Hellbound Corruption

Hellbound Corruption Custom

Custom Manifestations

Power in all things

Your dark patron grants you power

Gift: You gain the benefits of the “Elephant in the room feat taxes”, effectively meaning you gain the following feats, which you can use: weapon finesse, Agile  Maneuvers (like weapon finesse but for maneuvers), combat expertise (like power attack but for +1 to AC), Power Attack, Deadly Aim, Point-blank shot, Mobility and Dodge are one feat which you can take.

  

 

Diabolical Servitor

Your future position among the devils starts to settle, you are now able to summon them to aid you.

Prerequisite(s): Manifestation level 2nd.

Gift: Once per day as a spell-like ability full round action, you can summon a Devil of equal CR to your manifestation level. You may choose to instead summon 1d4 Devils of “CR = your manifestation level -1”. The summoned creatures last 1 minute per manifestation level. The creatures are treated as minions.

Stain: You bear the devil mark of your patron upon your chest, it is easily identifiable by anyone who rolls over DC 15 Knowledge Religion. It cannot be hidden by clothing, armour or magic. This brand acts as the summoning circle.

Fiendish Resistances

The fire of hell burns within you

Gift: Your fire resistance increases by 10, your cold resistance increases by 5, when your fire resistance reaches 40 or more, you become immune to fire.

Stain: You register as a Devil for any effects attempting to disregard your race or alignment.

The Horrors of Hell

You gain the for people to see a glimpse into hell through you.

Prerequisite(s): Manifestation level 5rd

Gift: You gain an Aura of Fear of 20ft, any creature, with fewer HD than you, that enters the radius must make a will save, DC 10 + ? your HD + your manifestation level, or become shaken (-2 to attack roles, saving throws, skill checks and ability checks) for a number of rounds equal to your manifestation level. An opponent that succeeds on a saving throw is immune to this for 24hs.

Stain: You cannot turn this effect off, and it targets your allies as well.

 

Hellfire

Hellfire burns through you.

Prerequisite(s): Manifestation level 2rd

Gift: Once per day, as a full round action you may surround yourself with summoned hellfire from the depths of Caina, the Eighth Layer of Hell. This creates a 10-foot-radius aura around you. Creatures that end their turn in the aura suffer 1d12 points of fire damage per manifestation level, this damage ignores fire resistances but not immunities. A successful reflex save, DC 10+ ? your HD + your manifestation level, halves this damage.

Stain: You suffer the same amount of damage, ignores fire resistance but not immunity, but always fail your save.

Irresistible Command

Your command over your summon devils increases, you can now order them to die.

Prerequisite(s): Manifestation level 3rd, Diabolical Servitor

Gift: As a free action you may command a minion devil you have summoned to instantly move up to 30ft and explode, dealing 1d10 fire damage per manifestation level in a 10-foot-radius. A successful reflex save, DC 10+ ? your HD + your manifestation level, halves this damage.

Stain:

 

 

 

Soul Eater

You gain power over the souls of your fallen victims

Prerequisite(s): Manifestation level 4rd,

Gift: As a full round action, you may consume the soul of a creature that has died within the last round recovering HP equal to (1d8+1) per manifestation level. You may use this ability a number of times per day equal to your manifestation level. This ability may not be used on a creature of HD lower than “your HD-4”

Stain: The souls will be brought to hell in time by you. But until then they live in your mind, some may attempt to take control of you, some may just be annoying, who knows.

 

Death Spiral

A moment of fury helps you obliterate your enemies

Prerequisite(s): Manifestation level 5rd,

Gift: The first time in a day that you drop below 50% HP you fly into a hellish rage. On your next turn, if able, you charge at the creature that dropped you below 50% HP and gain the ability “pounce” attacking with all your attacks.

Stain:

 

Weapons Forged in Hellfire

You gain the power to imbue your weapon with the power of Hellfire.

Prerequisite(s): Manifestation level 3rd,

Gift: Once per day, as a full round action, you may imbue your weapons with Hellfire, giving them the flaming property. They deal an additional 1d6 fire damage. This effect last 1 minute per manifestation level.

Stain: You suffer any damage done by the fire?

 

Contract Devil

You gain the power to create contracts in the name of the owner of your soul.

Prerequisite(s): Manifestation level

Gift:

Stain:

 

Original Manifestations

 

Devil’s Horns

Horns grow upon your brow.

Gift: You gain a gore attack that deals 1d4 points of damage if your size is Medium (1d3 if Small). These horns appear in any form you take, so you still retain this gore attack in any form you assume with a polymorph effect.

