||+4||+4||+4||Scry on cultist, torture cultist||1+1||1+1||1+1||0+1||-|
Fiend Of Blasphemy Spell List
Fiends of blasphemy choose their spells from the following list:
- 1st - bane, bless, cause fear, command, detect chaos, detect evil, detect good, detect law, doom, protection from chaos/evil/good/law, sanctuary, shield of faith.
- 2nd - aid, bull's strength, darkness, desecrate, endurance, enthrall, hold person, silence, undetectable alignment.
- 3rd - bestow curse, contagion, create food and water, deeper darkness, dispel magic, invisibility purge, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, prayer.
- 4th - death ward, discern lies, imbue with spell ability, lesser planar ally, poison, sending, spell immunity, status, tongues.
- 5th - atonement, commune, dispel chaos, dispel evil, dispel good, dispel law, greater command, mark of justice, plane shift, scrying, slay living, spell resistance, true seeing.
Source: Fiend Folio