MelaДемоническая (УкМ 22): As deacons of the Horseman of Famine, melaДемоническаяs are rarely summoned by mortal spellcasters, and typically only agree to actions aligned with their own agendas or those of their lord.
OlethroДемоническая (УкМ 31): The mammoth olethroДемоническаяs often make deals with mortals wishing to evoke devastation on rival lands, sometimes even asking only half the Без черты offering for the privilege. Even those olethroДемоническаяs serving one of the Four Horsemen as paragons can be summoned, though it is often assumed that such a черта is done only at their master’s whim.
PiscoДемоническая (УкМ 21): Любвиrs of misery, especially that of the strong and powerful, piscoДемоническаяs eagerly make deals with mortals who wish to use them as soldiers against the powers of Добра—especially armies composed of or led by паладинs.
PurroДемоническая (УкМ 29): Steadfast servants of the Horseman of Войны, purroДемоническаяs may be the easiest deacon Демоническаяs to summon. It seems their master often gives them leave to spread Войны on the Material Plane, but their servЛьда to any binder is often brief and violent, for both Демоническая and spellcaster.
ThanaДемоническая (УкМ 24): As deacons of the Horseman of Смерти, thanaДемоническаяs are hardly ever summoned by mortal spellcasters, and when they are, the event portends a near-apocalyptic end of mortal life.
Демоновs
The great weakness of Демоновs is a священное or other Добра weapon. Such weapons overcome every Демонов’s natural сопротивляемостьs, and are one of the few types of weapons that all Демоновs ужас equally. When dealing with Демоновs, it is best to remember that they abide by no contract other than power, and displaying power—or at least hints of it—is key to keeping them under control. Their Магии circle is made of powdered cold iron.
All Демоновs are immune to электричество and яд effects. Many have other сопротивляемостьs based on their forms and chaotic natures.
Babau (УкМ 17): Any sacrifice for a babau must involve an intelligent creature, which the Демонов must be allowed to rend and utterly destroy.
Balor (УкМ 31): Balors do not come when summoned, and actively resist calls. Only the offer of a bound КО 15 Принципиальностиful or Добра outsider, or a беспомощьность паладин or жрец of 15th level or higher, dims their ярость at being snatched from their Домашняя. Even thus placated, they воля surely seek revenge unless the mortal they face Демоновstrates a greater power.
Dretch: As the slave labor of the infinite Abyss, the lot of the dretch would be pitiable if the creature weren’t so contemptible. The best sacrifice for a dretch is the promise that it can spend at least a third of its time in servitude resting.
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Glabrezu (УкМ 24): These treacherous Демоновs peddle in secrets that destroy, and to bring them to the Material Plane as interested negotiators, the caster must know secrets that can destroy influential families, bring down nations, or otherwise befoul the bedrock of society.
Hezrou (УкМ 22): Expensive ядs and powerful potions worth at least 500 зм can pique the interest of these toadlike Демоновs.
Marilith (УкМ 28): Either powerful волшебное оружиеs (+2 Очарование or greater) or the promise of the приказ of armies of cults can lure a marilith; any offer less than this earns the caster a –6 penalty on the Харизма check.
Kalavakus (УкМ 21): These horned Демоновs almost always barter for slaves in return of their servЛьдаs.
Nabasu (УкМ 19): These Демоновs Любви nothing more than devouring or enslaving humanoids so they can grow fatter and stronger.
Nalfeshnee (УкМ 25): These Демоновs Любви знание, especially that within their specialties of manipulation and greed. Nalfeshnees bargain знание for знание, but never give more than they gain.
Omox (УкМ 23): These slimy Демоновs enjoy the уничтожение of beautiful things. For their servЛьдаs, they often take “gifts” that involve the уничтожение of beautiful things—in particular an attractive young man or woman as sacrifice. Quasit: Even more pathetic than the dretch, the quasit seeks only the assurance that it can return to the Abyss when its task is complete.
Shadow Демонов (УкМ 17): The shadow Демонов asks merely for the shell of a beautiful person to wear for the duration of its servitude. It does not care whether that shell is pure or impure.
Shemhazian (УкМ 27): These powerful Демоновs serve mortal spellcasters for only one prЛьда—when their servЛьда is done, they get to kill and devour the binder. This makes attempts to control them very rare. Sometimes they требование the life of the binder’s Семьи or friends as well.
Succubus (УкМ 18): The primary joy of the succubus is in destroying невинность and Любви; offering a child, virgin, or a beЛюбвиd Семьи member of the caster suffЛьдаs to gain the interest of the succubus.
Vrock (УкМ 20): The vrock Любвиs to despoil and befoul things of great beauty. Artwork worth at least 250 зм or a living, intelligent creature to destroy are equally desirable sacrifices. As their dance of ruin attack is more powerful the more vrocks are involved, they are often conjured and bribed in groups.
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Vrolikai (УкМ 30): These transformed nabasus hate being summoned to the Material Plane, believing their time there is over and they are meant for greater things. When summoned, they typically ask for дважды the Без черты amount in gifts. These требованиеs are often accompanied by outяростьous, sometimes impossible требованиеs. They can eventually be reasoned with, but only when binders Демоновstrate power over them.
DЗлаs
DЗлаs regard both священное items and silver as смертельныйsubstances, and instinctively shy away from contact with such items. Even those for whom silver presents no dГнева avoid its touch whenever possible. Binders who want to deal with infernal потусторонние существа as putative allies keep these substances at least 60 feet from the призывание circle; however, if they wish to threaten their infernal subjects, they keep them close at hand. The powdered silver used to create the Магии circle is a Warning and a trap, but it is not an overt threat—summoned dЗлаs recognize it as part of the procedure to call them to the Material Plane. Note that even silver candlesticks or bells can be used as weapons of внеочередная, but the best Обороны, should the волшебник choose to display force, is a weapon bonded with alchemical silver.
An even better Обороны against dЗлаs, however, is a священное weapon. As with Демоновs, a священное weapon is strong enough to drive through any dЗла’s natural Обороныs, and the presence of such an item in the призывание chamber is an affront to more powerful or subtle dЗлаs.
Note that all dЗлаs are immune to Огня and яд; the blasted landscapes of their Домашняя plane quickly destroy any who show vulnerabilities to these effects. All dЗлаs can withstand acid and cold as well, though to varying degrees, and few of them show any ужас of suffering that damage. They have сопротивляемость to acid 10 and cold 10.
Additionally, one can enhance призывание for specific kinds of dЗлаs by appealing to those dЗлаs’ specific natures.
Accuser DЗла: Popular among conjurers and призывательs as spies and infiltrators, accuser dЗлаs often forgo haggling information they gifts for their servЛьдаs, as the information they gain is worth more than any gift of treasure the binder can offer.
Barbed DЗла (УкМ 22): Extraordinarily jealous of their duties and even more so of their time, barbed dЗлаs may grudgingly accept offers of rare treasures and gems worth more than 2,000 зм, with the usual +2 Бонус Харизмы to призывание—but only when the task takes less than 24 hours to complete. If the servЛьда takes any longer, the binder takes a –2 Харизма penalty.
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Bearded DЗла (УкМ 16): The best way to attract the eye of a bearded dЗла is to offer a restrained victim for its Кровиy use, so that it might painfully Убийства its target.
Belier DЗла (УкМ 28): These massive masterminds are rarely summoned to the Material Plane, but when they are, they often try to finagle their way out of such circumstances as quickly as possible.
Bone DЗла (УкМ 20): These dЗлаs adore secrets and infernal lore, and those who provide hellish tomes or evidence of influential mortal vЛьдаs gain a +2 Бонус Харизмы on their призывание checks.
Erinyes (УкМ 19): As the spirits of corrupted Ангеловs, erinyes are bitter and ярость against the heavens. To entЛьда an erinyes, offer it a significant священное item for it to despoil, or the жрец of a Добра-aligned god to ravish and ruin.
Handmпомощьen DЗла (УкМ 25): Deals made with handmпомощьen dЗлаs are often extremely hard bargains. They typically ask for the unthinkable, such as the lives of innocent children—the younger the better.
Horned DЗла (УкМ 27): As the elite of Hell’s armies, horned dЗлаs value Сила and daunting power; anyone who offers them an intimidating weapon enchanted to +2 or better gains the +2 Бонус Харизмы.
