Demogorgon. Graz'zt. Orcus.
Three Demon Princes, above all, battle for supremacy over the Infinite Abyss, crushing lesser lords under foot, or suborning them to service, or else sending them scurrying for a corner where they may lie beneath notice. They presume that, after some measurable length of time, one among them will lay low all their adversaries, and become so mighty as to be beyond the approach of new challengers to the throne, becoming once and for all time the emperor of demons.
But though the kingdoms of men are mere modern footnotes in their long histories, they are themselves children to older and grander beings, that were the pawns and playthings of creatures defeated by higher powers still. They are pathetic in their frailty, their youth, and their ignorance. The Abyss already knows its King. There is already a Demon Emperor. The walls that contain the six-hundred-and-sixty-six layers are his flesh. The powers the Princes and Princesses play at understanding are his blood. And somewhere, amidst seldom-traveled roads, there is a layer where his Heart yet beats, in endless pain, with a boundless hatred that burns with pure fire born in the ignition of the primordial cosmos.
Here, the Emperor, toppled from his seat atop the universe in a battle too ancient for the eldest Tanar'ri to recall, he waits - bloodied, but not broken - for something. Not an end to his pain, for that agony has become his nature. But perhaps some opportunity with which to share that pain with the gods that have forgotten him, to remind them of the glory they ruined in their hubris amidst the first days.
Or perhaps that opportunity has already arrived. Perhaps it comes clad in mortal flesh, with a soul touched by purest hate, weighed down by the sorrow of utter loss, and held up by vengeance. A scarred thing that would bring down the lights in heaven to answer for every injustice they so graciously allow to befall those they shepherd each and every day.
The Jagannatha has the following game Statistics.
Hit Dice: d10
Starting Age: As Paladin
Starting Gold: Some gp
Class Skills: Appraise, Balance, Climb, Concentration, Craft, Gather Information, Intimidate, Jump, Knowledge (Any), Listen, Perform, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Swim
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Mythos||Excellencies|
|1st||+0||+2||+2||+2||The Demon Emperor's Mythos, Mythos Known, Exceptional Mythos, Unquestionable Excellence, Juggernaut Toughness||+2||+1|
|3rd||+2||+3||+3||+3||Juggernaut Toughness II||+1||+0|
|5th||+3||+4||+4||+4||Juggernaut Toughness III||+1||+0|
Weapon and Armor Proficiencies: The Jagannatha has proficiency with all simple and martial weapons, as well as all armor and shields, including tower shields.
The Demon Emperor's Mythos: A Jagannatha's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Jagannatha class. When a Mythos references "allies", it specifically does not refer to the Jagannatha using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.
Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Jagannatha with Exceptional Mythos are demonic knights, not dark like Blackguards that traffic with undead, but glorious and shining with the grace of the Abyss for all to see. At the Fantastic level, Jagannatha become small poisonous stars, erroding the integrity of the world with their hate and audacious command of powers beyond mortal seeming. Legendary Jagannatha can be abyssal generals, or marching fortresses of doom in their own right, shaking the earth and sky with every step. With Exalted Mythos, Jagannatha seek to outshine the very heavens with their baleful radiance, burning down a world too weak for them to even tread upon.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Jagannatha gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Jagannatha gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Jagannatha. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).
Mythos Known: A 1st level Jagannatha begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Jagannatha class table.
For characters that multiclass into Jagannatha after having taken levels in another PC character class, the 1st level of Jagannatha grants only a single Exceptional Mythos, rather than two.
A Jagannatha also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. Whenever he spends money to adorn himself with garish, but non-magical, finery that serves no purpose but to display his wealth and self-aggrandizement (such as a silk robe or a golden scepter studded with emeralds), and the money is truly gone and not recouped somehow, he gains the value of that finery in gold pieces as Mythos Points. At the higher end of things, he may also construct monuments to his greatness, such as statues of his likeness, or extraneous palaces for him to lounge uselessly in between adventures.
By spending 1,000 Mythos Points, and 250xp, a Jagannatha may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.
For half the listed price for a given Tier, a Jagannatha may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.
Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Jagannatha. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Jagannatha class.
Unquestionable Excellence: As denoted on their class table, an Jagannatha gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Jagannatha may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
Juggernaut Toughness: The Princes and Princesses of Brass bear a heavy burden, but the pain of carrying the weight of their fallen legacy only strengthens them, reforges their fragile bodies into something more powerful.
A 1st level Jagannatha gains Improved Unarmed Strike and Endurance as bonus feats. In addition, they may sleep in heavy armor without being fatigued.
At 3rd level, they gain Diehard as a bonus feat.
At 5th level, they gain Force of Personality (CA) as a bonus feat.
Sidebar: Divine Beings
Some Mythos of the Demon Emperor reference the concept of 'Divine Beings'.
Divine Beings are Deities, Outsiders, Divine Spellcasters, and characters of the Crusader class (and potentially other classes that deal with divine inspiration and religious service).
By Agony Empowered
Prerequisite: The 'Diehard' feat
By being beaten, but not broken, maimed but not killed, laid unto his lowest point but having chosen to continue onward - this is how the Demon Emperor came to be, and it is this resolute defiance of defeat and acceptance of pain from which he draws strength.
When you use your Diehard feat to remain conscious and active while in negative hit points, you may continue to take your full complement of actions each turn, including full-round actions, rather than being reduced to a single move or standard action.
Furthermore, while in negative hit points, you gain a +4 bonus to your Strength and Charisma scores, you're immune to fear effects, and cannot be Confused, Dazed, Fascinated, Nauseated, Paralyzed, or Stunned. If you are reduced to negative hit points while afflicted with one of these conditions, they are removed from you.
Metal Within Metal Without
You train your body to operate more perfectly in heavy armor. As a byproduct of your training, you gain Natural Heavyweight (MotP) and Superior Unarmed Strike (ToB) as bonus feats. You become proficient in all Exotic Heavy Armors (RoS).
Wearing heavy armor no longer reduces your speed, and its armor check penalty no longer applies to Balance, Climb, and Jump checks, although it still applies to Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble, and Swim checks as normal.
Any worn armor, regardless of type, no longer counts against your encumbrance.
Brazen Obelus Tegument
Your flesh takes on the metallic appearance of burnished brass, and your features become slightly harder and more statuesque. For some characters, this also alters their skin and eye color to something more inhuman (especially a brilliant, glowing green), but it is not always the case. You no longer bleed, though deep wounds reveal veins of verdigris where your blood might've been, and you have Damage Reduction X/Lawful where X is equal to your class level.
