TEXT: 1
  Traveler’s Guide to
  Fat Goblin Games
  
  2
  Credits
  Author: Justice Mora
  Editing: Troy Daniels and Lucus Palosaari
  Design and Layout: Rick Hershey
  Fat Goblin Games Team Members: Eric Hindley, J Gray, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, 
  Kiel Howell, Lucus Palosaari, Nick Esposito, Rick Hershey, Richard Bennett, Troy Daniels, Tyler Beck
  Line Developer: Justice Mora
  Publisher: Rick Hershey
  Traveler’s Guides: Traveler’s Guide to Hell © 2016 Fat Goblin Games 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo. com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not 
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfind-
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  Open Game Content: All material — including but not limited to art, place and character names, character and setting descrip-
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  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder 
  Roleplaying Game compatible products. With a focus on high quality production values and 
  providing a creative environment for our writers, Fat Goblin Games has quickly become a 
  recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat 
  Goblin Games continues to provide exciting content and fantastic worlds in which gamers can 
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  fatgoblingames.com.
  Traveler’s Guide to
  Hell
  Fat Goblin Games
  
  3
  Hell on Vathak 
  usinG Hell in your sHAdows over vAtHAk CAmpAiGn
  While it's not uncommon for people to use the phrase "demon" or "devil" in the lands of Vathak (the setting for Fat 
  Goblin Game's Shadows over Vathak campaign world), they more often are referring to the Spawn of the Old Ones. The 
  influence of both Heaven and Hell aren't the same as most Pathfinder Roleplaying Game settings, but once you read 
  and understand this text you might understand why. The setting of this book IS the Hell of the world the continent 
  of Vathak is on. If you travel deep enough into the Filth Reaches, you will come across the worm-like Hellmouths. 
  Or, you can travel deeper (assuming you survive the Old Ones near the surface) and come across all manor of worlds 
  as an endless abyss of interconnected pocket domains and wind through the depths of the Underdark on a spiral 
  path to Hell. Hell exists then as both an alternate plane and coexistant to that of Vathak. But Ashmedai and his 
  legions have long since turned a fairly blind eye to the "surface" for reasons that will be explored in some greater 
  depth in the forthcoming Shadows over Vathak GameMaster's Guide.
  Introduction
  4
  Chapter I - The Pit 
  5
  Worlds within Worlds 
  5
  Cocior: Realm of Treachery 
  6
  Belecor: Realm of  Avarice 
  8
  Koridai: Realm of  Hubris 
  8
  Gibrar: Realm of Gluttony 
  9
  Ahjra: Realm of    Violence 
  9
  Neir: Realm of     Despair 
  10
  Dis: Realm of    Apostasy 
  10
  Features of Hell 
  11
  Feudal Sins 
  12
  Chapter 2 - Hierarchy of the Pit 
  12
  Ashmedai
  13
  Archduke Acharai 
  15
  Archduke Baalzebul 
  17
  Archduchess Malfia 
  18
  Archduke Belial 
  20
  Archduke Kharala 
  22
  Archduke Belphegor 
  23
  The Lesser Nobility 
  24
  Amon, the Wrathful 
  24
  Neberius the False 
  25
  Berith, the Transmuter 
  25
  Chapter 3 - Tools of Hell 
  26
  Special Materials 
  26
  Magic Items 
  27
  Feats
  29
  Spells
  31
  New Descriptor: [Blood] 
  32
  Chapter 4 - Classes of Hell 
  39
  Contractor (Wizard Archetype) 
  40
  Dark Chanter (Cleric Archetype) 
  41
  Halo Hunter (Ranger Archetype) 
  42
  Black Rider (Cavalier Archetype) 
  43
  Fiendlash (Magus Archetype) 
  45
  Tongue of Sin (Bard Archetype) 
  46
  Infernal Chemist (Alchemist Archetype) 
  47
  Pit Warden (Druid Archetype) 
  47
  Nemesis (Inquisitor Archetype) 
  48
  Armiger (Summoner Archetype) 
  49
  Sanguine (Sorcerer Bloodline) 
  51
  Prestige Class: Blood Knight 
  52
  Epilogue
  55
  Table of Contents
  
  4
  Introduction
  It was nearly a century ago that my sorcerous powers awoke within me, the result of less-than-savory dealings with infernal forc-
  es on the part of my ancestors, deals brokered for knowledge and power in the only currency known to fiends: souls. Our family was 
  touched with the powers of Hell many generations ago, and the infernal taint was strong within me; power literally flowed through 
  my veins, sweet, crimson nectar that unlocked potential I had never imagined lay within me. I delved into diabolic study, absorbing 
  tome after tome of knowledge, seeking to gain a greater understanding of the power within my veins. As my understanding grew, I 
  discovered a talent for conjuration: with the spilling of my blood, I could evoke creatures far beyond the power of normal conjur-
  ers at my level of knowledge, terrible creatures to do my bidding and destroy my foes. This, I saw, was the key to power beyond my 
  wildest dreams. I would follow in the steps of my ancestors and barter my very soul to unlock the true secrets of blood magic.
  I exceeded all expectations, even my own. I grew to heights of power even I had not dared to think possible for a mere mortal; na-
  tions bent to my will, dragons kneeled before me, even gods lent ear to my counsel. Yet despite it all, I am still bound to that ancient 
  pact which I swore all those decades ago. Forbidden by contract from seeking immortality, my time is nearing its end, and soon, my 
  diabolical master will lay claim to my immortal soul. Who knows what foul plans he has for me in the lightless depths of his infernal 
  tower? Perhaps he will make a fiend of me; surely a soul of my caliber would make a mighty general. Or maybe he intends to barter 
  me to another fiend, for favors, prestige, or something of even greater value. Maybe he will simply consume my soul to increase his 
  own might. Only Acharai knows, and he has no intention of sharing his plans with me. All that I know is that my end is nigh, and I 
  have left behind nothing. For all my power, my legacy will die with me, for I have spawned no progeny to carry on my name, I have 
  built no empires with my might: for all my dedication to knowledge and power, I always sought both for their own sake, with no 
  true end in sight.
  For this reason, I have penned this tome. It is my hope that in this, I may be remembered beyond my time, for ages to come. What 
  you hold now is the definitive work on the infernal realm, a thorough and complete guide to Hell itself: That woeful realm that sits 
  at the heart of our world, that forbidding place where mortals dare not tread. Perhaps some noble hero will use the information 
  herein to gain an advantage on his diabolical foes, or maybe some would-be diabolist will follow in my footsteps, using the knowl-
  edge in this codex to find power, perhaps to use it for some greater purpose than I did. Regardless of your intentions, all the secrets 
  of Hell, from its mightiest lords to its lowliest damned, now rest in your fingertips. Beware: this power is not meant for the faint of 
  heart, nor the meek of spirit. Whatever your path, tread it carefully, lest the power you hold consume you utterly.
  Zagan the Bloodwitch, Walker of the Pit
  
  5
  Chapter I - The Pit
  The journey to Hell was arduous indeed; for I resolved to travel there without the aid of transportation magic, so as to provide a 
  guide for those who lack my level of mastery over the arcane. The vast caverns that twist throughout the crust of the world all wind 
  down to the center eventually, and after months, just over a year of travel, I arrived at the mouth of Hell.
  At the heart of the planet, a vast cavern stands, and there in its center hovers Hell, a tiny planet, the size of a small moon, rotating 
  within our world. It spins opposite to our world, and I must admit, its appearance surprised me. The ocean of magma below was ex-
  pected, fed by flows that fell from the roof of the cave, as were the diabolical fortresses guarding the cavern’s entrances. What I hadn’t 
  expected was the lush, varied terrain of the world. I had expected blasted wastelands, fire and brimstone, and while these were plenty, 
  there were also forests, jungles, rivers and oceans, tundra and plains. The vegetation had a strange color, hues of purple and red and 
  black, but it was otherwise much like our own world, with landscapes transitioning into one another in strange, unnatural ways. From 
  the lip of the cave, I could see deserts alongside tundra, and frozen poles surrounded by seas of bubbling lava.
  Though I have thus far journeyed without the use of magic, I am sorry to say that reaching Hell’s surface seems impossible 
  without magic for those who are not naturally gifted with flight. As it rotates opposite to the world above, permanent bridges are 
  an impossibility, and while the fortresses have linked portals to the surface of Hell, convincing them to allow me to use one was a 
  Sisyphean task. In the end, I merely teleported to the surface of the world, eager to explore its strange, alien beauty.
  Zagan the Bloodwitch
  worlds witHin 
  worlds
  Hell is a very strange place in the cosmos; it is sepa-
  rated from the world not by magic and portals, not by 
  dimensional barriers, but by miles; thousands of miles 
  of stone. Deep underground, in the hollow core of the 
  world, a tiny planet, the size of a small moon, hovers 
  in a vast cavern. This is the Kingdom of Sin, known by 
  many names, but most commonly called Hell. Hell is 
  constantly lit with a bright, red-orange glow, due to mas-
  sive rivers of magma that pour from above, falling into 
  an immeasurably vast ocean of lava below. The surface 
  of this miniature world has a wide variety of environ-
  ments and landscapes, much like the mortal world above 
  the surface; there are jungles and there are mountains, 
  there are frozen poles and blasted deserts, there are 
  verdant fields and barren wastes. Yet unlike the world 
  above, these are juxtaposed in strange, impossible ways; 
  oceans of lava do not melt the icy poles, and deserts run 
  right alongside jungles and tundra. 
  Hell rotates in the opposite direction of the planet 
  within which it resides, and it hovers perfectly in the 
  center of the world’s hollow core. Huge magma flows 
  fall from the roof of the cavern, pooling below Hell in a 
  massive ocean of lava. This flaming ocean are home to 
  lava and fire elementals of various sizes, as well as other, 
  stranger things, which even devils are hesitant to deal 
  with. For this reason, this inhospitable sea is unexplored 
  and typically avoided.
  Reaching Hell is an arduous task for several reasons, 
  the first of which is its prodigious depth. Hell is at the 
  center of the world, and while there are tunnels that 
  stretch all the way to the Pit, they are thousands of 
  miles long, and to trek that far down is an expedition of 
  
  6
  months. These caverns are not uninhabited, and the fur-
  ther down one goes, the stranger and more dangerous 
  the creatures within become; this vast, dark network of 
  tunnels is the primary obstacle to someone that wishes 
  to reach the Hell.
  The second hurdle is Hell’s unique position in the 
  world’s core. While it is the size of a moon, the cavern it 
  hovers in is significantly larger, and there is a huge dis-
  tance between the planet itself and any of the entrances 
  to the core. Due to Hell’s rotation, permanent bridges or 
  stairways are impossible, but there are multiple ways to 
  reach it. On the core’s inner shell, there is a ring of rock, 
  jutting from the wall. This ring is about a mile wide, and 
  there are semi-permanent encampments along it, sta-
  tioned at the entrance caverns. These light fortifications 
  are stationed with Devils, Damned souls, and enslaved 
  creatures, and act as a first line of defense in the event of 
  an unwanted intrusion. A few of these infernal forts have 
  portals to Hell’s surface; though where they deposit trav-
  elers is impossible to know before using them. Flight or 
  teleportation are the easiest ways to get to Hell’s surface.
  There is one other way to reach Hell, without build-
  ing or finding portals, or learning potent magic; though 
  most stumble across it inadvertently. Hellmouths are a 
  species of gigantic, carnivorous worms with a cunning 
  natural camouflage. They burrow through the earth, 
  boring into natural caverns, where they wait with their 
  mouths wide open. In this position, they are nearly 
  indistinguishable from the cave around them. Hapless 
  creatures wander into their maws, and stumble upon 
  a terrible fate: the Hellmouth’s stomach is an extra-
  planar gateway to Hell, and it draws sustenance from 
  the arcane energy released when their portals are used. 
  Further, magic exists that allows a creature to use a Hell-
  mouth’s portal as an exit, emerging from the creature’s 
  mouth. This, combined with their incredible size, makes 
  them ideal as infernal transports; they tunnel up under 
  an enemy’s walls and fortifications, and legions of infer-
  nal shock troops pour out of their mouths.
  Getting to Hell is quite a difficult task; but it’s hardly 
  the worst part. Surviving once you’re there… that’s the 
  tricky bit.
  Hell’s surface hosts varied, almost impossible eco-
  systems; frigid poles surrounded by oceans of lava, 
  rainforests that run alongside tundra, fertile fields that 
  suddenly give way to blasted deserts. The dim, red light 
  that bathes Hell from the magma all around gives the 
  world’s surface an alien appearance, resulting in flora 
  and fauna with unnatural colorations, shades of purple, 
  red, blue, and black; even the iconic red skin of many 
  devils is a result of an environment flush with deep, red 
  light. The surface of Hell is divided into seven realms, 
  each overseen by one of six arch-fiends and Ashmedai, 
  the lord of Hell. 
  In each of these realms, unspeakable torments are 
  visited upon the Damned, those pitiable mortals who 
  led lives of wickedness and sin, and are now cursed to 
  an eternity of punishment. Each realm holds those who 
  were ruled by a particular vice, and all of the sins pun-
  ished here fall into one of seven categories, which can be 
  broadly interpreted to include all manner of evil: treach-
  ery, avarice, hubris, gluttony, violence, despair, and 
  apostasy. The damned souls in Hell are immortal, after 
  a fashion; they are able to die, and do not heal from the 
  terrible wounds inflicted on them, but death offers only 
  the briefest respite, as they will spontaneously resurrect 
  within an hour, allowing their punishment to continue.
  CoCior: reAlm oF 
  treACHery
  The frigid winds of this place chill to the very bones. I pity 
  the creatures that are trapped here without magic to protect 
  them; surely a mortal would be slain in mere seconds by this 
  blasphemous winter.
  The south pole of Hell is home to a large continent, 
  much of which is covered in ice; Cocior, the Realm of 
  Treachery. Here, treacherous souls are condemned for 
  eternity, those who betrayed honored guests, family, 
  friends, and loved ones. At the center of this icy realm 
  is Acharai’s tower, the seat from which he rules over 
  Cocior. Rising from the top of the tower is a massive 
  cyclone, a raging tempest that sweeps up the souls of 
  schemers and liars, whipping them to and fro in cease-
  less turmoil, as their deception swept up their victims in 
  life. Winged devils stalk this never-ending storm, using 
  the damned for target practice with bows and spells, or 
  plucking them from the wind with wicked claws for a 
  savage feast.
  
  7
  Not all of Cocior is encased in ice; the outskirts of the 
  realm are grassy tundra, with rolling hills that form a 
  natural barricade around the kingdom; between the hills 
  and the ocean, Cocior is a difficult realm to reach with-
  out flight or magic. Here among these hills, those that 
  betrayed their king and country are punished; traitors 
  are crucified atop the hills, nailed to wooden crosses and 
  left to rot in the blistering cold. Their entrails are open 
  to the freezing wind, and feasted upon hungrily by devils 
  and fiendish animals; they grow back constantly, ensur-
  ing the pain never ends.
  The most wicked of traitors, those who betrayed 
  friends and loved ones, are taken by Acharai himself. 
  These unfortunate, accursed souls are taken into his 
  dark tower, never to be seen again; none know what fate 
  befalls these souls, but it is believed they are the victims 
  of terrible magical experiments.
  This bleak realm is home to many dark and terrible 
  fiends, most of whom are the results of Acharai’s ter-
  rible experiments. His ever-growing power over blood 
  magic led to the creation of the Demiplane of Blood, a 
  formless, endless ocean of blood, populated by devils 
  and elementals. Blood Elementals, drawn from this foul 
  plane, roam the tundra of Cocior, greedily siphoning 
  blood from helpless victims. Sangroma are numerous 
  in this bleak kingdom, and occasionally pluck damned 
  souls from their crosses to use in brutal sacrifices and 
  experiments, before returning them to their eternal 
  punishment. Acharai’s tower is defended by legions of 
  ice and blood golems, created by the Archduke’s magic; 
  these constructs are intelligent, and far more powerful 
  than normal examples of their kind. Any creature that 
  dares approach the tower without permission will find 
  itself quickly torn asunder by these staunch guardians. 
  Those who can secure an audience with Acharai, how-
  ever, will find his tower filled with knowledge from every 
  age of history; scarcely a single tome is missing from his 
  near-infinite collection.
  
  8
  beleCor: reAlm oF 
  AvAriCe
  Never have I tasted anything as sweet as the fruit of this 
  realm. Intoxicating, dripping with sugary juices; I could linger 
  here forever, were it not for the constant screams that echo on 
  the wind and spoil my appetite.
  The kingdom of Belecor is a lush, fertile plain of rolling 
  hills and fruitful flora; beautiful purples and reds cover 
  the landscape, like a velvet field of flowers and fruits. 
  Yet while this realm is beautiful at first glance, a closer 
  inspection reveals a kingdom of pain. The grasses here 
  are strong as iron and razor sharp, cutting and stabbing 
  deep into the flesh of those that walk upon them. Every 
  plant is thick with thorns and tangling vines, hiding their 
  fruits deep within the bladed mess. Rivers of blood flow 
  through the realm, their acrid, putrid stench hanging 
  heavy in the air.
  The damned of Belecor are those who were ruled by 
  avarice in life; spendthrifts and misers alike, greedy souls 
  who could never be satisfied with what they had. Those 
  who held too tightly to their wealth are submerged in 
  the Lake of Molten Gold, a vast body near the realm’s 
  heart, beside its master’s palace. Those who squandered 
  their wealth, hoarding possessions and lavishing them-
  selves with gaudy accoutrements must toil forever in the 
  fields; they flay the skin from their arms as they reach 
  into the vines to harvest the fruit within, their feet are 
  reduced to pulp as they walk naked through the field. 
  Nettle Fiends, cruel, stinging devils, oversee the end-
  less harvests, whipping and encouraging the exhausted 
  damned to work ever harder.
  The fruit of Belecor is a prized commodity; most is 
  greedily hoarded by Baalzebul, and what little passes 
  through his fingers is sold by him for exorbitant prices. 
  Only the exceptionally brave or foolish attempt to steal 
  the fruits for themselves, for the Lord of Greed is swift and 
  merciless in his punishments of those that cross him.
  koridAi: reAlm oF 
  Hubris
  When I laid eyes on those imposing peaks and jagged rocks, 
  I thanked my lucky stars I did not have to climb to reach the 
  Black Fortress.
  The mountainous region of Koridai rests at the center 
  of one of Hell’s three continents, bordered by Belecor, 
  Gibrar, and Ahjra. The stony, unforgiving terrain of 
  Koridai hosts the most varied ecosystem in Hell, rang-
  ing from constant winter to its north and south, to 
  lush tropics along the border with Gibrar, and hostile 
  sandstorms that constantly buffet the border of Ahjra. 
  Koridai’s mountains are jagged things of granite, rising 
  up like serrated fangs that gnash at the sky. Deep crev-
  ices and sharp formations make climbing the mountains 
  extremely dangerous, as even a minor misstep can sever 
  a wayward limb.
  Here in Koridai, the prideful are punished, those 
  who forsook their duties and allowed the suffering of 
  others for their own stubborn pride. Unlike the other 
  realms, however, punishment is not varied in degrees; 
  all are punished equally in Koridai. The damned here 
  toil ceaselessly in the mines, overseen by cruel hounds 
  that rip and tear any who slack in their work. The mines 
  provide endless supplies of a material known simply as 
  Black Iron. This special metal is born from the tortured 
  souls of Hell, and is found only within Koridai; for this 
  reason, its ruler, Malfia, is in charge of supplying the 
  armies of Hell. Consequently, her own army is the 
  mightiest in Hell. It is this store of precious metal that 
  has attracted the hungry eye of Baalzebul, and has led 
  to open war between Belecor and Koridai. Thus far, 
  Ashmedai has allowed the conflict to continue, though 
  he imposes a temporary truce whenever he has need of 
  one of the two nations.
  The Forbidden Fruit of Belecor are powerful, magical items with strange and sought-after abilities. They are 
  considered minor artifacts, as they cannot be created by normal means; the only way to acquire the fruit is from 
  Belecor directly. Those that have these fruits sell them for incredible prices, or else keep them for themselves. The 
  exact effects of the fruit are detailed in Tools of Hell, a later chapter of this book.
  
