The Thaumaturge Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +2 +3 +3 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
Spells per Day 0/1/2/3/4/5/6/7/8/9 3/1 4/2 4/2/1 4/3/2 4/3/2/1 4/3/3/2 Lesser corruption 4/4/3/2/1 Patron's favor 4/4/3/3/2 4/4/4/3/2/1 4/4/4/3/3/2 Lesser corruption 4/4/4/4/3/2/1 Patron's favor 4/4/4/4/3/3/2 4/4/4/4/4/3/2/1 4/4/4/4/4/3/3/2 Lesser corruption 4/4/4/4/4/4/3/2/1 Patron's favor 4/4/4/4/4/4/3/3/2 4/4/4/4/4/4/4/3/2/1 Greater corruption 4/4/4/4/4/4/4/3/3/2 4/4/4/4/4/4/4/4/3/3 Patron's favor, greater corruption 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4 / 4 Special Soulbound, patron's favor, orisons Patron's favor Lesser corruption Patron's favor
Alignment: Chaotic neutral, neutral evil, or chaotic evil Hit Die: d6 Starting Gold: 4d6 x 10 gp (140 gp average) Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) Skill Ranks Per Level: 4 + Int modifier Armor and Weapon Proficiencies: Thaumaturges are proficient with all simple weapons and the favored weapon of their demonic patron. Thaumaturges are not proficient with any type of armor nor with shields. Spells: A thaumaturge casts divine spells which are drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A thaumaturge must choose and prepare his spells in advance. To prepare or cast a spell, a thaumaturge must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a thaumaturge's spell is 10 + the spell level + the thaumaturge's Charisma modifier. Like other spellcasters, a thaumaturge can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Charisma score. Thaumaturges do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they participate in a daily ritual known as an obedience, a short ceremony required of them by their Abyssal patron. The obedience takes one hour to perform. At the end of the ceremony, the thaumaturge receives his full daily compliment of spells. Time spent resting has no effect on whether a thaumaturge can prepare spells, though he cannot replenish his spell allotment until 24 hours have passed since he last began his obedience ritual. Bonus Languages: A thaumaturge may substitute Abyssal for one of the bonus languages available to the character because of his race. Soulbound (Su): At 1st level, thaumaturges make a pact with a demon prince for their power. This pact can be focused in one of two ways: The first is a familiar, which follows rules similar to a wizard's arcane bond (see Familiars below) and the second focuses the past energy into himself, granting the thaumaturge even more potent spellcasting power.
By focusing the power of his pact back into himself, his demon prince's personal mark appears somewhere on the thaumaturge of his choosing. This acts as an unholy symbol to the thaumaturge's demon prince and must be presented when casting any spells gained through an obedience. You are treated as being one level higher for all domain abilities (see Patron's Favor below) and a number of times per day equal to 1 + your Charisma modifier, you may increase the caster level of one spell you cast in a round by 1, increasing damage and DCs accordingly. This ability stacks with feats and abilities that increase caster level, such as the Heighten Spell feat. Finally, the agreement that grants the thaumaturge his power also binds his soul to the fate of his chosen patron. Upon death, the thaumaturge's soul travels to the home layer of that demon prince (regardless of whether or not the thaumaturge is himself chaotic evil). Resurrection spells and the like can return the soul to its mortal host, but barring such magics, the thaumaturge then serves forever at the whim of his Abyssal lord. The soul might be consumed or destroyed, or even elevated to a position of respect and power (though always, of course, subservient to the demon prince). However, it is never released for any reason. Patron's Favor (Su): The thaumaturge must choose a demon prince. Each demon has a number of domains associated with it, and its thaumaturges must choose two of these domains to focus on. Each domain grants a number of domain powers dependent upon the level of the thaumaturge, as well as a number of bonus spells. A thaumaturge gains both of the listed powers and bonus spells granted by his domains at each of the listed levels. Orisons (Sp): Thaumaturges can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a thaumaturge can prepare each day is noted in the table above under “Spells per day.” Orisons are treated like any other spell cast by the thaumaturge in terms of duration and other variables based on level. Corruptions (Ex): At 3rd, 7th, 11th, and 15th level, the thaumaturge's exposure to the chaos energy that powers his magic alters his body in a random lesser corruption (a physical mutation). At 18th and 20th level, the chaos taint is so deep that much more serious mutations arise. In each case, roll d% and consult the appropriate chart, applying the result to your character. LESSER CORRUPTIONS d% Roll
Effect
01 – 05
Raspy Voice: Your voice becomes harsh and unpleasant. You suffer a -2 corruption penalty on all Perform checks involving singing or oratory. Club Foot: One of your feet becomes badly deformed. The arch rises and ultimately buckles, and the ankle turns inward, making walking extremely difficult. Reduce your base land speed by 5 feet. You may gain this corruption as many time as you have feet. Fangs: Your canines and incisors sharpen slightly, giving you a more fearsome appearance. You gain a +2 corruption bonus on all Intimidate checks. Milky Eye: One of your eyes becomes clouded and milky. You suffer a -2 corruption penalty to all sightbased Perception checks. You may gain this corruption as many times as you have eyes. If all eyes become corrupted, you are completely blinded. Lose All Hair: Your exposure to chaos magic has caused all your hair to fall out. It will never grow back. Vestigial Horns: A pair of small horns grows from your forehead, giving you a demonic appearance. Reduce your Charisma score by 1. Fingernails Fall Out: Your fingernails fall from your fingers, leaving behind tender flesh that never fully hardens. The affliction will remain a minor inconvenience for the rest of your life. Unpleasant Odor: Your body emits a rank, pungent odor that can be masked by the sweetest perfumes. You suffer a -2 corruption penalty on all Diplomacy checks. Forked Tongue: Your tongue becomes forked like that of a snake. You gain a +2 corruption bonus on all Bluff checks. Splotchy Skin: Your skin develops unsightly splotches of bright red rash from head to toe. Reduce your Charisma score by 1. Irises of Fire: Your irises glow with a faint red radiance, granting you a +2 corruption bonus on all Intimidate checks. Unsettling Presence: The taint of chaos has grown so strong in you that animals have trouble controlling themselves in your presence. All animals within 30 feet of you must make a successful Will save (DC 10
06 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 – 50 51 – 55 56 – 60
61 – 65 66 – 70 71 – 75 76 – 80 81 – 85 86 – 90 91 – 95 96 – 00
+ half your Hit Dice + your Charisma modifier) or become hostile (see NPC Attitudes in the DMG). Spine Ridges: The vertebrae in your spine become slightly spiky, giving your back a ridged contour. Unseemly Girth: You instantly gains 100 pounds of body fat. This extra weight counts towards your carrying capacity. You can gain this corruption any number of times. Pointed Ears: Your ears become elongated and jagged, growing to about twice as long as those of the average elf. Terrible Breath: Something within you has become very, very rotten, and it makes itself known every time you open your mouth. You suffer a -2 corruption penalty on all Bluff and Diplomacy checks. Tail Spur: A fleshy growth about 2 inches long a 1 inch thick emerges from the base of your spine. When riding without using a special custom-made saddle, you suffer a -2 corruption penalty on Ride checks. Webbed Fingers: Your hands grow a thick film of skin between each finger and thumb, granting your a +4 corruption bonus on Swim checks. However, due to an excess of flesh, you can no longer wear rings and must wear custom-made gloves and gauntlets. Shifty Eyes: You have extraordinary trouble focusing your eyes for longer than a moment, giving others the impression that you are untrustworthy. You suffer a -2 corruption penalty on Diplomacy checks. No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos-for now.