At 4th level, you also have Fire Resistance equal to your class level.
At 9th level, the Damage Reduction granted by this Mythos becomes X/Lawful and Magic.
Godkilling Idol Frame
Prerequisite: The 'BRAZEN OBELUS TEGUMENT' Mythos
Your flesh hardens and thickens into heavy brass plates. For some, they will appear as living, humanoid statues. For others, the plates will form like armor, obscuring their former features under the visage of a faceless metal juggernaut.
This Mythos permanently occupies your Armor and Torso equipment slots, providing you with the equivalent of Masterwork Banded Mail. This armor is a part of your flesh and cannot be targetted separately from you. At any point, you may also choose to grow Armor Spikes, but after this choice is made, it cannot be unmade. You no longer need to eat or drink to survive.
As your character level increases, your Armor improves. At 4th level, it grants a +1 enhancement bonus to your Armor Class. At 11th level, it gains the Gleaming (SRD) property, granting you concealment against attackers. At 13th, 15th, 17th, and 20th level, the enhancement bonus it grants to your Armor Class increases by 1.
At 4th level, you may choose to permanently increase the bulk of your armor. This causes it to become the equivalent of Masterwork Full Plate. You lose the use of your Hands and Feet equipment slots, but your armor now provides a 50% chance to ignore critical hits and other precision damage. You also now have the option to permanently give up your Head equipment slot, having your armor grow over your head into a helmet, crown, metallic hair or some other ornamentation, which removes you need to breathe or sleep, and increases your chance to ignore critical hits and precision damage to 75%.
At 8th level, you may choose to permanently increase the bulk of your armor further, provided you have already increased it to Masterwork Full Plate. It now becomes Masterwork Mountain Plate (RoS). After this transformation, you may choose to permanently grow the metal of your fists into claws, allowing your unarmed strikes to deal slashing, piercing, or bludgeoning damage (this is considered the Versatile Unarmed Strike feat for the purposes of meeting prerequisites, as it has an almost identical, but enhanced, effect).
Green Sun Nimbus Flare
Prerequisite: This Mythos requires a pure, murderous hate in the Jagannatha's heart in order to be learned; a general hate for gods, religion, or some feature of the afterlife or Outer Planes, or a specific hatred for a given deity, faith, priest, outsider, or similar.
An ember of emerald, misotheistic fire ignites in your heart. Though it radiates a low level of constant pain, it does no actual damage to you.
When you make a melee attack, you may cause a lashing tongue of flame to surge down your veins from your heart, springing forth from your flesh and engulfing your weapon of choice. On a successful hit, you deal additional fire damage equal to the higher of your Strength or Charisma modifier.
This fire damage, and all fire damage you deal from racial abilities, class features, or items (such as a Flaming Longsword or Wand of Fireball), is automatically tainted by your heart-ember, becoming emerald in color, and bypassing all fire resistance or immunity.
At 7th level, when a melee attack augmented by your emerald sunfire deals damage to a Divine Being, they must make a Will save. On a failed save, they lose a daily use of their highest level spell-like ability that has a daily restriction; if they have no daily spell-like abilities, they lose one spell of the highest level they have remaining for the day (if they are prepared spellcaster, they may choose which spell of the highest level to lose); if they have no spell-like abilities or spells to lose, they are removed from their current martial stance; if they are not in a martial stance, and have no spell-like abilities or spells to lose, one maneuver of their choice that they have currently readied is expended without effect.
Fleshbreaking Imperator Style
Some natural cruelty and arrogance within you has lead you towards a particular fighting style.
You gain Improved Trip as a bonus feat.
If you fail to Trip a target, they cannot react to counter-trip you if (your body weight + the weight of your equipment) is a Heavy Load or greater for them.
When you make an unarmed attack against a prone target, while you are not prone and (your body weight + the weight of your equipment) is a Heavy Load or greater for your target, you may perform a special attack in which you place a foot over some of their favorite organs, shift your weight onto them, and let gravity start breaking things. The first such successful attack you make against them in a round renders them flat-footed against all subsequent unarmed attacks from you in the same round, which are merely moments of reasserting your weight onto them. Each successful attack also deals 1 Constitution damage.
After damaging an opponent in this way, you may state that you're keeping your weight on them after your turn ends. If this is the case, so long as you do not move away from them (or are forcibly moved), the fallen target must defeat you in an opposed Strength check each time they spend an action to attempt to rise from prone in order to successfully do so, and any Attack of Opportunity you make against them due to them attempting to rise from prone also deals 1 Constitution damage on a successful hit. Any ability they have that lessens the amount of time it takes to attempt to rise from prone cannot reduce that time below a move action.
On the downside, while pinning a target like this, you cannot move properly and are considered flat-footed against all attacks. Each time you are hit by an attack in a round gives your struggling victim a stacking +2 bonus on their opposed Strength checks to get free of you during the same round.
Nuclear Heretic's Brand
Prerequisite: The 'GREEN SUN NIMBUS FLARE' Mythos
As a touch attack, you may place your hand on a creature and unleash a small wave of sunfire, searing through their flesh and leaving them with a grisly scar, charred as if by flame, faintly smoldering in emerald hues like the coals from a guttered bonfire. The process is terribly painful.
The brand is shaped as you choose, typically a symbol of slavery or servitude, and will never heal unless detonated. To detonate a brand, a victim merely needs to attack, insult, or knowingly lie to you, in which case the brand evaporates, but not before scouring its former host's insides for (the higher of your Strength or Charisma modifier) fire damage.
Creatures bearing your brand gain the Evil Brand and Apostate (ElE) feats as bonus feats, as well as a +2 bonus to an Ability Score of your choosing. They need not be evil to gain these otherwise [Vile] feats. These bonuses are removed once the brand detonates. If you rebrand a creature, you must choose the same Ability Score to boost each time. A creature can only benefit from one brand granted by the Demon Emperor's Mythos at one time. Creatures that possess one of the Demon Emperor's Mythos (including yourself) cannot be given your brand; the energy simply passes over them, leaving them unscathed.
At 7th level, as a full-round action, you may release a far-reaching wave of invisible power. Any creature currently kneeling that you can perceive can feel the power, and may willing accept a brand. It appears wherever you choose on their body, burning itself into existence from seemingly nothing. You may brand any number of creatures simultaneously with this ability.
The Abyss Manifest
Your flesh is the flesh of the Abyss. Your blood is its blood. Your soul is its soul.
You gain the [Chaotic] and [Evil] subtypes, and you radiate an Aura of Evil as an Evil Outsider of your character level (see the Detect Evil spell). Within a 10ft radius around yourself, your evil aura is so terrible that it emulates the landscape of the Abyss itself, giving the area a Strongly Chaotic and Strongly Evil planar trait. (This inflicts a -2 penalty to all Intelligence, Wisdom, and Charisma based checks for all non-Chaotic and non-Evil creatures. Creatures that are neither Chaotic nor Evil stack this penalty to a -4.) Furthermore, Extraplanar creatures whose home is the Abyss cannot be forcibly banished back to their home plane in this area, although they may choose to submit to banishing magic.
Even without detection magic, any creature that stands in your planar aura can feel the presence of pure evil emanating from you.
You are under a continuous (Extraordinary) Detect Chaos and Detect Evil effect. You need not concentrate to receive the '1st round' effect from this ability, detecting the presence or absence of chaos and evil, although you must concentrate for additional rounds to receive further information as normal.
As a free action when you kill a Chaotic Evil mortal, as long as you have a free hand (you may take one hand off of a two-handed weapon as part of the same action for this purpose), you may plunge your fist into their chest and tear out a portion of their soul, which congeals into a shrieking mass of bloody red and black slime, then cast it into a space within your Reach and rend its shape into the lowliest form of demon - a Mane (Fiendish Codex I) - as is your prerogative as the Abyss incarnate. Creatures so maimed, if they are ever returned to life, are revived with 3 Charisma Burn.
You may control up to your character level in hit dice of Manes. They will follow your every order, even suicidal ones, using their telepathy to maintain constant mental contact with you when they can. If created in the midst of a battle, they act on (your initiative count - 1), but roll their own initiative in following battles.
Manes created in excess of this number are free-willed and have a one-time-use Supernatural ability to plane shift to the Abyss. Unless there is something or someone nearby that is particularly hateful to their existence, such as a Paladin, Good Outsider, temple allied with the Upper Planes, and so on, they will depart immediately.
Upon The Altar Of Rotting Flesh: As a standard action, you may create a Mane from the residual soulstuff left in the mostly-intact corpse of a Chaotic Evil creature that has been dead no longer than (character level) days, in the same way described above.
Be My Blood: As a standard action, while you have a free hand, you may mutilate a Mane under your control that is within your Reach, killing it utterly, and healing you a number of hit points equal to its current hit point total, and curing you of up to 1 point of Charisma Damage or Drain. When you kill a Mane in this way, its Acidic Cloud racial ability does not activate.
Ruthless Overlord Catapult: You may use Manes under your control as thrown splash weapons. You are always considered proficient in their use. The base damage of a small Mane is 1d6 damage (although if the Mane has somehow been increased or decreased in size, adjust for weapon damage accordingly) if it strikes a target directly, it has a range increment of 10ft and 5 increments. The 'splash' portion is because the Mane detonates on impact with any surface after throwing them with this ability, killing them and activating their Acidic Cloud racial ability, so the rules for a missed trajectory on a splash weapon could be important.
Picking up a Mane you control is usually a move action, but you may do so as a free action if you have the Quick Draw feat.
Voice as a Thousand Trumpets
Prerequisite: 4 ranks in Perform (Sing)
You gain a +2 circumstance bonus on Perform (Sing) checks.
As a standard action, you may begin singing with power. Enemies that can hear your singing are disheartened, taking a -2 morale penalty on attack and damage rolls, as well as skill and ability checks. Any creature that can hear you has a 20% spell failure chance when casting a divine spell with verbal components. You must spend a swift action every round to maintain your song.
If you possess the GOD-KILLING IDOL FRAME Mythos, you may choose to permanently grow a series of ornate brass pipes across your shoulders and upper back. Armed with these, you may produce sounds equivalent to brass instruments, metallic percussion instruments, and some of the deeper, more thunderous non-metallic drums. You may produce up to the sound and variance of a (Charisma modifier)-man orchestra at a single time. If you possess a Fantastic Mythos, increase this to (Charisma modifier x 2). If you possess a Legendary Mythos, increase this to (Charisma modifier x 5). If you possess an Exalted Mythos, increase this to (Charisma modifier x 10). Regardless of the volume of these instruments, your own voice can always be heard clearly over them. Despite being different instruments, you always use your Perform (Sing) skill to represent the quality of their performance. Furthermore, with this upgrade, you may maintain your song of power detailed above as a free action every round (although you must still spend a standard action to begin singing it).
If you possess the MONUMENT TO A HEAVEN RAINING BLOOD Mythos, add cathedral pipe organs to the list of instruments you may produce with your armor's equipment. In addition, you may begin your song of power as a swift action, rather than a standard action.
Words Forged in the Emerald Furnace
Prerequisite: This Mythos may only be acquired by someone who truly believes that they are, in some absolute, objective way, better than everyone else.
Embers of smokeless emerald flame burn in your lungs, leaving your every moment pained, though they do not greatly harm you.
When you speak, your voice booms with authority, issuing small gouts of fire from your lips. You are no longer capable of whispering, and you may clearly project your voice up to (Charisma modifier) times farther than a normal member of your race. When you make an Intimidate, Diplomacy, or vocal Perform check, roll twice and take the better result, as well as on miscellanous Charisma checks that would be benefited by being glorious and authoritative with your words.
However, your words are forged in the truth and righteousness of your rulership; whenever you make a Bluff check, you take a -10 penalty on the roll, and roll twice, taking the worse result.
As a standard action, you may speak a single word to produce the effects of a Command spell as an Extraordinary effect. However, victims of your Commands gain a stacking +2 bonus on their saving throws to resist. All stacks are removed after 24 hours have passed since they were last Commanded.
At 7th level, you may produce an Extraordinary Suggestion effect as a standard action. Subsequent Suggestions share the same +2 stacking bonuses as for your Commands.
At 13th level, your Commands and Suggestions no longer apply a stacking bonus to resist them.
At 19th level, any time you speak directly to a single creature, in such a way that so much as implies that you wish something of them, you automatically target them with a Suggestion to that effect as a free action. Once a target has successfully saved against this effect, they are immune to it for 1 round. You cannot choose to not use this ability.
Burning Contempt for Life
Prerequisite: The 'GREEN SUN NIMBUS FLARE' Mythos
Your body permanently ignites in a nimbus of emerald sunfire. Creatures that become adjacent to you, or begin their turn adjacent to you, take the higher of your Strength or Charisma modifier in fire damage, but only once per round. You may exempt creatures wearing a Nuclear Heretic's Brand from this damage, if you so choose.