  9
  GibrAr: reAlm oF 
  Gluttony
  Those tiger-like fiends are the most perverse creatures I have 
  ever encountered, and their lust is matched only by their hunger.
  Gibrar is a lush, tropical jungle that stretches half a 
  continent, bordering Koridai and Belecor. Its southern 
  end borders the magma sea, and the entire region is 
  drenched by near-constant storms of blood. The flora 
  here is beautiful and varied, but like all of Hell, it is dan-
  gerous and hostile. While the terrain itself is no danger, 
  unlike Belecor and Koridai, many of the plants here are 
  sentient and crave living flesh. Among them are giant 
  flytraps, assassin vines, and the deadly Pariah Flower.
  Here, amid the fertile and fruitful rainforest, the glut-
  tonous are punished for the appetites that ruled them 
  in life. Food, drugs, sex; whatever they desired, they 
  allowed their hungers to control them, letting others 
  suffer and forsaking their duties so they could feed their 
  own appetites. Those punished here were non-violent, 
  but may have still caused untold pain; for example, the 
  king who sleeps with newly-wed virgins in his kingdom 
  on the first night of their wedding is a rapist in all but 
  name, but he does not need violence to feed his appe-
  tite, and so he is bound here, rather than Ahjra.
  The damned of Gibrar wander aimlessly through the 
  woods, hunted endlessly by its inhabitants. As damned 
  souls, they cannot truly die, and always rise again to 
  continue their endless torment. While any creature may 
  prey on any soul, certain inhabitants prefer the taste and 
  sport of certain victims. Ravisher devils, taking after their 
  master, have a host of perverse desires as well as a cease-
  less hunger, and delight in inflicting terrible violations 
  upon their prey, usually those who matched their perver-
  sions in life, before devouring them alive. A number of 
  hallucinogenic plants take sadistic pleasure in torment-
  ing addicts with nightmarish visions while they slowly 
  digest them. Of course, hellcats and hell hounds stalk 
  the forest as well, hungrily devouring any fat, slovenly 
  souls they encounter.
  For all its horrors, Gibrar is an alchemist’s trove, host-
  ing countless species of plants, including indigenous life 
  that can be found nowhere else in the universe. Those 
  willing to risk the journey and face the predators within 
  can find reagents for the most powerful of elixirs here.
  AHjrA: reAlm oF 
  violenCe
  Intense, merciless heat and endless screams of agony. Surely 
  this is what most men picture when they think of Hell.
  Covering half a continent, the desert realm of Ahjra is 
  perhaps its most terrible, most inhospitable place. Its 
  black sand is obsidian dust, powdered glass that grinds 
  in the eyes and flays the flesh as it’s whipped around by 
  relentless winds. The heat of this realm is incredible, ow-
  ing to great caverns of magma beneath the surface that 
  warm the sand, blistering the skin of those miserable 
  creatures that are condemned here.
  But these creatures are not deserving of pity, for the 
  damned of Ahjra are among Hell’s most despicable resi-
  dents. Here, the violent are punished; those who killed 
  their fellow man, who abused and tortured them, who 
  raped and broke them. Those who took pleasure in the 
  pain of others, or those who simply gave in to rage and 
  hatred are bound here for eternity, to suffer at the hands 
  of the most uniquely cruel of devils.
  Those who “merely” murdered their fellows suffer 
  the least of punishments; bound in heavy chains, they 
  are cursed to walk the desert endlessly, their skin flayed 
  by glassy sands, their bodies blistered by the heat, their 
  limbs broken by the weight of the chains. Many of these 
  damned souls drag themselves about with bloody fingers, 
  their legs long since worn to uselessness. Rapists and 
  torturers, as well as serial murderers, are the playthings of 
  Kharala and its Flesh Devils. Within its moving palace, Kh-
  arala enacts excruciating experiments, devising more and 
  more creative methods of torture. Those who escape the 
  archfiend’s notice are tended to by legions of flesh and 
  chain devils, who gleefully pull their victims’ souls apart.
  Black Iron is a special material, formed from the psychic anguish of the souls trapped in hell and given 
  weight by their sins. It has unique properties, and is further detailed in the Tools of Hell.
  
  10
  The most grotesque, if not the most painful, of punish-
  ments are given to cannibals; those who ate sentient life, 
  not because it was required to survive, but for perverse 
  pleasure, or for spiteful cruelty. These miserable souls 
  are transformed into putrid maggots, and infest the flesh 
  of the other beings damned here. They are cursed with a 
  relentless hunger for flesh, yet all that they eat turns to 
  ash in their mouths, and they are never satisfied.
  Kharala possesses a variety of magical tools and 
  constantly devises new spells, the better to aid in its 
  tortures; if one possesses the fortitude to face it, much 
  knowledge can be gained from this realm.
  neir: reAlm oF 
  despAir
  Gods, the stench of this place.
  Upon Hell’s third continent, the last two realms lie. 
  Neir, the Realm of Despair, is the larger of the two, 
  consisting of about two thirds of the continent. This 
  realm is a tarry swamp, a dismal mire that surrounds the 
  final realm of Dis in a natural barrier. The black tar that 
  fills the marsh is a powerful acid, corroding the flesh and 
  bone of creatures trapped within.
  Here are punished the slothful, those who gave in to 
  ennui and despair. Not all suicides are damned to hell; 
  those who took their lives for a cause, or to avoid hor-
  rific torture, even those who killed themselves rather 
  than die at an enemy’s hands may be spared punishment, 
  but those who gave into despair, who killed themselves 
  rather than face imprisonment, who died rather than 
  face their lives are dragged into the mire, where they 
  are hanged from the trees, their feet dangling in the 
  swamp. Heavy stones hang from their ankles, keeping 
  their feet submerged, where they burn and bubble for 
  eternity. Others fare much worse, however; those who 
  succumbed to ennui, and let others suffer for their own 
  laziness, as well as those who allowed suffering through 
  inaction, are submerged wholly in the bog, only their 
  heads rising above the surface.
  Diabolical insects lurk in the swamp, feeding on the 
  poor souls that dangle from the trees. Within the muck, 
  acidic eels and serpents swim, biting at those who 
  drown and struggle, and nibbling at the toes of suicides. 
  This realm has little to offer travelers, for the damned 
  cannot speak for their agony, and its master is loath 
  to give audience to travelers. Yet despite this, it is not 
  completely devoid of worth, for it is here that the Vault 
  of Ashmedai is kept, hidden below the acidic sludge. His 
  personal vault, filled with ancient artifacts, is buried be-
  neath the marsh, where it is guarded vigilantly by Neir’s 
  ruler, Ashmedai’s own son Belphegor.
  dis: reAlm oF 
  ApostAsy
  Such a splendorous city. Ah, to have known of such a place in 
  my youth.
  The smallest of Hell’s realms, Dis lies at the center of 
  Neir, surrounded on all sides by the bubbling swamp. 
  A massive, sprawling city, the size of a country, Dis is 
  the home of Hell’s ruler, Ashmedai, and a thriving black 
  market. Its buildings are forged of Black Iron, and great 
  care has been taken to strike a perfect balance between 
  inviting and intimidating. Gone are the endless fires, the 
  screams of the damned, the rain of blood. While the metal 
  buildings are strong and firm, and their spiked architec-
  ture is imposing, the city presents itself more as a place of 
  law and order than a place of punishment and pain.
  This realm is the most hospitable to visitors, as 
  Ashmedai has issued a strict decree that visitors to 
  Hell may not be harmed within Dis so long as they do 
  not violate its laws. Even those that violate a law are 
  merely issued a warning upon their first offense, a strik-
  ing display of mercy from the Lord of Hell. Of course, 
  there is a pragmatic reason for such leniency: there is 
  much value in this city, and visitors from all around the 
  universe bring much wealth and power with them here. 
  Of course, some merchants here deal in mundane coin; 
  but the primary trade is in souls, and horrible fiends of 
  all descriptions come here, as well as mortal spellcast-
  ers, seeking powerful relics or trapped souls. Even some 
  good outsiders have been known to show their faces 
  here, hoping to barter for the release of a particularly 
  powerful or righteous soul that has been captured; this 
  marketplace is their best chance at seeing these souls 
  freed peacefully, for a deal made in the marketplace is 
  always honored.
  Of course, there is horror here, as always, below the 
  surface. Literally, in fact, as the caverns beneath the city 
  
  11
  are home to apostates: those who blasphemed the gods 
  and turned their back on the divine. Those who refused 
  to worship any god, who cursed the gods or even falsely 
  declared themselves prophets and equals to the gods, 
  are tossed into the furnaces below. There they are 
  burned forever, their psychic agony providing fuel to the 
  machines and infrastructure of Dis.
  FeAtures oF Hell
  Aside from these unique, specific realms, Hell has a 
  number of features found all across its surface.
  • Oceans of Blood: The Ocean of Hell is filled with
  blood, as are its lakes and rivers and streams. 
  When it rains, blood falls from the skies, not wa-
  ter. These sources of blood are constantly boiling,
  giving off an acrid stench and crimson steam.
  • Flesh Pits: The Flesh Pits of Hell are unholy con-
  structions designed to expand the numbers of 
  fiends. There is a single Flesh Pit installed in each 
  Realm. These devices, inventions of Kharala, are 
  Black Iron wells dug about a hundred feet deep 
  into the ground. They are filled halfway with 
  a filthy sludge made from a mixture of blood, 
  excrement, and mud. At the bottom of the pit, 
  and lining the walls of the lower half, are massive 
  blades, which spin constantly to mix the sludge 
  and shred whatever is put inside. Living sacrific-
  es, stolen from the mortal planes or taken from 
  the ranks of devil worshiping cults, are thrown 
  into the pits, where they are sucked down by the 
  vortex and torn apart by the blades. As mortals 
  are sacrificed by the pits, they accumulate nega-
  tive energy; the psychic weight of hatred and 
  pain. In time, this necrotic, emotional energy 
  gives rise to new, powerful fiends. While most 
  high-ranking fiends, such as Knights and Dukes, 
  are normal devils that rose in power over time, 
  the creatures that are occasionally brought forth 
  by the Flesh Pits are born with incredible power, 
  and are usually made knights almost immedi-
  ately. In addition to their power, they are gener-
  ally mad, their minds consisting of the tattered 
  remnants of the hateful, agonizing deaths that 
  their mortal components endured. As an added 
  benefit (to the devils, at least), Flesh Pits birth 
  Lemures at a steady rate, with each pit belching 
  out two or three a day.
  • Eyes of Acharai: These massive, black orbs are 
  found all throughout Hell. Measuring fifty feet 
  around and made of an unknown metal, these 
  mysterious orbs float about a foot off of the 
  ground, and are impossible to move, damage, or 
  destroy. They have some connection to Acharai, 
  but only he and Moloch know their true purpose: 
  they are a defense system, put in place in case of 
  an invasion by one of the Celestial planes. When 
  activated, the Orbs unleash gouts of pure hellfire 
  at any creature within thirty yards that is not a 
  native of Hell. In addition, they function as focus 
  points for Acharai’s scrying, allowing him to see 
  through them as though they were his own eyes.
  
  12
  FeudAl sins
  The kingdom of Hell is a feudal society, broken into many territories, each of which is overseen by an individual 
  noble fiend. Clusters of territories are overseen by dukes, who answer to the powerful Archdukes that hold sway over 
  vast regions of Hell. Above them all is the Lord of Hell, God-King Ashmedai.
  Chapter 2 
  Hierarchy of the Pit
  The surface of Hell is divided into seven distinct territories, each lorded over by a powerful fiend. Oddly enough, the ruler of Hell 
  has taken the smallest of these realms for himself, leaving his subordinates to manage most of Hell’s day-to-day activities. These 
  seven lords of Hell are collectively known as the Archfiends. The six Archdukes serve directly under Ashmedai, the King of Hell; 
  beneath them are countless lesser nobles and knights; these royals are effectively demigods, each with a small spark of divinity and 
  the ability to empower mortal worshippers with divine magic.
  Though there is much tension between the Archdukes, they rarely resort to open conflict, preferring instead to scheme against 
  their fellows and enact intricate plans centuries in the making. This barely restrained tension is most visible when one looks to the 
  lesser nobility, as knights and lords that serve different Archdukes often march to war with one another over matters of honor, or 
  else engage in singular duels. These small-scale conflicts between provinces of Hell are generally overlooked, but Ashmedai frowns 
  upon all-out war between his realms… Usually.
  Zagan the Bloodwitch
  ArCHdukes
  Name
  Domains
  Favored Weapon
  Ashmedai
  Evil, Law, Fire, Darkness, War
  Whip
  Acharai
  Law, Magic, Earth
  Quarterstaff
  Baalzebul
  Nobility, Evil, Trickery (Greed)
  Scythe
  Malfia
  War, Law, Glory
  Longsword
  Belial
  Trickery, Law, Charm (Lust)
  Rapier
  Kharala
  Charm (Lust), Destruction (Torture), Evil (Kyton) 
  Spiked Chain
  Belphegor
  Darkness, Death, Madness (Nightmare)
  Unarmed Strike
  
  13
  Ages ago, when only the eldest of gods watched over 
  the world, there was a woman. Born a slave, she had 
  worked since she could walk. Her master was cruel, 
  always demanding more of his slaves than they could 
  provide, and savagely beating those who could not meet 
  his demands. In time, the woman came to bear a child, 
  but as it grew in her belly, her master afforded her no 
  rest. Indeed, he only seemed to work her harder when 
  her pregnancy became apparent. At last, the woman 
  could not face the work any longer, and she collapsed in 
  the field, dead as stone.
  A boy was pulled from her womb, miraculously 
  alive, but badly deformed by the strain placed upon his 
  mother. Called only, “Hunchback,” the boy knew only 
  servitude from birth. Yet unlike his mother, he did not 
  resign himself to his fate. Even from a young age, a fire 
  burned in his heart, and he yearned to be free. Time and 
  time again, the child attempted to escape, and time and 
  time again he was brutally punished. By his twelfth year, 
  the master had had enough, and resolved to finally give 
  the boy the freedom he sought.
  He had the child dragged into the woods and chopped 
  off his hands and feet, leaving him alone to die in the 
  dark forest. But he would not surrender. The child 
  crawled on bloody stumps, trudging through dirt and 
  mud, all the while cursing the Heavens and the gods that 
  had forsaken him. He swore and screamed and raged 
  as he dragged himself through the underbrush, until 
  his throat was too raw to cry, and his limbs too weak to 
  carry him. He lay there in the woods, silently damning 
  the gods as he finally accepted his fate.
  But fate is a fickle thing, and another force had been 
  watching the boy with great interest. A kind old man 
  approached from the darkness between the trees, his 
  face hidden beneath a wide hood, his arms ending in 
  a tangle of squamous tentacles. He spoke of the boy’s 
  struggle, of his heroic resolve to be free, of his stub-
  born refusal to die. Above all else, his staunch defiance 
  of the gods, his bravery in cursing their names had 
  impressed the old man. He offered the boy a deal: he 
  would grant the child the power to be free, the power 
  to never be a slave again, to take whatever he wanted. 
  In exchange, he would be granted a kingdom, and he 
  would rule over that kingdom until the end of time. 
  He would answer to no-one, only, he must keep the 
  kingdom mighty and stable, and ensure that mortal 
  souls would flow through the realm like water. The 
  boy agreed, and in an act that would shape the views 
  and practices of his kingdom to come, he splashed his 
  blood upon the first Infernal Contract.
  The Hunchback was no more. The contract erupted 
  in fire, which spread quickly and consumed the boy 
  utterly. From the ashes arose a god: Ashmedai, the First 
  Apostate.
  Ashmedai is a strange god, for he certainly doesn’t look 
  the part. He appears as a mostly ordinary young man, one 
  certainly no older than thirty, with straight, dark hair, and 
  light brown skin. His eyes are a bright green, and his smile 
  is as disarming as they come. He is no larger than any 
  normal man, and certainly seems no stronger than aver-
  age. But his infernal nature is betrayed by his appearance, 
  for two elegant horns rise from his temples; thin, graceful 
  AsHmedAi
  I was utterly shocked when I encountered the Lord of Hell; not least of all because he actually deigned to grant me audience. De-
  spite the initial surprise of meeting him at all, it was his appearance that truly floored me; I was expecting some great and terrible 
  fiend, yet the creature before me seemed like a mere man, if with a few fiendish features. Nevertheless, I could feel the raw power of 
  the being before me, and I approached the subject of his appearance with extreme caution. I was pleasantly surprised to find he was 
  more than willing to share his story with me.
  Titles: God-King Ashmedai, the Lord of Hell, the First Apostate
  Domains: Evil, Law, Fire, Darkness, War
  Favored Weapon: Whip
  Unholy Symbol: A black crown, wreathed in fire
  
  14
  things that curl backwards like those of an ibex, but much 
  shorter, being around half a foot in length. From his back 
  sprouts a long, serpentine tail, about five feet in length, 
  which ends with the head of an asp, its venom potent 
  enough to dissolve flesh in seconds. He is dressed always 
  in the attire of royalty; fine velvet and silk, with a crown 
  of Black Iron atop his head, and black boots polished to a 
  shine. He is rarely seen without these boots or his gloves, 
  for beneath them only bones remain of his hands and feet, 
  a holdover from the atrocious wounds inflicted upon him 
  before his ascension.
  Though he is the King of Hell, Ashmedai is not the 
  cruel, petty tyrant one might expect. He carries himself 
  with pride and grace, and holds himself to a strict moral 
  code. In Ashmedai’s eyes, might makes right, and who 
  has more might than a god? The weak exist to serve 
  the strong; yes, it is true that he has his power because 
  of a contract, but he earned the offer in the first place 
  through his steadfast refusal to die and his unbreakable 
  spirit. Those who are not willing to fight for their free-
  dom do not deserve it, and those that cannot hold it will 
  lose it. Those too weak to change the world must suffer 
  under its laws, and those too cowardly to stand up for 
  their rights will see them taken from them. Despite this, 
  Ashmedai is not especially cruel, and many who deal 
  with him would describe him as pleasant, if a bit harsh. 
  He has little time for those who do not interest him, 
  and those who are disrespectful quickly find themselves 
  imprisoned in one of Hell’s many torture chambers, if 
  not smote outright.
  Power and beauty are attractive to all, and Ashmedai 
  has both in spades. It is rather uncommon for a woman 
  to capture Ashmedai’s affections, but those that do, 
  whether for their beauty, their strength, or both, will 
  find he is a difficult suitor to resist. He has much wealth 
  and luxury to offer, and few can resist the temptation 
  of a royal station. He fawns over his lovers, affording 
  them every luxury deserving of his station, and the same 
  is true for his daughters. He has a dozen children in all; 
  four sons and eight daughters. His sons are powerful in 
  their own right, being the progeny of a god, but they are 
  not coddled; from birth they must earn their way in the 
  world, achieving his respect only when they show the 
  strength that carried him to godhood. Though he is hard 
  on his sons, those who harm them find that the wrath 
  of a god is terrible indeed. As for his daughters, many 
  fiends joke (when they are certain he cannot hear) that 
  the princesses are the true rulers of Hell, for he bends 
  to their every whim, showering them with gifts and 
  servants from throughout the universe.
  Ashmedai rules over Dis, the capitol city of Hell, and 
  maintains it as neutral ground for visitors from other 
  planes. Many evil creatures gather here to trade in souls 
  and mysterious relics, but it is not uncommon to see 
  good-aligned outsiders here as well, hoping to barter for 
  the release of innocent or powerful souls, or seeking to 
  parley for a temporary truce with the forces of Hell.
  Finally, it is worth noting that Ashmedai is often 
  considered the First Devil, as he created the first of these 
  fiends as servants. The Pit Fiends were the very first, 
  meant to invoke an image of godlike strength and maj-
  esty, and to inspire fear in their foes. All devils venerate 
  Ashmedai not only as their king, but as their father, as 
  they owe their existence to the God-King. Any creature 
  that respects or admires devils or the structure of Hell 
  is likely to worship Ashmedai, and his doctrine of Might 
  makes Right appeals to many. He is a patron of soldiers 
  and kings, lending his blessing to strict hierarchies and 
  caste-based governments. Conversely, he is also viewed 
  by the downtrodden as a god of rebellion, for it was his 
  refusal of the gods that led to his own ascension, and he 
  lays his blessing upon any who take what they want, as 
  long as they have the strength to hold it.
  
  15
  Archduke Acharai is a mystery to all but himself; and 
  it is possible even he does not know what he truly is. 
  Regardless, two things are known for certain: He is not 
  a Devil, for they came after Ashmedai, and he is be-
  yond even a God. It was Ashmedai that approached the 
  Hunchback in the woods, and offered the first Infernal 
  Contract, the start of Blood Magic. In an instant, seem-
  ingly on a whim, Acharai created a god from a mortal. 
  In the eons since, he has never repeated this feat, and 
  none have attempted to replicate it; this unique feat has 
  cemented him in the minds of every god as something 
  to be approached with extreme caution, for even they 
  know not where his power comes from, nor can they 
  remember a time when he did not exist.
  Acharai has always been, lurking silently in the shadows 
  of time, offering quiet council to gods and mortals alike. 
  Despite his incredible power, he has always remained 
  content to serve, offering advice and power in exchange 
  for obedience, souls, or even more mundane treasures 
  at times. In fact, so amicable is this fiend, that he even 
  allows himself to be called to the material plane, manifest-
  ing an extension of his will to deal with even apprentice 
  spellcasters that can uncover the incantations to contact 
  him. He is friendly and affable, treating every creature he 
  speaks with like a dear grandchild; even going so far as to 
  prepare tea and snacks for those that visit him directly in 
  his home. Unlike devils, his contracts are always fair and 
  transparent, clearly spelling out the benefits and draw-
  backs of dealing with him and explicitly stating his price. 
  While his agendas remain hidden, he has no interest in 
  deception, caring only about receiving what he is due.
  The only known goal of this mysterious creature is the 
  acquisition of knowledge, and to his end he has con-
  structed a colossal tower in the center of Cocior. Within 
  its halls is an endless library, containing copies of count-
  less books from every era of history. Scrolls, artwork, 
  songs; pieces of cultures lost for eons can be found here, 
  and visitors are more than welcome, as long as they have 
  something to contribute. Included within the library is 
  a copy of every infernal contract ever signed, including 
  the full terms binding the two parties. In addition to his 
  quest for knowledge, Acharai has a constant desire for 
  souls, which inspired his initial contract with Ashme-
  dai. As the God-King rules over Hell, Acharai lords over 
  Cocior, and lays claim to the souls of traitors. While 
  many are excess and suffer in the frigid plains of his 
  realm, Acharai plucks a few from the tundra to drag into 
  the depths of his tower, where he performs mysterious 
  experiments to unknown ends.
  Acharai’s appearance is strange, to say the least. 
  Standing around eight feet tall, he is usually hunched 
  over a gnarled, wooden cane, bringing him to about 
  seven feet in height. His black robes are long, trailing 
  on the floor behind him and hiding his feet and legs; 
  based on his footprints, it is assumed he has hooves. 
  The sleeves of his robes do not hold arms and hands, 
  but tentacles, a mass of nearly two dozen emerge from 
  the end of each sleeve; sinuous and thin, but incredibly 
  strong, their rubbery flesh is inky-blue. He wears a wide 
  hood, which is always drawn up, hiding his face in im-
  penetrable shadow, giving the appearance of an empty 
  robe. Still, at the right angle, one can occasionally catch 
  ArCHduke ACHArAi
  Ah, what can be said about my Master? Acharai is the originator of blood magic, the creator of the first Infernal Contract, and a 
  being of incredible power. My meeting with him was surprisingly pleasant; the tea was quite nice, and I felt rather like I was visiting 
  a grandparent I hadn’t seen in years. Still, he kept his face hidden all the time, and the few glimpses I caught beneath his hood left a 
  chill in my soul that may never leave me.
  Titles: The Grandfather of Vice, the Blood Lord, the Schemer
  Domains: Law, Magic, Earth
  Favored Weapon: Quarterstaff
  Unholy Symbol: An eye wrapped in tentacles
  
  16
  the briefest glimpse underneath the hood. All creatures 
  that have seen underneath offer different descriptions, 
  leaving many to wonder if he even has a true face, or if 
  he is some kind of shapeshifter; some have seen a mass 
  of tentacles, still others a buzzard, and still others a 
  kindly old man with a long, grey beard. 
  Acharai is a patron to wizards and clerics alike; anyone 
  who seeks magical secrets and knowledge above all 
  else. Specializing in the most ancient of lore, Acharai 
  has access to secrets even older than some deities, and 
  is known for making lifelong deals in exchange for souls 
  or a stake of all knowledge gathered. His amiable nature 
  and fairness endears him to creatures that would other-
  wise be hesitant to deal with devils, and he has far more 
  worshipers than most fiends.
  