Stain: You gain horns that can’t be hidden by magic, but can be hidden by mundane means. Anyone who sees the horns recognizes them as unnatural. If someone leaves a loophole in an agreement with you that would allow you to gain an advantage, you must exploit it. This typically counts as an act that might progress your corruption.

 

Devil’s Mark

You have the mark of a fiend on your body.

Gift: You gain a 1st-level sorcerer/wizard or witch spell of your choice as a spell-like ability usable a number of times per day equal to your manifestation level. It must not have a casting time longer than 1 standard action or a material or focus component costing more than 1 gp.

Stain: Your devil’s mark manifests on your body. It can’t be hidden by magic, but can be hidden by clothing or other mundane means. Anyone who sees the mark automatically recognizes it as unnatural.

Fiendish Tutelage

You learn secrets best kept from mortal minds.

Gift: You gain Infernal as a bonus language and a +2 bonus on Bluff and Diplomacy checks to interact with devils. When you acquire this gift, choose two Knowledge skills. You can attempt checks with them untrained. At manifestation level 3rd, the bonuses double.

Stain: Effects that vary based on your alignment treat you as lawful evil or your true alignment, whichever is worse.

 

Murky Futures

You can call upon Hell for clues about how to avoid your fate.

Gift: Once per day, you can call upon the knowledge of Hell with 10 minutes of meditation. You gain the benefit of guidance, with a duration of 24 hours or until discharged. At higher manifestation levels, you can choose to gain the benefit of a different divination spell at the end of your meditation instead: augury at manifestation level 2nd, divination at manifestation level 4th, or contact other plane at manifestation level 6th (to consult Asmodeus or an intermediate deity).

Stain: Increase the DCs of Constitution checks you attempt to stabilize while dying, Heal checks targeting you, and caster level checks required for conjuration (healing) spells to benefit you by 2 (the DC increase applies on the caster level check required to raise you from the dead at corruption stage 1). At manifestation level 3rd, the DCs increase by 4 instead. Your soul flees immediately on death, so you can’t be revived by breath of life, the gift of life domain power, or any similar ability.

Tenuous Soul

Your soul feels the constant and increasing pull of Hell.

Gift: You gain a +2 bonus on saving throws against emotion and fear spells and effects. You are immune to spells and effects that would trap or destroy your soul except those employed by a devil. At manifestation level 3rd, the bonuses increase to +4.

Stain: You take a –2 penalty on saving throws against spells and effects that would possess you or control your actions. At manifestation level 3rd, the penalty changes to –4.

 

Diabolical Servitor

You fraternize with devils who answer your call for aid.

Prerequisite(s): Manifestation level 2nd.

Gift: Once per day as a spell-like ability, you can summon a lawful evil outsider, as summon monster II with a duration of 1 minute per manifestation level. At manifestation level 4th, you can use summon monster III, but summon an accuser devil. At manifestation level 6th, you can use summon monster IV this way. At manifestation level 8th, you can use summon monster V this way.

Stain: You see lies and pain behind every exchange, even when it isn’t there. You take a –4 penalty on Perception and Sense Motive checks except for those made against devils.

 

 

Passage through the Pit

The maw of Hell yawns wide to welcome you.

Prerequisite(s): Manifestation level 3rd.

Gift: You can step through Hell to reach other places once per hour. As a full-round action, you can choose a direction, then teleport 2d10 × 5 feet away in that direction (or the nearest safe, unoccupied location). You can use this ability once per minute at manifestation level 6th, and at will at manifestation level 8th.

Stain: You register as lawful evil as well as your own alignment to effects that reveal alignments. This alignment aura is strong, as if you were a lawful evil cleric. You are treated as an extraplanar lawful evil outsider with the devil subtype by abjurations that protect against such creatures.

Serpent’s Tongue

You gain the persuasive power of a master deceiver.

Prerequisite(s): Manifestation level 3rd, fiendish tutelage*.

Gift: You gain a +2 bonus on Bluff and Diplomacy checks. Once per day when you succeed at a Bluff or Diplomacy check against a creature, you can attempt to influence it as if using suggestion with a caster level equal to your character level and a duration of 1 minute per level. At manifestation level 6th, the bonuses increase to +4.

Stain: Your tongue takes on a serpentlike fork that can’t be hidden by magic, though you can attempt a Disguise check to conceal it. Attempt one Disguise check per interaction, opposed by your opponent’s Perception. Your devil tongue rebels when you work against infernal interests. When you attempt to cast a spell for a chaotic or good cause (as determined by the GM), you have a 20% spell failure chance if it has a verbal components and a –5 penalty on concentration checks if it has a thought component (Occult Adventures 144) .

 

 

 

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */