Fiendish Exemplar ( Playtest )

## Paragon Class

In most campaigns, the ideas of class and race are
separate concepts. But, with racial paragon
classes, the line between the two becomes
blurred. Racial paragons are, as the name
suggests, nearly ideal examples of the
strengths and abilities of the character’s
race. Unlike members of other classes,
however, racial paragons are more than
merely powerful individuals. They are
strong in all the ways that their race is
strong, while still vulnerable in the
ways that their race is vulnerable.
Beyond that, they possess powers
and capabilities that supersede
those of normal members of their
race. Racial paragons rarely undergo
the rigorous training or study that
members of other classes commonly
undertake between levels. Their
experience, wisdom, and heroic
abilities simply manifest in the form of
superior innate racial abilities. Despite
this strong association with race, racial
paragons need not have specific views or
special dedication to their race’s beliefs or
typical attitudes (although many do). Obviously,
a character can only take levels in the racial paragon
class associated with her race. Like the fighter,
wizard, and other standard character classes,
racial paragon classes have no prerequisites (other
than being a member of the appropriate race). Levels
in racial paragon classes are always considered to be
advancing in a favored class.

Every nephilim molds the world to fit a personal, and
often profane, truth. Those who advance upon the path
to archfiend represent the paragons of their kind, who
already stand far above lesser fiends.

**Role:** The fiendish exemplar represents the epitome
of their respective evil outsider. Nephilim who take
this class focus on developing the powers of their dark
heritage, tapping into primal forces wielded by dark
masters and ruinous gifts inherited from the corrupted
spirit infesting their mortal host.

**Alignment:** A fiendish exemplar must be within one step
of the alignment of their fiendish ancestry subtype: asura
(LE), daemon (NE), demodand (CE), demon (CE), devil
(LE), div (NE), kyton (NE), or qlippoth (CE). For example,
an exemplar with the qlippoth subtype could have an
alignment of chaotic evil, chaotic neutral, or neutral evil,
but not a good, lawful, or true neutral alignment.

**Hit Die:** d10.

**Skill Ranks per Level:** 6 + Int modifier.

**Weapon and Armor Proficiency:** The fiendish exemplar is proficient with all simple weapons, but not with any type of armor or shield. An exemplar can gain proficiency in any one martial or exotic weapon if she does not gain a natural attack (per the exemplar’s weapon class feature).

**Exemplar’s Weapon:** At 1st level, a fiendish exemplar gains either a natural attack of any type, proficiency in any single type of manufactured weapon (as the Martial Weapon Proficiency or Exotic Weapon Proficiency feat), or the Improved Unarmed Strike feat as a bonus feat.

If the exemplar selects a natural attack, it counts as a primary natural attack regardless of type. The fiendish exemplar can conceal or reveal her natural attack as a free action, making it impossible to detect even with a physical inspection. The natural attack deals damage based on the fiendish exemplar’s size and the base damage of the natural attack, or deals damage per the following table.

If the exemplar gains proficiency in a manufactured weapon, when wielding any weapon of that type, she can deal the weapon’s base damage or deal damage per the following table. To deal additional damage with a manufactured weapon based on the exemplar’s size, the weapon must be of an equivalent size.

If the exemplar instead gains the Improved Unarmed Strike feat as a bonus feat, she can deal lethal or nonlethal damage with her unarmed strikes with no penalty, applies her full Strength bonus on damage with all unarmed strikes, and can deal damage based on the following table. The unarmed strike functions as a natural attack for the purposes of spells and effects, and for the purposes of any dread power or ruinous gift class feature.

**Fiendish Ancestry (Ex):** The fiendish exemplar manifests skills, physical traits, and abilities based upon her chosen fiendish ancestry racial trait (asura, daemon, demodand, demon, devil, div, kyton, or qlippoth) as she advances in fiendish exemplar.

At 1st level, the fiendish exemplar gains a +2 bonus on saving throws against a particular effect as shown below. This bonus increases to +4 at 4th level, and becomes immunity at 10th level. This bonus stacks with the exemplar’s racial saving throw bonus.

At 4th level, the fiendish exemplar gains energy resistance 5 to two energy types based on her fiendish ancestry as shown below. At 16th level, this increases to energy resistance 10. This energy resistance stacks with the resistance racial trait.

At 10th level, the fiendish exemplar is no longer considered a humanoid for the purposes of spells, effects, and prerequisites, becoming solely a creature with the outsider type and her existing subtypes.

At 16th level, the fiendish exemplar’s damage reduction can only be penetrated by weapons which possess both properties. For example, an asura’s damage reduction becomes chaotic and good instead of chaotic or good.

* Asura: Saving throw bonuses and immunity to curse spells and effects; DR: chaotic or good; Resistance: acid, electricity
* Daemon: Saving throw bonuses and immunity to death spells and effects; DR: good or silver; Resistance: acid, cold.
* Demodand: Saving throw bonuses and immunity to poison; DR: good or magic; Resistance: acid, fire.
* Demon: Saving throw bonuses and immunity to poison; DR: cold iron or good; Resistance: electricity, fire.
* Devil: Saving throw bonuses and immunity to poison; DR: good or silver; Resistance: cold, fire.
* Div: Saving throw bonuses and immunity to poison; DR: cold iron or good; Resistance: electricity, fire.
* Kyton: Saving throw bonuses and immunity to fear spells and effects; DR: good or silver; Resistance: cold, fire.
* Qlippoth: Saving throw bonuses and immunity to mind-affecting spells and effects; DR: cold iron or lawful; Resistance: acid, cold.

**Fiendish Resilience:** The fiendish exemplar develops a supernatural toughness which is usually subtle, but can be overt if the exemplar wishes. Some grow scales, profane scars, or monstrous fur, while others look no different than any ordinary humanoid. The exemplar gains a +1 bonus to natural armor. This bonus increases by +1 at 4th level, and every two levels thereafter (to a maximum of +10 at 20th level). Starting at 4th level, the exemplar gains damage reduction equal to half her natural armor, or DR 1 at 4th level, which increases by 1 every four levels thereafter (8th, 12th, 16th, and 20th). The exemplar’s damage reduction is penetrated by weapons according to her fiendish ancestry class feature.

The fiend’s natural armor bonus is halved (minimum +1) and she loses her damage reduction if she wears any armor or carries a shield. The fiend’s natural armor functions as medium armor for the purposes of class features which require a creature to be unarmored.

**Dread Pool (Su):** At 1st level, the fiendish exemplar gains a mystical reservoir of soul energy drawn from her native Lower Plane. This dread pool has a number of points equal to her class level + her Charisma modifier (minimum 1). The dread pool refreshes once per day after the exemplar spends at least 1 hour either in quiet supplication to her dark master or meditation on the nature of primordial evil as she claims her rightful share of a Lower Plane’s harvested spiritual energy. At 1st level, a fiendish exemplar can expend 1 point from her dread pool as a swift action to gain one of the following benefits.