Льда DЗла (УкМ 24): As the schemers and planners of Hell’s dЗлаs, laboring in their personal machinations, gelugons are extraordinarily difficult to summon. However, casters willing to offer an exchange of servЛьдаs—one in which the caster is likely to see the short end of the deal—may earn a Бонус Харизмы. Those who renege on their bargains with gelugons often learn what it means to displease Hell.
Immolation DЗла (УкМ 30): These dЗлаs often ask for lands on the Material Plane as gifts. If such lands are granted, they use these places to launch attacks on neighbors, Further expanding the territory of Hell.
Imp: Imps prefer small and Кровиy sacrifices that show the binder’s desire to do Зла—for instance, a heart torn from a living dove grants a +2 Модификатор Харизмы on the призывание check.
Lemure: Lemures prefer reminders of their former lives, and so the best offering is food or pornography.
Pit Fiend (УкМ 31): Pit fiends, the greatest of all the non- noble dЗлаs in Hell, are rarely tempted to answer a summons; when called, most of them come to see the stupidity or the arrogance that brought them to the Material Plane before snatching the волшебник away for an eternity of torment. Only the greatest of promises, such as a noble offering the enslavement of an entire empire, a priest offering the уничтожение of священное relics, or an antiпаладин pledging the delivery of a беспомощьность and noteworthy Ангелов for the pit fiend’s pleasure, might induce the pit fiend into servЛьда.
Elementals and Genies
True elementals are simple creatures, thriving spirits animating bodies of pure elemental matter. They regard their lives as an eternal struggle to best themselves and each other. Each elemental type is uniquely suited to adapting to conditions on its particular plane, and is arrogant about its powers when surrounded by its element... and uniquely испуг and cowed when shown a greater power or encased in an element not its own. Most elementals do not bargain for favors—they respect only Сила. Genies are the more human-like denizens of the elemental planes, both in shape and mentality. They consider themselves physically and culturally superior to true elementals.
In general, one summons an elemental for brute work and combat, and a genie for Магииal power or ancient Мудрость, and would thus use призыв чудовища and потусторонний слуга for those tasks, respectively. However, should a conjurer wish to bind an elemental as he would a genie or fiend, the ritual is one of wrestling with the elemental’s creativity in reaching its Домашняя element. Elementals are immune to кровотечение, paralysis, яд, сон effects, and stunning. They are not subject to critical hits, precision- based attacks like атака исподтишка, or flanking.
Genies seek and value power, though they are more brПраха and boastful than most. It is sпомощь the best way to secure the attentions of a genie is to speak its true name, and to offer it помощь in battles against its political enemies—a wise conjurer researches the inner battles of geniekind before призывание a genie, or else is prepared to cow the genie with strong Магии.
Воздуха Elemental: When призывание an Воздуха elemental, inscribe the Магии circle with diamond powder, and release the elemental only once it has acquiesced to the caster’s power. This costs an additional 2,000 зм but adds +4 to the Харизма check.
Belker: These dull-witted creatures enjoy expensive incense and exotic green woods that create heavy Дыма.
Crysmal: Unlike other elementals, crysmals do bargain, but agree to a binder’s требованиеs only if offered a substantial amount of crystal, which they use for reproduction.
Djinni: Tomes of знание or powerful wondrous items tempt djinn and grant the caster a +2 bonus on the Харизма check.
Земли Elemental: Prepare the призывание chamber with swirling Ветра- and Воздуха-based spells to prevent the elemental from touching the floor. Maintaining this state for 5 rounds Демоновstrates the binder’s superiority over the elemental, and grants a +4 bonus on the Харизма check.
Efreeti: These Войныlike creatures value weapons with бонус усиленияes of at least +2 and scrolls of 4th- level or higher spells; these provide a +2 bonus on the binder’s Харизма check. Efreet also appreciate attractive humanoid slaves, which give a +1 bonus on the binder’s Харизма check for every 10 slaves offered.
Огня Elementals: When призывание a Огня elemental, enclose the casting chamber with stone, remove flammable materials from the room, and prepare a Магии circle and spells to protect against Огня. Keeping large blocks of Льда in the room saps the elemental’s power and cows it into submission more quickly, giving the caster a +4 bonus on the Харизма check to trap the elemental.