  17
  The Archduke Baalzebul is one of the most intimidating 
  Archfiends to look upon, and the least human in appear-
  ance. Resembling a massive snake, nearly two hundred 
  feet in length, his scales are foot-thick stone plates, and 
  his tail ends in a scything blade. Emerging from the other 
  end are three heads; one of a black dragon, one of an 
  elderly human man, and one of a diseased crow. The three 
  have vastly different personalities, as the dragon is haugh-
  ty and proud, and the crow is cowardly and cautious. The 
  human, in the center, is humble and wise, seeking to bal-
  ance the other two and guide the three in action. All share 
  a single trait, however: their greed. The only thing that 
  matters to Baalzebul is sating his greed, and he is never 
  satisfied. He adores all things that shine, and lays claim 
  to any precious metals he can find, coiling around them 
  and rolling through his wealth. His vaults are constantly 
  being expanded, and he sleeps in a different one each day, 
  swimming gleefully through mountains of treasure.
  His magical items number beyond counting, and many 
  have come to Belecor hoping to purchase or trade for 
  something within his vaults; but his prices are always 
  outrageous, and he always seeks to reclaim his treasure 
  immediately, usually through assassins. Despite his 
  ceaseless greed and demonic appearance, he is as or-
  dered as any devil, and delights in contracts which grant 
  incredible wealth, only to force the signees to surrender 
  it all to him. His laws are draconian, imposing strict pun-
  ishment for any transgression, especially those involving 
  theft. Baalzebul abhors theft, and inflicts unholy tortures 
  upon those that steal, whether from him or from others. 
  Of course, it isn’t stealing if they are already dead; but 
  that’s another matter altogether, and those sorts of 
  people go to Kharala anyway.
  Baalzebul is as gluttonous as he is greedy, and is almost 
  always eating. He delights in foods which no other crea-
  ture can possess, and hungrily devours creatures that are 
  on the verge of extinction, unique items and artifacts, and 
  of course, the forbidden fruits of his realm. These fruits 
  are almost exclusively eaten by Baalzebul, and are the 
  only treasure he is ever willing to part with. In extreme 
  circumstances, Baalzebul will offer a fruit to a creature 
  that has sincerely pleased him as a reward. Sometimes, 
  someone manages to steal one of these fruits, and these 
  stolen treasures have immeasurably high prices.
  The Archduke is a creature of greed, and operates 
  within the structure of law; for this reason, he has a vested 
  interest in maintaining the status quo. This has led to a 
  bitter rivalry with Malfia, the very first female Archfiend. In 
  addition, her realm is the only place in Hell that contains 
  mines of Black Iron, a metal that is found nowhere else 
  in the universe. Obviously, Baalzebul will not tolerate 
  another creature having treasure that he cannot possess, 
  and his dukes and knights often march on Koridai, seek-
  ing to capture it for their master. In recent centuries, this 
  has escalated to all-out war between Koridai and Belecor. 
  Ashmedai does not enjoy this, but he knows that the war 
  keeps Baalzebul’s attention away from his own vault, 
  and allowing this to continue is much less troublesome 
  than attempting to control Baalzebul’s avarice. However, 
  when Ashmedai has need of one or both of the nations, he 
  enforces a strict truce until his business is complete.
  Baalzebul is worshipped by bankers, tax collectors, 
  and greedy magistrates, as well as the impoverished 
  who hope his blessing will turn their fortunes around. 
  Baalzebul’s temples are also banks, and lend money at 
  exorbitant rates.
  ArCHduke bAAlzebul
  Baalzebul was my first encounter with an Archfiend that truly terrified me. His three heads stared into my soul, and constantly 
  bore a look of incredible hunger. Every moment I spoke with him, I feared he might devour me alive. I was glad to be out of there as 
  quickly as I could.
  Titles: The Devourer, the Avaricious, the Hungry
  Domains: Nobility, Evil, Trickery (Greed)
  Favored Weapon: Scythe
  Unholy Symbol: A dragon devouring its tail in a loop with a crow perched atop its head, and a human hand in the 
  center of the loop.
  
  18
  Archduchess Malfia rules her domain with dignity, 
  grace, and poise, always maintaining a polite, demure 
  composure; a feat made all the more impressive by the 
  environment in which she has risen to power. Hell is a 
  patriarchy, wherein males are viewed as strictly superior 
  to females; female fiends are expected to mind their 
  place, and remain quiet unless addressed. Yet in this 
  realm of rampant, unabashed misogyny, Malfia has risen 
  to a rank that most fiends dare not even dream of. The 
  first, and only, Archduchess, Malfia earned her position 
  through centuries of planning. She cultivated friendships 
  with more powerful and respected fiends, proved herself 
  on the battlefield time and time again, and showed herself 
  to be a masterful assassin. Favor after favor was called in 
  throughout the centuries, and slowly, but surely, she gath-
  ered an army under her banner, turning the subjects of 
  her former master against him. She laid siege to the castle 
  of the former Archduke Nizir, conquering it in a single 
  night. When she faced her former lord in single combat, 
  she slew him in seconds and devoured his essence, ensur-
  ing he would never return to reclaim his throne.
  Malfia possesses a unique talent, which proved invalu-
  able in her rise to power: the ability to devour the im-
  mortal essence of other outsiders. This act destroys the 
  being utterly, such that nothing, even the intervention 
  of a deity, can return them to life. It is this ability that 
  has earned her the title, “The Maw of Terror,” as even 
  the mightiest of fiends fears defeat at her hands. Those 
  who most severely displease Ashmedai are sentenced to 
  execution by Malfia, who ensures they will never fail him 
  again.  Malfia is a master of mental magic, and delights 
  in infiltrating the minds of her victims, exposing them 
  to their deepest, darkest fears and watching as they fall, 
  helpless and screaming, to the floor. She prefers battle 
  to be a slow process, drawing out the suffering of her en-
  emies before finishing them off with her wicked blade, 
  Oblivion’s Kiss. The blade was forged using a fraction of 
  her own essence, giving it incredible magical properties, 
  potent enough to slay even a god. For this reason, and 
  her past conquests, Ashmedai watches her carefully. At 
  the moment, she is not powerful enough to challenge 
  him, and he could destroy her in an instant; but he has 
  seen enough creatures fall by her hand to know that may 
  not always be the case.
  Malfia appears as an elven female, with long, pointed 
  ears, crimson skin, and raven black hair. Her eyes are 
  black, with irises that shine the color of gold. Four 
  wings sprout from her back, and she possesses a long, 
  elegant, and powerful tail. She is typically found wearing 
  finery befitting royalty; elegant dresses and elaborate, 
  but tasteful jewelry, with a simple tiara; but when she 
  expects battle, her armor is lightweight, but practi-
  cal, made from the hide of Nizir himself. She prefers 
  to avoid open conflict, instead assassinating her foes 
  or sending her servants to do the deed for her. Unlike 
  some of her contemporaries, Malfia does not spend her 
  time lounging, drinking in the pleasures of royalty; she 
  is always monitoring the political environment of Hell, 
  and she keeps a close eye on her fellow Archfiends. Even 
  now, she schemes and plots, always forming new alli-
  ances; some whisper that she may be after the throne of 
  Ashmedai himself.
  Within Malfia’s mountainous realm of Koridai, the 
  misogyny of Hell gives way to a nation based in merit; 
  any fiend can rise in the ranks of her army and nobility 
  ArCHduCHess mAlFiA
  A woman. That was unexpected. From all I had seen and learned within this realm, women were rather strictly oppressed, of-
  fered little freedom and seen more as property than as creatures. Even the more powerful female fiends could hope, at best, to be a 
  consort to a male fiend, even if he was the weaker of the two. Yet this woman, so humble in appearance, has carved her way to the 
  top of the food chain. Her strength and determination are admirable, as is her beauty.
  Titles: The Maw of Terror, the Last Blade, the First Fear
  Domains: War, Law, Glory (Honor)
  Favored Weapon: Longsword
  Unholy Symbol: A red crown resting on the hilt of a bloodstained longsword
  
  19
  if they have the strength, cunning, and skill to do so. 
  Intellect and grace are Malfia’s most prized attributes, 
  and those that display them are quick to earn her favor. 
  Fiends are careful to watch their tongue when speak-
  ing to Malfia; regardless of their personal feelings, only 
  another Archfiend can get away with belittling her based 
  on her gender; and even they might suffer for it in time. 
  Koridai is the home to Black Iron, a powerful metal 
  found nowhere else, which has formed the backbone of 
  her armies. This material arms and armors her soldiers, 
  and forms the walls of her mighty citadels. It is mined by 
  the prideful damned trapped in her realm, who endlessly 
  draw it from replenishing veins in the mountains.
  Malfia is worshipped by knights and warriors, those 
  who hold honor and pride above all other things. She 
  is also the matron of oppressed women, giving them 
  strength to rise against their oppressors. Despite her 
  cruelty in battle, she otherwise leans more towards law 
  than evil, and will even support good causes as a matter 
  of honor or to tear down misogynistic power structures.
  
  20
  Archduke Belial is the most subtle of the Archfiends; a 
  cunning politician and legalist; he is the supreme judge of 
  Hell, overseeing all legal disputes among fiends. Though 
  Acharai’s vaults hold the countless blood contracts 
  between devils and mortals, Belial is the fiend most often 
  found there, perusing the endless lists of the damned. He 
  delights in legal entanglement, and his favorite torments 
  are those of ennui, trapping the damned in endless lines 
  and bureaucracies, slowly stripping them of all joy. He 
  has held his position well for centuries, as all those who 
  would oppose his rule are bogged down by his tedious 
  legal shenanigans and his droning, hypnotic speeches.
  But Belial has another side, seen only by mortals and 
  those other beings he wishes to bring under his power. 
  Belial’s silver tongue has seduced kings and paupers, 
  mages and paladins alike. Belial delights in corrupting 
  others through his persuasive arguments; he derives the 
  greatest pleasure from those he has deceived so thor-
  oughly they believe they’ve come to him of their own 
  volition, that the thoughts and ideas he planted in their 
  heads are entirely their own.
  Belial appears as an angelic figure, a fine counterpart 
  to his closest ally, Malfia. He stands around 7 feet tall, 
  with metallic, silver skin and sparkling, golden eyes. 
  His blonde hair reaches his shoulders, and is neat and 
  straight at all times. Four wings rise from his back, 
  bright white and shining like snow in the sunset. Only 
  his forked, serpentine tongue reveals his true nature. 
  His tongue is silver, and drips with a terrible poison; it is 
  able to stretch up to fifteen feet, and its venom induces 
  a terrible lethargy in its victims, bringing them to their 
  knees. Belial never wears armor, relying on the sheer 
  force of his charisma to turn blades aside, and his unpar-
  alleled dexterity to avoid spells and arrows. His chest is 
  always exposed, revealing sculpted muscles, and he is 
  never without a shining, toothy grin.
  Belial is a hedonist in every sense of the word, indulging 
  in countless sexual conquests, lavish feasts, and copious 
  amounts of alcohol and mind-altering substances, which 
  he allows to affect him. He uses his angelic appearance 
  to great effect, and takes extreme delight in corrupting 
  angels and other celestial beings. He has a harem of such 
  creatures, fallen to sin, who gleefully sate their master’s 
  every desire within the pleasure-halls of his palace. Belial 
  has sired countless children, and they populate his army 
  and lead his cults on the material plane.
  Belial and Malfia have an amicable relationship; while 
  he is no exception to Hell’s misogyny, he is not as overt 
  about it as most fiends. While he prefers to see females 
  keeping to their “proper place,” he is fully aware that all 
  systems change with time, and this is a system which has 
  held for eons; it cannot possibly last much longer, and 
  he views Malfia as only the first of the inevitable rush of 
  female fiends that will begin to rise in the ranks of Hell. 
  He suspects Malfia may have her eyes on the throne, and 
  has formed a strong friendship with her, in the hopes 
  that he will keep his position should her eventual coup 
  prove successful. Their kingdoms have enjoyed a strong 
  alliance for nearly two centuries now, and the two 
  consummate that alliance whenever they get the chance. 
  Despite this, Malfia is not as “open” as Belial, and his 
  other dalliances often serve to anger her (and he does 
  love seeing her angry); though she knows they don’t 
  really mean anything to him. Of course, she suspects the 
  ArCHduke beliAl
  Such a beautiful creature. I had mistaken him for an angel at first; of course, the harem of actual angels didn’t help matters any. 
  I can see how he seduced them all; they could be forgiven for believing him to be one of them. I’m not sure how long we were talk-
  ing, he… His voice was hypnotic… Where are my pants?
  Titles: The Seducer, the Deceiver, the Wishcrafter, the Lord of Lust
  Domains: Trickery, Law, Charm (Lust)
  Favored Weapon: Rapier
  Unholy Symbol: A pair of smiling, red lips, licked with a silver tongue
  
  21
  same is true of his relationship with her, but in truth, 
  Belial does care for Malfia, and rumors stir that he will 
  one day wed the warrior-duchess. 
  Belial’s infernal realm is known as Gibrar, a thick, hu-
  mid forest filled with prowling hellhounds and infernal 
  cats that stalk and feed upon the helpless damned that 
  reside there. His marble castle is trimmed with silver and 
  gold; ornate fountains line the halls, and Belial keeps 
  plenty of attractive creatures of both genders on hand, 
  both for his own pleasure and to reward those fiends 
  who earn his favor.
  As a subject of worship, Belial is perhaps the most 
  common after Ashmedai himself. He has a number of 
  small temples erected in his name, and many of his 
  worshipers aren’t evil, but simply seekers of pleasure. 
  Indeed, while he delights in corruption, Belial holds re-
  spect for those who put their own pleasures and desires 
  above all else. If one’s own pleasures and desires happen 
  to include a willing partner and tender lovemaking, then 
  so be it. He is worshipped by any creature that seeks 
  pleasure above all else, from wealthy hedonists to moral 
  hedonists who view pleasure as the ultimate Good.
  
  22
  Kharala is a fiend of ceaseless, hedonistic pleasure, 
  whose passions rival and surpass even Belial’s. While 
  the Seducer is a hedonist in every sense of the word, the 
  Punisher’s tastes are purely carnal in nature. A creature of 
  insatiable lust, Kharala is always hungry for more; more 
  pleasure, more pain, more, more, and more. Kharala 
  keeps a vast, ever-changing harem of fiends, damned 
  souls, and other, stranger things to satisfy his constantly 
  changing desires. Those damned that reside within the 
  flaming desert of Ahjra are either the most pitiable or the 
  most enviable; for within that desert of smoldering glass, 
  where obsidian powder is constantly whipped to and fro 
  in an unholy sirocco, the souls Kharala has claimed are 
  tortured in brutal, ever more creative ways.
  Long ago, Kharala grew bored of simple pleasure, 
  having experienced the absolute pinnacle of ecstasy 
  throughout the centuries. He became restless; if there 
  were no more pleasures to be had, then what was the 
  purpose in life? Why did he even exist? It was then that 
  Kharala turned to pain, and found rapture. Now the fiend 
  constantly strives to further blur the line between plea-
  sure and pain, for now only in pain can he find the new 
  heights of pleasure he seeks, and tests his extensive, 
  unholy experiments on the souls trapped in his realm. 
  Kharala claims the souls of the violent, those who rape 
  and murder their ways through life, and inflicts the most 
  horrific of tortures upon them all.
  Kharala resembles an elf, or at least he did once. His 
  skin is white as marble, and he wears no clothing. Instead, 
  leather straps wrap around his body, nailed into place, 
  causing thick, tarry blood to ooze from between the 
  strips. Wherever his blood falls, an imp is born, uniquely 
  deformed and hungry for punishment. The archfiend is 
  followed everywhere by a swarm of these creatures, who 
  claw hungrily at their master’s flesh, supping on his blood 
  and impaling themselves on his spikes. Spiked chains 
  hang from hundreds of piercings in his flesh, and serve as 
  vicious weapons which tear his foes apart.
  Kharala’s relationship with the other Archfiends is 
  tenuous at best, as they all find him highly unnerving, 
  and none wish to be in his presence for longer than nec-
  essary. Kharala seeks out mortals who have grown bored 
  and seek new experiences, offering them unrivaled 
  pleasure in exchange for their souls. Kharala’s servants 
  and cultists in the mortal world seek out new converts, 
  bringing them either by choice or against their will, and 
  spending hours in gruesome, grotesque ceremonies, 
  violent orgies, and eventually living sacrifice.
  His palace in Ahjra is a massive sphinx, one of the eldest of 
  its species. This miserable creature was hollowed out by Kh-
  arala, kept alive by his cruel magic. His beating heart serves 
  as the fiend’s bedchamber, and Kharala’s imps greedily feed 
  on its regenerating flesh. The creature is held in place by 
  thick, spiked chains, and its screams echo endlessly through 
  the desert, able to be heard for miles around.
  Kharala is a terrifying creature to most, and few sane 
  creatures worship him. Nevertheless, he offers unspeak-
  able heights of pleasure to those willing to endure un-
  holy pain, and he is sought out by those hedonists who, 
  like him, have grown jaded to simple pleasures. Tortur-
  ers venerate him, seeking inspiration from his cruelty; 
  and some especially desperate souls turn to him to be 
  relieved of their own pain, hoping that in his worship, 
  their afflictions may be turned to blessings of pleasure.
  ArCHduke kHArAlA
  Gods. Hell is a place of torture and punishment, but nothing, nothing could have prepared me for this. The creature I spoke with 
  revolted me to my core, as if my very soul was sickened by the sight of it. The screams that came from its palace haunt me still, for I 
  could not tell screams of pleasure from those of pain.
  Titles: The Punisher, the Moaning Agony, the Whip and Rose
  Domains: Charm (Lust), Destruction (Torture), Evil (Kyton)
  Favored Weapon: Spiked Chain
  Unholy Symbol: A rose, its thorns dripping with blood, wrapped in a spiked chain
  
  23
  A son of Ashmedai, this supremely lazy fiend has 
  nonetheless managed to claim dominion over Neir, the 
  realm of Despair. Resembling an obscenely corpulent, 
  beardless dwarf with jet black skin, Belphegor’s head is 
  topped with a dozen horns, each baring a dozen eyes. 
  These eyes are always open, always scanning for danger, 
  and loose blasts of destructive hellfire at his foes. This 
  lord is almost always asleep, and speaks telepathically to 
  those near him as he dreams. Too fat to move on his own 
  power and unable to fly, he is always seated in an ivory 
  palanquin, which is borne by four especially powerful 
  pit fiends. On the rare occasions he wakes up, he brings 
  unspeakable magical power to bear.
  Belphegor is content to sleep most of the time, wak-
  ing only when he grows hungry or bored. On these occa-
  sions, he hosts lavish feasts and demands entertainment 
  from strange and exotic performers. Those that fail to 
  entertain him are destroyed, but those that succeed are 
  richly rewarded with power and prestige. Belphegor is 
  somewhat petty, owing mostly to his laziness; he views 
  most tasks as beneath his stature, and usually sends 
  underlings to handle anything that comes up. Even when 
  meeting with other Archfiends, he often just sends a 
  proxy, unless Ashmedai will be present. Despite his 
  laziness, Belphegor has a strange connection with flies, 
  which allows him to see the world through their eyes 
  over any distance; for this reason he is an impeccable 
  spy, and has provided Ashmedai with critical information 
  many times. Furthermore, while he sleeps, Belphegor is 
  immediately aware of any creature speaking his name, 
  and spies upon these creatures from the dream world.
  Belphegor isn’t a particularly well-known subject of 
  worship, as he has little to offer most people. However, 
  those who seek to travel through dreams often beseech 
  him for protection or guidance, as do those who wish 
  to spy on others. Cultists of pestilent gods also venerate 
  him at times as a lesser or secondary figure due to his 
  connection to flies.
  ArCHduke belpHeGor
  My meeting with Belphegor was dreadfully dull. The archfiend couldn’t be bothered to awaken, or even to communicate with me 
  directly. He spoke telepathically to his fiendish servants, who then relayed his words to me. I was glad to be out of there quickly; the 
  palace smelled worse than the bog.
  Titles: The Sleeper
  Domains: Darkness, Death, Madness (Nightmare)
  Favored Weapon: Unarmed Strike
  Unholy Symbol: A closed eye, surrounded by a dozen open eyes
  