GREATER CORRUPTIONS d% Roll
Effect
01 – 10
Bestial Snout: Your nose twists and warps wildly, taking on an animalistic appearance. You gain the scent special quality, as described in the Monster Manual. Cloven Foot: Your toes curl into the sole of your foot, which hardens into a cloven hoof. You can no longer wear boots of any kind. Reduce your Dexterity score by 2. You can gain this corruption as many times as your have feet. Should all your feet become cloven, you may wear magical horseshoes. Forked Tail: You gain a fiendishly barbed tail. It's relatively easy to conceal the tail by dressing carefully. If it is exposed, you suffer a -2 corruption penalty on Bluff and Diplomacy check and a +2 corruption bonus on Intimidate checks against non-evil creatures. Melted Eye: One of your eyes liquefies and completely melts, leaving behind a fleshy empty socket. Reduce your Charisma score by two. You can gain this corruption as many times as you have eyes. If all your eyes have been corrupted, you are completely blind. Third Eye: You develop a third eye, situated in the middle of your forehead. You gain a +4 corruption bonus on all sight-based Perception checks. Mark of the Beast: A large birthmark appears in a prominent location on your body, such as on your face or hands, that marks you as an agent on the Abyss. Clerics of lawful or good gods recognize the mark as anathema, and never will willingly aid you for any reason so long as they know about the mark. You gain a +2 corruption bonus on Diplomacy checks made against chaotic evil creatures aware of the mark. Scaly Skin: Your skin grows a thing layer of transparent scales. You gain a +2 bonus to your natural armor. Tears of Blood: You no longer weep ordinary tears. Instead, stinging blood flows from your tear ducts. You suffer a -4 corruption penalty on Diplomacy checks against any good-aligned creature. Appetite Loss: You've lost the ability to eat and process foods or drinks liquids, and are kept sustained only through the magical link to your demonic patron. This link grants you the same life-sustaining nourishment as a ring of sustenance (though you must still sleep as per the norm of your race). Should that link be interrupted, such as if you enter an antimagic field, you immediately begin to starve (See Starvation and Thirst in the DMG). Cursed Progeny: Your obsession with chaos has so warped your body that it now passes on to future generations. Your sexual fluid becomes ice cold to the touch. Any child sired or birthed by you gains the half-fiend template. No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos-for now.
11 – 20 21 – 30 31 – 40 41 – 50 51 – 60
61 – 70 71 – 80 81 – 90
91 – 95 96 – 00
FAMILIARS A familiar is a normal creature that gains new powers and becomes a magical beast when imbued with the power of the thaumaturge's pact. It retains Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal creature it once was, but is treated as a magical beast for the purpose of any effect that depends on its type. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (the thaumaturge), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars do stack for the purpose of determining familiar abilities that depend on the master's level. Familiar
Special
Black Dog1 Dire Rat Giant Bee Giant Locust2 Giant Mosquito3 Homunculus Monstrous Centipede4 Monstrous Scorpion4 Monstrous Spider4 Snake5 Wolf
Master gains a +2 bonus on Will saves Master gains a +2 bonus on Fortitude saves Master gains a +3 bonus on on sight-based and opposed Perception checks Master gains a +3 bonus on Fly checks Master's Constitution score is treated as 2 higher when determining hit points Master gains a +3 bonus on Craft checks Master gains a +3 bonus on Climb checks Master gains a +2 bonus on Grapple-based and opposed combat maneuver checks Master gains a +3 bonus on Acrobatics checks Master gains a +3 bonus on Bluff checks Master gains a +2 bonus on Trip-based and opposed combat maneuver checks
1
Small dog. As the giant fire beetle, except it has a fly speed equal to its base land speed (30 ft) with Perfect maneuverability. 3 As the stirge, except its type is vermin. 4 Medium-size. 5 Medium viper. 2
Master Class Level
Natural Armor Adj.
Int
Special
1st – 2nd 3rd – 4th 5th – 6th 7th – 8th 9th – 10th 11th – 12th 13th – 14th 15th – 16th 17th – 18th 19th – 20th
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
6 7 8 9 10 11 12 13 14 15
Alertness, improved evasion, share spells, empathic link Deliver touch spells Speak with master Speak with animals of its kind — Spell resistance Scry on familiar — — —
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes: Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher. Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind. Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a creature of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative. Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score. Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The thaumaturge may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A thaumaturge may cast spells on his familiar even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a distance of 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotions can be communicated. As a result, the master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Creatures of its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): dogs and wolves with canines and lupines, rats with rodents, bees, locusts, and mosquitoes with flying insects, homunculi with constructs, centipedes with centipedes, millipedes, and worms, scorpions and spiders with arachnids, and snakes with reptiles. Such communication is limited by the intelligence of the conversing creatures. Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level +5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. NEW FEATS Abyssal Familiar [General] Prerequisites: Ability to summon a familiar, at least one corruption, non-good alignment. Benefit: Your familiar gains the fiendish template, even if it might not normally be able to do so, and gains all the abilities thereof. If your familiar dies, or you choose to dismiss your familiar, your next familiar will have the fiendish template. If you ever become good-aligned your familiar turns on you and you lose the benefit of this feat. Adept Summoner [General]* Benefit: Creatures you summon via summon monster spells remain a number of rounds equal to your Charisma modifier (or until dismissed) before disappearing. In addition, you must roll on the Lesser Corruption table above, applying the result to your character. If you roll the “No Corruption” result, roll again. Influence Chaos Warp [General]* Prerequisites: Corruptions class feature Benefit: Whenever you make a roll on either of the corruption tables above, you may select the corruption immediately above or below your rolled result, should you prefer. If the rolled result does not have an entry above or below it, your choice is correspondingly limited. This feat does not allow you to retake a corruption you already have unless that corruption can normally be taken more than once. You cannot choose a corruption you already have in order to get another roll-treat that corruption as if it did not exist, limiting your possibilities accordingly. Master Summoner [General]* Prerequisites: Adept Summoner Benefit: Summon monster spells cast by you have a range of Medium (100 ft + 10 ft/level). In addition, you must make a roll on the Greater Corruption table above and apply the result to your character. If you roll the “No Corruption” result, rolls again. *These feats appear as they did in “Armies of the Abyss; Book of Fiends, Volume Two” by Erik Mona. They are included for sake of completeness. NEW DOMAINS
Catastrophe Domain Patrons: Deskari, Groetus, Rovagug Caster Level 1st 2nd 4th 8th 12th 16th 20th
Ability Catastrophic Pall (Su): You can give a creature a catastrophic pall as a melee touch attack. The target takes a -1 penalty to their saving throws equal for one minute. This penalty increases by 1 for every five levels you possess. A creature can only be affected by your catastrophic pall once per day. Doom (Sp): You can cast doom 1/day per 2 caster levels you possess. Shatter (Sp): You can cast shatter 1/day. Avoid Catastrophe (Su): When caught in the area of effect of one of your own spells that allows a Reflex save for half damage, you take no damage on a successful save and half damage on a failed save. Control Weather (Sp): You can cast control weather 1/day. Earthquake (Sp): You can cast earthquake 1/day. Storm of Vengeance (Sp): You can cast storm of vengeance 1/day.
Change Domain Patron: Haagenti, Jubilex, Valani Caster Level 1st 2nd 4th 8th 12th 16th 20th
Ability Mutable Form (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new physical ability score when you prepare spells. Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster levels you possess. Gaseous Form (Sp): You can cast gaseous form 1/day. Control Shift (Su): You are immune to confusion or similar effects. Further, if you successfully save against baleful polymorph cast upon you, you may take control of the spell as if it were polymorph self (Treat it as polymorph self to determine duration, possible forms, and so on). Transmute Rock to Mud (Sp): You can cast transmute rock to mud 1/day. Transmute Metal to Wood (Sp): You can cast transmute metal to wood 1/day. Shapechange (Sp): You can cast shapechange 1/day.