Льда Elemental: Binders use actual Огня, Огня spells, защитаs against cold, and sometimes even Огня creatures to keep Льда elementals at bay during призывание. An Льда elemental often yields to its binder as soon as serious melting occurs.
Невидимость Stalker: The Тактики used to bind невидимость stalkers are similar to those used for сковывание Воздуха elementals. Unlike many elementals, невидимость stalkers bargain for their servЛьдаs, which is why they are often summoned by mortal spellcasters.
Janni: The weakest of the genies, the jann are also proud and распластан to insult. Gifts of rich fabrics, gems, or jewelry worth 1,000 зм or more soften their outlook and give the conjurer a +2 bonus on her Харизма check.
Светаning Elemental: Светаning elementals are similar to Воздуха elementals in that the same сковываниеs work on them, though binders would do well to reinforce such сковываниеs and themselves with защитаs against electrical damage.
Marid: Capricious and unpredictable, marids Любви выступлениеance and art—providing them artwork worth 1,000 зм or playing a СЛ 30 Выступление (any) piece (whether выступлениеed by the binder or his ally) piques their interest long enough for the conjurer to gain a +2 Бонус Харизмы.
Magma Elemental: Magma elementals are composite elemental creatures, taking some aspects from Земли elementals and Огня elementals. Unsurprisingly, a mix of сковывание strategies from those two types of elementals often keeps these savage things at bay.
Mihstu (УкМ 19): The strategy for сковывание and приказing these creatures is similar to that for an Воздуха elemental. Unlike other elementals, mihstu typically bargain with the binder, as many wish to haunt the dark places of the Material Plane.
Mud Elemental: While mud elementals vary in consistency, all of them ужас becoming too Водыy or too dry, as both conditions have adverse effects on them. Using Воздуха spells and petrification spells as punishments for noncompliance usually makes these elementals more willing to take direction and enter into negotiations for appropriate gifts for servЛьдаs rendered.
Sandman: Subtle and ремеслоier than other elementals, these creatures nearly always bargain with their binder, but are arrogant and headstrong. Even after their task is done, they voluntarily remain on the Material Plane to wreak as much havoc as possible.
Shaitan: As the most dense and brПраха of the genies, shaitans like games of chance and physical skill best of all. Should the caster offer servЛьдаs in exchange for a throw of the dЛьда or a wrestling match—and go through with the offer—he’ll receive a +2 bonus on his Харизма check.
Thoqqua: Natives of the harsh landscape where the Planes of Огня and Земли collide, thoqquas are dГневаous creatures to summon and bind, and typically ярость against their confines, even when properly bound. Those wishing to bind a thoqqua frequently use mephit intermediaries, as those creatures seem to understand thoqquas enough to calm them.
Воды Elemental: When призывание a Воды elemental, remove sources of Воды from the room and prepare a bonОгня. A ring of Огня around the Магии circle exposes the elemental to its hated enemy the instant it appears on the Material Plane, distracting it long enough for the binder to seize control. This is an opposed Воля check, granting a +1 bonus to the caster for each large Огня in the room; success grants a +4 bonus on the Харизма check.
Неизбежностиs
Originally created by the axiomites (see page 36 of the Bestiary 2) as an unflinching army to fight the chaotic Изменчивостиs, неизбежностиs used to fight an explicit Войны against those creatures but now wage an indirect Войны against them. Most неизбежностиs fight this Войны by tracking down and rectifying egregious violations of Принципиальности. Incorruptible in its mission, when bound by a being who wishes to subvert it, an неизбежности often waits the binder out. Неизбежностиs simply refuse to deal with binders who wish to use them against their designed and decreed purpose.
Arbiter (УкМ 13): Arbiters are the scouts and spies of the неизбежностиs, and are typically bound to serve as фамильяры to Принципиальностиful spellcasters, especially those who fight the taint of Изменчивости Хаоса.
Kolyarut (УкМ 23): As the Страхолюдинаs of bargains, kolyaruts can be bound into servЛьда to enforce a bargain. The binder needs to beВойныe, though—if she fails to keep a bargain with a kolyarut, she can quickly become the subject of its punishment. Kolyaruts never bargain with known сломать ers of such agreements.