* Corruption (Su): The fiendish exemplar gains a bonus equal to half her class level (minimum +1) when making either a Bluff check to lie or a Diplomacy check to make requests if the creature the exemplar is interacting with is a humanoid.
* Shield of Mortality (Su): The fiendish exemplar can conceal her alignment (as the undetectable alignment spell) for 1 hour per class level.
* Sense Sin (Sp): The fiendish exemplar can take a standard action to sense the desires of a creature within 30 feet. She learns the most pressing current desire of the creature as if she had cast and concentrated upon the detect desires spell (see Pathfinder Roleplaying Game: Ultimate Intrigue for details) for 3 rounds. A successful Will save negates this effect, and a creature that successfully saves is immune to further uses of this dread power for 24 hours. This is a mind-affecting effect.

### Dread Powers

The fiendish exemplar can call upon terrible abilities fueled with power harvested from damned souls or produced by primordial forces of evil. At 1st level, a fiendish exemplar gains one dread power. She gains an additional dread power at 3rd level and every two levels of fiendish exemplar thereafter. The saving throw DC for dread powers is equal to 10 + 1/2 the fiendish exemplar’s class level + exemplar’s Charisma modifier. Unless otherwise noted, dread powers require a standard action to activate, and an exemplar cannot select an individual dread power more than once.

**Addictive Presence (Su):** The fiendish exemplar can make humanoids feel ill if they spend too long away from her. The exemplar must spend at least 1 minute interacting with a humanoid with an attitude of at least indifferent (per the Diplomacy skill). The humanoid must make a Will save. On a failed save, each day the humanoid goes without spending at least 1 minute interacting with the fiendish exemplar the humanoid must succeed on a Will save or gain a cumulative –2 penalty to Charisma. This cannot reduce an ability score to less than 1. If the humanoid spends at least 1 minute interacting with the exemplar, all penalties are removed. A humanoid cannot be affected by this dread power more than once. This is a curse effect which can be removed by any spell or effect which removes the bestow curse spell. The exemplar’s effective caster level is equal to her class level. This curse effect is removed after two consecutive successful saving throws.

**Attraction (Su):** As a full-round action, the fiendish exemplar can expend 1 point of dread power to compel any creatures within 60 feet to approach her on their turn by the swiftest available means. A Will save negates this effect, and on a successful save creatures become immune to this ability for 24 hours. On a failed save, the creature must move until they are adjacent to the exemplar. This effect ends if the creature ever becomes adjacent to the exemplar, the exemplar attacks the creature, or the creature must move through an obviously harmful environment. If the creature has a starting attitude of indifferent or better (per the Diplomacy skill), their starting attitude is improved by one step (to a maximum of helpful). The fiendish exemplar must be at least 5th level to select this dread power.

**Bloat Flies (Su):** The fiendish exemplar can expend 1 point of dread power to breathe a 20-foot-cone of corpse-bloated, black flies. Living creatures in the area take 2d6 points of damage (as a swarm’s damage) and if damaged must succeed on a Fortitude save or become sickened for 1 round. At 9th level, exemplar can expend 2 points of dread power when activating this ability to have the flies coalesce into a swarm which obeys the exemplar’s mental commands for 1 round per class level, or until the swarm is dispersed. The swarm functions as a mosquito swarm (see Pathfinder Roleplaying Game: Bestiary 2 for details). The fiendish exemplar must be at least 5th level or have the daemon fiendish ancestry to select this dread power.

**Burning (Su):** The fiendish exemplar can expend 1 point of dread power to surround her exemplar’s weapon (natural attack, manufactured weapon, or unarmed strike) with energy damage (acid, cold, electricity, or fire) for 1 minute. This energy deals 1d6 points of damage. The type of damage is chosen when the dread power is gained. The fiendish exemplar must be at least 5th level to select this dread power.

**Chain Armor (Su):** The fiendish exemplar can expend 1 point of dread power to summon unholy chains which wrap protectively around her body for 1 minute. The chains grant a +4 armor bonus to AC. This armor does not have a spell chance failure, an armor check penalty, reduce the exemplar’s speed, or function as armor for the purposes of the fiendish resilience ability. The fiendish exemplar must be at least 5th level or have the kyton fiendish ancestry to select this dread power.

**Cold Logic (Su):** The fiendish exemplar can expend 1 point of dread power as part of readying an action to suffuse her heart with an immortal predator’s perfect patience. The exemplar must specify the action to be taken, but does not have to specify the conditions under which they take it until they choose to act. The fiendish exemplar cannot use this ability if they are affected by an emotion or fear spell or effect, or any effect that grants a morale bonus. The fiendish exemplar must be at least 11th level or 5th level with the devil fiendish ancestry to select this dread power.

**Consume Essence (Su):** As an immediate action whenever the fiendish exemplar damages a creature with a confirmed critical hit or a coup de grace, she can expend 1 point of dread power to deal 1 negative level to the creature, and gain 5 temporary hit points for each negative level bestowed. Temporary hit points gained in this manner last for 1 hour. If the exemplar kills a living creature with Hit Dice equal to or greater than 1/2 her class level when using this ability, she instead gains temporary hit points equal to 1d6 x the creature’s Hit Dice. The fiendish exemplar must be at least 15th level, or 11th level with the daemon or div fiendish ancestry to select this dread power.

**Contagion (Su):** The fiendish exemplar can expend 1 point of dread power to infuse her exemplar’s weapon (natural attack, manufactured weapon, or unarmed strike) with a disease chosen when this ability is used (as the contagion spell). The first time a creature is damaged by the weapon or projectile they must succeed on a Fortitude save or contract the selected disease. The save DC is equal to the exemplar’s dread power save DC instead of the normal disease save DC. The weapon remains infected for 1 round per class level, or until the weapon damages a creature (whether or not the creature is infected). The fiendish exemplar must be at least 11th level or 7th level with the daemon fiendish ancestry to select this dread power.

**Contract (Su):** The fiendish exemplar can expend 1 point of dread power to bind a willing creature to an agreement. This functions as the lesser geas spell with a caster level equal to the exemplar’s class level, except the creature does not receive a saving throw if they fully understand the agreement being made. If the creature does not fully understand the agreement, or the agreement is purposefully deceptive, the exemplar must succeed on a contested Linguistics skill check against the target or the target realizes the inherent deception. At 11th level, this instead functions as the geas/quest spell, except the creature must be willing and fully understand the agreement unless the exemplar succeeds on an opposed Linguistics skill check. The fiendish exemplar must be at least 7th level or have the devil fiendish ancestry to select this dread power.

**Fool’s Blessing (Su):**The fiendish exemplar can expend 1 point of dread power to curse a touched creature with the sensation of expanded consciousness and insight, even as these faculties are lessened. If an adjacent creature has an attitude of at least indifferent (per the Diplomacy skill) and the exemplar can succeed on a Bluff check opposed by the creature’s Sense Motive, then an attack is not required and the creature does not feel threatened. If the creature is hostile or succeeds on the opposed check, the exemplar must succeed on a melee touch attack. An affected creature must make a Will save. Whether or not the save is successful, the creature takes a 1d6 penalty to Intelligence, Wisdom, and Charisma for 1 hour. On a failed save, the creature believes they succeed at any Intelligence-, Wisdom-, or Charisma-based skill check, even if faced with clearly contrary evidence. This is a mind-affecting curse effect. The fiendish exemplar must be at least 7th level or 3rd level with the asura or devil fiendish ancestry to select this dread power.

**Dread Dance (Su):** When making a full attack, the fiendish exemplar can expend 1 point of dread power as a free action to move up to 10 feet between attacks. This movement provokes attacks of opportunity as normal, but is not limited by the fiendish exemplar’s normal speed. The fiendish exemplar must be at least 5th level or have the asura fiendish ancestry to select this dread power.

**Dancing Chains (Su):** The fiendish exemplar can expend 1 point of dread power to control up to one chain per five class levels within 20 feet (to a maximum of four chains at 20th level) for 1 round per class level. As a free action, she can cause the chains to grow in length up to the effect’s range (20 feet). The exemplar can make an attack with a single chain against a target within 20 feet as a standard action, or take one attack with each controlled chain as a full attack action. The exemplar’s attack bonus with the chains is equal to her base attack bonus + her Charisma modifier and deal 2d4 + her Charisma modifier in bludgeoning damage. As a free action, the exemplar can cause the chains to sprout barbs, causing them to instead deal piercing damage. If the chain is possessed by another creature, they can attempt a Will save to prevent the exemplar’s control. On a successful save, the exemplar cannot control the chain for 24 hours or until it leaves the creature’s possession. A fiendish exemplar must be at least 9th level, or 5th level with the kyton fiendish ancestry to select this dread power.

**Dark Dominion (Su):** The fiendish exemplar calls upon her heritage to unleash simmering revenge upon other outsiders. The exemplar expends 2 points of dread power and selects an evil outsider subtype, releasing a burst of energy in a 30-ft.-radius that deals 1d6 points of damage per 2 class levels to all evil outsiders with the selected subtype. A successful Reflex save halves the damage. If an evil outsider with Hit Dice less than or equal to the fiendish exemplar’s class level fails the Reflex save, they cannot use any spelllike or supernatural abilities for 1 round. A fiendish exemplar must be at least 5th level or have the qlippoth fiendish ancestry to select this dread power.

**Death’s Fury (Ex):** The fiendish exemplar can expend 1 point of dread power to enter a state of mindless fury for 1 round per class level. While in this state, they gain a +1 morale bonus on melee attack rolls, melee damage rolls, and Will saves. As long as the exemplar is in this state of fury, she gains the benefits of the Diehard feat. If she possesses the Diehard feat, she instead functions as if she did not have the staggered condition while at negative hit points. Each time the exemplar kills a creature with Hit Dice equal to or greater than half her class level while in this fury, her morale bonus increases by a cumulative +1. This cannot increase the total bonus to more than +1 per four class levels (maximum +5). This bonus resets if the exemplar’s fury ends. While in a state of fury, the fiendish exemplar cannot use certain skills or any abilities that require patience or concentration (as the barbarian’s rage ability). The exemplar cannot gain the benefits of death’s rage and spells or abilities that cause similar restrictions (such as rage, bloodrage, sadistic fury, or the rage spell). The fiendish exemplar must be at least 5th level or have the demodand fiendish ancestry to select this dread power.

**Deceptive Weapon (Su):** As long as fiendish exemplar has at least 1 point of dread power in her pool, she can cause her exemplar’s weapon to appear to be a different type of weapon or not a weapon at all. For example, she could cause a whip to appear as a long scroll. This effect lasts for 1 hour per class level or until the exemplar dismisses it as a free action. While the weapon is disguised, the exemplar gains a bonus equal to half her class level on Bluff checks made to feint. She cannot gain this bonus against any creature which has been damaged by the weapon. She must have gained proficiency in a martial or exotic weapon with the exemplar’s weapon ability, and the false appearance of the weapon is chosen when this ability is gained.

**Defile (Ex):** The fiendish exemplar can mark objects and locations with disgusting waste or ichor drawn from the Lower Planes. She can expend 1 point of dread power to mark a 5-ft. radius, object, helpless creature, or herself. Any living creature within 30 feet of the smear is sickened for 1 minute. A successful Fortitude save negates the sickened condition. This is a poison effect. After 1 minute, the stench is no longer noxious enough to cause the sickened condition, but continues to remain noticeably abhorrent for 1 week. The fiendish exemplar must be at least 5th level or have the div fiendish ancestry to select this dread power.

**Devour Soul (Su):** The fiendish exemplar can consume the soul of a living creature she kills. She must expend 2 points of dread power as an immediate action whenever she kills a creature with Hit Dice equal to or greater than half her class level. The exemplar gains a +1 profane bonus to attack and damage, saving throws, ability checks, and skill checks for 1 hour per Hit Dice of the creature. This bonus increases by +1 for every 4 Hit Dice the creature possesses (to a maximum of a +5 bonus at 20 HD). The creature can negate this effect with a successful Fortitude save. The creature functions as if having died due to a death effect. The fiendish exemplar must be at least 15th level or 11th level with the daemon fiendish ancestry to select this dread power.

**Disintegration (Su):** By expending 1 or more points of dread power, the fiendish exemplar can fire a beam of pure oblivion. This functions as a ranged touch attack with a range of 60 feet. A creature or object hit by the beam takes 5d6 points of damage (no save). Any creature reduced to 0 hit points or fewer by the beam is turned to dust and killed (as the disintegrate spell). This ability affects objects and force effects as the disintegrate spell. The exemplar can expend additional points of dread power to deal an additional 5d6 points of damage per point expended (to a maximum of 40d6). However, the target then gains a Fortitude save, and ignores this additional damage on a successful save (still taking the base 5d6 damage). The fiendish exemplar must be at least 13th level or 9th level with the qlippoth fiendish ancestry to select this dread power.

**Dimensional Step (Sp):** The fiendish exemplar’s spirit nature allows them to easily move between dimensional spaces. By expending 1 dread power as a standard action, the exemplar can cast dimension door as a spell-like ability using her class level as her caster level. At 13th level, the fiendish exemplar can instead expend 2 dread power to cast teleport (self plus 50 lbs. of objects only) as a spell-like ability. At 19th level, the fiendish exemplar can instead expend 3 dread power to cast greater teleport (self plus 50 lbs. of objects only) as a spell-like ability. The fiendish exemplar must be at least 7th level to select this dread power.

**Divine Dismantling (Su):** The fiendish exemplar can expend 1 dread power as an immediate action to counterspell a divine spell as if she had used dispel magic with a caster level equal to her class level. If the fiendish exemplar rolls a natural 20 on the caster level check, the divine spellcaster must succeed on a Will save or be unable to cast divine spells or use spelllike and supernatural abilities gained from divine spellcasting classes for 1 round. The fiendish exemplar must be at least 11th level or 7th level with the asura or demodand fiendish ancestry to select this dread power.

**Empowered Evil (Su):** The fiendish exemplar can expend 1 point of dread power as a swift action when casting a spell with the evil descriptor to increase all variable, numeric effects of the spell as if it had been modified by the Empower Spell-Like Ability feat (see Pathfinder Roleplaying Game: Bestiary for details). The exemplar is still subject to the same caster level restrictions for spells which can be affected as noted in the feat. The fiendish exemplar must be at least 7th level and have the evil aptitude dread power to select this dread power.

**Enveloping Winds (Su):** The fiendish exemplar can expend 1 point of dread power as an immediate action to surround herself with a whirling torrent. This causes any ranged attack targeting the exemplar to gain a 20% miss chance for 1 round. The exemplar can expend an additional 1 point of dread power to increase this to a 50% miss chance for 1 round, or the duration of the 20% miss chance to 1 round per class level. This ability has no effect on massive ranged attacks (such as siege weapons or boulders), rays, or ranged touch attacks. A fiendish exemplar must be at least 5th level or have the asura or div fiendish ancestry to select this dread power.

**Evil Aptitude (Su):** The fiendish exemplar finds it particularly easy to shape magical energy for dark purposes. Any spell or spell-like ability she casts with the evil descriptor has its caster level and save DC increased by 1. This ability stacks with any other feat or ability which increases a spell or spell-like ability’s caster level or save DC. The exemplar can expend 1 point of dread power as a free action to give any spell or spell-like ability she is casting the evil descriptor. This may alter visible effects of the spell to be more ominous and disturbing at GM discretion.

**Evisceration (Su):** The fiendish exemplar can expend 1 point of dread power as part of the standard action to maintain a grapple in order to rip into the target’s muscle, bone, or organs. This deals 1d6 points of damage to the creature’s Strength or Dexterity, or Constitution (chosen when the ability is used). A successful Fortitude save negates this ability damage. The dread power must be expended before the grapple check is made. The fiendish exemplar must be at least 13th level or 9th level with the kyton fiendish ancestry to select this dread power.

**Factionalism (Su):** The fiendish exemplar can expend 1 point of dread power to sow discord as an immediate action when any humanoid within 60 feet fails a Bluff, Diplomacy, or Intimidate skill check. The exemplar must be able to see and hear the creature that failed the check, and any creatures targeted by the failed skill check. The target or targets of the check and the creature that failed both have their attitudes (per the Diplomacy) skill lowered by one step. This is in addition to any other potential lowering of attitude due to the check’s failure. If either creature’s attitude is decreased to unfriendly or hostile, they must succeed on a Will save or be driven to plot against the other creature. This functions as the malicious spiteUM spell, using the exemplar’s class level as her caster level. The fiendish exemplar must be at 11th level, or 7th level with the devil or div fiendish ancestry to select this dread power.

**False Prophets (Su):** The fiendish exemplar can expend 1 point of dread power to instill a sleeping creature with a seemingly prophetic or otherwise significant dream which encourages them to behave as the exemplar desires. This functions as the nightmare spell, except the target does not take damage, is not fatigued, and can regain arcane spells. Instead the exemplar gives the target a specific dream they believe to be predictive of the future on a failed Will save. This causes the target to then react irrationally to stimuli determined by the vision. The exemplar must define the condition that triggers the effect and the effect which is triggered, which can be equivalent to any of the following spells: beguiling gift, delusional pride, miserable pity, oppressive boredom, reckless infatuation, or unadulterated loathing. If the effect would make the target act in a manner against their nature or which is obviously harmful, they automatically negate this effect. The fiendish exemplar must be 13th level or 9th level with the devil or div fiendish ancestry to select this dread power.

**False Courage (Su):** The fiendish exemplar can inspire allies with illusory bravery, which fades away leaving only greater terror. The exemplar must expend 1 point of dread power as a standard action, granting all willing allies within 60 feet a +1 morale bonus to attack, damage, and saving throws against fear. Any fear effects the allies have are suppressed for as long as the exemplar continues to inspire. At 5th level and every six levels thereafter, these bonuses increase by +1, to a maximum of +4 at 17th level. The exemplar does not gain these benefits. The exemplar can sustain this effect for a number of rounds equal to half her class level (minimum 1 round), but must use a standard action each round to maintain the effect. If the effect ends, the exemplar can start it again, but must expend 1 point of dread power as a standard action. When the effect ends, affected allies gain the shaken condition, or the frightened condition if they are already shaken (no save) for 1 minute per round of the effect’s duration. This is a mind-affecting language-dependent effect. The fiendish exemplar must be at least 3rd level or have the kyton fiendish ancestry to select this dread power.

**Heart’s Avoidance (Sp):** The fiendish exemplar can expend 1 point of dread power to prevent mortals from wanting to see her to the point where they cannot. This functions as the invisibility spell cast as a spell-like ability using her class level as her caster level, except it is a mind-affecting compulsion effect rather than an illusion. Any creature without the humanoid subtype or that is immune to mind-affecting or compulsion effects can perceive the exemplar normally. At 7th level, the exemplar can instead expend 2 points of dread power to instead have this function as greater invisibility.

**Hellfire (Su):** The fiendish exemplar can expend 1 point of dread power to breathe a 60-ft.-cone of unholy fire that deals 1d6 points of damage per 2 class levels (maximum 10d6). This damage is half fire and half unholy damage that is not subject to fire resistance or immunity. A successful Reflex save halves the damage. The exemplar can expend 2 additional points of dread power to either double the damage (maximum 20d6) or the range of the breath weapon (120-ft.-cone). The fiendish exemplar must be at least 15th level, or 11th level with the asura or devil fiendish ancestry to select this dread power.

**Heretical Soul (Su):** As long as the fiendish exemplar has at least 1 point dread power, she gains a +4 profane bonus on saving throws against divine spells and the spell-like abilities of good outsiders. The fiendish exemplar must be either 5th level or have the asura or demodand fiendish ancestry to select this dread power.

**Infernal Wound (Su):**The fiendish exemplar can inflict terrible wounds. The exemplar must expend 1 point of dread power as an immediate action after damaging a creature with her exemplar’s weapon (natural attack, manufactured weapon, or unarmed strike). In addition to the normal damage, the creature begins to take 1d6 points of bleed damage. The Heal check to stop the bleeding has a DC equal to 10 + 1/2 the fiendish exemplar’s class level + her Charisma modifier. Any attempt to magically heal a creature suffering this bleed damage requires a caster level check with a DC equal to 10 + the 1/2 exemplar’s class level. On a failed check, the spell does not function. The fiendish exemplar must be at least 11th level or 7th level with the devil fiendish ancestry to select this dread power.

**Infused Weapons (Su):** As long as the fiendish exemplar has at least 1 point dread power, any manufactured weapon she is proficient in and wielding are considered magical for the purposes of overcoming damage reduction. The fiendish exemplar can expend 1 point of dread power to grant her exemplar’s weapon a +1 enhancement bonus to attack and damage for 1 round per class level. This enhancement bonus increases by +1 per five class levels (to a maximum of +5 at 20th level). The fiendish exemplar must have selected a manufactured weapon to gain proficiency in with the exemplar’s weapon ability to select this dread power.

**Iron Confinement (Su):** The fiendish exemplar can expend 1 point of dread power to surround herself with a horrendously spiked and barbed suit of black iron armor for 1 minute per class level. The fiendish exemplar gains a +6 armor bonus to AC, and functions as if wearing spiked heavy armor. This armor halves the exemplar’s natural armor gained from the fiendish resilience ability, but does not remove her damage reduction. The armor does not have an armor check penalty, a maximum Dexterity bonus, or reduce the exemplar’s speed. The fiendish exemplar can dismiss the armor as a swift action. At 9th level, the armor bonus increases to +8. The fiendish exemplar must be at least 5th level or have the devil fiendish ancestry to select this dread power.

**Lingering Touch (Su):** The fiendish exemplar can haunt a victim’s mind with a touch, functioning similar to a mental illness. The exemplar can expend 1 point of dread power as part of a melee touch attack as a standard action. A touched creature must succeed on a Will save or begin to experience vivid hallucinations and lose their grip on reality. This functions as the schizophrenia madness (see Pathfinder Roleplaying Game: GameMastery Guide for details), except the onset is immediate and the Will save DC is equal to the dread power’s save DC. An affected creature ends this effect with two consecutive successful Will saves. This is a mind-affecting effect. The fiendish exemplar must be at least 9th level or 5th level with the kyton or qlippoth fiendish ancestry to select this dread power.

**Malaise (Su):** The fiendish exemplar can expend 1 point of dread power to radiate an unholy aura of depression in a 30-ft.-radius for 1 minute. Any good-aligned creature within the aura at the start of their turn must succeed on a Will save or gain the fatigued condition for as long as they remain within the aura and for 1 round after they are no longer within the radius. If the creature has the good subtype or has Hit Dice equal to or less than half the exemplar’s class level, they instead become exhausted on a failed save. On a successful save, the creature is immune to this ability for 24 hours. A fiendish exemplar must be at least 5th level or have the qlippoth fiendish ancestry to select this dread power.

**Mortal Mask (Su):** The fiendish exemplar can expend 1 point of dread power to assume the appearance of a Small or Medium humanoid. This functions as the alter self spell, except the fiendish exemplar does not adjust her ability scores and retains any ruinous gifts she has gained. As long as the fiendish exemplar has at least 1 dread power point left in her pool, she can remain in this alternate form indefinitely. If the exemplar expends an additional 1 point of dread power, she can suppress any ruinous gifts she possesses while this ability is active. This is a polymorph effect. A fiendish exemplar must be at least 3rd level to select this dread power.

**Mortifying Enlightenment (Su):** The fiendish exemplar’s ministrations of pain can prove addictive to mortals. As an immediate action, the fiendish exemplar can expend 1 point of dread power when dealing damage with a critical hit, damaging with an attack that deals bleed damage, or when a target is affected by a pain spell or effect caused by the exemplar. The target must make a Will save. On a failed save, the target becomes addicted to painful sensations. The addicted creature must succeed on a Will save whenever confronted with an obviously non-deadly or suicidal situation where they can be hurt or caused pain. On a failed save, the creature pursues the situation in order to experience the pain. This is a mind-affecting, compulsion, and curse effect. It can be removed by any effect that removes the bestow curse spell, with a caster level equal to the exemplar’s class level. The fiendish exemplar must be at least 9th level, or 5th level with the kyton fiendish ancestry to select this dread power.

**Profane Gift (Su):** The fiendish exemplar can expend 2 point of dread power as a full-round action to grant a willing humanoid creature touched a +2 profane bonus to an ability score of their choice . As long as the humanoid gains this bonus , the exemplar cannot regain the expended point of dread power. A single humanoid cannot gain the benefits of more than one profane gift. The fiendish exemplar can target the affected creature with any mind - affecting spell or ability she possesses at any range , except not across planar boundaries . The exemplar can end this effect at any time as a free action , and is ended if the affected creature is targeted with a dispel evil spell or effect. When the effect ends , the creature takes 1d6 points of Charisma damage . At 10th level , the exemplar can expend (and invest) two additional points of dread power to instead grant a +4 profane bonus. At 15th level, the exemplar can expend (and invest) an additional 3 points of dread power to instead grant a +6 profane bonus. The fiendish exemplar must be at least 5th level to select this dread power.

**Ruination (Su):** The fiendish exemplar can defile a container or body of water she is in contact with by expending 1 point of dread power. While within a body of water, the exemplar can affect up to a 50-ft.- radius of the water centered on her. When touching a container with a volume water, the exemplar can affect up to 10 cubic feet per class level. Water affected becomes poisoned with ghawwas blight for 1 day per class level.

* *Ghawwas Blight*: Poison — ingested; save Fort; onset 10 minutes; frequency 1/minute for 10 minutes; effect 1d2 Con damage; cure 1 consecutive save.

The fiendish exemplar must be at least 11th level or 7th level with the div fiendish ancestry to select this dread power.

**Scourge (Su):** The fiendish exemplar can expend 1 point of dread power and select a single subtype of humanoid or outsider. The next humanoid or outsider of the selected subtype she damages with a melee attack within 1 minute per class level becomes wracked with crippling pain. The target must succeed on a Will save, or take a –2 penalty on attack rolls, skill checks, and ability checks for the remaining duration of this effect. If the save is failed by 5 or more, the penalty is increased to –4. This is a pain effect. The fiendish exemplar must be at least 9th level or 5th level with the div or kyton fiendish ancestry to select this dread power.

**Screech (Su):** The fiendish exemplar can expend 1 point of dread power to emit a shrill screech. All creatures without the exemplar’s fiendish ancestry subtype within a 30-foot radius spread must succeed on a Fortitude save or be stunned for 1 round. Each time this dread power is used in the same day, it costs an additional 1 point of dread power to activate. The fiendish exemplar must be at least 13th level, or 9th level with the demon fiendish ancestry to select this dread power.

**Spell-Like Ability (Sp):** The fiendish exemplar gains one or more spell-like abilities fueled by soul energy harvested from the damned or primordial powers of evil. The exemplar selects a 0-level spell or a spell with a spell level equal to or less than half her class level (minimum 1st-level, maximum 9th-level). If the selected spell is a 0-level spell, the exemplar can cast it at will as a spell-like ability using her class level as her caster level. If the selected spell is 1st-level or higher, the exemplar can cast this spell as a spell-like ability 1/day using her class level as her caster level, but the exemplar must expend any expensive material components required by the spell. She can use this spell-like ability more than once per day by expending a number of points of dread power per additional use equal to half the spell’s level (minimum 1 dread power).

For example, each additional use of a 6th- or 7th-level spell would require the expenditure of 3 points of dread power. The exemplar can select this dread power more than once, each time gaining a different spelllike ability. She cannot select the same spell more than once. Fiendish exemplars with the asura, demodand, kyton, and qlippoth fiendish ancestries must select spell-like abilities from the cleric spell list. Fiendish exemplars with the daemon, demon, devil, or div fiendish ancestries must select spell-like abilities from the sorcerer/wizard spell list.

**Telepathy (Su):** As long as the fiendish exemplar has at least 1 point of dread power, she can telepathically communicate with any number of creatures within 30 feet with which she shares at least one language. At 11th level, the fiendish exemplar increases the range of her telepathy to 100 feet and can communicate with any creature that has a language. This is a mindaffecting effect. The fiendish exemplar must be at least 3rd level to select this dread power.

**Unholy Nimbus (Su):** The fiendish exemplar can expend 1 point of dread power to surround herself in a nimbus of multi-colored unholy light for 1 hour per class level. This illumination functions as the light spell, but any creature without the evil subtype attacking the exemplar must succeed on a Will save or gained the dazzled condition for 1 round. The exemplar can expend an additional 1 point of dread power as a fullround action to cause the light to burst out in a 40-ft.- radius. Any creature without the evil subtype must succeed on a Will save or gain the dazed condition if within 20 feet or the dazzled condition if within 40 feet for 1 round. The fiendish exemplar must be at least 5th level or have the demon fiendish ancestry to select this dread power.