Crippling Domain Patron: Achaekek, Kostchtchie, Shax, Zon-kuthon Caster Level 1st 2nd 4th 8th
12th 16th 20th
Ability Crippling Strike (Su): As a full-round action, you can make a single melee attack against an opponent with a bonus equal to ½ your caster level (minimum 1). If this attack hits, the target must make a Fortitude save (DC 10 + half your caster level + your Constitution modifier) or become dazed for one round. Doom (Sp): You can cast doom 1/day per 2 caster levels you possess. Hold Person (Sp): You can cast hold person 1/day. Withering Touch (Su): As a full-round action, you can make a single melee touch attack against an opponent. If this attack hits, the target must make a Fortitude save (DC 10 + half your caster level + your Constitution modifier). If the target fails its save, you wither one of its limbs, bestowing either a -2 penalty to attack and damage rolls (minimum +0) or a 5 ft penalty to all movement speeds (minimum 0 ft) for one round per caster level you possess. Penalties from multiple withering touches stack. Enervation (Sp): You can cast enervation 3/day. Waves of Exhaustion (Sp): You can cast waves of exhaustion 1/day. Implosion (Sp): You can cast implosion 1/day.
Disease Domain Patron: Apollyon, Cyth-V'sug, Ghlaunder, Urgathoa Caster Level 1st
Ability Sickening Touch (Su): You can cause a living creature to become sickened as a melee touch attack. This ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round per caster level. Once a creature has been affected by your sickening strike, he is immune to its effect for 1 day.
2nd 4th 8th
12th 16th 20th
Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per 2 caster levels you possess. Summon Swarm (Sp): You can cast summon swarm (rat swarm only) 1/day. Disease Harbinger (Su): You become immune to ability damage or drain caused by any disease, though you still carry them and suffer any superficial effects (boils, odors, sores, and so on). Also, a number of times per day equal to half your caster level (rounded down), you can imbue a spell that deals hit point damage to be resistant to healing. Any creatures targeted by this ability cannot heal the damage dealt by the augmented spell until they receive either a heal, remove disease, or are treated by a DC 10 + half your caster level + your Charisma modifier Heal check. Once a creature has been affected by this ability, it is immune to its effects for 1 day. Eyebite (Sp): You can cast eyebite 1/day. Regenerate (Sp): You can cast regenerate 1/day. Energy Drain (Sp): You can cast energy drain 1/day.
Eloquence Domain Patron: Arshea, Asmodeus, Belial, Nocticula, Ragathiel Caster Level 1st
2nd 4th 8th 12th 16th 20th
Ability Graceful Caress (Su): You can touch a creature as a standard action, giving it a bonus to a single Dexterity- or Charisma-based skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from a graceful caress, it gains no further benefit from this ability for one hour. Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess. Enthrall (Sp): You can cast enthrall 1/day Divine Elegance (Su): You gain a bonus equal to your Charisma modifier on all saving throws. In addition, you may use your Charisma modifier instead of your Wisdom modifier for your Will saves. Mass Eagle's Splendor (Sp): You can cast mass eagle's splendor 1/day. Geas/Quest (Sp): You can cast geas/quest 1/day. Dominate Monster (Sp): You can cast dominate monster 1/day.
Fear Domain Patron: Lamashtu Caster Level 1st
2nd 4th 8th
12th 16th 20th
Ability Fearful Touch (Su): You can cause a living creature to become shaken as a melee touch attack. This ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round per caster level. Once a creature has been affected by your fearful touch, he is immune to its effect for 1 day. Cause Fear (Sp): You can cast cause fear 1/day per 2 caster levels you possess. Scare (Sp): You can cast scare 1/day. Heighten Fear (Su): You become immune to fear (magical or otherwise). Also, as a melee touch attack you can increase any fear effect that you caused in a creature. A shaken creature becomes frightened, a frightened creature begins cowering, and a cowering creature becomes panicked. This ability has no effect on panicked creatures or creatures that are not under any fear effects. Phantasmal Killer (Sp): You can cast phantasmal killer 1/day. Symbol of Fear (Sp): You can cast symbol of fear 1/day. Wail of the Banshee (Sp): You can cast wail of the banshee 1/day.