  24
  The Lesser 
  Nobility
  Beneath the mighty Archfiends are Knights of Hell, 
  more commonly called Archknights. These lesser nobles 
  range in power; some are barely stronger than ordinary 
  devils, and others rival the Archfiends for raw power. 
  There are dozens, if not hundreds of knights; far too 
  many to list here. Instead, three of the more powerful 
  Knights will be listed below; these beings are effec-
  tively demigods, and while they are beyond the power 
  of most mortals, they would be reasonable for a high-
  level campaign’s final battle. As demigod-like beings, 
  these Knights are able to grant spells to their followers, 
  though they have only two domains.
  Statistics and abilities for these three creatures are dis-
  cussed in Beasts of Hell, as well as the Archknight subtype.
  Amon, tHe wrAtHFul
  This fiend’s monstrous appearance and unsubtle habits on 
  the battlefield bely his truly brilliant mind; he is easily Hell’s 
  most respected commander, and though he typically leads 
  from the front lines, he owes every victory to his cunning strate-
  gies as much as his own might.
  Domains: War (Blood), Glory (Honor)
  Favored Weapon: Longsword and Steel Shields
  Unholy Symbol: A wolf’s skull, burning from inside; 
  typically emblazoned on a shield
  Amon is one of the most feared and respected knights 
  of Hell. Embracing Law before Evil, Amon is guided by 
  a deep, personal sense of honor and discipline, and 
  expects the same from his followers. He commands 
  three legions of fiends, each numbering at 1,200 bodies. 
  Among these fiends are flying forces, ground troops, 
  and infernal cavalry; all of his soldiers drill constantly, 
  and they are among the best trained and most fearsome 
  fighters in Hell’s Army. He is strict, draconian even in his 
  laws; but they are fair, and those that adhere to them 
  will enjoy the closest thing to a good life one can expect 
  in Hell. He does not unjustly punish or harm his soldiers, 
  and is swift to bring his wrath upon those in his com-
  mand that abuse their power. 
  It is Amon’s belief that Devils are the supreme race 
  in the universe, and it is their destiny to conquer all 
  others. He does not hate other races and beings; rather, 
  he pities them, for they must live their lives apart from 
  the perfect, ordered rule of Hell. Corruption and abuse 
  of power enrage Amon, and he has drawn the ire of fel-
  low Knights and even Dukes for his constant meddling. 
  Amon’s rage is legendary, and he is quick to smite those 
  who displease him, preferring to do battle and tear them 
  apart in person.
  Amon adores combat, and prefers to lead his army 
  from the front. Amon is one of the largest beings in 
  Hell, towering even above pit fiends and the Archdukes 
  at nearly fifty feet tall. He is a wolf of tremendous size, 
  though in place of the typical, furry tail, he has the tail of 
  a snake; long, flexible, and strong enough to crush steel. 
  His eyes are solid, glittering gold in color, and he is able 
  to breathe a cone of roaring fire. Amon possesses one 
  of the most potent breath weapons known, as its flames 
  tAble: ArCHkniGHts
  Name
  Domains
  Favored Weapon
  Amon
  War (Blood), Glory (Honor)
  Longsword and Steel Shield
  Neberius
  Darkness (Loss), Luck (Fate)
  Shortbow
  Berith
  Artifice, Magic (Arcane)
  Unarmed Strike
  
  25
  burn with the hellish power of his ceaseless rage, and 
  are capable of consuming even infernal flesh.
  Amon’s mortal followers are often knights themselves, 
  devoting themselves to dark masters in his name. Clerics 
  of Amon are skilled warriors and healers both, battling 
  on the front line even as they protect and restore their 
  allies as they fall. Amon welcomes any worshiper that 
  serves honor above all else, and grants them great boons 
  on the battlefield.
  neberius tHe FAlse
  Neberius has certainly earned her title. She is conniving, 
  scheming, and brutally cunning; every one of her servants is 
  bound to her through infernal contract, even her fiendish fol-
  lowers owe her their souls.
  Domains: Darkness (Loss), Luck (Fate)
  Favored Weapon: Shortbow
  Unholy Symbol: A raven in flight, with an eye in its beak
  Neberius the False is a masterful spy, a queen of 
  deception, and a cruel tormentor. She delights in deal-
  ing with mortals, and has a particular knack for turning 
  even the most benign desires on their heads. While most 
  Infernal contracts give the devil an advantage, Neberius 
  loves to leave mortals thinking they got the best of her, 
  only to snatch the rug out from under their feet.
  Neberius is a personification of Loss, and this colors 
  her unholy contracts. She most commonly appears to 
  those who have suffered great loss; often of property, 
  station, or honor, but her favorite victims are those who 
  have lost loved ones. Her contracts restore that which 
  was lost, only to snatch it away again, even more cruelly 
  than before. In fact, more often than not, she caused the 
  initial loss to begin with; transforming herself to ruin 
  someone’s reputation or even murdering a loved one.
  Neberius appears as a raven the size of a bear, with 
  three heads. Each head speaks at once, with a different 
  voice; the cacophony produced is confusing and painful, 
  serving to discombobulate her foes. She leads his armies 
  from above, calling out orders as she flies overhead, 
  chattering endlessly to sow chaos and confusion in the 
  enemy’s ranks.
  Her servants are often unwilling, forced into service 
  after going through one of her horrific deals. Willing 
  servants are often also contracted to her; though they 
  have yet to taste the sting of her betrayal. Rest assured; 
  nobody goes unharmed in her service for long.
  beritH, tHe 
  trAnsmuter
  Berith is one of the most cooperative and forthcoming fiends 
  I’ve encountered. He was quite eager to contribute to my work, 
  believing he’d finally be taken seriously as an expert on all 
  things magical and alchemical. I must admit, he was far more 
  knowledgeable than I on the subject of transmutation, but lord 
  he droned on and on.
  Domains: Artifice, Magic (Arcane)
  Favored Weapon: Unarmed Strike
  Unholy Symbol: Three burning eyes with slit pupils, 
  arranged in a triangle
  Berith is one of the most mysterious lords of Hell, a 
  being of potent magical power that fancies itself a lord 
  of Alchemy and magical transmutation. Its touch is able 
  to transmute base metals to gold, flesh to stone, and far, 
  far more. Of course, its touch can undo any transforma-
  tions it has performed. Its contracts are often matters of 
  wealth; though particularly desperate souls seek it out 
  for healing and medicine. Berith knows the cures to ev-
  ery poison and disease, even those that cannot be cured, 
  and will share this knowledge at a high price.
  Berith’s form resembles that of a centaur, though it 
  possesses the body of an elephant rather than of a horse. 
  In place of its head, a huge, human body rises, with four 
  powerful arms and skin the purplish-green color of a fresh 
  bruise. Berith is bald, save for his long, ash-grey beard, 
  and he has three, burning red eyes arranged in a triangle.
  Berith is also known as the “Wing-Taker,” and has 
  earned a dreadful reputation among the forces of 
  Heaven. Known for charging past its own forces, Berith 
  has engaged entire legions of angels in single combat, 
  and delights in ripping their wings from their still-living 
  bodies, collecting them for some perverse purpose. All 
  told, Berith has killed over a thousand angels itself, with 
  no outside assistance.
  Servants of Berith are often alchemists or Transmut-
  ers, invoking his name for inspiration in their work. They 
  delight in flesh-warping experiments, and are often 
  obsessed with accumulating wealth.
  
  26
  Chapter 3 
  Tools of Hell
  Kharala was… distressingly pleased to meet me. Fortunately, he had little interest in practicing his foul arts on me. Unfortu-
  nately, he was most eager to demonstrate his perversions, that I might provide his mortal followers with detailed descriptions and 
  illustrations of the… pleasures that await them.
  The tools that Kharala brought forth were numerous, and many I had never seen before. Needles, blades, and vices I recognized, 
  but still other, stranger things were counted among them, things with cranks and levers and gears, with purposes I still shudder to 
  imagine. Yet this experience was not without value to me; after Acharai, Kharala is the most well-versed fiend of Hell in the arts of 
  Blood Magic, and he taught me many things I had not thought to try before… Perhaps this creature isn’t as horrible as people say.
  Perhaps I have lost my mind.
  Zagan, the Bloodwitch
  This section of the book details all of the various tools of Hell and its armies; magic, items, and weapons, as well 
  as those feats that may be possessed by devils and their servants. Below are a number of new options for spell-
  casters and martial characters, as well as any character looking to add a touch of the fiendish to their backstory, 
  without going full Tiefling.
  speCiAl mAteriAls
  Black Iron: Black Iron is a very special material, unique to Hell. The countless eons of pain and suffering in Hell have 
  suffused the air with a palpable sense of depression, anger, and suffering, and this psychic outrage seeps into the 
  ground, where it taints stores of iron deep below the crust of Hell. Mined by damned slaves in Koridai, Black Iron is the 
  favored material for the arms and armor of Hell, and it fetches a high price on the rare occasions that it is found on the 
  material plane.
  Black Iron is unnaturally dense, and so weapons and armor made from it have their weight increased by 25% 
  (rounded up). Due to this increased density, Bludgeoning weapons made from Black Iron deal damage as though they 
  were one size category larger, and armor made from it has its Armor Bonus increased by one; though the Armor Check 
  Penalty also increases by one. In addition, Black Iron Armor increases its wearer’s CMD by 1 if Light, 2 if Medium, and 3 
  if Heavy; this is a Circumstance bonus.
  
  27
  Black Iron, when properly worked, can be sharpened 
  to a frankly absurd degree, and once forged will never 
  lose its edge. This precise sharpness is a boon against 
  armored foes, as bladed weapons of Black Iron can leave 
  armor in tatters. Whenever a Slashing or Piercing weap-
  on made of Black Iron scores a successful critical hit, the 
  target’s worn armor (if any) gains the Broken condition. 
  A second critical hit destroys the armor. This ability only 
  functions if the attack roll was a natural 20.
  Weapons made of Black Iron are treated as Adaman-
  tine for the purpose of overcoming hardness and DR.
  Black Iron has Hardness 20 and 40 hp/inch of thickness.
  Cost: +5,000 (Light Armor), +10,000 (Medium Ar-
  mor), +15,000 (Heavy Armor), +5,000 (Weapon), 
  Ammunition (+100/Missile).
  mAGiC items
  omen oF venGeAnCe
  Price 2,500 gp; Slot neck; Aura moderate conjura-
  tion; CL 11th; Weight 1 lb.
  This fine, iron chain has a strange pendant hanging 
  from it; a chunk of adamantine, small enough to fit in the 
  hand and carved into the likeness of a raven in flight. 3/
  day, when its wearer is damaged by a melee or ranged 
  attack or spell, he may activate the amulet as an immedi-
  ate action, causing the pendant to animate and detach 
  from the necklace. It grows rapidly, transforming into a 
  Fiendish Raven, with the following changes: its Strength 
  is 12, its bite deals 1d6 damage, and it has a +4 bonus 
  to its Natural armor and 15 hit points. The raven acts on 
  the initiative of the creature that damaged the wearer 
  and acts before that creature; it attacks that creature 
  immediately and exclusively until it is destroyed or the 
  creature is slain. The raven retains its metallic construc-
  tion and has DR 10/-. When the raven is destroyed, the 
  figurine reappears one the end of the chain.
  ConstruCtion requirements
  Cost 1,250 gp
  Craft Wondrous Item, a piece of adamantine worth 
  100gp, animate objects
  eye oF sin
  Price 8,000 gp; Slot headband; Aura faint transmu-
  tation; CL 5th; Weight 0.5 lbs.
  This polished, marble sphere has been intricately, lov-
  ingly carved into the lifelike likeness of a devil’s eye. When 
  a creature places it against their forehead and speaks 
  the command word, the eye passes seamlessly through 
  their flesh and slots itself into their forehead as a third 
  eye, which closes with stone lids. By speaking another 
  command word, the eye opens, granting the wearer the 
  See in Darkness universal monster ability. In addition, as a 
  Standard action, while the eye is open, the wearer may 
  fire a beam of hellfire; treat this as a ranged touch attack 
  with a range of 60 feet which deals 5d6 fire damage, half 
  of which comes from unholy power and is not subject 
  to resistance or immunity. The eye may be opened for 5 
  minutes per day; these minutes need not be consecutive 
  but must be used in 1-minute increments.
  ConstruCtion requirements
  Cost 4,000 gp
  Craft Wondrous Item, darkness, scorching ray
  mirror oF tHe blACk GAte
  Price 16,000 gp; Slot none; Aura strong illusion and 
  necromancy; CL 18th; Weight 1 lb.
  This silver hand mirror has a face of polished obsidian, 
  behind which one can just barely make out the flicker-
  ing of a darkling fire. As a standard action, the wielder 
  can hold the mirror up towards a creature, attempting 
  to make them glimpse their own reflection. The target 
  must make a Reflex save (DC 23) to avoid meeting their 
  own gaze. If they fail, they are struck with 2d4 negative 
  levels as the mirror drains away a piece of their soul. 1d3 
  rounds later, the mirror shatters and a Simulacrum of the 
  victim appears (the mirror is rendered useless by this). 
  The simulacrum has a copy of every item the victim was 
  tAble: mAGiC items
  Name
  Price
  Omen of Vengeance
  2,500
  Eye of Sin
  8,000
  Mirror of the Black Gate
  16,000
  Forbidden Fruit of Belecor
  --
  Angelbone Aegis
  --
  
  28
  carrying and has all spells known/prepared that the victim 
  does; however any item it carries vanishes 1 round after 
  it leaves the simulacrum’s person. Once the simulacrum 
  appears, it attempts to destroy the original by any means 
  necessary. It will ignore all other threats and targets, and 
  will not obey orders given to it; it exists only to kill its 
  original. Once the original has fallen, the simulacrum and 
  all of its gear vanish in 2d6 rounds; until then it will obey 
  the commands of the one who held the mirror.
  ConstruCtion requirements
  Cost 8,000 gp
  Craft Wondrous Item, simulacrum, energy drain
  Forbidden Fruit oF beleCor
  Slot none; Aura overwhelming enchantment and 
  evocation; CL 20th; Weight 1 lb.
  These fruits resemble peaches, though they are much 
  larger, the size of a grapefruit. Their skin is a deep, crim-
  son red with regal, purple swirls. The flesh of these fruits 
  is blood-red and sickeningly sweet, with a sharp bite like 
  red wine. The fruit never rots or withers; once ripened it 
  remains fresh and edible forever more.
  Eating this forbidden fruit has a number of potent ef-
  fects, which make it an incredibly valuable commodity. 
  Up to three creatures may share a single fruit and benefit 
  from its effects. A creature that eats at least a third of a 
  fruit permanently gains the ability to cast a single 1st level 
  spell from the Sorcerer/Wizard spell list, chosen by the 
  player and the GM together, 3/day as a spell-like abil-
  ity, and a 2nd level spell, chosen the same way, 1/day as a 
  spell-like ability. In addition to these effects, the creature 
  permanently gains 1 additional hit point and skill point 
  per hit die, and a +1 bonus to their natural armor class.
  While the effects of the fruit are powerful, the true 
  power lies in its pit. A creature that presses the pit 
  against their chest will see it meld into their flesh, passing 
  through skin and bone with ease. Within moments, it will 
  consume and replace their heart, replacing their blood 
  with thick, viscous juice. The creature becomes immune 
  to disease, poison, and bleed effects and gains DR 1/- as 
  their thick blood blunts assaults (unlike normal instances 
  of DR, this stacks with any DR they may possess). In addi-
  tion, this altered blood is a boon to blood mages; any spell 
  the creature casts with the [Blood] descriptor is cast as 
  though their caster level was two higher.
  DestruCtion
  The fruit can be destroyed normally, but the pit must 
  be eaten by a good-aligned outsider to be destroyed
  AnGelbone AeGis
  Slot shield; Aura overwhelming abjuration and 
  necromancy; CL 24th; Weight 7 lbs.
  Caiaphas, Kuppai, Ha-Koph. These names forever live in 
  infamy among the hosts of Heaven; for they belong to the 
  greatest traitors the celestial host has ever known. The 
  three angels were smiths, masters of the forge, whose 
  weapons were forged of the very light of the sun itself, 
  whose armor was a bulwark against which no darkness 
  could stand. Yet for all their prestige and skill, for all their 
  honor and purity, seeds of contempt were sown in their 
  hearts. They thought themselves the greatest smiths in 
  all of creation, greater than any mortal, greater than any 
  god; and they desired nothing more than to prove it. Each 
  set out to forge their masterpiece, items which would 
  elevate them to divinity, items which would forever prove 
  their worth to the universe. There would be three in total: 
  a sword that blazed with light so pure, no demonic flesh 
  could withstand its touch; a shield which could withstand 
  the deepest fires of hell, which could turn aside even 
  Ashmedai’s unholy magic; armor mighty enough to shat-
  ter even the foulest of daemonic claws.
  But something went wrong. As the three strived to 
  create their works, they found that no materials could 
  suit them, nothing proved worthy to forge the weapons 
  that would make them legends for eons to come. Then 
  Caiaphas made a terrible discovery. He found the perfect 
  material for his shield, a material which no fiend could 
  pierce, which could turn aside the mightiest of spells. 
  The shield which was to be a bastion of hope and light, 
  an aegis for all creatures of righteousness was no more, 
  its vision twisted in his mind as he turned to the very 
  creatures he stood against, so blinded by his hubris that 
  he thought nothing of what he did as he enlisted devils 
  to capture his angelic kin. From their shattered bones 
  and the ancient core of Hell itself, the mightiest shield in 
  creation was forged, cooled in the flesh pits of Kharala: 
  the Angelbone Aegis.
  This shield is comprised of the bleached, white bones 
  of angels, held together and framed with adamantine 
  
  29
  and reinforced with mithral banding. Its form is simple, 
  but designed to evoke terror as well as awe with its 
  sharp, angular surface, the three spikes in its front, and 
  the jagged, saw-like edges around it. This unholy relic 
  functions as a +5 good outsider defiant spiked adamantine 
  heavy shield of heavy fortification. In addition, its wielder 
  is constantly under the effects of lesser globe of invulner-
  ability, rendering them immune to spells of 3rd level or 
  lower, and magic circle against good, both with a radius of 
  20 feet. Finally, as a Standard action, the wielder of the 
  shield can brace themselves against an incoming spell. 
  The next time a hostile spell is cast on the wielder before 
  his next turn, the spell is reflected onto the caster, as 
  though the wielder were under the effect of spell turning. 
  This has no effect on spells that do not target individual 
  creatures. If more than one creature is targeted and the 
  spell is reflected, only the caster is affected. The shield 
  can reflect spells in this manner 3/day.
  DestruCtion
  There is only one way to destroy this unholy relic: 
  it and its brothers, collectively known as The Bane of 
  Heaven, must be gathered together at the highest peak 
  of Heaven. There, an angel must don the armor, the 
  shield, and the sword, and plunge the weapon into the 
  heart of another angel; both of which must have at least 
  20 hit die. This will shatter the three relics, and kill both 
  angels. The sword, Archon’s Bane, is in the possession of 
  a mighty demon of the abyss. The armor, The Armor of 
  the Void, has been lost for eons, last seen on the Plane of 
  Negative Energy.
  FeAts
  runiC sCArs
  Whether by your own hand or that of a cruel master, Blood 
  Magic has left its mark on your flesh.
  As a Swift action, you may deal 5 points of piercing 
  or slashing damage to  yourself to gain Spell Resistance 
  equal to 11 + your Hit Die for a number of rounds equal 
  to your Constitution modifier. You may lower this Spell 
  Resistance for one round as an Immediate action. You 
  may use this ability 1/day, plus 1/day for every 3 hit die 
  you possess.
  red neCtAr
  Wine of the vein, sweeter on your tongue than the purest honey.
  Prerequisite: Must have drunk the blood of a sentient 
  creature.
  Whenever you drink the blood of a sentient creature, 
  you gain a number of temporary hit points equal to the 
  creature’s Hit Die. These hit points last for 1 hour/Hit 
  Die you possess, or until lost, and do not stack. In order 
  to benefit from this ability, the blood drunk must come 
  from feeding on another creature by using the Blood 
  Drain ability, or by drinking at least half a cup of blood 
  (enough to fill a small vial) as a standard action.
  FiendisH leGACy
  The fire of the pit runs through your veins. Though its 
  influence is faint, it will grow with your power. Beware, lest it 
  consume you utterly.
  Special: This feat may only be selected at 1st level.
  Your unholy blood calls out to the least of devilkind, 
  who are eager to serve you, hoping to curry favor should 
  you rise to power. At first, these minor fiends approach 
  you only in animal form, serving as spies and messen-
  gers. Once per day, you may mentally call out to one of 
  these creatures as a full-round action. 1d4 rounds later, 
  a Rat, Bat, or black Cat will arrive to serve you; this crea-
  ture is treated as a normal member of its species, except 
  it has an intelligence of 12, a weak Lawful Evil aura, and 
  can speak Infernal and one language you know. When 
  the creature appears, you may command it to deliver a 
  message for you, as the spell Animal Messenger, or to spy 
  on an area within one mile. The animal will go to where 
  it is commanded and return after one hour, reporting all 
  that it has seen.
  At 7th level, a more powerful fiend arrives, pledging 
  itself to your service. You gain Improved Familiar as a 
  bonus feat, even if you do not meet the prerequisites. 
  You must select an Imp as your familiar. This familiar 
  functions as though you were a wizard of a level equal 
  to your Hit Die. In addition, the imp receives a number 
  of bonus hit points equal to your Charisma score. If you 
  have an existing familiar, the Imp replaces it.
  
  30
  tonGue oF viCe
  Your unholy forbears are adept liars, and their skills of 
  deceit are manifest in you. You weave lies with the mastery of 
  an ancient fiend, your honeyed tongue twisting men’s hearts 
  around your fingers.
  Prerequisite: Fiendish Legacy
  You receive a +2 bonus on Diplomacy and Bluff checks 
  to improve a creature’s attitude, tell a lie, or convince 
  a creature of a course of action. In addition, whenever 
  you cast a spell of the Charm or Compulsion school on 
  one or more creatures, any targets that fail their save are 
  completely unaware that a spell was cast.
  sinFul FlesH
  Your skin, impossibly soft. Your eyes, blindingly bright. Your 
  lips, warm as sunlight. No creature can resist your charms; 
  with but a sensuous caress, you light a fire in the stoutest 
  hearts.
  Prerequisite: Fiendish Legacy
  Whenever you touch a creature while casting a spell of 
  the Charm or Compulsion school on them, you receive a 
  +2 bonus on the save DC of that spell. The touch must 
  be received willingly, not delivered as part of an attack (a 
  kiss, a hug, a stroke of the cheek, etc.).
  torturer’s eCstAsy
  Pain. It is the lifeblood of Hell, the exquisite art of devils, the 
  nectar upon which your infernal kin sup. The screams of your 
  foes are like a chorus of angels to your hellish ears, and you are 
  invigorated by the varied melodies.
  Prerequisite: Fiendish Legacy
  You do not receive a penalty when dealing nonlethal 
  damage with a lethal weapon. In addition, whenever 
  you reduce a creature to zero or fewer hit points, or 
  cause a creature to fall unconscious by dealing nonlethal 
  damage, you gain temporary hit points equal to that 
  creature’s Hit Die. These hit points last for one minute or 
  until lost, whichever comes first.
  FirebrAnd
  Hell’s own fire beats in your chest, flows through your veins, 
  and engulfs your soul. Fire is your nature, it is your father and 
  your mother; and woe to those who gain your ire, for fire will 
  turn against them with furious anger.
  Prerequisite: Fiendish Legacy
  You gain Fire Resistance equal to your Hit Die. At level 
  15, this becomes immunity to Fire. In addition, when-
  ever you cast a spell with the Fire descriptor, an amount 
  of damage equal to your caster level comes from unholy 
  power and is not subject to resistance or immunity. Fi-
  nally, whenever you are reduced to 0 or fewer hit points, 
  a wave of hellfire bursts from your body, incinerating 
  those around you. All enemies within 30 feet take 1d4 
  Fire damage per level (reflex save halves, Con-Based). 
  Half of this damage comes from unholy power and is not 
  subject to resistance or immunity.
  
