From Compendium of Worldly Lore
Requirements
Alignment: Chaotic Evil
Skills: Diplomacy (5 ranks), Knowledge (the planes) 8 ranks
Special: Pledge of allegiance to a demon of Challenge Rating 15 or higher.
Summary
Demonic diplomacy usually takes the form of an entire horde slamming down the doors, but there are times when demons realize the importance of talking and making allies or otherwise having someone, they can depend on living away from the Abyss. Depend on means, of course, someone to be bullied, blackmailed, or brainwashed to carry out the demon's orders. Heralds of the Abyss are not precisely a diplomacy corps for demonkind, but rather a loose group of demons, mortals and their hybrid offspring who have learned how to deal with the denizens of other planes and present a less violent face for the Abyss.
Heralds gain their power by their association with a powerful demon and by pledging their servitude to a demonic patron for whom they will speak. They are free to wander the planes and gain some measure of immunity from demons who would be afraid of the Herald's master, but they must answer the telepathic call of their patron as soon as possible and comply with its wishes. A Herald will often be a contact between a lowly cult leader and the demon patron, or even an instigator. Both demons and mortals can become a Herald of the Abyss, keeping the archdemons and Demon Lords in contact with each other and with their interests outside their layers.
Role: Spell Utility
Characteristics: Limited Casting. Abyssal diplomats who have pledged their services to demon lords.
Source: Slayer's Guide to Demons
Game Rule Information
The Herald of the Abyss has the following game statistics.
Abilities: Charisma is the main stat that influences this class and demons so it needs to be a priority, Constitution is also smart to invest in due to your allies.
Alignment: Chaotic Evil
Hit Die: d8
Starting Gold: N/A
Class Skills
The Herald of the Abyss's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Herald of the Abyss.
Weapon and Armor Proficiency: A Herald of the Abyss is proficient with All simple and martial weapons but no armors or shields
Spells: A Herald of the Abyss can cast arcane spells. He may prepare and cast any spell from his own spell list provided he can cast spells of that level. He casts spells the way a sorcerer does, usinf the Spell's Known table of a sorcerer of the same level. To learn or cast a spell, a Herald of the Abyss must have a Charisma score of at least 10 + the spell's level. The DC for a saving throw against a Herald of the Abyss's spell is 10 +caster level. Bonus spells are based on Charisma.
Diplomatic Immunity Su: Traversing the planes is dangerous not only because of the natural hazards of the different planes and their environments but also because their denizens may not be too friendly. The Herald's first steps include learning the universal laws of hospitality in order to act as the messenger he is and not overly affected by his destination's dangers. At first level, the Herald of the Abyss is immune to the adverse conditions of any plane he visits for one hour per prestige class level. In addition, by taking a standard action to identify himself as an extraplanar envoy upon entering a new plane, the Herald is protected as if by a Magic Circle Against Evil spell, except that it affects all natives of the plane he is visiting as if they were outsiders, preventing physical contact and some abilities for as long as the Herald remains on their plane or until cancelled. Both effects are immediately cancelled if the Herald attacks a native creature.
Tongues Su: A Herald of the Abyss has a permanent Tongues ability as the spell cast by a sorcerer of his total character level.
Silver Tongue Sp: The envoy of the Abyss gains truly demonic charm. Once per day per prestige class level he can cause a single creature to become fascinated with him. The Herald and his target must be able to see and hear each other and must be within 90 feet. The distraction of a nearby combat or other dangers prevents the ability from working. The Herald makes a diplomacy check, which becomes the target's DC for an opposed Will saving throw. If the saving throw succeeds, the Herald cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the Herald speak for as long as 1 round per the Herald's full character level. The ability otherwise functions as the bard's fascinate ability. The Herald may also plant a sugggestion as per the spell (DC 13 + Herald's Charisma modifier) to a creature he successfully engages in mind-affecting conversation.
Contact Abyssal Master Sp: Once per week per prestige class level, the Herald of the Abyss may contact his demonic master telepathically as if with a Contact Other Plane spell cast by a sorcerer of his prestige class level. Use the Outer Planes Demideity row on the contact table for the possible results. The Herald makes a Charisma check instead of an Intelligence check to avoid suffering a Wisdom decrease (Instead of Intelligence/Charisma) and does not lose the ability to cast arcane spells, but does lose the ability to cast divine spells if he has levels in a divine spellcasting class.