Pain Domain Patron: Andirfkhu, Besmara, Droskar, Norgorber, Shax, Zon-kuthon, Zyphus Caster Level 1st
2nd 4th 8th
Ability Crueler Cut (Su): As a full-round action, you may make a single melee or ranged attack against a foe. If the attack is successful, you deal extra damage equal to you caster level and the target must make a Fortitude save (DC 10 + your caster level + Constitution modifier) or suffer a -1 penalty to attack and damage rolls and skill checks for 1 round per caster level you possess. Chill Touch (Sp): You can cast chill touch 1/day per 2 caster levels you possess. Inflict Moderate Wounds (Sp): You can cast inflict moderate wounds 1/day. Wracking Mantle (Su): A mantle of black energy surrounds you for a number of rounds per day equal to
12th 16th 20th
your caster level. While the wracking mantle is in effect, any adjacent foe striking you with a melee weapon takes 1d6 points of damage +1 per two caster levels you possess. These rounds do not need to be consecutive. Harm (Sp): You can cast harm 1/day. Destruction (Sp): You can cast destruction 1/day. Horrid Wilting (Sp): You can cast horrid wilting 1/day.
Pleasure Domain Patron: Belial, Calistria, Cayden Cailean, Nocticula, Socobenoth Caster Level 1st
2nd 4th 8th 12th 16th 20th
Ability Alluring Touch (Su): You can touch a creature as a standard action, granting it a bonus to single Bluff, Diplomacy, Perform, or Sense Motive check equal to your caster level +1. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from your alluring touch, it gains no further benefit from this ability for 1 hour. Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess. Hideous Laughter (Sp): You can cast hideous laughter 1/day. Ecstasy Aura (Su): You can emit a 30-ft aura of ecstasy for a number of rounds per day equal to your caster level. Creatures in the aura other than you take a -2 penalty on attack rolls and AC. These rounds do not need to be consecutive. Symbol of Persuasion (Sp): You can cast symbol of persuasion 1/day. Regenerate (Sp): You can cast regenerate 1/day. Irresistible Dance (Sp): You can cast irresistible dance 2/day.
Prophecy Domain Patron: Nethys, Pharasma Caster Level 1st 2nd 4th 8th 12th 16th 20th
Ability Prophetic Touch (Su): You can touch a creature as a standard action, granting it a bonus on all attack rolls equal to your half your caster level rounded down (minimum +1) for one round. Once a creature has benefited from your prophetic touch, it gains no further benefit from this ability for 24 hours. True Strike (Sp): You can cast true strike 1/day per 2 caster levels you possess. Augury (Sp): You can cast augury 1/day. Fate Armor (Su): A swirling armor of fate can surround you for a number of rounds per day equal to your caster level. While your fate armor is in effect, you gain a deflection bonus to your AC equal to half your level rounded down. These rounds do not need to be consecutive. Divination (Sp): You can cast divination 3/day. Greater Scrying (Sp): You can cast greater scrying 1/day. Foresight (Sp): You can cast foresight 1/day.
Subterfuge Domain Patron: Baalzebul, Norgorber, Shax Caster Level 1st 2nd 4th 8th 12th 16th 20th
Ability Touch of Falsehood (Su): You can touch a creature as a standard action, granting it either a bonus or a penalty equal to your caster level on Bluff or Sense Motive checks for one minute. Once a creature has been affected by your touch of falsehood, it is immune to its effect for 1 hour. Disguise Self (Sp): You can cast disguise self 1/day per 2 caster levels you possess. Alter Self (Sp): You can cast alter self 1/day. Aura of Misdirection (Su): You can emit a 30-ft aura of misdirection for a number of rounds per day equal to your caster level. You and all allies in the area gain a +1 luck bonus to your AC and a 10% mischance against ranged attacks for every 4 caster levels you possess. These rounds do not need to be consecutive. Mislead (Sp): You can cast mislead 1/day. Mass Invisibility (Sp): You can cast mass invisibility 1/day. Mind Blank (Sp): You can cast mind blank 1/day.