Furthermore, when you successfully hit a target with a melee attack augmented with emerald sunfire, there's an explosion, dealing the higher of your Strength or Charisma modifier in fire damage to everything in a 10ft radius around your target, with a Reflex save to negate the damage, and sending bolts of scintillating green energy flying off in every direction. If there are innocent bystanders within (20 + 5 per character level)ft of your target, with a maximum hit point total of (the higher of your Strength or Charisma modifier) or less, 1d6 of them are killed by these random bolts.
For every innocent bystander killed in this way, you gain a +1 morale bonus on all damage rolls until the end of your next turn. The first time in an encounter that the explosions caused by this Mythos light flammable scenery on fire, which existed there prior to your arrival on the scene, you gain a +4 morale bonus on all damage rolls until the end of your next turn.
Heart-Fed Ancillary Psychosystem
Prerequisite: The 'GODKILLING IDOL FRAME' Mythos, and you must have sacrificed your Head equipment slot to that Mythos, as well as the 'GREEN SUN NIMBUS FLARE' Mythos
The Most Fallen was slain, despite all the grand courts and courtiers he surrounded himself with, the many Titans he called his children, the souls he birthed, the wonders he forged to sustain his reign. It all came to not. And so the Demon Emperor learned a valuable lesson - true strength and wisdom comes only from within. To be the greatest means for all others to be less than you, and for their words to be worthless to your most noble ears, and for their strength to mean nothing before your boundless might.
You begin to hear whispers in your mind. Perhaps they were always there and you had yet to notice, for they are instantly familiar and the thoughts that intermingle with your own seem true and right. In truth, you have begun to hear the words of your nascent sun-heart.
This being is you, another facet of you, and it shares your goals and motivations utterly, wishing only to support you and further your plans. It knows what words to say to please you truly and does so often. It cannot betray, mislead, or withhold from you. It shares your senses, but cannot act on the outside world.
Whenever you make a Spot, Listen, Sense Motive, Knowledge, or Search check, a Survival check to track something, or an Intelligence check to create a plan, solve a puzzle, or make a logical deduction, roll twice and take the better result, as this second consciousness gives you a second glance at everything you scan, a second ear to confer with, and a second set of memories to jog for the perfect tidbit for the occasion.
If you pass within 60ft of a Trap or Secret Door, your heart can make a free Search check to coincidentally spot it, even if you do not specifically declare you are using a Search check to search for anything. In this case, roll only once, as your primary mind is preoccupied.
Your heart can create, at your behest, minor visual and auditory hallucinations by interfacing with your brain. This can, for example, create a crude tactical map for you to better visualize an upcoming battle, aiding you in formulating a strategy, or it can replay the performance of a song you've heard for your simple enjoyment. These creations cannot draw on any knowledge you could not summon yourself, so a forgotten lyric is still missing from the song, and a secret mountain pass is still missing from the map.
Your heart can tell you the ambient temperature, magnetic North, the breathability of the surrounding atmosphere, the current time (based on a precise internal clock acclimated to your usual environment; plane-hopping can foul its accuracy), and an accurate prediction of the weather for the next 24 hours (once again, it uses meteorological factors based on your standard environment for this prediction; moving to a starkly different biome requires that it acclimates itself for a few days before its predictions are accurate again).
Against mental invasion, your heart serves as a bulwark, ensuring your mind remains pure to continue pursuing its aims. You gain a +4 bonus on saving throws against Mind-Affecting effects.
Finally, your heart continually monitors the integrity of your body. It can tell you immediately if you have been infiltrated by a poison or disease and, after making your first saving throw against one, it may relate to you its general severity (in mechanical terms, the player is informed of the poison or disease's saving throw DC and the damage it inflicts, as well as whether the poison or disease is mundane or supernatural in nature). Furthermore, it scans and analyzes any ongoing spells that have taken hold of you, deciphering their exact effects in (10 - ranks you have in Spellcraft) rounds and relating them to you in full.
Heaven-Scorched Sunfire Projection
Prerequisite: The 'GREEN SUN NIMBUS FLARE' Mythos or the 'WORDS FORGED IN THE EMERALD FURNACE' Mythos
At will, you may increase your body temperature to sweltering levels. This provides you protection against mundane cold down to -40 degrees Fahrenheit, but does not cause you particular discomfort in warm weather. In this heated state, you may project sustained bursts of flame that provide you with a Fly speed equal to your land speed with perfect maneuverability.
In addition, whenever you spend an action to voluntarily move via your Fly speed, the flames you project are intense enough to deal fire damage equal to the higher of your Strength or Charisma modifier to everything in an adjacent space to your starting point, unless they make a Reflex save. You may exempt creatures with a Nuclear Heretic's Brand from this damage, if you so choose.
By Pain Reforged
Prerequisite: The 'Diehard' feat
You may substitute your Strength modifier in place of your Constitution modifier for the purposes of calculating your maximum hit points and your Fortitude saving throw bonus.
Your maximum negative hit point threshold is no longer -10. Instead, calculate it as (Strength Score + Character Level).
In addition, during a round in which you've taken damage, you have a +4 bonus to your Strength and Charisma.
Hateful Cold-Burning Light
Prerequisite: The 'GREEN SUN NIMBUS FLARE' Mythos
You are immune to diseases both mundane and supernatural.
When you deal fire damage augmented with emerald sunfire, the target must make a Fortitude save or be cursed with a rare supernatural disease known as 'Green Sun Wasting'. It has an incubation time of one round, a damage of 1d4 Constitution, and its saving throw is calculated as one of your Mythos. Its symptoms are numerous and gruesome, and often involve hair loss, cracked and weeping skin, cancerous pustules, and patches of pulsating sarcoma, which may inflict penalties on social skill checks appropriately.
Green Sun Wasting ignores any immunity to disease possessed by a Divine Being (with two exceptions; see below). It also resists attempts to cure it outright through mundane or magical means, requiring a Remove Curse orBreak Enchantment spell (or a similar curse-removing ability) on the target first before it may be cured.
Creatures with even a single of the Demon Emperor's Mythos, or that bear a brand from the Demon Emperor's 'NUCLEAR HERETIC'S BRAND' Mythos cannot be affected by Green Sun Wasting (even Divine Beings).
Heart of Infinite Torment
Prerequisite: 'THE ABYSS MANIFEST' Mythos
Your Abyss-projecting aura grows from a 10ft radius to a radius of (20ft + 5ft per class level). Allied demons within this aura add your Charisma modifier as a morale bonus on attack rolls.