  31
  Arbiter oF sin
  To uphold the law is your nature; at least when it furthers 
  your ends. You have a head for legal shenanigans and are a 
  master at abusing loopholes while punishing others for doing 
  the same. Your will and intellect stamp out chaos wherever 
  it breeds, paving the way for more laws that you may use for 
  your own means.
  Prerequisite: Fiendish Legacy
  You receive a +2 bonus to saving throws and armor 
  class against spells and spell-like abilities with the 
  Chaotic descriptor, as well as those cast by creatures 
  with the Chaotic subtype and all melee and ranged 
  attacks from creatures with the Chaotic subtype. You 
  receive a +2 bonus on Diplomacy checks made against 
  creatures of Lawful alignment, as well as another +2 on 
  such checks made against creatures whose professions 
  revolve around enforcement or arbitration of the law 
  (judges, guards, etc.). At 5th level, you gain the ability to 
  cast Order’s Wrath once per day as a spell-like ability. At 
  12th level, you gain the ability to cast Dictum once per 
  day. Your caster level for these abilities is equal to your 
  Hit Die (Save DC is Charisma based).
  diAbolist’s bond
  You are a learned scholar of Hell, a master at summoning 
  and commanding its infernal creatures. Such is your skill that 
  you have developed a connection to the fiends that empowers 
  you when they answer your call.
  Prerequisite: Lawful Evil Alignment, Spell Focus (Con-
  juration), Ability to cast Summon Monster
  As long as you have at least one creature with the 
  Devil subtype under your control from the spell Sum-
  mon Monster, you receive a +2 bonus to your Charisma 
  and Constitution, as well as a +1 profane bonus to your 
  armor class.
  touCH oF proFAnity
  Through profane ablutions, you have received a foul gift 
  from the barons of Hell: a touch which swallows a victim’s in-
  ner light, leaving only putrid darkness.
  Prerequisite: Evil Alignment.
  You gain a melee touch attack, useable at will. When 
  you use your touch attack against a creature of Good 
  alignment, that creature loses hit points equal to your 
  Hit Die, and you regain lost hit points equal to that 
  amount (up to your maximum hit points). In addition, 
  the victim must make a Fortitude save (DC 10 + ½ your 
  level + your Charisma modifier) or be sickened for 1 
  round. If you use this ability on an outsider with the 
  Good subtype, the amount of damage dealt is doubled, 
  though you still only heal a number of hit points equal 
  to your hit die; in addition, the creature is nauseated for 
  one round on a failed save.
  spells
  AurA of PAin
  School evocation [pain]; Level Antipaladin 2, 
  Bloodrager 2, Cleric 3, Sorcerer/Wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Targets self
  Duration 1 minute/level
  Saving Throw none; Spell Resistance yes 
  This spell causes the caster to emanate an aura that 
  wracks nearby creatures with incredible pain, reducing 
  their ability to fight and making prolonged encounters 
  extremely dangerous. Enemies that begin their turn 
  within 30 feet of the caster must make a Fortitude save 
  or be sickened until the beginning of their next turn. In 
  addition, any creature that fails its Fortitude save takes 
  1d4 points of Nonlethal damage; this damage ignores 
  DR. Once a creature makes a successful save against this 
  spell, they receive a noncumulative +2 bonus on future 
  saving throws against that casting of this spell.
  LiDLess eye
  School conjuration [evil, lawful]; Level , Cleric 2, 
  Sorcerer/Wizard 2, Summoner 2
  Casting Time 1 standard action
  Components V, S, M (a preserved humanoid eyeball)
  Range close (25 feet + 5 feet/2 levels)
  Targets 1 five foot square, plus 1 five foot square/4 
  levels beyond 3rd
  Duration 1 round/level
  
  32
  Saving Throw none; Spell Resistance yes
  This unholy spell creates a small, stable, one-way 
  portal to Hell in the form of a beast-like eye composed 
  of pure Hellfire, which launches bolts of infernal flame 
  at your foes. When you cast this spell, the eye appears 
  in a square you designate within 60 feet. Each round 
  on your turn, the eye will automatically make a ranged 
  touch attack against the nearest enemy creature within 
  range, its attack bonus is equal to your Caster Level plus 
  your spellcasting modifier (Int for Arcanists and Wizards, 
  Wis for Clerics, Cha for Oracles, Sorcerers, and Summon-
  ers). This attack deals 2d6 + your caster level (Maximum 
  +5) fire damage and has a range of 120 feet. Half of the 
  damage from this attack comes from unholy power and 
  is not subject to resistance or immunity; this damage 
  still counts as Fire for the purpose of weakness. The eye 
  gazes unerringly upon your foes, and cannot be fooled 
  by invisibility or concealment; the eye can target foes 
  regardless of concealment, though cover will stop its at-
  tacks as normal (The eye will not attempt to target a foe 
  that has total cover). You may conjure one additional eye 
  for every four caster levels beyond 3rd (two at 7th, three at 
  11th, four at 15th, and five at 19th).
  GreAter LiDLess eye
  School conjuration [evil, lawful]; Level Cleric 5, 
  Sorcerer/Wizard 5, Summoner 5
  Casting Time 1 standard action
  Components V, S, M (a preserved humanoid eyeball)
  Range close (25 feet + 5 feet/2 levels)
  Targets 1 five foot square, plus 1 five foot square/4 
  levels beyond 3rd
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  This spell functions as Lidless Eye, with the following 
  differences. The damage is increased to 4d8+Caster 
  level (Maximum +10). When the eye’s attack strikes a 
  creature, the bolt of hellfire detonates, dealing damage 
  to all creatures within 10 feet of the target (Reflex save 
  halves). Alternately, this spell can be used to summon a 
  spectral, purple eye into the ethereal plane. This version 
  of the spell does not detonate, but performs an incorpo-
  real touch attack, allowing it to ignore cover and strike 
  incorporeal targets normally. If the spectral eye targets a 
  new desCriptor: [blood]
  The [Blood] descriptor refers to spells which create, affect, or use blood in some way. While these spells vary in their 
  effects, they do share one thing in common: Blood magic is unsettling to behold, and even more so to be affected by. 
  Enemies of the caster which are affected by a spell with the [Blood] descriptor are shaken for the spell’s duration on 
  a failed saving throw (If a spell requires more than one saving throw, targets are shaken if either save is failed). If the 
  spell does not allow a saving throw, the creature must make a Will saving throw to avoid the Shaken condition. If the 
  spell has a duration of Instantaneous, the creature is shaken for 1d4 rounds. Evil Outsiders are not subjected to this 
  effect.
  When casting a spell with the [Blood] descriptor, a spellcaster must deal 1 point of slashing or piercing damage 
  to herself with a manufactured or natural weapon; this is part of the spell’s somatic component (Spells that require 
  this sacrifice cannot be cast with the Still Spell Metamagic feat). Some spells require more sacrifice or none; this is 
  noted in their descriptions.
  Not all creatures are capable of using blood magic; only creatures that actually have blood can utilize this form of 
  spellcasting. In other words, creatures that are immune to bleed effects cannot use spells with the [Blood] descrip-
  tor; this includes undead, constructs, elementals, oozes, and so forth. There is one notable exception, however: 
  such creatures that are either made of blood or need blood to survive, such as blood golems and vampires, can use 
  these spells normally.
  Finally, the following spells from Paizo products have the [Blood] descriptor: Adhesive Blood, Blood Armor, Blood 
  Biography, Blood Blaze, Blood Boil, Blood Crow Strike, Blood in the Water, Blood Money, Blood of the Martyr, Blood Rage, 
  Blood Scent, Blood Sentinel, Blood Transcription, Bloodsworn Retribution, Bloody Arrows, Bloody Claws, Boiling Blood, Caustic 
  Blood, Half-Blood Extraction, Touch of Bloodletting, and Transmute Blood to Acid.
  
  33
  corporeal creature, it deals half damage. This spell sum-
  mons one additional eye for every three levels beyond 8th 
  (two at 11th, three at 14th, four at 17th, and five at 20th).
  BLACk twin
  School illusion [shadow]; Level Antipaladin 2, 
  Bloodrager 2, Cleric 3, Sorcerer/Wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Targets self
  Duration 1 round/level or until discharged
  Saving Throw none; Spell Resistance yes
  This spell wraps the caster in a sheath of darkness, cre-
  ating a shadowy, partially real doppelganger of shadow 
  that overlaps him and mirrors him with a brief delay. For 
  the duration of the spell, whenever the caster performs 
  a non-spell melee or ranged attack, the twin performs 
  the same attack against the same target, using the same 
  attack roll with a -3 penalty. If the shadow’s attack is 
  successful, it deals half damage. The twin’s attack deals 
  all the same damage types as the initial attack, but does 
  not carry any other special effects (such as dazing if the 
  initial attack dazed), however if the initial attack had any 
  additional effects that require a saving throw, the DC of 
  that saving throw is increased by 2 if the shadow’s attack 
  is successful. This spell does not function in sunlight or 
  complete darkness.
  BLessinG of PAin
  School abjuration [blood]; Level Antipaladin 1, 
  Cleric 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Targets self
  Duration 1 round/level or until discharged
  Saving Throw none; Spell Resistance yes
  This spell marks the caster with the symbol of their 
  unholy faith, granting them a boon as their blood is 
  spilled. The spell begins with a single charge, and every 
  ten points of hit point damage dealt to the caster accu-
  mulates one charge, causing the mark to burn brighter, 
  to a maximum of one charge per caster level. Whenever 
  a creature successfully strikes the caster with a melee 
  attack, that creature takes two points of damage for 
  each charge accumulated before that attack. As a Swift 
  action, the caster may discharge the spell, causing it to 
  explode with energy; all other creatures within 10 feet of 
  the caster take three points of damage for each charge 
  accumulated.
  CLAws of AChArAi
  School transmutation [blood, evil]; Level Antipala-
  din 1, Cleric 1, Sorcerer/Wizard 1, Summoner 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Targets self
  Duration 2 hours/level (maximum 24 hours)
  Saving Throw none (harmless); Spell Resistance yes
  This spell is a favorite of blood mages, as it allows 
  them to forgo ritual daggers, keeping their hands free 
  for other tasks. When this spell is cast, blood oozes 
  from beneath the caster’s fingernails, wrapping around 
  their fingertips and forming magically-enhanced claws. 
  This spell grants the caster two claw attacks as primary 
  natural attacks that deal damage appropriate to his size. 
  In addition, the claws count as Magic and Evil for the 
  purpose of overcoming DR. As a standard action, the 
  caster can rake his own flesh with the claws, dealing up 
  to 1 point of damage to himself per caster level to grant 
  the claws a +1 enhancement bonus for every 4 hit points 
  sacrificed in this way. This enhancement bonus lasts for 
  a number of rounds equal to the highest of the caster’s 
  Int, Wis, or Cha modifiers.
  CurseD Life
  School necromancy; Level Cleric 3, Sorcerer/Wizard 
  3, Summoner 3
  Casting Time 1 standard action
  Components V, S, M (a dried humanoid finger)
  Range personal
  Targets self
  Duration 1 hour/level or until discharged
  Saving Throw none (harmless); Spell Resistance yes
  
  34
  This spell conjures a sheath of Negative energy to shield 
  the caster against harm, functioning as a potent bulwark, 
  which detonates when shattered. The caster receives 
  1d6 + Caster level (Maximum +8) Temporary Hit Points, 
  which last for one hour per level, or until lost. When the 
  last temporary hit point is lost to damage (But not when 
  it fades due to time), the spell detonates, dealing 1d6 
  Damage per two caster levels (Maximum 10d6) to all living 
  creatures within 60 feet (Reflex save halves). Undead crea-
  tures in the area are healed for the same amount.
  fLystrike
  School conjuration (summoning) [evil]; Level Cleric 
  4, Sorcerer/Wizard 4, Summoner 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets creature touched
  Duration special (see text)
  Saving Throw Fortitude partial; (see text) Spell 
  Resistance yes
  This unholy spell infests its victim with a gigantic, 
  ravenous maggot in their abdomen, which begins con-
  suming their flesh as it burrows to the surface, before 
  bursting free in a gruesome display. Each round, the vic-
  tim must make a Fortitude save or take one point of Con 
  damage as the maggot begins devouring their internal 
  organs and burrowing towards freedom. The creature 
  starts the size of a human thumb, but grows rapidly 
  as it makes its way out: after 2d3 rounds, the maggot 
  bursts out of the victim’s body, now transformed into a 
  monstrous fly. Treat this creature as a Giant Fly (Path-
  finder Roleplaying Game Bestiary 2) with the Fiendish 
  template, and a number of additional hit dice equal to 
  the amount of Con damage taken by the target over the 
  course of the spell. Each time the Fly bites a creature, it 
  casts this spell on that creature as a free action as a spell-
  like ability with a caster level equal to its hit dice. The 
  fly is treated as a summoned creature, but remains until 
  slain; the caster has no control over the vermin, but it 
  will focus its efforts on killing its host until they are slain 
  or another creature attacks it. 
  rAin of BLooD
  School evocation [blood]; Level Cleric 2, Druid 2, 
  Ranger 2
  Casting Time one round
  Components V, S
  Range 300 foot radius, centered on caster
  Targets everything within range
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  This spell is a mainstay in the arsenals of holy martyrs, 
  infernal summoners, and even some druidic circles with 
  a flair for the dramatic. This spell darkens the sky over-
  head, causing a storm of blood to rain down over the 
  area. Each round that the spell persists, creatures that 
  are hostile to the caster take 1 point of damage for every 
  two caster levels the caster possesses, while creatures 
  that are not hostile to the caster are healed by the same 
  amount (this cannot raise a creature above its maximum 
  hit points). The spell’s area is a 300-foot cylinder, one 
  mile high. The spell must have line of effect from the top 
  of the spell to affect a creature (a roof, a tent, or even an 
  umbrella would protect a creature from its effects).
  sAnGuine CAnnon
  School evocation [blood]; Level Antipaladin 1, 
  Bloodrager 1, Sorcerer/Wizard 2, Summoner 2
  Casting Time 1 full-round action
  Components V, S, M (a thimbleful of blood)
  Range 60 feet
  Targets one creature within range
  Duration instantaneous
  Saving Throw Fortitude partial (see below); Spell 
  Resistance no
  With a dark incantation, the caster imbibes a small 
  amount of blood, then regurgitates a stream of boiling 
  blood at high pressure, vomiting it at a single, unfortu-
  nate victim. The caster must make a ranged touch attack 
  to hit. If successful, the target takes 1d6 damage/two 
  levels, and half as much Fire damage (Round down). In 
  addition, the target must make a Fortitude save or be 
  sickened for 1 round and knocked prone.
  
  35
  GreAter sAnGuine CAnnon
  School evocation [blood]; Level Antipaladin 3, 
  Bloodrager 3, Sorcerer/Wizard 5, Summoner 5
  Casting Time 1 full-round action
  Components V, S, M (a thimbleful of blood)
  Range 60 foot line
  Targets all creatures in range
  Duration instantaneous
  Saving Throw Reflex and Fortitude partial (see 
  below); Spell Resistance no
  This much more powerful version of the Sanguine 
  Cannon spell causes the caster to vomit forth a veri-
  table storm of blood, a monstrous wave that bowls over 
  everything in its path. All creatures within the 60 foot 
  line take 1d8 damage per level, plus half as much Fire 
  damage (Rounded down, Reflex save halves the total 
  damage). In addition, all creatures damaged by the ef-
  fect must make a Fortitude save or be nauseated for 2 
  rounds. Creatures that succeed on the Fortitude save are 
  instead sickened for 2 rounds. A creature that succeeds 
  on its reflex save receives a +1 bonus to its Fortitude 
  save. Finally, any creature that fails its Fortitude save is 
  knocked prone.
  sAnGuine GAtewAy
  School conjuration [blood]; Level Antipaladin 2, 
  Bloodrager 2, Cleric 2, Sorcerer/Wizard 4, Sum-
  moner 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target self
  Duration 1 round/level
  Saving Throw none (harmless); Spell Resistance no
  With this spell, the caster uses their own blood to 
  empower their conjurations, strengthening the bond 
  between themselves and their summoned creatures. 
  In order to cast this spell, the caster must be holding a 
  manufactured weapon that deals slashing or piercing 
  damage, or have a natural weapon that deals slashing 
  or piercing damage. As this spell is cast, the caster uses 
  their weapon to deal up to one point of damage to 
  themselves per hit die possessed by the caster. For the 
  duration of the spell, any creatures summoned by the 
  caster remain for one additional round for every two 
  hit points sacrificed in this way. In addition, summoned 
  creatures gain a +1 profane bonus to an ability score of 
  the caster’s choice for every 4 hit points sacrificed in this 
  way (the caster chooses which ability score to grant this 
  bonus to when summoning the creature, and all crea-
  tures summoned by a single spell must receive the same 
  bonus). Also, summoned creatures gain +1 hit point 
  per hit die for every 6 hit points sacrificed by the caster. 
  Finally, when the caster sacrifices at least 10 hit points in 
  this way, he may designate a single creature summoned 
  during the duration to be the subject of a Shield Other 
  spell, reducing the damage taken by the caster by half, 
  and dealing the reduced damage to the creature.
  
  36
  sAnGuine BLAst
  School evocation [blood]; Level Bloodrager 2, Cleric 
  3, Sorcerer/Wizard 3, Summoner 3
  Casting Time 1 standard action
  Components V, S
  Range long (400 + 40 ft./level)
  Area 20 ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex and Fortitude partial (see 
  below); Spell Resistance no
  With this spell, the caster slashes her palm, dealing 3 
  points of slashing or piercing damage to herself, then 
  thrusts it forward, launching a bolt of corrosive, boiling 
  blood at a target location in range. This spell deals 2 
  Acid damage/level (Max 30 at level 15) and half as much 
  Fire damage (Round down) to all creatures in the area of 
  effect (Reflex save halves). In addition, affected creatures 
  must make a Fortitude save or be sickened for 1 round.
  BLooD sPrAy
  School evocation [blood]; Level Bloodrager 1, Cleric 
  1, Sorcerer/Wizard 1, Summoner 1
  Casting Time 1 standard action
  Components V, S
  Range 15 feet
  Area 15 foot cone
  Duration instantaneous
  Saving Throw Fortitude partial (See Below); Spell 
  Resistance no
  This spell releases a gory spray from the caster’s palm, 
  covering foes in their own ichor. Affected creatures 
  must make a Fortitude save or be sickened and blinded 
  for 1d6 rounds. If an effected creature is already sick-
  ened, they are instead nauseated for the duration. If an 
  effected creature is already nauseated, they are instead 
  knocked unconscious for the duration.
  heArt-renDinG LeGion
  School conjuration [blood, lawful, evil]; Level Cleric 
  9, Sorcerer/Wizard 9
  Casting Time 1 full-round action
  Components V, S
  Range 60 feet
  Area 60 foot burst centered on you
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance no
  This unholy spell is the Blood Mage’s most powerful 
  weapon, tearing their foes very hearts asunder and using 
  the ensuing life-force to call upon powerful allies from the 
  depths of Hell. All living enemies in range must make a For-
  titude save or take 20d8 points of damage as their hearts 
  (or equivalent organ) rupture in their chests. Each creature 
  with at least 12 HD slain by this effect explodes in a gory 
  burst as a Sangroma erupts from the corpse, Called from 
  the darkest levels of Hell. The Sangroma serve the caster 
  loyally, remaining for 1 round, plus one round for each 
  creature slain by this effect before vanishing back to Hell.
  ruDDy feAst
  School enchantment [blood, compulsion]; Level 
  Cleric 3, Sorcerer/Wizard 3
  Casting Time 1 minute
  Components V, S, M (ingredients for a fine meal, 
  worth at least 50 gp)
  Range personal
  Duration 1 hour, then 1 day/level
  Saving Throw Fortitude negates; Spell Resistance no
  This spell allows a caster to ensorcell a meal with 
  a few drops of their own blood, enslaving the wills of 
  those that eat it. In order to cast this spell, the caster 
  must prepare a fine meal, whose ingredients cost no less 
  than 50 gp; during the course of preparation, the caster 
  recites the incantation and pricks his finger, adding their 
  blood to the meal. The meal must be eaten, to comple-
  tion, within one hour or the magic is lost. Once a living 
  creature consumes the entire course, they must make a 
  Fortitude save or be enthralled by the caster, as Dominate 
  Person, for one day per level. If alcohol is consumed with 
  the meal, the subject receives a -2 penalty on their save, 
  as their body has more trouble processing two poisons 
  at once. A caster may only have one being enthralled by 
  this spell at a time (A caster may still use Dominate Person 
  to enthrall others as normal, but only one person can be 
  effected by a particular caster’s Ruddy Feast at a time); if 
  he enthralls another, the first spell immediately ends.
  