Breach the Planes Sp: The Herald of the Abyss no longer depends on external means of travel to reach another plane. Once per week per prestige class level, the Herald chooses a plane of destination and then can Plane Shift to the nearest transitive plane (Astral, Ethereal or Plane of Shadows). From there, the Herald knows the direction and time of travel to his destination's nearest entrance even if he has to get there by his own means. This ability only affects himself; the Herald of the Abyss cannot take anyone else with him.
Forceful Diplomacy Sp: There are times when the diplomats from the Abyss get tired of words and bring in muscle to press their point. At 5th level, the Herald of the Abyss gains a special use of a demon's summon ability. Once per day per Charisma modifier, the Herald can attempt to summon a group of demons depending on his total character level: Each group is composed of the same race of demons; for example if the Herald rolls 3 demons of CR 5 or less on a 1d4 and they accept to come, all three must be of the same race; the Herald cannot choose to summon different types of demons even if all of their challenge ratings are 5 or less. Also, the demons must belong to the same demonic family as the Herald's demon master chooses which of the families that serve it will listen to the Herald's call. The Herald is assumed to call for reinforcements only for missions of importance to the demon master; otherwise, the summoned demons realize immediately, and the Herald owes them a favor. The Herald of the Abyss may choose feats or use knowledge that apply to the demonic summon ability.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spells per Day | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +0 | +2 | +0 | +2 | Diplomatic immunity, tongues | 2 | — | — | — |
2nd | +1 | +3 | +0 | +3 | Silver tongue | 3 | 2 | — | — |
3rd | +2 | +3 | +1 | +3 | Contact abyssal master | 3 | 2 | 2 | — |
4th | +3 | +4 | +1 | +4 | Breach the planes | 3 | 3 | 3 | 2 |
5th | +3 | +4 | +1 | +4 | Forceful diplomacy | 4 | 3 | 3 | 3 |
Character Level/ Total HD | Number and type of demons |
---|---|
10-15 | 1d4 demons of CR 5 or less (35% chance) |
16-18 | 1d2 demons of CR 6-10 (35% chance), or 2d6 demons of CR 5 or less (35% chance) |
19-20 | 1d2 demons of CR 11-15 (35% chance), 1d6 demons of CR 6-10 (35% chance) or 2d10 demons of CR 5 or less (30% chance) |
20+ | 1 demon of CR 16+ (35% chance), 1d2 demons of CR 11-15 (35% chance) or 2d10 demons of CR 5 or less (30% chance) |
Bonus Spells
In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.
Skill Bonus | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
1 | 1 | 1 | 0 | 0 |
2 | 2 | 1 | 1 | 1 |
3 | 3 | 2 | 2 | 1 |
4 | 4 | 2 | 2 | 1 |
5 | 5 | 3 | 2 | 1 |
6 | 6 | 3 | 2 | 2 |
7 | 7 | 4 | 2 | 2 |
8 | 8 | 4 | 3 | 2 |
9 | 9 | 5 | 3 | 2 |
10 | 10 | 5 | 3 | 3 |
11 | 11 | 6 | 4 | 3 |
Herald of the Abyss Spell List
1st Level:
Cause Fear, Charm Person, Command, Comprehend Languages, Endure Elements, Expeditious Retreat, Mount, Protection From Good, Protection From Law, Shield, Summon Monster I
2nd Level:
Detect Thoughts, Invisibility, Misdirection, Resist Energy, Sanctuary, Scare, Summon Monster II, Whispering Wind
3rd Level:
Clairaudience/Clairvoyance, Dispel Magic, Fly, Gaseous Form, Haste, Illusory Script, Magic Circle Against Good, Magic Circle Against Law, Nondetection, Phantom Steed, Protection From Energy, Secret Page, Suggestion, Summon Monster III, Water Breathing
4th Level:
Chaos Hammer, Charm Monster, Detect Scrying, Dimensional Anchor, Dimension Door, Discern Lies, Fear, Freedom of Movement, Lesser Geas, Lesser Globe of Invulnerability, Scrying, Sending, Summon Monster IV, Unholy Blight