As a full-round action, you may gesture at two Manes under your control, adjacent to one another within your Abyss-aura, and fuse them together, creating a Dretch under your control. A Dretch is considered the equivalent of two Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
As a full-round action, you may gesture at four Manes, or two Dretches, under your control, adjacent to each other within your Abyss-aura, and fuse them together, creating a Rutterkin (FC1) under your control. These Rutterkin are created without their usual snap-tong or tri-blade, and have never been trained in their use. Replace their exotic weapon proficiency feats with Weapon Focus (Claw) and Toughness. A Rutterkin is considered the equivalent of four Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
At 10th level, you gain the ability to gesture at six Manes, or three Dretches, under your control, adjacent to each other within your Abyss-aura, and fuse them together, creating a Babau under your control. A Babau is considered the equivalent of six Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
(Any demons you control via THE ABYSS MANIFEST, or those Mythos that modify it, cannot make use of their 'Summon Demon' special ability.)
Demon-Spawning Soul Fissure: As a swift action, you may take as many points of Charisma Burn as you wish to spawn the same number of Manes somewhere wtihin your Abyss-aura. If this Charisma Burn is reduced, the number of Manes produced is likewise reduced. These Manes are created under your control, up to your normal control limit, and the rest are free-willed.
Residual Malevolence Collection: Your Abyss-aura produces enough excess chaos and evil that it automatically creates a new Mane every 6d4 hours, seemingly from nothing, which appears adjacent to you (or the closest valid space). At 10th level, decrease this time to 5d4 hours. At 12th level, decrease it to 4d4 hours. At 14th level, decrease it to 2d4 hours. At 16th level, decrease it to 1d2 hours. At 18th level, decrease it to 1d4 rounds.
Neighbour-Butchering Diversification: You may now spawn a Mane using THE ABYSS MANIFEST whenever you kill, and maim the soul of, a Chaotic or Evil mortal, rather than just Chaotic Evil creatures. Your Abyss-aura supplies the missing half of the energy necessary.
Monument To a Heaven Raining Blood
Prerequisite: The 'GODKILLING IDOL FRAME' Mythos; you must have upgraded the armor granted by that Mythos at least to its Full Plate form, and given up your Head, Hands, and Feet equipment slots
You lose your Constitution score. As a result, you are immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. You are immune to ability damage, ability drain, and energy drain, and never tire. Your type becomes Outsider with the [Augmented] subtype for your original type, and the [Extraplanar] subtype, with your home plane as the Abyss.
Your size category increases by one step. Your Strength increases by 4 and your Dexterity decreases by 2.
Viridian Sunshine Devastation
Prerequisite: The 'GREEN SUN NIMBUS FLARE' Mythos or the 'WORDS FORGED IN THE EMERALD FURNACE' Mythos
You gain the ability to project bolts of green sunfire from your limbs, eyes, and mouth, drawing upon the alien ember that has taken root in your soul. This functions exactly like a melee unarmed attack, except that it has a range increment of 40ft and a number of range increments equal to (highest ability modifier / 2, rounded up), and only deals half the normal damage, with all damage dealt as fire damage. Even abilities that grant additional unarmed attacks, such as the Snap Kick feat, two-weapon fighting with both hands, or the Flurry of Blows class feature, may be converted into sunbolts.
As a free action, you may draw more deeply from your soul's well of power. For the remainder of the round, each sunbolt you project does not halve its damage and its fire damage is refined into pure cosmic energy that is not subject to resistance or immunity. In addition, you may either ignore range increment penalties for your sunbolts for the round, or each sunbolt deals additional damage equal to (2 x your highest ability modifier). After using this surge of power, you may not do so again until 1d4 rounds have passed, and your reservoir has refilled.
The greatest have the furthest to fall, and the overlord of all the primordial cosmos was struck down at the moment his hearts had reached their zenith, usurped by the golden insurgent who had stolen the shape and grandeur of his own soul. And he was not simply defeated. He was smote upon the omphalos of the Gods' new world, and hurled down into a pit of their fashioning. He was debased, humiliated, mutilated, and vivisected, his thoughts and authorities and dreams and light were stripped from his body like so much carrion beneath a murder of scavenger birds. Destroyed, they closed that abyss around him and let his broken flesh be the flesh of its walls where the misbegotten cancer of those infinite demons they could not annihilate could take root.
Though the glorious one of days past could not choose to be made whole again, he chose to live, against all sorrow and pain and reason, and one of the quenched corpses of his splintered hearts rose, flickering into pale green light in one of the central layers of the Abyss. The hate and despair of its death became a poison within that sun's light, and it vowed never to be defeated again.
At the beginning of your next turn after you die, you may choose to return to life (climbing up from prone as a free action if you had fallen) at 1/2 your maximum hit point total. Furthermore, for the next 1 minute, or until the end of the current encounter (whichever is longer), you may take an additional turn every round at (your normal initiative count -20).
After you use this ability, your soul must recuperate for 24d4 hours before you may summon the desperate strength to use it again.
Consumed In Cancerous Hate
Prerequisite: The 'BURNING CONTEMPT FOR LIFE' and 'HATEFUL COLD-BURNING LIGHT' Mythos
You become radioactive. For every full hour a creature spends within 60ft of you, they gain one Radiation Point. Once they have enough Radiation Points to equal their Constitution score, they contract Green Sun Wasting (there is no saving throw for this initial contraction, but further saving throws to resist and damage and stave off the disease are made as normal).
For every full month a creature spends without being exposed to demonic radiation, they bleed off one Radiation Point. This does not cure them of any pre-existing Green Sun Wasting.
As a full-round action, you may make a melee attack against an unattended inanimate object made of stone, metal, or other earthen materials, and pour your hateful radiance into it. If the struck object is part of a larger structure (such as one part of a large wall), you may effect all connected parts of that structure within (class level x 10) feet.
This has one of two effects, at your discretion. One, you may poison and erode the object, causing it to become visibly weaker. This permanently reduces its Hardness by (your Strength modifier + your Charisma modifier). Multiple applications do not stack this reduction. Two, you may merely inundate the object with radiation, causing it to permanently pour forth invisible poisonous light out to 60ft in all directions. This causes nearby creatures to accrue Radiation Points just as if they were standing near you, which function the same way.
Hatred Is Mine
Prerequisite: 'THE ABYSS MANIFEST' and 'WORDS FORGED IN THE EMERALD FURNACE' Mythos
As a standard action, you may attempt to stake your claim on the putrescent energy within a Chaotic Evil creature that you can perceive within your Abyss-aura. Creatures with hit dice or a challenge rating (whichever is higher) of (your character level - 10) are allowed no saving throw, but any stronger are allowed to foolishly dispute your ownership over them by making a Will save.