**Unholy Stain (Su):** The fiendish exemplar can expend 1 point of dread power to charge her exemplar’s weapon (natural attack, manufactured weapon, or unarmed strike) with the horror and suffering of the damned. The next attack made with the weapon deals an additional 1d6 points of negative energy damage + 1 per two class levels. This damage does not heal undead. If a good-aligned creature is damaged by the negative energy, they must succeed on a Fortitude save or be sickened for a number of rounds equal to 1/2 the fiendish exemplar’s class level (minimum 1 round). Any creature with the evil subtype is immune to this negative energy damage.

**Vorpal Strike (Su):** The fiendish exemplar can expend 1 point of dread power as a swift action to cause a weapon she is proficient in due to the exemplar’s weapon class feature to function as if it had the vorpal weapon special ability for 1 round. The weapon must be capable of dealing slashing damage, and the fiendish exemplar must have gained weapon proficiency using the exemplar’s weapon ability to select this dread power. The fiendish exemplar must be at least 19th level, or 15th level with the demon fiendish ancestry to select this dread power.

### Ruinous Gift

At 2nd level, a fiendish exemplar gains a ruinous gift, representing her spirit permanently altering her mortal vessel. As many ruinous gifts alter the exemplar’s physical appearance, an exemplar wishing to maintain a low profile must take greater care in her selection. The exemplar gains an additional ruinous gift at 4th level and every two levels thereafter. Selecting any ruinous gift marked with an asterisk (\*) causes the fiendish exemplar to become more inhuman in appearance, and allows her true nature to be identified by creatures with the Knowledge (planes) skill (typically DC equals 9 + her class level). The exemplar can attempt to conceal her nature with the Disguise skill (with a –2 modifier). Each ruinous gift which alters her appearance adds a cumulative –2 modifier to this Disguise check. Unless otherwise noted, an exemplar cannot select an individual ruinous gift more than once.

**Adhesion (Su)\*:** The fiendish exemplar’s skin becomes eternally fouled, as if she had recently been covered in black pitch and unable to completely remove it. The fiendish exemplar gains a +2 bonus to CMB when performing a grapple and a +4 bonus to CMD to resist disarm attempts. She can expend 1 point of dread power as a standard action to exude a viscous black tar covering her skin for 1 minute. A creature striking the fiendish exemplar with a manufactured weapon must make a Reflex save. On a failed save, the weapon sticks to the fiendish exemplar and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful combat maneuver check against the exemplar’s CMD. After activating this ability, the penalty to Disguise checks caused by this ruinous gift doubles for 1 hour. The fiendish exemplar must be at least 10th level to select this ruinous gift. An exemplar with the demodand fiendish ancestry must only be at least 6th level to select this ruinous gift.

**Brainbite (Su)\*:** One of the fiendish exemplar’s primary natural attacks sprouts small tentacles ending in sharp pincers. When attacking with the primary natural attack, the exemplar can make a secondary natural attack using the pincers, which deals bludgeoning damage appropriate for the exemplar’s size (1d4 for Small-sized, 1d6 for Medium-sized, 1d8 for Large-sized, or 2d6 for Huge-sized exemplars). The exemplar can expend 1 point of dread power as an immediate action after making a successful attack with the pincers to deal 1d4 Wisdom damage instead of the pincer’s normal hit point damage. A fiendish exemplar must be at least 6th level and have a natural attack, or have a natural attack and the qlippoth fiendish ancestry to select this ruinous gift.

**Caustic Slime (Su)\*:** The fiendish exemplar’s skin becomes burned, as if due to exposure to acid. Any creature grappling the exemplar or grappled by her takes 1d4 points of acid damage each round at the start of their turn. The exemplar can expend 1 point of dread power as a standard action to deal this acid damage to any creature striking her with a natural attack or unarmed strike for 1 minute. After activating this ability, the penalty to Disguise checks caused by this ruinous gift doubles for 1 hour. At 10th level, the acid damage increases to 1d8 and creatures striking the fiendish exemplar with melee weapons when she activates this ability must also make a Reflex save or have their weapon take this acid damage. If any damage from the slime penetrates a weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes the fiendish exemplar is automatically destroyed after it inflicts its damage. An exemplar must be at least 6th level or have the demon fiendish ancestry to select this ruinous gift.

**Cursed Gaze (Su)\*:** One or both of the fiendish exemplar’s eyes horribly bulges, and is surrounded by an inhuman feature like bright, red veins or tiny snarled fangs. Whenever the exemplar succeeds on an Intimidation check to demoralize, she can choose to inflict either the confused or shaken condition for the duration of the demoralize effect. In addition, the fiendish exemplar can expend 1 point of dread power as a swift action to inflict the confused or shaken condition for 1d4 rounds on a creature that can see her within 60 feet. A successful Will save negates this effect. A creature affected by the protection from evil spell or similar effects is immune to this effect. An exemplar must be at least 7th level or be at least 4th level and have the div fiendish ancestry to select this ruinous gift.

**Dread Strength (Ex)\*:** The fiendish exemplar’s musculature bulges in an unnatural or asymmetric manner. When making attacks with any primary natural attack she possesses she adds 1-1/2 times her Strength bonus to damage. The fiendish exemplar must be at least 6th level or have the demodand fiendish ancestry to select this ruinous gift.

**Entangling Folds (Su)\*:** The fiendish exemplar’s body becomes covered with ropy skin growths. The exemplar gains a +2 bonus to CMB when performing a grapple. The fiendish exemplar can expend 1 point of dread power as a swift action to cause the ropy tendrils to animate and grab at surrounding creatures of the exemplar’s size or smaller for 1 minute. Creatures must make a Reflex saving throw if they start their turn adjacent to the exemplar. On a failed save, the creature gains the entangled condition and cannot move unless the exemplar is no longer adjacent or they succeed on a Strength or Escape Artist check as a move action (DC equals the save DC). On a successful save, the creature is no longer entangled and cannot be entangled by the exemplar for 1 hour, but treats any area adjacent to the exemplar as difficult terrain. The fiendish exemplar must be at least 12th level, or be at least 8th level and have the demodand fiendish ancestry to select this ruinous gift.

**Expanded Heritage (Ex):** The fiendish exemplar adds a second type of effect to their fiendish ancestry class feature, gaining a bonus on saving throws or immunity based on her class level and per her fiendish ancestry: asura (poison), daemon (poison), demodand (pain), demon (disease), devil (disease), div (curse), kyton (pain), or qlippoth (disease).

**Extra Arms (Ex)\*:** The fiendish exemplar gains an extra pair of arms. They can use these arms to manipulate or hold items, and to wield weapons as part of multiweapon fighting (per the Multiweapon Fighting feat; see the Pathfinder Roleplaying Game: Bestiary for details). The arms each have their own hand and ring magic item slots, but the fiendish exemplar is still limited to using two total rings and one hand slot item at a time. The fiendish exemplar must be at least 14th level to take this ruinous gift.

**Fast Healing (Su):** The fiendish exemplar’s body gains the ability to heal wounds very quickly, giving them fast healing equal to her Charisma modifier (minimum 1). The exemplar can cease or resume this fast healing as a free action. This fast healing does not restore hit point damage dealt by weapons or effects that overcome the fiendish exemplar’s damage reduction nor those lost due to starvation, thirst, or suffocation. The exemplar can heal a maximum number of hit points of damage per day with fast healing equal to her Hit Dice x her Charisma modifier. The fiendish exemplar must be at least 10th level to select this ruinous gift.