  37
  BLooDwine
  School conjuration [blood, creation]; Level Cleric 0, 
  Sorcerer/Wizard 0
  Casting Time 1 minute
  Components V, S, F (a specially prepared goblet, 
  see below)
  Range personal
  Target a held goblet
  Duration instantaneous
  Saving Throw none (harmless); Spell Resistance no
  With this spell, the caster cuts his palm and spills a 
  few drops of blood into a prepared goblet. Miraculously, 
  the vessel then fills to its brim with blood, fresh, steam-
  ing, and ready for drinking. For most, this spell isn’t 
  particularly useful, but it can serve a purpose in rituals 
  and the like: for all intents and purposes, this Bloodwine 
  counts as freshly spilled Human blood. It can be used 
  in rituals that require it, vampires can gain sustenance 
  from it, etc. In order to use this spell, the caster must 
  first prepare a goblet; it can be made of silver, gold, or 
  cold iron, but must cost no less than 100 gp, as it must 
  be carefully crafted with ornate runic symbols and stud-
  ded with small, precious gems in precise patterns. The 
  goblet must then be submerged fully in a pool of freshly 
  spilled human blood for no less than 7 hours. Due to 
  the difficulty in procuring such a goblet and the dubious 
  necessity of such a spell, most casters will find this spell 
  useless; however, a ready supply of fresh blood is quite 
  useful for mad cultists, as well as for those undead that 
  require blood to survive.
  fouL siPhon
  School evocation [blood]; Level Cleric 6, Sorcerer/
  Wizard 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 feet + 5/two caster levels)
  Target one living creature
  Duration instantaneous, then until dispelled or 
  discharged (see below)
  Saving Throw Fortitude negates; Spell Resistance 
  yes
  Unlike most blood magic, this spell does not require 
  the caster to damage herself when she uses it. Instead, 
  she intones a foul invocation and rips the blood from 
  her target, siphoning it across the air and absorbing it 
  to heal her wounds. If the target fails its saving throw, 
  it takes 1d8 damage/level (maximum 20d8) as blood is 
  ripped out of its body, being forcefully vomited from 
  their mouth in a great gout that surges forth to coat 
  the caster. The caster then begins to absorb the blood 
  soaking their flesh, using the vital force to heal their own 
  wounds: she immediately heals 2d8 hit points and then 
  gains Fast Healing 5. At the beginning of her turn, each 
  round, she heals 5 hit points as normal for Fast Healing; 
  once this spell heals the caster an amount of hit points 
  equal to the damage dealt to the target, it ends as the 
  last of the blood is drawn in.
  BLooD PuPPet
  School enchantment [blood]; Level Cleric 7, Sor-
  cerer/Wizard 7
  Casting Time 1 round
  Components V, S
  Range close (25 feet + 5/two caster levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance 
  yes
  With this spell, the caster impales herself through the 
  palm, dealing 5 damage to herself. This unholy invoca-
  tion wrests control of a victim’s body, temporarily grant-
  ing the caster control of their unfortunate opponent. 
  This functions as the spell Dominate Monster, except as 
  noted above. This spell has no effect against creatures 
  immune to bleed damage, with the exception of crea-
  tures comprised of blood or those that require blood to 
  live, such as vampires. The creature does not receive an 
  additional save if they are commanded to perform an ac-
  tion that is vehemently against their nature, though you 
  still cannot command them to take their own life.
  GeLuGon’s GriP
  School transmutation [blood]; Level Cleric 8, Sor-
  cerer/Wizard 8
  Casting Time 1 round
  
  38
  Components V, S
  Range 60 feet
  Target one living creature/Level
  Duration concentration (max 1 round/level)
  Saving Throw Fortitude negates; Spell Resistance 
  yes
  This horrifying spell freezes your foes’ hearts in their 
  chests, dealing tremendous internal damage and pos-
  sibly killing them outright. On a failed Fortitude save, a 
  target receives 10 points of Cold damage/level and is ex-
  hausted for 6d6 rounds. A creature that makes its initial 
  save still takes Cold damage equal to your Caster Level 
  + 2d6, and is exhausted for 2d6 rounds. A creature that 
  fails its saving throw must make another saving throw 
  on each round that you concentrate or its heart freezes 
  completely in its chest, killing it outright. This spell has 
  no effect on creatures that have no hearts or are immune 
  to critical hits. Creatures that are immune to Cold dam-
  age are immune to the effects of this spell.
  
  39
  Chapter 4 
  Classes of Hell
  My journey through the Pit confirmed the stories; the legions of Hell were not a horde, but an army, disciplined and strong. 
  Its soldiers are well-trained, each a master of its own art of war. I have seen masters of every weapon, of every magical school, of 
  strange, esoteric techniques I never conceived before. The devils are endlessly creative in the development of new ways to slaughter 
  those that oppose them, and though they are loathe to share these techniques with outsiders, I was able to glean a few secrets.
  The military techniques of Hell have leaked into the mortal world in the unlikeliest of places as the knowledge trickles down from 
  the highest chains of command. A devil teaches a mortal servant, and in time they teach their allies and minions, and so on, until 
  the knowledge has spread with no recollection of its origin. But I do not believe one can be totally ignorant: the powers granted by 
  these disciplines are fiendish and dark; surely no fool could fall into these practices without at least some inkling of what they were 
  doing? Certainly I knew what I was getting into; how could anyone not?
  -Zagan, the Bloodwitch
  Presented below are several archetypes for the various classes in the Pathfinder Roleplaying Game, as well as a new 
  sorcerer bloodline and a prestige class, the blood knight. These archetypes offer new, infernal options of power for 
  the classes in question, allowing them to draw upon the magic and tactics of Hell to provide abilities far beyond what 
  others of their kind will come to know.
  asfg-
  ghzx fw
  
  40
  ContrACtor   
  (wizArd ArCHetype)
  The Contractor is a wizard who has mastered the original 
  form of Blood Magic, created by Devils eons ago: the art of the 
  Infernal Contract. Like the Devils themselves, the Contractor 
  is able to create contracts that mystically bind the souls and 
  intertwine the fates of the signatories, bonding them to his ser-
  vice. His early work is simple, as he makes contracts with the 
  lesser fiends of Hell; but in time he learns to bind ever-greater 
  fiends, and even other mortals with his unholy contracts.
  Summoner’s Contract (Su): At 1st level, the Contrac-
  tor forms an esoteric contract with the very essence of 
  Hell itself; in a sense, he binds himself to Hell, forming 
  a powerful connection to the infernal realm. Whenever 
  he casts a spell that summons one or more Devils, he 
  receives temporary Hit Points equal to the total Hit Dice 
  of all Devils summoned by that ability. These Temporary 
  Hit Points last for 10 minutes or until lost. In addition, 
  any creature he summons that has the Devil subtype, 
  or any Fiendish animal he summons, remains for one 
  minute per level, rather than one round per level. Finally, 
  once per day, he may use a Summon Monster spell to 
  summon a Devil or a Fiendish animal as a Standard ac-
  tion; he may only summon a single creature with this 
  ability. This replaces Arcane School.
  Familiar Pact (Su): At 1st level, the Contractor binds 
  one of the least of Devilkind, an Imp, to himself as his 
  familiar. At first, the devil is forced into a weaker, animal 
  form to facilitate the bond, but in time, it will grow into 
  its full power, augmented further by the magic that 
  binds it. At 1st level, the Contractor selects a Familiar, as 
  a Wizard (He cannot have a Bonded Object). This func-
  tions like a normal familiar, except it has the Fiendish 
  template as well. This initial Familiar must be a Rat, 
  Raven, Snake, Scorpion, or Cat. At 7th level, the familiar 
  comes into its full power; the Contractor gains Improved 
  Familiar as a bonus feat, and must immediately select an 
  Imp to replace his Fiendish animal familiar. The Contrac-
  tor’s Imp familiar functions as normal, with the follow-
  ing exceptions: its maximum Hit Points are equal to its 
  master’s, and the Contractor benefits from a constant 
  shield other effect, meaning half of the damage dealt to 
  the Contractor is prevented and dealt to the Familiar 
  instead. In addition, at 7th level, the Imp gains some lim-
  ited access to its master’s Spellcasting ability. Each day, 
  when the Contractor prepares his spells, his familiar may 
  prepare a single spell that his Master has in his spellbook 
  and is able to cast. Once that day, the Familiar can cast 
  that spell as if he was a wizard with a CL equal to his 
  master’s. At 12th and 17th level, the Familiar can prepare 
  an additional spell this way. This replaces Arcane Bond.
  Mortal Binding (Su): At 5th level, the Contractor gains 
  the ability to create infernal contracts that can bind mortal 
  beings to his will, in exchange for goods or services. Cre-
  ating an infernal contract costs 500 gp per Hit Die of the 
  creature to be bound, plus 24 hours of meditation, incan-
  tations, and penning the intense legal language of Hell. 
  Once the contract is complete, the Contractor must infuse 
  it with a bit of his own vital essence, spilling his blood on 
  the page. This act causes one point of Constitution dam-
  age to the Contractor, which cannot be healed while the 
  Contract is in place; thus a Contractor can only have so 
  many mortals bound at once. Once a contract is complete 
  and infused with blood, it is ready to be presented to the 
  chosen mortal. Once that mortal signs his or her name in 
  their own blood, they are forever bound by the contract.
  A contract can offer anything it is within the Contrac-
  tor’s power to grant, in exchange for anything it is within 
  the signatory’s power to grant. Most commonly, the 
  signatory is bound to serve the Contractor as a loyal, 
  unquestioning slave for a specified amount of time, or 
  possibly until death. Once a creature signs an infernal 
  contract, he and the Contractor are bound by it, and 
  must adhere to its tenants at all times. Unlike the more 
  potent contracts penned by Devils, there is no magical 
  compulsion to obey; but should either party break the 
  contract, 2d4 Accuser Devils will arrive within 3 rounds 
  to slaughter the offending party. If these accuser devils 
  are repelled, 3d6 will arrive sometime within the next 
  seven years to exact revenge and drag the offender to 
  Hell (when exactly they arrive is arbitrary; they wait until 
  the target least expects them).
  While a Contractor has a creature bound by an Infernal 
  contract, both creatures receive several benefits beyond 
  what is described in the contract. Both receive a +1 bo-
  nus on attack and damage rolls, Armor Class, and Saving 
  Throws, as well as all Skill Checks. These bonuses do not 
  stack if the contractor makes multiple contracts. This 
  replaces the bonus feat gained at 5th level.
  
  41
  Infernal Binding (Su): At 10th level, the Contractor 
  learns to pen contracts that can bind infernal beings. The 
  Contractor creates an Infernal Contract using the same 
  rules as those described under Mortal Binding, except 
  the intended recipient of the contract is a certain species 
  of Devil (or a specific devil). The Contractor must call the 
  fiend to the mortal realm with a Planar Binding spell, 
  as one normally would to bind a fiend. Once the fiend 
  is in place, the magic of the Infernal Contract grants 
  the Contractor a +2 bonus on the opposed Charisma 
  check to compel the fiend to complete a service for the 
  Contractor. Should the Contractor convince the fiend 
  to sign, both parties are magically bound to the full and 
  complete terms of the contract. Should either attempt 
  to break the tenets of the contract, they will be magi-
  cally compelled to follow through, as though under the 
  effects of Dominate Monster, which will continue until the 
  service is complete. Should either party find a way to ac-
  tually break the contract (such as breaking the Dominate 
  effect), they will draw the attention (and ire) of power-
  ful fiends, who are loathe to see a contract broken. The 
  exact effects are up to the GM; but the devils that will 
  be sent after the offending party will be significantly 
  stronger than Accuser Devils. This replaces the bonus 
  feat gained at 10th level.
  dArk CHAnter   
  (CleriC ArCHetype)
  Those who dedicate themselves to religious service of 
  Hell are a strange, fearsome lot. Dressed in dark robes, they 
  perform profane ablutions to please their infernal masters, 
  chanting endlessly in the guttural, droning language of Hell. 
  Their foul chants bring infernal power, strengthening the dark 
  creatures they call to their side, while scourging the souls of 
  creatures dedicated to righteousness.
  Black Benediction (Su): At 1st level, the Dark Chanter 
  learns the unholy language of Hell, and as he uses the 
  dark tongue to praise his masters, he wears down the 
  sanity and will of those around him. He gains Infernal 
  as a bonus language. The Chanter gains a number of 
  rounds of Benediction per day equal to 4 + his Charisma 
  modifier at 1st level. At each level thereafter, he gains 
  2 additional rounds per day. As a free action, the Dark 
  Chanter may spend a round of Benediction to chant in 
  his Infernal tongue to empower Devils in his immediate 
  area. Each round that he is chanting, all Devils, friend or 
  foe, within 60 feet receive the following bonuses:
  +1 to Attack and Damage Rolls
  +1 to AC
  +1 to Saving Throws
  Fast Healing 1 (Increases Fast Healing/Regeneration 
  by 1 if the devil already has Fast Healing/Regen-
  eration).
  In addition, Outsiders with the Good or Chaos sub-
  types receive the opposite effect (-1 to Attack and Dam-
  age rolls, AC, Saving Throws, and reduce Fast Healing/
  Regeneration by 1 to a minimum of Fast Healing/Regen-
  eration 0). At 5th level and every 5 levels thereafter, the 
  bonuses offered by Black Benediction are increased by 1, 
  to a maximum of 5 at level 20.
  
  42
  Diminished Spellcasting: A Dark Chanter receives one 
  less spell of each level he can cast per day. If this reduces 
  his spells per day of a certain level to 0, he only receives 
  his Domain spell and any bonus spells from a high Wis-
  dom modifier for that level.
  Infernal Admiration (Ex): The Dark Chanter’s constant 
  praise and adoration endears him to fiends, making deal-
  ings with them easier. He receives a bonus to diplomacy 
  checks made against Devils equal to half his level (mini-
  mum +1). In addition, when binding a Devil, he receives a 
  +2 bonus on the opposed Charisma check. Finally, when-
  ever he summons a Devil with a Summon Monster spell, 
  the devil remains for one minute per level, rather than one 
  round/level; however, only one Summon Monster spell 
  may benefit from this increased duration at a time.
  HAlo Hunter   
  (rAnGer ArCHetype)
  The forces of Hell have many enemies, but their most hated 
  are the celestial races, the incarnations of Good. These holy 
  outsiders are the bane of Devilkind, and they are more despised 
  by the legions of the Pit than any other being. For this reason, 
  some of Hell’s mortal servants seek to curry favor with their 
  diabolic masters by dedicating themselves to hunting down 
  and slaughtering these beings. Halo Hunters are cruel, merci-
  less, and ruthless in their pursuit of celestial beings, and are 
  experts in bringing them down.
  Angel Killer: The Halo Hunter is dedicated to slaying 
  Celestials and their holy servants, a task he undertakes 
  with wicked glee and murderous precision. He must take 
  Outsider (Good) as his Favored Enemy at first level. He 
  does not gain additional favored enemies as he pro-
  gresses in level, though his favored enemy bonus against 
  angels increases as normal at 5th, 10th, 15th, and 20th 
  levels. This alters the Favored Enemy class feature.
  Bane of Angels (Su): The Halo Hunter’s hatred of 
  Celestials is beyond measure, his wrath a potent venom 
  that coats his weapons, turning them into vicious tools 
  against celestial beings. At 3rd level, any weapon he 
  wields is treated as Evil aligned for the purpose of by-
  passing DR. At 8th level, any weapon he wields is treated 
  as having the Good Outsider Bane property as long as he 
  wields it, and for one round after it leaves his grasp. At 
  13th level, any weapon he wields is also treated as having 
  the Unholy property as long as he wields it, and for one 
  round after it leaves his grasp. Finally, at 18th level, when-
  ever he confirms a critical hit against an Outsider with 
  the Good subtype, he gains a number of temporary hit 
  points equal to that Outsider’s Hit Die. These temporary 
  hit points last for ten minutes. This replaces the Favored 
  Terrain gained at 3rd, 8th, 13th, and 18th levels.
  Infernal Bond (Su): At 4th level, the Halo Hunter forms 
  a bond with a lesser fiend, which serves him as a loyal 
  companion. Unlike fiends in similar positions, a Halo 
  Hunter’s companion is usually happy to serve, as the 
  position grants it constant opportunities to oppose its 
  greatest foes. This functions as Summon Monster III with 
  the following changes: The creature summoned must 
  be a Devil, Kyton, or Hell Hound, the hunter may only 
  summon one creature in this way, and its duration is Per-
  manent; in addition the companion is able to summon 
  other devils and teleport as normal for its species. If the 
  Hunter’s companion is dismissed, slain, or banished, he 
  may call a new one 24 hours later. At 6th level, and every 
  two levels thereafter, this functions as a spell one level 
  higher (Summon Monster IV at 6th, V at 8th, etc.). A Halo 
  Hunter’s fiendish companion shares his Favored Enemy 
  bonuses; in addition, any manufactured or natural weap-
  ons it wields benefit from his Bane of Angels ability. At 
  level 10 his companion gains the Advanced template. 
  At level 15 it gains spell resistance equal to 15 + the 
  Hunter’s level. This replaces Hunter’s Bond. 
  (If no applicable creatures are available at a particular 
  level of Summon Monster, Templates may be applied to a 
  lower-level creature, with GM permission).
  Infernal Stride (Su): At 7th level, once per day, the 
  Hunter can teleport to any location he can see and has 
  line of effect to, as per Dimension Door. Any creature 
  within 10 feet of his destination takes 1d6 points of Fire 
  Damage/level, Reflex Save halves (DC  10 + 1/2 level + 
  Wis Modifier). The Hunter may call his companion to his 
  side as part of this Swift action; the fiend arrives adjacent 
  to him at his destination. At 12th and 17th level, he may 
  use this ability one additional time per day. This replaces 
  Woodland Stride.
  
  43
  Halo Hunter Spells: The Halo Hunter replaces all Sum-
  mon Nature’s Ally spells with Summon Monster spells of the 
  same level. This alters the Ranger’s spell list.
  blACk rider   
  (CAvAlier ArCHetype)
  Hell’s cavalry, the Black Riders, are horrors to behold on or 
  off of the battlefield. They bear messages for fiendish lords, 
  and wave proudly the banners of Hell, riding down their foes 
  atop infernal steeds. Expert lancers and mounted archers, the 
  Black Riders are a force to be reckoned with, their mere pres-
  ence inspiring terror that can break even the most steadfast 
  ranks of soldiers.
  Infernal Steed: A Black Rider does not ride on a mortal 
  steed, but on a creature pulled from Hell’s own stock. 
  His mount gains the Fiendish template at 1st level. At 5th 
  level it loses the Fiendish template and instead gains the 
  Half-Fiend template (its effective CR is equal to its Hit 
  Dice). At 12th level, its natural weapons deal an addi-
  tional 1d4 points of Fire damage, and it gains the Smoke 
  special ability (See Nightmare, Pathfinder Bestiary). This 
  alters and otherwise functions as the Cavalier’s mount 
  class feature.
  Order: A Black Rider must select the Order of the Pit or 
  the Order of Black Iron (Detailed below). This modifies 
  the Cavalier’s Order class feature.
  Bow and Lance: The Black Rider is a master of 
  mounted warfare, trained to make every arrow count 
  and to drive his lance through even the strongest armor. 
  He receives Mounted Combat and Mounted Archery as 
  bonus feats at 1st level, even if he doesn’t meet the pre-
  requisites. As long as the Cavalier is mounted, he and his 
  mount receive a +1 bonus to attack and damage rolls, 
  and his mount receives a +10 Profane bonus to all of its 
  movement speeds. These bonuses increase by +1/+10 
  at 7th, 12th, and 17th level.
  In addition, at 2nd level, and every four levels thereafter, 
  he may select one of the following feats as a bonus feat:
  Far Shot, Focused Shot, Point Blank Shot, Precise 
  Shot, Rapid Shot, Ride-By Attack, Trick Riding, 
  Deadly Aim.
  At 6th level he adds the following feats to the list of 
  bonus feats he may choose from:
  Crossbow Mastery, Improved Precise Shot, Parting 
  Shot, Point-Blank Master, Manyshot, Mounted 
  Shield, Spirited Charge.
  Finally at 10th level he adds the following feats:
  Mounted Skirmisher, Unseat, Pinpoint Targeting, 
  Shot on the Run.
  This replaces Tactician, Greater Tactician, Master 
  Tactician, and the normal Cavalier Bonus Feats.
  Dread Banner (Ex): The sight of the Black Rider’s 
  banner is not an inspiring one. Its infernal iconography 
  strikes fear into the hearts of lesser men, weakening 
  their resolve. At 5th level, as long as the Rider’s banner is 
  clearly visible, enemies within 60 feet receive a -2 pen-
  alty on saving throws versus Fear effects and a -1 penalty 
  to their Armor class. At 10th level, and every 5 levels after, 
  these penalties increase by one. At 14th level, affected 
  enemies receive a -2 penalty on all Saving Throws, in 
  addition to the extra penalty against Fear Effects. As a 
  standard action, a Rider of 14th level or higher may wave 
  his banner through the air to make an Intimidate check 
  against all enemies within 100 feet with a +2 bonus. 
  This replaces Banner and Greater Banner. The penalties 
  provided by Dread Banner are Mind-Affecting Fear Ef-
  fects, and do not effect creatures immune to fear.
  order oF tHe pit 
  (CAvAlier order)
  Cavaliers of the Order of the Pit are dedicated to the cause 
  of Hell, serving their infernal masters with wicked glee and 
  immeasurable malice. They strive always to further the cause 
  of Hell, striking down innocence and righteousness wherever 
  they meet it. Their only goal is to further the cause of Hell, and 
  impose its draconian laws wherever they can.
  Special: A Cavalier of the Order of the Pit must be Law-
  ful Neutral, Lawful Evil, or Neutral Evil.
  Edicts: A cavalier of the Order of the Pit must always 
  strive to further the cause of Hell. They may do kind, 
  good, even righteous things; but only when such things 
  would be more beneficial to the cause of Hell than a 
  