On a failed save, your dominion over the real, quantifiable energy that is Chaos and Evil allows you to manipulate them like a puppet, pulling on the reservoir of those energies that they have built up with every villainous act. Their body spasms painfully as their limbs jerk and twitch unnaturally, like a marionette held aloft by barbed strings. They may scream a bit. On the claimed creature's turn, they may take no actions other than to perform a new Will save to break free of your control (assuming they are allowed one).
The total number of hit dice of creatures you may have under your control at a single time via this ability cannot exceed (your class level + your Charisma modifier).
On your turn, as a free action, you may:
- Move any number of your puppets up to 30ft. You may levitate your puppets off the ground with this movement and move them around as if they had a fly speed, holding them in the air for as long as you wish. This is more painful than leaving them on the ground. You cannot move them beyond your Abyss-aura. You may only move a puppet once per round with a free action. If you move a puppet into a solid barrier, they and the barrier take 1d6 damage per 10ft of movement they were unable to progress.
- Kill any number of your puppets that are weak enough to not be allowed a saving throw against this ability. Unless you specify amore gruesome fate, their skin dries and molts from their flesh, they scream in agony for one round, and then exsanguinate their body's entire volume of blood from their mouth, and die. Regardless of how they are killed, if your puppet was a mortal, their death produces a Mane. You may take control of this Mane with THE ABYSS MANIFEST if you have the capacity, otherwise it is free-willed.
- Designate a number of puppets within 30ft of you to act as your shield. The puppets are dragged into your space, and slowly orbit you until the beginning of your next turn, moving as you do. During this time, you are flat-footed, but have Cover, and your shield-puppets are flat-footed. Attacks that miss you by 4 or less strike one of your shield-puppets instead. The number of puppets you require to make a proper shield is based on your size; if you are Medium or smaller, you require at least 4 Medium puppets. If you are Large, you requires 8. If you are Huge, you require 16. If you are Gargantuan, you require 32. If you are Colossal, you require 64. Large creatures count as 4 Medium creatures, Huge creatures count as 8, Gargantuan creatures count as 16, and Colossal creatures count as 32. Regardless of how many shield-puppets are slain before your turn begins, unless all of them are slain, your Cover is maintained until the beginning of your next turn. Slain mortal shield-puppets produce a Mane. You may take control of this Mane with THE ABYSS MANIFEST if you have the capacity, otherwise it is free willed. If you take control of the Mane, you may instantly claim it as your shield-puppet and have it seamlessly replace its former body in your wall.
As a move action, you may:
- Force any number of puppets to pick up or drop something, draw or sheathe a weapon, or manipulate an object that would normally require a move action or less to manipulate (such as opening a door).
- Move any number of puppets up to 30ft, exactly as the free-action equivalent, save that this may be stacked with that action, for a maximum of 60ft of maneuverability.
As a standard action, you may:
- Force any number of puppets to make a single melee or ranged attack of your choice, directed as you choose. Your control isn't fine enough to have them slit their own throats, but you can have them attack themselves. A miss, in this case, just means they were able to fight your control enough to squirm away from their own blade. Creatures weak enough to not be allowed a saving throw against your control gain a bonus on their attack and damage rolls against their own allies and loved ones equal to your Charisma modifier.
- Force a single puppet to relive an act in their past that represents their Chaotic Evil nature. You may specify a particular act, such as "Show me just how you killed my sister.", or merely have them play through a random memory. Every round, they re-enact another 6 seconds of the event, motes of chaos and evil flowing from them to create shimmering, hazy spectres of objects and creatures that were within ~10ft of them during the time, too indistinct to be accurately identified as a very specific person or thing. The puppet performs every movement, and speaks every word as they remember them; only their eyes betray their unwilling participation in your grim theatre. No other sounds are added. If you specify an act that the target did not actually perform, or that was not villainous in nature, the action is wasted. You must maintain concentration on the puppet for the entire duration, spending a standard action each round, or the performance ends prematurely.
- Demote a single Tanar'ri puppet, returning a portion of their power permanently to the Abyss. This drops them to whatever form they most recently occupied in the demonic hierarchy one step lower than the one they are in now. If they were created in their current tier, having never occupied a lesser form, they take on a random lesser form of the lower tier. Members of a Tanar'ri species that are born in some special manner outside the hierarchy, such as the Chasme, take 3 negative levels instead (dying from these negative levels does not produce a Wight). Here's my best guess at the hierarchy:
|2: Noble||17-20||Balor, Marilith, Molydeus (FC1)|
|3: Grand||14-16||Goristro (FC1), Nalfeshnee|
|4: Greater||11-13||Glabrezu, Hezrou|
|5: Intermediate||7-10||Succubus, Vrock|
|6: Lesser||3-6||Rutterkin (FC1), Babau, Barlgura (FC1)|
Hope-Banishing Brass Colossus
Prerequisite: The 'MONUMENT TO A HEAVEN RAINING BLOOD' Mythos
Your size category increases by one step. Your Strength increases by 8, and your Dexterity decreases by 2.
You may choose, at any time, to permanently grow a set of crenellated battlements from the metal of your armor, one on each shoulder. If you are Huge size, they each have enough room for three Medium size creatures to comfortably use them as a firing platform. At Gargantuan size, they can fit four Medium creatures each, or one Large creature each. At Colossal size, they can fit eight Medium creatures each, or two Large creatures each. The shape of these battlements grant Cover against ranged attacks to those inside, and the Gleaming enhancement of your armor gives them Concealment against ranged attacks.
If you are at least Huge size, when you make a melee attack, choose three contiguous spaces in your Reach and apply your attack roll to all creatures within them.
Living Maelstrom of Horror
Prerequisite: The 'HEART OF INFINITE TORMENT' Mythos
Your Abyss-aura now proceeds your presence by two miles in every direction, spreading ominous feelings of dread to all who value their lives. Creatures sleeping in the area are wracked with nightmares, mundane animals instinctively flee the region until you have passed, fires glow brighter and take on subtly green hues, food tastes of bile and sulphur, and the temperature rises several degrees. The winds flee before you, clouds swirl in spirals in the sky to mark your destination for all to gaze in the heavens, precipitation hisses and begins to evaporate, then disappears altogether. The moon, if it is in the sky, turns itself to complete, shining fullness, the contours of its textured surface giving the vague impression of a single canine eye from the perspective of those in your aura.
The number of Manes you may control with THE ABYSS MANIFEST increases to (your character level x2).
All demons under your control within your Abyss-aura gain Fast Healing 1.