**Fiendish Sprinter (Ex)\*:** The fiendish exemplar’s feet or legs become more like a clawed predator or cloven hooved beast. The exemplar increases their land speed by 10 feet. The exemplar’s land speed increases by an additional 10 feet when using the charge, run, or withdraw actions.

**Flight (Ex or Su)\*:** The fiendish exemplar grows strange or horrifying wings, like those of a bat or the rotting wings of a carrion bird. She gains a fly speed equal to her base land speed. The fiendish exemplar’s maneuverability depends on their size. Small exemplars have perfect maneuverability. Medium exemplars have good maneuverability. Large exemplars have average maneuverability. Huge exemplars have poor maneuverability. The fiendish exemplar must be at least 6th level to select this ruinous gift.

**Hunger (Su)\*:** The fiendish exemplar becomes emaciated, like they are on the edge of starvation. The exemplar no longer requires food or drink, but can still eat or drink if she chooses. Whenever the exemplar successfully hits a creature with a natural attack, she can expend 1 point of dread power as an immediate action to inflict starvation on the creature. The creature must make a Fortitude saving throw or take 1d6 points of nonlethal damage and gain the fatigued condition for 1 minute. Creatures that do not require food are immune to this ability. The fiendish exemplar must be at least 6th level or have the deamon fiendish ancestry to select this ruinous gift.

**Gaping Maw (Su)\*:** The fiendish exemplar’s mouth, jaw, and neck becomes unnaturally large or inhuman in appearance. The exemplar gains a +2 bonus on combat maneuver checks made to start or maintain a grapple. She can expend 1 point of dread power as an immediate action when she successfully hits a target of her size or smaller with her bite attack to deal damage as a creature one size category larger and start a grapple without provoking an attack of opportunity. A fiendish exemplar must be at least 6th level and have a bite natural attack, or have a bite natural attack and the div fiendish ancestry to select this ruinous gift.

**Greater Resistance (Ex):** The fiendish exemplar increases the energy resistance gained from the fiendish ancestry class feature. If this gift is selected at 6th level or lower, the exemplar’s energy resistances are increased by 5. If it is selected at 10th level or higher, the exemplar’s energy resistances are increased by 10. The exemplar can select this gift multiple times and the benefits stack, but no more than once per four character levels. If any energy resistance is increased to higher than 30 it becomes energy immunity. Likewise, if this gift is selected at 18th level or higher, the exemplar gains immunity instead of resistance for these energy types..

**Improved Damage Reduction (Ex)\*:** The fiendish exemplar’s natural AC bonus from their fiendish resilience increases by 1 (which may also increase her damage reduction), but the protective nature of her natural AC and damage reduction can no longer be subtle. The exemplar can select this gift multiple times and the benefits stack, but no more than once per four class levels. The fiendish exemplar must be at least 4th level to take this gift.

**Inhuman Eyes (Su)\*:** The fiendish exemplar’s eyes turn obviously fiendish, perhaps becoming completely black or slit and reflective. The range of the exemplar’s darkvision increases to 120 feet. At 10th level, the exemplar gains the ability to see perfectly in darkness of any kind, including the darkness created by a deeper darkness spell.

**Spell Resistance (Su):** The fiendish exemplar gains spell resistance equal to 6 + her class level. If this gift is selected at 10th level or higher, the exemplar’s spell resistance is instead equal to 11 + her class level. If this gift is selected at 20th level, the exemplar’s spell resistance is equal to 16 + her class level. The exemplar can select this gift multiple times. The benefits do not stack, but the exemplar gains the improved spell resistance.

**Monstrous Brute (Ex)\*:** The fiendish exemplar increases to Large size, adjusting her space, reach, and the base damage of her natural attacks accordingly. She gains a +2 size bonus to Strength, a +2 size bonus to her natural armor bonus to AC, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to her increased size. The fiendish exemplar must be at least 8th level and have the monstrous girth ruinous gift to take this ruinous gift.

**Monstrous Fiend (Ex)\*:** The fiendish exemplar increases to Huge size, adjusting her space, reach and the base damage of her natural attacks accordingly. She gains an additional +2 size bonus to Strength (+4 total), +2 size bonus to Constitution, +2 size bonus to her natural armor bonus to AC (+4 total), –2 size penalty to Dexterity (total –4; to a minimum of 1), and –1 penalty on attack rolls and AC due to her increased size (total –2). This gift makes any attempt to appear as a humanoid of her subtype impossible without magic to reduce her size. The fiendish exemplar must be at least 16th level and have the monstrous brute ruinous gift to take this ruinous gift.

**Monstrous Girth (Ex)\*:** The fiendish exemplar’s vessel grows to an abnormal size, the hallmark of a physically powerful fiendish spirit. They gain a +1 size bonus on combat maneuver checks and to CMD, and can wield manufactured weapons as a Large-sized creature without penalty. In addition, they function as a Large-sized creature for the purposes of lifting, dragging, and carrying capacity. The fiendish exemplar must be Medium-sized to select this ruinous gift.

**Natural Attack (Ex)\*:** The fiendish exemplar gains a primary or secondary natural attack that deals appropriate damage for a creature of her size (see Pathfinder Roleplaying Game: Bestiary for details). Unlike a natural attack gained from the exemplar’s weapon class feature, the fiendish exemplar cannot conceal this natural attack without using the Disguise skill. This ruinous gift can be selected one additional time for every four class levels. The fiendish exemplar can have a maximum of one bite attack, two claw attacks per pair of arms, one gore attack, two hooves or talons, and one sting or tail slap.

**Presence (Su)\*:** The fiendish exemplar’s demeanor or presence becomes frightening in some respect, such as always being surrounded by the faint sound of screams or eyes filled with maddened souls. The exemplar always functions as if she was larger than any target for the purposes of the Intimidate skill after interacting with the target for at least 1 minute. She can expend 1 point of dread power as a free action with making a charge attack to cause the target of her charge to succeed on a Will save. On a failed save, the creature becomes shaken for 1 round per class level. If the target has Hit Dice less than or equal to half the exemplar’s class level, they instead become frightened for the duration. On a successful save, a creature is immune to this ability for 24 hours. This is a mind-affecting fear effect. The fiendish exemplar must be at least 6th level to take this gift.

**Rot (Su)\*:** One of the fiendish exemplar’s primary natural attacks becomes rotten, like a maggot-ridden corpse. When the exemplar successful hits with the primary natural attack, she can expend 1 point of dread power as an immediate action to deal 1 point of Strength and Constitution damage. A successful Fortitude save negates this ability damage. The ability damage increases by 1 point at 10th level and every five levels thereafter (to a maximum of 4 ability damage at 20th). A fiendish exemplar must be at least 6th level and have a natural attack, or have a natural attack and the qlippoth fiendish ancestry to select this ruinous gift.

**Semi-Incorporeal (Su)\*:** The fiendish exemplar form becomes stitched with shadowy essence or unholy darkness. This grants the exemplar a 20% miss chance. The exemplar can expend 1 point of dread power as a standard action to increase this miss chance to 50% for 1 minute, but this causes any attack the exemplar makes during this duration to have a 20% miss chance. Any attack, spell, or effect which is capable of affecting incorporeal creatures (such as ghost touch weapons or force effects) ignores the exemplar’s miss chance. The fiendish exemplar must be at least 10th level, or be at least 6th level and have the kyton fiendish ancestry to select this ruinous gift.