  44
  more malicious approach, or even ignoring a situation 
  entirely. They must seek to impose law and order in 
  lawless lands, punish lawbreakers to the fullest extent of 
  their power, and uphold and observe the laws of what-
  ever land they are in (except when those laws include the 
  banning of devil-worship).
  Challenge: Whenever the Cavalier issues a challenge, 
  he receives a +1 bonus to attack and damage rolls 
  against the target of his Challenge as long as they are 
  suffering from a Fear effect. This bonus increases by +1 
  for every 4 levels the Cavalier possesses (to a maximum 
  of +5 at 16th level). When he initiates a challenge against 
  a creature, he may make an Intimidate check against that 
  creature as a Free Action.
  Skills: The Cavalier adds Knowledge (Religion) and 
  Knowledge (Planes) to his list of class skills. Whenever he 
  makes an Intimidate check to demoralize an opponent, 
  he receives a bonus equal to half his class level if he is 
  mounted and wearing Heavy armor.
  Order Abilities:
  Infernal Command (Su): At 2nd level, once per day, 
  the Rider can bark an order in the black speech 
  of Hell, compelling a foe to obey. This functions 
  as the spell Command, except it is a Swift action 
  and a mind-affecting Fear effect, rather than a 
  language dependent effect. The DC is Charisma 
  based. The Rider may use this ability 2/day at 8th 
  level, 3/day at 14th level, and 4/day at 20th level.
  Weapons of the Pit (Su): At 8th level, the fires of Hell 
  infuse the Rider’s weapons, turning them into 
  potent weapons against his foes. Any weapon he 
  wields is treated as Lawful and Evil for the pur-
  pose of bypassing DR. They also gain the Flaming 
  property. In addition, he may cause any weapon 
  he wields to gain the Unholy or Axiomatic (one at a 
  time) property for one round as a free action. He 
  may use this ability for a number of rounds per 
  day equal to half his Class level (rounded down). 
  These rounds need not be consecutive, but they 
  must be used in one-round increments.
  Blood of the Pit (Su): At 15th level, the blood of 
  fiends courses through the rider’s veins. He 
  receives a +1 bonus on all Saving throws, Resist 
  Fire and Acid 10, and grows a set of horns that 
  grant him a Gore attack, which deals damage 
  appropriate to his size. His mount receives these 
  benefits as well.
  order oF blACk iron 
  (CAvAlier order)
  Cavaliers of the Order of Black Iron are mounted jugger-
  nauts, unstoppable walls of unholy steel, marching forward for 
  their infernal masters. They show no fear, no hesitation, and 
  no mercy. These fearsome soldiers are not called upon lightly, 
  for each has taken an oath, sworn in blood and fire, to take 
  no prisoners, to give no quarter. When the Order of Black Iron 
  marches, no foe is left alive.
  Special: A Cavalier of the Order of Black Iron must be 
  Lawful Neutral, Lawful Evil, or Neutral Evil.
  Edicts: A Cavalier of the Order of Black Iron must show 
  no mercy in battle. He does not take prisoners, nor will 
  he allow his comrades to do so. If a foe must be inter-
  rogated, it will be done on the spot, immediately after 
  the battle, and the captive will be executed as soon as 
  the questioning is through. The Cavalier may never deal 
  nonlethal damage with a lethal weapon, and must en-
  sure all foes are dead after a conflict. The only exception 
  to these edicts are in situations of magical compulsion; if 
  a foe is being forced to fight, the Cavalier may deal non-
  lethal damage or otherwise show mercy, but only if their 
  foe would not be hostile without magical compulsion.
  Challenge: Whenever the Cavalier issues a challenge, 
  he receives a +1 bonus to his Armor class and all saving 
  throws against attacks, spells, and spell-like or super-
  natural abilities from the target of his challenge. These 
  bonuses increase by +1 for every 5 levels of Cavalier, to 
  a maximum of +5 at 20th level. In addition, the Cavalier 
  does not take a -2 penalty to his Armor Class against 
  attacks from other creatures when a challenge is issued, 
  though he does take a -2 penalty on attack rolls against 
  creatures other than the target of his challenge.
  Skills: The Cavalier adds Knowledge (Religion) and 
  Knowledge (Planes) to his list of class skills. Whenever he 
  successfully Intimidates a creature, he gains a +1 Insight 
  bonus to his Armor Class against attacks from that crea-
  ture for as long as it remains demoralized.
  Order Abilities:
  Wall of Iron (Ex): At 2nd level, the Cavalier has 
  learned to get the most out of the armor he 
  wears, increasing its protection tremendously. 
  He increases the Armor bonus of any armor he 
  
  45
  wears by +1. In addition, as long as he is wearing 
  Heavy Armor, he gains DR/Adamantine equal to 
  half its Armor bonus (rounded down, to a maxi-
  mum of half his Cavalier level). If he is wearing 
  Adamantine heavy armor, this is DR/-, and stacks 
  with the DR normally granted by Adamantine ar-
  mor. These benefits extend to any barding worn 
  by the Cavalier’s Mount.
  Infernal Armor (Su): At 8th level, the Cavalier’s 
  armor is infused with the black fires of Hell, 
  granting him magical protection. Any armor 
  he wears is treated as having the Light Forti-
  fication magical armor property. At 13th level 
  this increases to Medium Fortification, and to 
  Greater Fortification at 18th level. In addition, as 
  long as he is wearing Heavy Armor, he gains Fire 
  Resistance equal to his Cavalier Level and Spell 
  Resistance equal to his Cavalier Level + 11. He 
  may lower this Spell Resistance for 1 round as an 
  Immediate action. These benefits extend to any 
  barding worn by the Cavalier’s Mount.
  Black Juggernaut (Su): At 15th level, the Cavalier and 
  his Mount can transform into an unstoppable 
  engine of power and fury. As long as the Cavalier 
  is mounted and he and his mount are both wear-
  ing Heavy Armor/Barding, he may activate this 
  ability 1/Day as a Full-Round action. The Cavalier 
  and his Mount merge into a single entity, ef-
  fectively transforming into a huge-sized Centaur 
  (he still counts as mounted for the purpose of 
  feats and class features). While in this form, the 
  Cavalier uses his mount’s movement speeds with 
  a +20 bonus, and has access to his own natural 
  and manufactured weapon attacks, as well as his 
  mount’s natural attacks. His DR increases to 20/-, 
  and any weapon he wields in this form is treated 
  as having an enhancement bonus 2 higher than 
  normal. This form lasts for a number of rounds 
  equal to the Cavalier’s Constitution modifier.
  FiendlAsH   
  (mAGus ArCHetype)
  The arcane and martial arts are usually seen as disparate 
  entities, unable to be enjoined; but those that seek to disprove 
  this axiom are many, and they walk many paths to do so. One 
  such path is a dark, fiery one, a path which leads to despair, 
  madness, and pain for the one who walks it and all around 
  them; but it leads also to power, raw and pure. It is a tempting 
  path, one which requires the strictest of discipline and the most 
  steadfast of wills. It is the path of the Fiendlash.
  Weapon and Armor Proficiencies: The Fiendlash is 
  proficient with the Whip. This alters the Magus Weapon 
  and armor proficiencies.
  Lord of the Lash (Ex): At 1st level, the Fiendlash gains 
  Whip Mastery and Improved Whip Mastery as bonus feats, 
  even if he doesn’t meet the prerequisites. In addition, he 
  threatens an area with his Whip out to its full reach.
  Hellfire Lash (Su): At 1st level, the Fiendlash learns 
  to channel the fires of Hell through a mundane whip, 
  scourging his foes with this lash of unholy flame. 
  Whenever the Fiendlash spends a point from his Arcane 
  Pool to enhance a whip he is holding, he may choose to 
  transform it into a Hellfire Lash. A Hellfire Lash is made 
  of flame, which converts all weapon damage dealt by it 
  into Fire damage. In addition, as the Fiendlash grows in 
  power, the hellish fire of his whip is able to flow with a 
  mind of its own, passing through the seams of armor and 
  around shields. At 5th level, whenever he spends a point 
  from his Arcane Pool to manifest a Hellfire Lash, he may 
  spend two additional points to allow it to ignore shield 
  and armor bonuses to AC for a number of rounds equal 
  to twice his Magus Level. This modifies the Magus’ abil-
  ity to enhance a weapon with his Arcane Pool.
  Infernal Heat (Su): At 3rd level, the Fiendlash learns 
  to channel deeper, hotter fires from the depths of Hell, 
  allowing it to burn through Fire resistance, and even im-
  munity. Whenever the Fiendlash deals Fire damage with 
  his Hellfire Lash, an Arcana, or a spell he casts, half of the 
  damage comes from Unholy power and is not subject 
  to resistance or immunity. At 12th level, all of the dam-
  age comes from Unholy power, allowing him to bypass 
  resistance and immunity entirely. In either case, the 
  damage is still considered fire damage for the purpose of 
  Weakness. This replaces the Fiendlash’s Magus Arcana 
  gained at 3rd level.
  
  46
  Fiendlash Arcana: The following Magus Arcana may 
  only be selected by a Fiendlash.
  Hellfire Arrow (Su): The Fiendlash is able to channel 
  hellfire into a concentrated bolt, granting him a potent 
  ranged option. This ability is a ranged touch attack, 
  made as a standard action, which deals 4d6 points of 
  Fire damage + his Int modifier. At 10th level, the damage 
  increases to 8d6. At 18th level it increases to 12d6. This 
  attack has a range of 100 ft. In addition, the Magus may 
  spend points from his Arcane Pool to increase the ar-
  row’s power; every two points spent as part of the attack 
  action increase the damage by 1d6.
  Crack of Thunder (Su): A Fiendlash with this Arcana 
  cracks his Hellfire Lash with such force that the crack can 
  deafen his foes. Whenever the Fiendlash confirms a criti-
  cal hit against a target with his Hellfire Lash, that target 
  must make a Fortitude save or be permanently Deafened 
  and be Dazed for one round. On a successful save, they 
  are deafened for 1d2 rounds and are not dazed.
  tonGue oF sin   
  (bArd ArCHetype)
  Many bards have a reputation for honeyed words and seduc-
  tive natures, but there are some who take it a step further, 
  drawing upon infernal magic to augment their charms. These 
  bards, called Tongues of Sin, are master manipulators who 
  delight in tempting others to fulfill their base desires, and to 
  serve the Tongue’s needs.
  Honey Tongue (Ex): The Tongue of Sin is a master 
  of diplomacy and deception, capable of seducing even 
  the staunchest of hearts. He receives a bonus equal to 
  half his level on Diplomacy and Bluff checks made to lie, 
  improve a character’s attitude, or suggest a course of ac-
  tion. He also receives this bonus on Sense Motive checks 
  to discern when he is being lied to. These bonuses apply 
  to Perform checks made to replace Diplomacy, Bluff, and 
  Sense Motive checks through Versatile Performance as 
  well. This replaces Bardic Knowledge.
  Sinner’s Kiss (Su): The Tongue specializes in magic that 
  tugs on the heartstrings, turning desire into servitude. At 
  2nd level, His spells of the Charm and Compulsion sub-
  schools receive a +1 bonus to their Save DC’s, as do his 
  Language-Dependent spells (A spell that fits both criteria 
  only receives a +1 bonus). Furthermore, whenever he 
  touches a creature that is or could be attracted to him, the 
  next Charm or Compulsion spell he casts on that target 
  within the next 10 minutes receives a +1 bonus to the 
  save DC; but only if the being willingly receives his touch 
  (a caress of the hand or a kiss on the cheek would be ac-
  ceptable; a punch in the gut would not). This penalty also 
  applies to the saving throw against his Fascinate and Sug-
  gestion bardic performances, if he touches a target while 
  performing. This replaces Well-Versed.
  Silver Tongue (Ex): At 5th level, the Tongue of Sin 
  improves in his already considerable skills of deception. 
  He may take 10 on Diplomacy, Bluff, and Sense Motive 
  checks to lie, improve a character’s attitude, discern 
  when he is being lied to, or suggest a course of action, 
  even when he normally could not. In addition, once per 
  day, he may take 20 on such a check as a Standard ac-
  tion. He may use this ability one additional time per day 
  
  47
  for every 6 levels possessed beyond 5th, to a maximum 
  of 3/day at 17th level. This ability also applies to Perform 
  checks made to replace the above checks through Versa-
  tile Performance. This replaces Lore Master.
  inFernAl CHemist   
  (AlCHemist ArCHetype)
  Alchemists are an eccentric lot at the best of times; even 
  the most benevolent are addled by the strange fumes and 
  chemicals they work with on a daily basis. So what then can 
  be said for those who pursue darker, yet stranger paths; those 
  maverick chemists that delve into unholy formulae and twisted 
  experimentation? These infernal chemists are rightly feared, 
  for even the most collected bears the unmistakable gleam of 
  madness in his eyes.
  Fiendflesh Elixir (Su): At 1st level, the Infernal Chemist 
  has perfected an elixir using a small amount of fiendish 
  blood; perhaps bartered from some black market or di-
  rectly from a lesser fiend. Regardless of how he acquired 
  it, drinking it gives him some of the powers of a Devil, 
  though at the cost of his sanity. When the Infernal Chem-
  ist drinks his elixir, he receives a +2 bonus to his Natural 
  Armor, as well as DR 2/Silver, Resistance 5 to Acid, Cold, 
  and Fire, and Immunity to Poison. In addition, while un-
  der the effects of the Fiendflesh Elixir, his bombs deal an 
  additional amount of damage equal to half his class level 
  (minimum 1), divided as he chooses between all crea-
  tures affected by the bomb. However, while he is under 
  these effects, he receives a -2 penalty to his Wisdom, and 
  an additional -1 penalty to his Will saving throws. During 
  this time, his flesh twists to a fiendish visage; he receives 
  a -8 penalty to diplomacy checks with non-devils, but a 
  +4 bonus to intimidate checks against non-devils. These 
  effects last for 10 minutes per level. At 10th level, the 
  Natural Armor bonus increases to +4, the DR increases 
  to 5/Silver and Good, and the Resistances increase to 10. 
  At 15th level they increase to +6, DR 10/Silver and Good, 
  and Immunity to Fire and Acid.
  If a creature that isn’t an Infernal Chemist drinks 
  a Fiendflesh Elixir, it is affected as if it were a non-
  alchemist drinking an alchemist’s Mutagen; the Infernal 
  Chemist is affected the same way if he drinks an Alche-
  mist’s Mutagen. This replaces Mutagen.
  Ichor of the Pit (Su): At 5th level, the Infernal Chemist 
  performs an infusion of devil blood, granting himself 
  some of their strange healing powers. He gains Fast 
  Healing 1. At 12th level this increases to Fast Healing 2. At 
  19th level this increases to Fast Healing 3. This replaces 
  Poison Use and Poison Resistance.
  pit wArden   
  (druid ArCHetype)
  Even the twisted landscapes of Hell have their guardians, 
  their stewards and protectors. These dark druids sometimes 
  seek disciples on the material plane, mortals they can teach 
  their secrets to, and so form unholy cults deep within forests 
  and hidden caverns. These cultists, these Pit Wardens, seek to 
  corrupt the natural world of the material plane, turning it into 
  a black mirror of Hell’s own landscape.
  Infernal Bond (Su): This ability functions as the Druid’s 
  Nature Bond class feature with the following excep-
  tions: If the druid chooses to pick a domain, he must 
  select from the Darkness, Evil, Law, or Fire domains. In 
  addition, he gains the Alignment Channel feat as a bonus 
  feat, even if he doesn’t meet the prerequisites (He must 
  select Good or Evil). He may channel energy as a Cleric 
  of his Druid level, but only to heal Evil outsiders or harm 
  Good outsiders.
  Alternately, if he selects an animal companion, that 
  creature is touched by the essence of Hell. At 1st level, 
  it gains the Fiendish template. At 10th level, it loses the 
  Fiendish template and instead gains the Half-Fiend tem-
  plate, using its HD in place of its CR.
  This alters and otherwise functions as Nature Bond.
  Diminished Spellcasting: The Pit Warden has one 
  less spell per day of each level than a basic druid. If this 
  reduces his spells per day of a particular level to zero, he 
  only receives spells per day of that level afforded to him 
  by his Wisdom score.
  Blighted Allies (Su): The Pit Warden’s connection to 
  Hell’s landscape twists the beings he summons, grant-
  ing them fiendish power. At 2nd level, whenever the Pit 
  Warden summons one or more animals with Summon 
  
  48
  Nature’s Ally, they gain the Fiendish template. In addi-
  tion, whenever he summons exactly one of the following 
  creatures with Summon Nature’s Ally, it gains the Half-
  Fiend template:
  Summon Nature’s Ally IV: satyr, griffon
  Summon Nature’s Ally V: cyclops, ettin, manticore
  Summon Nature’s Ally VI: hill giant, stone giant
  Summon Nature’s Ally VII: fire giant, frost giant, roc
  Summon Nature’s Ally VIII: cloud giant
  Summon Nature’s Ally IX: storm giant
  This replaces Woodland Stride
  Fiend-Kin (Su): Beginning at 4th level, the Pit Warden’s 
  bond with Hell strengthens, allowing her summoned 
  fiends to remain longer. Whenever she summons a crea-
  ture with the Fiendish or Half-Fiend template, it remains 
  for one additional round, plus one round for every four 
  levels of Pit Warden she possesses beyond fourth (to 
  a maximum of 5 additional rounds at 20th level). This 
  replaces Resist Nature’s Lure.
  nemesis   
  (inquisitor ArCHetype)
  For Archduchess Malfia, the rise to power was brutal and 
  difficult, fraught with peril and the threat of betrayal on all 
  sides. There were few among Hell’s servants that she could 
  trust, that she could rely on, and so she was forced to look else-
  where for her earliest recruits. In the mortal world, she sought 
  those women who were downtrodden, oppressed, but unwill-
  ing to surrender, those that fought for equality in regimes 
  where they were denied opportunities handed to their male 
  counterparts. Upon these women she bestowed power, that 
  they might rise up and punish her enemies, to make them suffer 
  in her name, and spread her power and influence in the mortal 
  world. Upon these women she bestowed a name: Nemesis.
  Special: Must be female. 
  Class Skills: Disguise and Stealth are not class skills for a 
  Nemesis.
  Torturer’s Gaze (Ex): The Nemesis is a practiced tor-
  turer; while most do not take joy in their unholy work, 
  they will not hesitate to use the most terrible tools at 
  their disposal should they deem it necessary, and those 
  who they question can see this horrible willingness in 
  their eyes; to lie to such a terrible creature is difficult, 
  and to resist his interrogations even more so. The In-
  quisitor gains an Insight bonus to Intimidate and Sense 
  Motive checks equal to his Wisdom modifier (minimum 
  1). In addition, he may make an Intimidate check to 
  demoralize an opponent as a Swift action. This modifies 
  and otherwise works as Stern Gaze.
  Hellbrand (Su): The Nemesis can mark a target for 
  divine retribution with a searing brand, causing incred-
  ible pain and strengthening blows that rain upon that 
  creature. Using this ability consumes a use of Judge-
  ment. When this ability is used, the Nemesis targets a 
  creature within 60 feet, marking them with a brand that 
  deals 1d4 points of Fire damage, plus one per class level. 
  The Nemesis may choose to apply this as nonlethal dam-
  age. A successful Will save (DC 10 + ½ level + Wisdom 
  modifier) halves the damage. The mark remains for one 
  minute per inquisitor level or until the Nemesis marks 
  a new target. As long as the brand persists, whenever 
  the creature takes a variable amount of damage, it takes 
  one additional point of damage per die (for example, 
  a greatsword dealing 2d6 damage would deal two ad-
  ditional points of damage). In addition, creatures gain 
  a +1 bonus on attack rolls against the target, as well as 
  Caster Level checks to penetrate its Spell Resistance. The 
  bonuses to Attack rolls and CL checks increase by 1 for 
  every five levels of Nemesis (to a maximum of +5 at 20th 
  level). While this ability consumes a use of judgment, 
  it is not itself a judgment; the Nemesis may activate 
  Judgment while this ability is active. This replaces the 
  Destruction and Justice Judgments; the Nemesis cannot 
  use those judgments.
  Torturer’s Skill (Ex): Whenever the Nemesis chooses 
  to deal nonlethal damage, he gets a +2 bonus on dam-
  age rolls. In addition, he receives no penalty when using 
  a lethal weapon to deal nonlethal damage. This replaces 
  Monster Lore.
  
  49
  ArmiGer   
  (summoner ArCHetype)
  Like all armies, the forces of hell have many essential roles; 
  commander, infantry, cavalry, etc. But perhaps none is as 
  crucial as the Armiger. The herald and standard-bearer of any 
  infernal legion, the Armiger bolsters his allies with powerful 
  and ancient magic. While the secrets of armiger magic were 
  once closely guarded, in time they have leaked from Hell’s 
  vaults, and now these battlefield commanders can be found in 
  armies throughout the cosmos, turning the tide of battle with 
  their spectral banners.
  Weapon and Armor Proficiency: Armigers are 
  proficient in all simple and martial weapons, light and 
  medium armor, and shields (but not tower shields). An 
  armiger using a shield or wearing light or medium armor 
  does not incur the usual chance for arcane spell failure 
  when casting Summoner spells.
  Standard (Su): The primary ability of an Armiger is 
  the ability so conjure a ghostly standard, planting it in 
  space to bolster his allies. The standard is an idealized 
  thought-form, a metaphysical representation of his ide-
  als, of everything that he believes his army stands for. It 
  is born of the Armiger’s own soul, and it is this mystical 
  connection that gives it power. Summoning a Standard 
  is a full-round action that does not provoke attacks of 
  opportunity. The Standard is a medium-sized ethereal 
  object with hardness 10 and 5 Hit Points per Armiger 
  level, plus 5 hit points for every two levels in other 
  classes. Despite its ethereal nature, the Standard can be 
  seen clearly on the material plane, as a ghostly, faintly-
  colored flag, oriflamme, or other form of heraldry. On 
  the Ethereal plane it is vibrant, colorful, and radiates a 
  visible aura of magical power.
  Once summoned, the Standard appears on solid 
  ground on a square within 30 feet of the Armiger and 
  cannot be moved from its square by any force whatsoev-
  er, including teleportation magic. As a Move action that 
  provokes attacks of opportunity, the Armiger may com-
  mand his Standard to move to a new square within 30 
  feet of him; it teleports to the chosen square instantly. 
  As an Ethereal object, the Standard can occupy a square 
  that a material creature is in. The Standard remains until 
  it is dismissed by the Armiger (A free action). An Armiger 
  may only have one Standard manifested at a time.
  When the Armiger’s Standard is summoned, it radiates 
  an aura of the Armiger’s choosing, to a radius of 10 feet, 
  plus five feet for every level of Armiger beyond first (to 
  a maximum of 105 feet at level 20). All allies within this 
  radius receive the benefit of the Standard’s Aura. An 
  Armiger may change the Standard’s Aura with a Swift 
  action that does not provoke attacks of opportunity. The 
  Armiger may choose from any of the following auras:
  Charge: Affected creatures receive a +1 bonus on 
  attack and damage rolls, +1 for every 5 levels of 
  Armiger (max +5 at level 20). Any ally that begins 
  a charge attack from an affected square receives 
  this bonus on the charge attack as well.
  Phalanx: Affected creatures receive a +1 bonus to 
  their Armor Class, +1 for every 5 levels of Armi-
  ger (Max +5 at level 20).
  Resistance: Affected creatures receive a +1 bonus on 
  all saving throws, +1 for every 6 levels of Armiger 
  (Max +4 at level 18).
  Spell Turning: Affected creatures gain Spell Resis-
  tance equal to 5 + Armiger level.
  Concealment: Affected creatures receive conceal-
  ment (20% miss chance).
  Arcane Might: Affected creatures receive a +1 
  bonus on Caster Level checks and Concentration 
  checks, +1 for every 5 levels of Armiger (Max +5 
  at level 20).
  Watchman: Affected creatures receive a +1 bonus 
  on Perception checks and gain Low-Light Vision. 
  This bonus increases by +1 for every 3 levels 
  of Armiger (Max +7 at level 20). At level 8 this 
  grants Darkvision 60 feet. At level 15 it grants 
  Darkvision 120 feet.
  Fortify: Affected creatures receive Light Fortification 
  (25% chance to turn a Sneak attack or Critical hit 
  into a normal hit). At 8th level this becomes Mod-
  erate Fortification (50% chance) and at level 15 
  this becomes Greater Fortification (75% chance).
  This replaces Eidolon.
  