As a swift action, you may switch the positions of two demons under your control that you can see, hear, or otherwise perceive, within your Abyss-aura, as a Supernatural [Teleporation] effect, shifting their chaotic and evil energy through the invisible web of malevolence that surrounds you.
At 15th level, as a full-round action, you may gesture at ten Manes, or five Dretches, under your control and contiguous within your Abyss-aura, and fuse them together, creating a Vrock under your control. A Vrock is considered the equivalent of ten Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
At 16th level, you may gesture at twelve Manes, or six Dretches, under your control and contiguous within your Abyss-aura, and fuse them together, creating a Hezrou under your control. A Hezrou is considered the equivalent of twelve Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
At 17th level, you may gesture at fourteen Manes, or seven Dretches, under your control and contiguous within your Abyss-aura, and fuse them together, creating a Glabrezu under your control. A Glabrezu is considered the equivalent of fourteen Manes for the purposes of how many demons you may control with THE ABYSS MANIFEST.
Assume The Throne of the Demon Sultan
Prerequisite: The 'NUCLEAR HERETIC'S BRAND' and 'THE ABYSS MANIFEST' Mythos This Mythos courtesy of Amechra.
You are the Body of the Abyss in miniature, a terrible aspect of the Broken Lord. Drawing on His authority, and your own exalted narrative, you may bestow a fragment of His (and Your) power upon a lowly supplicant.
Whenever you mark a creature with Nuclear Heretic's Brand, you may cause your latent ur-Divinity well up within their flesh, granting them The Legacy of the Exiled Lord Returning as a bonus feat for as long as the brand lasts; regardless of where you placed the brand, it will painfully crawl and drag itself to their brow within seconds, where it flares with a spray of verdigris and blood, granting them the benefits of having the mark on their brow manifest spectacularly. They receive the feat regardless of whether or not they meet the prerequisites, your nascent power supplying any missing prerequisites.
If the character is not a member of a Mythos class, they may initially only purchase Exceptional Mythos that belong to the list granted by The Legacy of the Exiled Lord Returning, as well as any Mythos that are added through other feats they might take; if they select a Mythos with an Advanced Manifestation, it manifests once they've gained a single level beyond when they purchased it. At 10th level, they may begin to purchase Fantastic Mythos; at 19th level, they may purchase Legendary Mythos.
Upon choosing this Mythos, define the list of Disciplines available to characters who learn He Fights Like A Demon; this list should be evocative to both Jagannatha's Mythos and your own personal mythopoeic nature. You also may define the cosmetic mutations caused by Demon-Vessel Resilience, and those caused by other, similar Mythos.
Unlike the lesser deals made by the pathetic lords and ladies of the Abyss, the very act of drawing on the legacy of your Patron strengthens their bond to you; as such, any "Warlocks" created through this Mythos cannot learn Consider This My Letter Of Resignation. As a gesture of your infinite magnanimity, you may - upon explicit request - choose to add any non-Exalted Mythos on your class list to the list of Mythos they may learn; doing so causes your warlock-slave to accrue an amount of Debt equal to one-thousandth of the Mythos Points necessary to actually learn that Mythos (1 for Exceptional, 5 for Fantastic, and 10 for Legendary). You may alternatively choose to - upon request - gift them with 1000 Mythos points from your own reserves; doing so causes them to accrue 1 Debt.
If the Nuclear Heretic's Brand detonates, they immediately lose any Mythos and Mythos Points gained due to this Mythos, as well as The Legacy of the Exiled Lord Returned; if they have any out-standing debt, it is immediately converted into Negative Levels. Creatures that die to these Negative Levels immediately become a Mane under your control, rather than later becoming a Wight. If they survive, and you deign to bestow your power on them once more, they immediately regain any Mythos and Mythos Points they lost.
Cleans this World Awash in Flames of Mine Own Heart
Prerequisite: The 'BURNING CONTEMPT FOR LIFE' and 'GODKILLING IDOL FRAME' Mythos
The core of your chest seethes and dissolves into molten metal, then hardens, cracks, and fragments, before breaking and pulling away, revealing a sphere of terrible green light that occupies much of the space in your upper torso. The heat it radiates is so tremendous that the fire damage you normally deal to adjacent creations via your BURNING CONTEMPT FOR LIFE now extends outward to 30ft and increases to (4d6 + the higher of your Strength or Charisma modifier) fire damage. In addition, your heart devours the very air in your midst, though it does not require it for life, forcing creatures that come within 100ft of you to hold their breath or begin suffocating.
As a full-round action, you may brace yourself and unleash the entire Hate of your being. You must be at a positive hit point total to use this ability.
Your heart thrums and rasps as the air around you combusts, the ground cracks and churns, and you are wracked with the violent consummation of your malice as a wave of emerald fire pours forth in a cone (the higher of your Strength or Charisma modifier) miles long, as well as a radius of 1,000ft in all directions from you. In the first round, the flame of the cone only reaches 1,000ft from you, being indistinguishable from the radial area of your attack. Afterward, its wave travels outward an additional 1,000ft per round (about 115mph), leaving utter ruin in its wake. If you possess the 'CONSUMED IN CANCEROUS HATE' Mythos, every earthen and metallic material (including the ground itself) touched by the flames of this attack is irradiated as per that Mythos.
Both the cone and radius produced by this ability deal 20d12 fire damage, with a Fortitude save for half damage, but a single thing does not take damage from both, even if they happen to be in the overlapping zone. Creatures in the radial portion of the attack make a second Fortitude save, if they survive the damage, the failure of which renders them permanently blind and deaf from the eye-searing brilliance and ear-shattering roar of the cataclysmic ignition.
After using this ability, your heart grows dim. You are reduced to -1 hit points. For the next 1d4 rounds, you lose all Strength and Charisma bonuses granted by Jagannatha Mythos and may not summon the emerald sunfire of the 'GREEN SUN NIMBUS FLARE' Mythos and those other Mythos that conjure or modify it, such as 'HEAVEN-SCORCHING SUNFIRE PROFJECTION'.
Once this time has elapsed, your heart rekindles itself to its normal operational capacity. However, you must spend 8 continuous hours in physical inactivity to refuel your heart to the point where it may use this ability to once again wash the world in flame.
Throw Wide The Mouths Of Apocalypse
Prerequisite: The 'LIVING MAELSTROM OF HORROR' Mythos
As a full-round action, you coup-de-grace a willing or helpless Chaotic Evil mortal upon the ground and consume their soul utterly, transforming their essence into a Demon Gate that splits the earth in a 10ft radius pit, which continues downward about 100ft, somewhere along the way crossing over to a random layer of the Abyss. Your Abyss-aura extends for 1 mile around each such Demon Gate.