**Spores (Su)\*:** The fiendish exemplar’s body becomes infested with fungus, which can expel spores which rapidly infect and grow in skin. As a swift action, the exemplar can expend 1 point of dread power to expel spores and all adjacent creatures must succeed on a Fortitude save. On a failed save, the spores sprout hideous pallid growths, twitching spikes, and hair-like fibers from their flesh. The creature takes 1d4 damage and gains the entangled condition. They can free themselves with a Strength or Escape Artist check (DC equals the save DC). This is a disease effect. The fiendish exemplar must be at least 6th level, or have the demon or qlippoth fiendish ancestry to select this ruinous gift. Stench (Su)\*: The fiendish exemplar emits a terrible odor, which smells reminiscent of whatever Lower Plane her fiend originates in (such as brimstone for a devil). Adjacent creatures with Hit Dice equal to or less than the exemplar’s class level must succeed on a Fortitude save at the start of their turn or gain the sickened condition for 1 minute. The exemplar can expend 1 point of dread power to increase the range of her stench to 30 feet and affect any creature with Hit Dice equal to or less than her class level for 1 minute. If a creature succeeds on a Fortitude save against the exemplar’s stench, they are immune to this ability for 24 hours. A fiendish exemplar must be at least 6th level to select this ruinous gift.

**True Name (Ex):** The fiendish exemplar gains a true name, making it impossible to magically affect her in many ways unless the name is known. Whenever she is targeted or affected by a spell or effect which does not affect either humanoids or outsiders (such as charm person or holy smite), or specifically affects extraplanar creatures (such as banishment), if the creature using the spell or effect does not know the exemplar’s true name, then the exemplar is affected as a creature of the most beneficial type or as if she did not have the extraplanar subtype. Against any creature that does not know the exemplar’s true name, her spell resistance functions as if 5 higher than normal. However, if a creature knows the exemplar’s true name, she is treated as having the least beneficial creature type or subtype when targeted by spells or effects, and does not receive the benefits of spell resistance against the creature’s spells. A fiendish exemplar must be at least 10th level and have the spell resistance gift to select this ruinous gift.

**Unholy Toxin (Ex)\*:** The fiendish exemplar’s skin takes on a strange coloration or oily gleam. Select one of her natural attacks, and one of the following poisons for the natural attack to inflict.

* Debilitating Poison—injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d3 Str damage; cure 1 save.

* Neurotoxin—injury: save Fort negates; frequency 1/ round for 4 rounds; effect 1d2 Con damage; cure 1 save.

* Paralytic Poison—injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 1 save.

* Unholy Ichor—injury; save Fort negates; frequency 1/ round for 4 rounds; effect 1d3 Cha damage; cure 1 save. The save DC is Constitution-based.

This ruinous gift can be selected multiple times, but no more than once per four class levels. Each time it is selected after the first, the fiendish exemplar can either select one additional natural attack to gain the same or a different poison, or increase the damage die of a previously selected poison by one step (1d2, 1d3, 1d4, 1d6, and 2d4). The fiendish exemplar must have a natural attack to select this ruinous gift.

**War’s Shrapnel (Su)\*:** The fiendish exemplar’s skin becomes embedded with sharp bits of weapon fragments, wire, and rusted armor. This increases her natural armor bonus from fiendish resilience by +1 (which might also increase her damage reduction). She can expend 1 point of dread power as a standard action to launch pieces of sharp metal at a target or targets. The exemplar makes one ranged attack against a target or targets within 180 feet with no range increment. The shrapnel deals 1d8 + her Strength bonus in slashing and piercing damage and has a critical threat range of 19-20. The exemplar makes one ranged attack per five class levels when using this ability (to a maximum of four attacks at 20th level). After using this ability, the exemplar loses the additional bonus to natural armor for 1 hour. If this ability is used multiple times, the duration is cumulative. The fiendish exemplar must be at least 6th level or have the daemon or kyton fiendish ancestry to select this ruinous gift.

### **Fiendish Aura (Su):**

At 10th level, the fiendish exemplar gains a unique aura based on her fiendish ancestry. The DC for any saving throw is equal to 10 + 1/2 the fiendish exemplar’s class level + her Charisma modifier. Each fiendish aura ability is constant, and the fiendish exemplar can cease or resume it as a free action.

* Asura: The fiendish exemplar grants all creatures within 20 feet the benefits of a nondetection spell, using her class level as her caster level. She can exclude any number of creatures she can sense from this effect as a free action.

* Daemon: Any living enemy at negative hit points and within 20 feet of the fiendish exemplar at the start of their turn must succeed on a Will save or die. On a successful save, the creature is immune to this ability for 24 hours. This is a death effect.

* Demodand: Whenever an enemy with a divine spellcasting class begins their turn within 20 feet of the fiendish exemplar, they must succeed on a Will save or be unable to cast divine spells for 1 round. On a successful save, the creature is immune to this ability for 24 hours. This is a curse effect.

* Demon: Any allied creature within 20 feet of the fiendish exemplar is protected from possession and mental influence as a protection from good spell. She can exclude any number of creatures she can sense from this effect as a free action.

* Devil: Whenever any creature within 20 feet of the fiendish exemplar attempts a Bluff check to lie, they can choose to use the fiendish exemplar’s Bluff check in place of their own. If they willingly do so, the exemplar automatically discerns they are lying and additionally gains the benefits of the detect thoughts spell against them (Will negates) for as long as they are within 20 feet of the fiendish exemplar. On a successful save, the creature is immune to this ability for 24 hours. This is a mind-affecting effect.

* Div: Whenever an enemy begins their turn within 20 feet of the fiendish exemplar, they must succeed on a Will save or one piece of equipment they possess of the exemplar’s choosing gains the broken condition for as long as they remain within 20 feet of the fiendish exemplar. This can affect magical items but not mythic items or artifacts. On a successful save, the creature is immune to this ability for 24 hours.

* Kyton: Whenever any enemy is within 20 feet of the fiendish exemplar, she can attempt an Intimidate check to demoralize the creature as a free action. If more than one enemy is within 20 feet, the fiendish exemplar can attempt to demoralize all targets as a free action with a single Intimidate check. The exemplar cannot use this ability in conjunction with any other class feature which affects the demoralize action.

* Qlippoth: If an enemy creature with a lawful alignment succeeds on a melee attack against an ally within 20 feet of the fiendish exemplar, the creature must succeed on a Will save or gain the confused condition (as the confusion spell) for 1 round. This is a mind-affecting compulsion effect.

### **Archfiend (Su and Sp):**

At 20th level, the fiendish exemplar is elevated from her traditional hierarchy to become the personal servant of a deity, ethos, or fiendish lord. The exemplar can cast commune as an at will spelllike ability using her class level as her caster level. In addition, the fiendish exemplar can only be killed while on the continent of Embora . If the exemplar is killed on any other continent she returns to life in the Eternal Blockade after 3d12 days (as the true resurrection spell ). However , any gear the fiendish exemplar possessed is left behind on her old body. If the fiendish exemplar is killed while on another plane or on the continent of Embora, she permanently dies, but can be resurrected as normal.