Inaccurate?

Fiendbinder

(Tome of Magic variant, p. 220)

A fiendbinder seeks to unlock the truenames of demons, devils, and other vile fiends, and use that knowledge to bind them to service.

Requirements

Alignment: Any nongood

Skills: Knowledge (the planes) 10 ranks , Speak Language (Abyssal) 1 ranks , Speak Language (Infernal) 1 ranks , Truespeak 10 ranks

Spells: Ability to cast summon monster IV


Hit die

d6

Skill points

2 + Int

Class Features

Spellcasting: At each level except 1st, 5th, and 9th, you gain new 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 fiendbinder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bind Fiend (Su): You master the complex rituals needed to bind a fiend whose truename you know. You must pay an amount in gold to cover the cost of the ritual (see Table 3—9), and the ritual takes 8 uninterrupted hours to perform. At the conclusion of the ritual, the fiend appears. The fiend is bound against its will and isn't happy about the service. However, it cannot attack you, even if you attack it. Giving it a command is a standard action that provokes attacks of opportunity, for doing so requires that you correctly utter the fiend's truename. You must make a Truespeak check with a specified DC (see Table 3—9). If the check succeeds, the fiend is compelled to do as you command; if the check fails, the fiend gleefully resists (and might even mock you). A bound fiend performs only one of the commands outlined in Table 3—10 at one time. Issuing a new command (including ordering a bound fiend to attack a different foe) requires another standard action and another Truespeak check. You can give a bound fiend commands other than those found on Table 3—10, but these sample commands will cover most circumstances (and the DM always has the power to veto a potential command).

Unless it is commanded to do otherwise, a bound fiend must remain within 10 feet of you at all times. If a bound fiend moves more than 1 mile from you, it gets an immediate Will save (DC 10 + your fiendbinder level + your Cha modifier) to break the bond. A bound fiend can usually only attain this distance from its master due to a careless command. If it is freed in this manner, it is immediately sent back to the place whence it came. You can free a bound fiend yourself as a free action. Although a newly freed fiend might cry vengeance for the "punishment" you have inflicted upon it, few fiends act on their threats for fear of being bound again. Only by repeatedly binding the same fiend do you run the risk of incurring its wrath once freed (DM's discretion).

You can bind multiple fiends if you have the gold and time to do so. However, you cannot issue the same command to multiple bound fiends. For example, if you bind two vrock demons and want them to attack the same foe, commanding them to attack requires two standard actions (one per vrock).

A bound fiend cannot use its summoning ability. Unlike summoned creatures, bound fiends are truly dead when slain.

If you are killed, any fiend that was bound to you prior to your death stays with your remains for 24 hours. It does not guard whatever is left of your body; it merely remains nearby, tracking the passing time intently to determine if it will be set free. If you are returned to life during that period through a raise dead spell or similar effect, the fiend remains bound to your service with no additional cost to you, provided you are still of a sufficient level to retain the fiend's service. If you lose a level as a result of a return to life, and your new level is too low for you to have summoned your servant (see Table 3—9 to determine what level you need to be to bind a particular fiend servant), your servant is immediately freed from service. Otherwise, if 24 hours pass and you remain dead, the fiend is released from service and sent back to the place whence it came—with your soul in tow—cackling maniacally. At that point, only a true resurrection spell can return you to life, but if you are brought back, your fiend comes back with you, still bound to your service and with no additional cost to you.

Bound Fiends
Fiend Available at Class Level Binding Cost Truespeak DC
Babau demon 1st 2,700 gp 27
Succubus demon 2nd 3,600 gp 29
Hellcat devil 3rd 4,900 gp 29
Vrock demon 4th 6,600 gp 33
Cauchemar nightmare 5th 8,800 gp 37
Retriever demon 6th 11,000 gp 37
Hezrou demon 7th 15,000 gp 37
Barbed devil 8th 20,000 gp 37
Ice devil 9th 26,000 gp 41
Marilith demon 10th 34,000 gp 49
Truename Commands
Attack a specific foe
Defend me (the fiend attacks the first creature to attack you)
Deliver a message or package and return
Scout and report back
Serve as a steed for 1 hour (cauchemar nightmare only)
Stand watch for 8 hours and raise alarm if needed
Undertake repetitive labor for 1 hour
Use a skill on your behalf
Use a spell-like ability on your behalf

Call Forth Fiend (Sp): Upon reaching 3rd level, you gain the service of a particularly loyal fiend. By uttering its truename, you can call it forth and command it to serve you. Regardless of its alignment, the fiend respects your power and regards you as a powerful ally.

Once per day, as a standard action, you can magically call forth this fiend from the hateful realm where it resides. The fiend can be any of the ones mentioned on Table 3—9 (above). Calling forth the fiend requires a successful Truespeak check (DC 15 + [2 × fiend's CR]), and you must choose the type of fiend you intend to call before you make the check. If the check succeeds, the fiend immediately appears adjacent to you and remains for 1 round per fiendbinder level; it can be dismissed at any time with a free action. The fiend is the same creature each time it is called, though you can release a particular fiend from service. Each time the fiend is called, it appears in full health, regardless of any damage it might have taken previously. Any equipment the fiend acquires gets left behind when it returns to its realm. Calling a fiend is a conjuration (calling) effect.