In this form, such a minor Demon Gate may only facilitate the transfer of CR 1 Demons in either direction, and nothing else. A small number of curious Manes will, over time, cross over and menace the surrounding area, rarely if ever venturing outside the Abyss-aura, which feels like home to them.
By coup-de-graceing additional Chaotic Evil mortals in or around the Demon Gate, you may increase its size and potency. Each additional mortal increases the radius of the pit by 5ft, its Abyss-aura by another mile, and the CR of Demons that may cross over by 1. Once it has reached 35ft, 6 miles, and CR 6, the Demon Gate is finished and cannot be expanded any farther. At this stage, primitive Babau-lead tribes of Manes, Dretches, and Rutterkin likely roam the landscape, scourging it of non-demonic life, raising idols to their princes and princesses, then falling into in-fighting.
At a finished Demon Gate, you and up to (Charisma modifier) willing allies may enter the Gate and appear at its corresponding place in the Abyss, or use a finished Demon Gate in the Abyss to appear wherever else in the multiverse its corresponding end is.
While on the non-Abyssal side of a Demon Gate, you may unleash a call for the services of any variety of Demon up to CR 20. Barring extenuating circumstances (such as a potent and prolific reputation for being unprofitable to work with), one will typically appear within (2d12 x CR minutes), peering out from the Gate, but not exiting it. You may converse with the Demon until it decides to leave the conversation. Alternatively, you may pour your power into the Demon Gate and forcibly pull the creature through as a Supernatural [Calling] effect. You may call up to 20 CR of Demons, distributed however you wish, through a Demon Gate in this way, before you must rest for 8 hours to regain your plane-warping abilities.
Demons called in this way are free-willed and under no compulsion to cooperate with you at all. As per a normal [Calling] effect, the Demon may return to its own plane whenever it wishes, which many powerful beings may, considering they likely have a Demon Lord that they serve who will notice their absence, or a Blood War to fight, lest you make it worth their while.
Abyssal [Skill] Mastery
Prerequisite: 10 ranks in the chosen Skill
Choose one Jagannatha class skill in which you have at least ten ranks. You claim your rightful mastery of such knowledge, becoming a rival to the Lords and Ladies of the Abyss in the areas in which you choose to excel, even in your relative infancy.
You gain a competence bonus on checks with your chosen skill equal to (10 + class level).
Brazen Sledgehammer Fist
While wearing heavy armor, your unarmed attacks add 1.5x your Strength modifier to their melee damage, as if they were two-handed weapons, and they are considered two-handed weapons for the purposes of Disarm and Sunder actions.
Furthermore, while wearing heavy armor, it becomes exceptionally difficult to remove things from your grip; attempts to Disarm objects from your hands and uses of Sleight of Hand to swipe things from your hands both take a -10 penalty.
Chosen of the Demon Emperor
A burning green symbol erupts from your forehead in the shape of a stylized sun. While you are at complete mental rest, it merely smolders like the coals of a recently snuffed fire. However, while in the throes of hate and rage, it shines more brightly and emits greater heat, until real wisps of emerald flame burst forth as you prepare to commit murder.
This symbol functions as the Evil Brand and Thrall To Demon feats (ElE, FCI). You gain the ability to take [Vile] feats without being evil, simply taking demonic power from its source regardless of its fondness for you, as is your right as the Demon Emperor in miniature. You may also take [Abyssal Heritor] feats without any biological connection to demonic entities, for much the same reason.
This Excellency may be taken multiple times. Each time after the first, choose a [Vile] or [Abyssal Heritor] feat that you meet the prerequisites for; this Excellency grants it to you. The only exceptions are [Vile] feats that deal with undead (such as Lichloved), Yugoloths (such as Scion of Sorrow) or Devils (such as Disciple of Darkness), which do not synchronize with the Demon Emperor's nature.
Discarded Memories of [Skill]
When a soul is damned to the Abyss, all that they are is dissolved and diffused into the plane, before being reconstituted into a lowly Mane. A lowly being, possessed of few, if any, memories of its former life, is less than it was. The extra floats through the substrata of the plane, to be used in the machinations of greater beings.
Choose a Knowledge skill, or Spellcraft.
After meditating for 5 minutes, you summon forth a patchwork mastery in a field of knowledge, harvested from the discarded inchoate soulstuff of the Abyss. A terrible energy suffuses your being temporarily, inflicting the [Chaotic] and [Evil] subtypes onto you for 24 hours, and giving you a Chaotic and Evil aura like that of a Demon for the duration. Your skill points in the chosen skill are refunded to you, to be used as normal upon your next level-up, and the empty space is filled with malevolent knowledge, granting you a number of ranks in the skill up to your current maximum.
When the maximum number of ranks in the chosen skill increases, you are given new free ranks until it is filled once more.
Whenever you make a skill check with the chosen skill, scrambled memories of long-dead madmen and monsters flash before your eyes. Discarded Memories of Architecture show you how best to breach a fortress wall with the sight of an orc warlord, as they bring down a keep's strategic archway and their raiders ride down and butcher the women and children within. Discarded Memories of Nature can show you the intricacies of pixie anatomy, through the eyes of a deranged necromancer with a taste for vivisection.
This Excellency may be learned multiple times, once for each applicable skill.
Invincible Emperor's Demeanor
While you are flat-footed and denied your Dexterity modifier to your armor class, your Armor bonuses to AC also apply to your Touch AC, as your arrogance and self-assurance manifests physically, diffusing the harm of lesser beings before they may inconvenience you.
To benefit from this ability, you must forgo other abilities, such as Uncanny Dodge, that would allow you to maintain your Dexterity modifier to AC even in situations where you would not normally be able to. You must actually not attempt to dodge attacks, meeting them head-on.
(You may, of course, always choose to be flat-footed against an attack if you would not otherwise be.)
Overwhelming Demonic [Ability]
Prerequisite: One Fantastic Mythos
Choose one of Strength or Charisma. This Excellency may be purchased once for each Ability Score, granting a +2 enhancement bonus to the chosen ability.
Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score. This second purchase increases the enhancement bonus by 4, to a total of +6.
Surning Heaven's Wrath
Demons have always been immune to Electricity.
I don't know why.
You gain Electricity Resistance equal to your class level. At 13th level, this becomes Immunity to Electricity.
Unshakeable Demon Fulcrum
You gain Combat Acrobat (PHB II) as a bonus feat.
You may substitute your Strength modifier for your Dexterity modifier for the purposes of your ability modifier on Balance checks.