  50
  Rallying Standard (Su): At 2nd level, the Armiger is 
  immune to Fear while he is within his Standard’s Aura. 
  All other allies receive a +2 bonus to all saving throws 
  against Fear while benefitting from his Standard’s Aura. 
  This replaces Bond Senses.
  Dual Standard (Su): Beginning at 4th level, the Armi-
  ger is able to manifest two standards at once, allowing 
  him to apply the effects of different auras across the 
  battlefield. He is now able to summon his Standard with 
  a standard action that does not provoke attacks of op-
  portunity; he may summon two at once with a full-round 
  action that provokes attacks of opportunity. Each must 
  appear within 30 feet of the Armiger. While he has two 
  banners manifested, the radius of each one’s aura is 
  reduced by 10 feet. Each Banner may have the same aura 
  or two different auras active; if they overlap, the effects 
  of identical auras do not stack. This replaces Shield Ally.
  Standard Surge (Su): At 6th level, once per day the 
  Armiger may cause his standards to surge with power 
  as a Move action, doubling the radius of their auras for a 
  number of rounds equal to his Charisma modifier (mini-
  mum 1). This replaces Maker’s Call.
  Regroup (Su): At 8th level, the Armiger may use the 
  power of his banners to summon his allies together, 
  uniting them from across the battlefield. Once per day, 
  they Armiger may spend a Standard action to teleport all 
  willing allies within the radius of any of his standards to 
  his side. Each ally appears in a square of their choosing ad-
  jacent to the Armiger or the closest available safe square if 
  none are adjacent to him. This replaces Transposition.
  Triple Standard (Su): At 10th level, the Armiger may 
  have three Standards manifested at once. While he 
  has three Standards manifested, the radius of each is 
  reduced by 15 feet. He may now manifest his Standard 
  as a move action; he may manifest two with a single 
  Standard action, or all three with a Full-Round action. 
  This replaces Aspect.
  Mending Standard (Su): At 12th level, the power of the 
  Armiger’s banner mends the wounds of his allies. Allies 
  affected by the Armiger’s standard gain Fast Healing 3 
  as long as they remain within the aura. This replaces 
  Greater Shield Ally.
  Armiger’s Bond (Su): At 14th level, the Armiger’s stan-
  dard allows his allies to sacrifice themselves to protect 
  one another. Whenever an ally within a Standard’s aura 
  takes hit point damage, any other ally within a Stan-
  dard’s aura may choose to take half of that damage, as 
  the spell Shield Other. This replaces Life Bond.
  Quad Banner (Su): At 16th level, the Armiger may 
  manifest 4 standards at once. He may manifest 
  a single standard as a Swift action, two as a 
  Move action, three as a Standard action and all 
  four as a Full-Round action. When he has four 
  standards manifested, each has its aura’s range 
  reduced by 20 feet. This replaces Merge Forms.
  
  51
  Liberating Banner (Su): At 18th level, the Armiger’s 
  banner prevents his allies from being constrained by 
  their foes. Allies within a Standard’s Aura benefit at all 
  times from Freedom of Movement.
  True Armiger (Su): At 20th level the Armiger has 
  mastered the use of his Standards. He may manifest up 
  to four Standards with a single move action, and he may 
  switch any of their active auras with a single Swift action. 
  In addition, the radius of his Standards’ auras is not 
  reduced when he has more than one manifested at once.
  sAnGuine   
  (sorCerer bloodline)
  Magic is in your blood. It flows through your veins, pulses 
  with every beat of your heart, courses just beneath your flesh. 
  Generations ago, your family made a deal with a dark fiend, 
  signed away their soul to a devil of the Pit, and that infernal taint 
  has lain dormant in you since the moment of your birth, an evil 
  seed germinating in your soul. Now the power awakens, and a 
  natural inclination for blood magic has stirred within you.
  Class Skill: Knowledge (Planes)
  Bonus Spells: Blood Spray (3rd), Sanguine Cannon (5th), 
  Sanguine Blast (7th), Sanguine Gateway (9th), Greater San-
  guine Cannon (11th), Foul Siphon (13th), Blood Puppet (15th), 
  Gelugon’s Grip (17th), Heart-Rending Legion (19th)
  Bonus Feats: Runic Scars*, Red Nectar*, Toughness, 
  Spell Focus (Conjuration or Evocation), Greater Spell 
  Focus (Conjuration or Evocation), Diabolist’s Bond
  Bloodline Arcana: Whenever you take damage while 
  casting a spell, subtract your sorcerer level from the 
  damage taken for the purpose of determining the DC 
  of the concentration check. In addition, you gain a +1 
  bonus to your Caster Level when casting spells with the 
  [Blood] descriptor.
  Bloodline Powers: Magic flows through your veins, 
  allowing you to turn your very blood into a weapon 
  against your foes.
  Blood Casting (Su): At 1st level, you gain the ability to 
  spill your own blood in order to empower your 
  magic. As you cast a spell, you may damage your-
  self with any slashing or piercing weapon, taking 
  damage equal to twice the level of the spell; do-
  ing this increases the casting time to a full-round 
  action if it is normally less. A spell cast in this way 
  treats your caster level as two higher for all vari-
  able effects related to caster level; in addition, 
  this can increase a spell beyond its maximum 
  power (for example, a 15th level sorcerer casting 
  Fireball in this way would be able to produce a 
  17d6 fireball). You may use this ability a number 
  of times per day equal to 3 + your Charisma 
  modifier.
  Blood Siphon (Su): At 3rd level, your blood magic 
  draws upon the blood of your foes to heal your 
  wounds. Whenever one or more foes are dealt hit 
  point damage by a spell you cast with the [Blood] 
  descriptor, you heal one hit point for every four 
  hit points of damage dealt. Once per day, you 
  may increase this to one hit point for every two 
  hit points of damage dealt. You gain an addition-
  al use of this ability per day at 6th level, 9th, 12th, 
  15th, and 18th.
  Blood Oath (Su): At 9th level, you can spill your own 
  blood in a mystic oath of vengeance that greatly 
  increases your power against a specific target for 
  a short time. As a Standard action, you may dam-
  age yourself with a slashing or piercing weapon, 
  taking up to 1 point of damage per sorcerer 
  level. When you use this ability, you designate a 
  single target within 60 feet as the subject of your 
  vengeance; for every two points of damage you 
  dealt to yourself, this victim takes an additional 
  point of damage from any damaging spell you 
  cast that effects it. In addition, for every 5 points 
  of damage you dealt to yourself, they receive a -1 
  penalty on saving throws against spells you cast. 
  These effects last for a number of rounds equal to 
  your Charisma modifier. You may use this ability 
  once per day at 9th level, 2/day at 13th level, and 3/
  day at 17th level.
  Blood Gate (Su): At 15th level, you may use the wounds 
  of the living as a gateway to cross short distances. 
  
  52
  As a Standard action, you may make a melee touch 
  attack against an adjacent living creature that is 
  below its maximum hit points. If this touch attack 
  is successful, you may teleport to any square 
  within 100 feet that is adjacent to a another living 
  creature that is below its maximum hit points. 
  Both creatures must make a Fortitude save (DC 10 
  + ½ your Sorcerer level + your Charisma modi-
  fier) or be sickened for 2d4 rounds and take 1d4 
  damage/Sorcerer level. You may use this ability 
  once per day. If either creature is suffering from 
  a Bleed effect, they receive a -2 penalty on their 
  saving throw. This ability does not require line of 
  effect to the second creature.
  One with the Blood (Su): At 20th level, your power 
  reaches its zenith, and your command over blood 
  is absolute. You become immune to bleed effects, 
  poison, and disease, and gain Fast Healing 5. In ad-
  dition, any time you take hit point damage while 
  casting a spell, you reduce the damage taken 
  by twice your Sorcerer level for the purpose of 
  determining the DC of concentration checks. You 
  also receive a +4 bonus on saving throws against 
  spells with the [Blood] descriptor. Finally, you may 
  use your Blood Gate ability at will.
  prestiGe ClAss: blood 
  kniGHt
  The call of the battlefield is strong indeed, luring men and 
  women from all walks of life to seek glory and fame, riches and 
  power in combat. But there are a rare few who seek battle for 
  another reason altogether, who fight not for glory or wealth, 
  but for the thrill of battle itself. The salty spray of a foe’s blood, 
  the give of flesh sliced by a perfectly placed sword stroke; these 
  are the things the Blood Knight lives for. They need no reason 
  to fight, for the fight is its own purpose, a state of glory and 
  wealth all its own. Some slake their thirst for blood on the in-
  nocent, decimating towns and leaving crimson oceans in their 
  wake, others find honorable pursuits as great leaders, mighty 
  champions each an army unto himself. Regardless of their 
  path, Blood Knights revel in the shedding of blood, and they 
  learn to use their own to fuel dark rages that heighten their 
  power tremendously… but at great cost.
  The Blood Knight prestige class is a powerful boon to 
  Blackguards and Rangers of a darker bent; though they 
  sacrifice later class features and some of their spellcast-
  ing power, the raw physical might they achieve offsets 
  the loss. Inquisitors may find something of use in the 
  class as well, as could fighters, though they would need 
  at least one level of a divine spellcasting class to qualify.
  Role: The Blood Knight is a fighter, and though any war-
  rior may potentially benefit from the class, characters who 
  wield two-handed weapons in melee will find the greatest 
  boon, as the class is primarily geared towards them. Multi-
  classed Fighter/Clerics, Antipaladins, and Rangers of the 
  Two-Handed Weapon style are the most common Blood 
  Knights, though Inquisitors are not unheard of. Barbarian 
  priests are also powerful additions to the class, combining 
  large hit die with berserking rage that goes perfectly with 
  the bloody frenzy of the blood knight.
  Alignment: Though not necessarily evil, the power that 
  fuels a Blood Knight is definitely dark, and it carries a sin-
  ister bent that lends most Blood Knights towards crueler, 
  viler tendencies. However, the powers of a Blood Knight 
  may be used honorably or savagely, whether serving as a 
  mercenary, a general, or a mindless force of death. Blood 
  Knights can be any non-good alignment. Lawful Blood 
  
  53
  Knights will often seek worthy foes to challenge, while 
  Chaotic ones will wet their blade on any opponent with 
  the barest provocation. Neutral Blood Knights tend to be 
  calm, their path one of philosophy as they find enlighten-
  ment on the battlefield, while Evil Blood Knights are mon-
  sters through and through, cleaving through innocent and 
  guilty alike with tenacious glee.
  Hit Die: d12
  requirements
  To qualify to become a Blood Knight, a character must 
  fulfill all of the following criteria:
  Base Attack Bonus: +5
  Feats: Power Attack, Toughness, and either Diehard or 
  Ferocity universal special ability
  Spellcasting: Must be able to cast 1st level Divine spells
  Class Skills:
  The Blood Knight’s Class Skills (And the Key Ability 
  Score for each) are as follows: Heal (Wis), Intimidate 
  (Cha), Knowledge (Religion), and Perception (Wis)
  Skill Ranks per Level: 2 + Int modifier
  ClAss FeAtures
  The following are the class features of the Blood Knight:
  Weapon and Armor Proficiency: The Blood Knight 
  gains no proficiencies with any weapons or armor.
  Spells per Day: At each level except for first, fifth, and 
  ninth, a Blood Knight gains extra spells per day as if he 
  gained a level in whatever class previously allowed him 
  access to divine spellcasting. He does not, however, gain 
  any other benefit of gaining a level in that class (Such as 
  bonus Hit Die, Domain powers, or Cruelties). If the Blood 
  Knight has more than one class that grants access to 
  divine spellcasting, he must select one at each level.
  Blood Strike (Su): At first level, the Blood Knight 
  makes a pact with a greater entity, whether a demon 
  lord, an infernal duke, a god of war, or some other, 
  stranger creature of deific power. By drawing upon this 
  power, the Blood Knight can bring blows to bear with 
  incredible strength at the cost of their own life-force. 
  Activating Blood Strike is a swift action. Once activat-
  ed, Blood Strike remains active for one minute, and can 
  be canceled as a free action. While Blood Strike is active, 
  the Blood Knight gains a +2 bonus to strength, and his 
  attacks deal an additional 1d6 points of damage (This 
  damage is not multiplied on a critical hit). 
  At 5th level, this increases to a +4 bonus to strength 
  and an additional 2d6 points of damage.
  tAble: blood kniGHt
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Spells Per Day
  1
  +1
  +2
  +0
  +0
  Blood Strike
  --
  2
  +2
  +2
  +1
  +1
  Blood Cloak
  +1 Level of Existing Class
  3
  +3
  +3
  +1
  +1
  Cleaver’s Wrath
  +1 Level of Existing Class
  4
  +4
  +3
  +1
  +1
  Bonus Feat, Crimson Resilience +1
  +1 Level of Existing Class
  5
  +5
  +3
  +2
  +2
  Blood Feast
  --
  6
  +6
  +4
  +2
  +2
  Savage Rending
  +1 Level of Existing Class
  7
  +7
  +4
  +2
  +2
  Blessing of Blood
  +1 Level of Existing Class
  8
  +8
  +4
  +3
  +3
  Bonus Feat
  +1 Level of Existing Class
  9
  +9
  +5
  +3
  +3
  Crimson Resilience +2
  --
  10
  +10
  +5
  +3
  +3
  Blood Reaver
  +1 Level of Existing Class
  
  54
  At 10th level, this increases to a +6 bonus to strength 
  and an additional 3d6 points of damage.
  Each time the Blood Knight makes an attack while 
  Blood Strike is active, he loses ten hit points, whether 
  the attack is successful or not. These hit points are lost 
  after the attack resolves, so a Blood Strike that would kill 
  the Blood Knight still resolves before killing him. 
  While Blood Strike is active, a Blood Knight cannot ben-
  efit from magical healing (including Potions, Wands, Spell-
  Like Abilities, but not including fast healing or regenera-
  tion that the blood knight possesses. Also, the healing 
  offered by the Blood Feast class feature, below, can heal 
  a Blood Knight while Blood Strike is active. Likewise, the 
  spell Infernal Healing can still be cast on a Blood Knight 
  while Blood Strike is active to give him Fast Healing).
  Blood Strike can be activated once per day at 1st level, 
  twice per day at 4th level, three times per day at 7th level, 
  and four times per day at 10th level.
  Blood Cloak (Su): As the Blood Knight learns to better 
  harness the power of his blood, he learns to use it to 
  protect himself from damage when the cost of his power 
  leaves him more vulnerable to enemy attack. Starting 
  at 2nd level, a Blood Knight gains DR/- equal to his class 
  level. This DR/- does not stack with DR from magical 
  sources or armor, but does stack with the DR/- granted 
  by the Barbarian and Bloodrager classes. This DR only 
  applies while Blood Strike is active.
  Cleaver’s Wrath (Ex): The Blood Knight is a master 
  of large, powerful weapons, the perfect instruments to 
  channel his power and wrath at his opponents. He gains 
  a +1 bonus to attack and damage rolls with two-handed 
  weapons (But not one-handed weapons wielded in two 
  hands). This increases to +2 at tenth level.
  Bonus Feat (Ex): At 4th level, and again at 8th level, the 
  Blood Knight may select a bonus feat from the follow-
  ing list: 
  Furious Focus, Deathless Initiate, Deathless Zealot, 
  Deathless Master, Weapon Focus (any two-hand-
  ed weapon), Cleave, Greater Cleave, Gory Finish, 
  Great Fortitude, Improved Great Fortitude, Iron 
  Will, Improved Iron Will, Lightning Reflexes, 
  Improved Lightning Reflexes
  When selecting a bonus feat from this class feature, 
  a Blood Knight may ignore the racial prerequisite on 
  Deathless Initiate, Deathless Zealot, and Deathless Mas-
  ter. He must still meet all other prerequisites for these 
  and the other feats on this list.
  Crimson Resilience (Ex): The constant flow of power 
  and life-force through the Blood Knight strengthens 
  his body, allowing him to better cling to life even as he 
  burns it away to fuel his wrath. From 4th level onwards, 
  he gains one bonus hit point per hit die. From 9th level 
  onward, he instead gains 2 bonus hit points per hit die. 
  These hit points are gained retroactively (They apply 
  to each HD the character has, and all future HD they 
  receive, like the Toughness feat).
  Blood Feast (Su): The power of the Blood Knight does 
  not end at his own blood; when in the throes of his wrath, 
  he can draw power from the blood of the fallen, restoring 
  strength to his battered body. Whenever the Blood Knight 
  kills a living enemy while Blood Strike is active (That is, he 
  deals enough damage to kill the foe outright, or performs 
  a coup de grace on a fallen foe), he immediately gains hit 
  points equal to that creature’s Hit Die plus ½ its Constitu-
  tion Score (Rounded down). These hit points cannot bring 
  him above his maximum hit points.
  Savage Rending (Ex): The Blood Strike invokes a ter-
  rible wrath in its user, and their wicked strikes tear flesh 
  as easily as they shatter steel. If a Blood Knight hits the 
  same opponent twice in a single turn while Blood Strike 
  is active (Blood Strike must be active for both attacks), 
  he deals an additional 3d6 points of damage to that 
  target. A target can only receive this additional damage 
  once per round.
  Blessing of Blood (Su): The Blood Knight’s body has 
  become accustomed to life-force flowing through it like 
  water through a sieve, and it has developed methods 
  to compensate. The Blood Knight gains fast healing 1 
  whenever he is below 50% of his maximum hit points. 
  This increases to fast healing 2 whenever he is below 
  25% of his maximum hit points.
  
  55
  Blood Reaver (Su): At tenth level, the Blood Knight 
  has learned their ultimate technique, the ability to rip 
  the blood from an opponent’s body all at once. As a 
  full-round action, the Blood Knight makes a single attack 
  on an opponent. If that attack hits, the opponent takes 
  damage as normal and must make a Fortitude save (DC 
  17+the Blood Knight’s Wisdom Modifier). If they fail 
  the save, they take d8 damage equal to their hit die 
  (i.e. A creature with 20 HD would take 20d8 damage). A 
  creature who makes its save instead takes d3 damage 
  equal to their hit die. The Blood Knight may use this abil-
  ity once per day, and can only use it while Blood Strike is 
  active (The attack that triggers this ability benefits from 
  the extra damage of Blood Strike). The Blood Knight 
  heals a number of hit points equal to the target’s HD if 
  the attack hits successfully (this cannot bring him above 
  his maximum HP).
  epiloGue
  My friends, at last, we reach the end of this tome. Herein we have seen profane magic that taints the very blood of its victims and 
  its users, dread creatures so mighty that they shatter the earth with their footsteps, and evils older than the gods themselves. We 
  have seen law in its utmost, its absolute state; rigid, inflexible hierarchy and strict, unyielding discipline. This is the essence of Hell; 
  Evil and Law, brought together in unholy union.
  My life has been dedicated to its cause; as I furthered my own power, the might of my lord Acharai grew as well. I swelled his 
  libraries with my own creations, and I sent my fair share of foes screaming to Hell. Even those self-righteous “heroes” who sought 
  to destroy me have been fed to the pit, their “noble” souls now screaming along with the rest of the wretched damned.
  Yet only now, in the twilight of my life, do I experience regret. Now, that I have walked the sands of Ahjra, that I have glimpsed 
  the molten pits of Belecor, that I have seen the raging fires of Amon, I know a fear like none I have ever felt before. What have I 
  done? A lifetime of power, of prestige, of near-infinite knowledge at my fingertips, and it amounts to nothing; I will be another soul 
  dragged to the pit, to suffer eternally.
  Or worse, my master may have another plan for me… Who knows what dreadful experiments I may face under his squamous 
  tentacles, what antideluvian horrors await me within the darkest corners of his secret laboratories? There is no hope for me. I am 
  bound by contract, and even now I feel my end approaching; soon Acharai will claim my soul. I leave this grimoire behind in the 
  custody of a trustworthy man; one of the few I have ever met. Gods willing, some good may come of my wretched life, that some 
  poor fool, hoping to barter his soul to Hell, will find this tome and see the error of his ways before it is too late.
  I have been wrong. Let me then stand as an admonition, for none deserve the fate that awaits me. Do not pursue the darkness 
  that lurks within these pages; let them open your eyes and turn you away from the pit.
  Do not walk this path.
  Zagan, the Bloodwitch
  
  56
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publish-
  ing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.  
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jona-
  than Tweet, Monte Cook, and Skip Williams. 
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  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam 
  Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, 
  Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn 
  Traveler’s Guide to Hell ©2015 Fat Goblin Games; Author Justice Mora 
  
  57
  
  Traveler’s Guide to
  Fat Goblin Games
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Traveler's Guide To Hell.pdf