If the fiend dies, it immediately disappears, leaving behind any equipment it did not bring with it from its native realm. You cannot call forth another fiend using this ability for thirty days or until you gain another fiendbinder level, whichever comes first, even if the fiend is somehow returned from the dead. During this thirty-day period, you take a —2 penalty on Truespeak checks.

Bind Tormented Soul (Su): The Lower Planes house countless tormented souls, for they are the primordial soup from which myriad fiends are born. At 5th level, once per day you can utter the truename of a tormented soul and bind its essence within yourself. Your eyes turn dead black, your complexion pales, and black veins form just under your skin until the tormented soul is released or destroyed. The tormented soul has no alignment or awareness, per se, and cannot be held at bay using magic circle spells and similar effects.

Binding a tormented soul is a swift action that provokes attacks of opportunity and requires a DC 30 Truespeak check. If the check succeeds, you harness its suffering and become inured to pain. You can continue to act normally even when disabled (reduced to 0 hit points) or dying (reduced to —1 to —9 hit points). Furthermore, you do not die if you are reduced to —10 hit points or lower. Instead, while you are in this condition, you can take a single move action or standard action each turn (but not both, nor can you take full-round actions); although you can take a move action without further injuring yourself, performing any standard action (or any other action the DM deems as strenuous, including some free actions) deals 1 point of damage to you after the act is completed.

The tormented soul is unstable and destroyed in short order. You can bind it for only 3 rounds. Once the tormented soul is gone, you immediately incur the normal effects for being at 0 hit points or negative hit points (if your hit point total when the soul departs is at 0 or below). In addition, assuming you survive the ordeal, you are fatigued for 1 hour (if you are already fatigued, you are exhausted instead). You can voluntarily release a bound tormented soul as a free action but still endure the effects noted above.

Gift of the Archfiend (Su): Beginning at 9th level, once per day you can demand the attention of a powerful demon prince of the Abyss or infernal archduke of the Nine Hells and, by uttering its truename, convince the archfiend to invest you with a fragment of its might. The archfiend does not appear before you, but you become suffused with a gift of Abyssal or infernal power. Such a gift is usually an archfiend's way of attempting to win your fealty or obedience and should never be misconstrued as a sign of trust or obligation. You must have spent at least one week researching the personal truename of a potential demon prince or archduke of hell, and 1,000 gp (for each name learned). Each use of this ability lasts for 1 minute per class level. Provided you have learned a truename for at least one archduke and one demon prince, you can gain either benefit of this ability—you choose whenever you activate it.

Securing the archfiend's gift is a standard action and requires a DC 35 Truespeak check. If the check succeeds, you gain one of the following benefits from your fiendish benefactor:

Baatezu Traits: If your gift comes from an infernal archduke of the Nine Hells, you gain damage reduction 5/good and silver, darkvision out to 60 feet, immunity to fire and poison, and resistance to acid 10 and cold 10. In addition, you can see perfectly in darkness of any kind (even that created by the deeper darkness spell).

Tanar'ri Traits: If your gift comes from a demon prince of the Abyss, you gain damage reduction 5/cold iron and good, darkvision out to 60 feet, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10.

Double Command (Ex): At 9th level, you have become more adept at commanding the fiend in your service. You can attempt to give it two commands to be performed in sequence with a single Truespeak check, but doing so increases the Truespeak check DC by 5.

If you have bound multiple fiends, you can now also give up to two fiends a single command (each fiend can be given the same or a different command) as a single standard action.

Archfiend's Favor (Su): At 10th level, you have attained a tremendous amount of knowledge regarding how to deal with fiends. You gain a bonus on Charisma-based skill checks dealing with demons and devils equal to 1/2 your class level (or +5 at 10th level).

Summon Fiends (Sp): Once per day, at 10th level, you can summon either a baatezu legion (1d6 bone devils or 1d4 barbed devils) or tanar'ri horde (1d6 vrocks or 1d4 hezrous) as a full-round action. The fiendish legion or horde appears at the beginning of your next turn. This ability is the equivalent of a 9th-level spell (caster level equals your character level).

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Bind fiend
2nd +1 +0 +0 +3 +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Call forth fiend +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bind tormented soul
6th +3 +2 +2 +5 +1 level of existing spellcasting class
7th +3 +2 +2 +5 +1 level of existing spellcasting class
8th +4 +2 +2 +6 +1 level of existing spellcasting class
9th +4 +3 +3 +6 Gift of the archfiend, double command
10th +5 +3 +3 +7 Archfiend's favor, summon fiends +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (history) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Spellcraft INT yes no
Truespeak INT yes no

Spells for Fiendbinder

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