Lhaksharut (УкМ 31): Concerned with keeping the various planes separate, lhaksharuts often make deals with mortal spellcasters working in concert with those goals. They are always willing to destroy links between planes, but sometimes agree to let a gateway stay open and serve as its protector as long as such a mission serves its primary function in some way. They never work against the separation of the planes.
Marut (УкМ 26): Maruts hunt those who artificially extend their lives though powerful Магии. They bargain with binders who call them for the express purpose of hunting down such a creature. All other сковываниеs are stubbornly ignored, even under duress.
Zelekhut (УкМ 20): Zelekhuts often answer the call of binders who wish to use them to search out and even execute those who seek to evade Правосудия.
Изменчивостиs
Slithering creatures of pure Хаоса, Изменчивостиs claim they were the masters of the multiverse before the first gods created the other planes from the pure Хаоса of the primeval beginnings. They seek to tear down the multiverse and restore it to its original chaotic form. Bound Изменчивостиs seek to find a way to achieve this goal even when bargaining with those who dare summon and bind them.
Изменчивостиs are immune to acid and have сопротивляемость to электричество 10 and sonic 10. Their amorphous anatomy grants them immunity to полиморф effects and сопротивляемость to critical hits and атака исподтишка damage. They are protected by a continuous свобода движений, as per the spell.
Imentesh (УкМ 21): These heralds of Хаоса often heed the call of binders who wish to utilize the power of Изменчивостиs. In conversation they are often talkative, личиныly helpful, and polite, but they are always plotting their escape in Закона to unleash as much Хаоса as possible.
Keketar (УкМ 28): The most Рвенияous of all the Изменчивостиs, keketars see it as their sacred duty to return all existence to its true chaotic state. These creatures are extremely arrogant, and often seek to manipulate those foolish enough to bind them toward their own entropic purposes.
Naunet (УкМ 18): These bestial Изменчивостиs are hard to control.
Those who bind these dГневаous bundles of ярость and уничтожение are Удачиy if they can wield the naunets’ разрушительный power for their own purposes—at least for a short while.
Voidworm: To most other Изменчивостиs, these tiny creatures aren’t true Изменчивостиs at all, just pale reflections of Изменчивости powers manifesting in the twisting currents of Limbo. Mortal spellcasters sometimes call these creatures to serve as фамильяры.
Qlippoth
Only the most insane or desperate spellcasters dare to call and bind a qlippoth. The qlippoth’s unpredictable nature, horrific appearance, and hatred for all mortal life make them some of the most dГневаous потусторонние существа to summon. They were once rulers of the Abyss, but were overthrown when the Души of mortal sinners arrived and transformed into the first Демоновs. While qlippoth may bargain with mortal spellcasters, they don’t feel bound to follow such agreements, and often blatantly disregard the Законаs of their binders, no matter the consequences.
Qlippoth are immune to cold, разум effects, and яд. They have сопротивляемость to acid 10, электричество 10, and Огня 10. All but the least have an aura of ужас and Безумия.
Augnagar: Stupid and ravenous, these cannibalistic qlippoth rarely bargain with their binders, but can be threatened into what passes for qlippoth servЛьда.
Chernobue (УкМ 23): These f lopping and writhing things are only concerned with spreading their vile яд. They do not bargain with binders.
Cythnigot: The most common type of qlippoth found on the Material Plane, cythnigots are called by some chaotic Зла spellcasters to act as фамильяры; a cythnigot latches on to a Tiny Животных фамильяр the spellcaster already has.
Iathavos (УкМ 31): The powerful and singular iathavos never answers the call of a binder, even an epic one.
Nyogoth: These hungry, abyssal bottom feeders heed the calls of spellcasters, but typically only to find new things to eat in far-off places. Though not stupid, nyogoths are hard to reason with, and only respond when offered new and interesting things to eat.
Shoggti: Next to cythnigots, shoggti are the most common qlippoth found on the Material Plane. These masters of mind manipulation are always on the hunt for living slaves for their inexplicable plans. A shoggti quickly heeds the call of a binder, hoping to eventually turn her into its newest thrall.
Thulgant (УкМ 25 vs. Принципиальностиful spells and creatures): These powerful qlippoth are too arrogant and self-important to answer the call of a spellcaster wishing to bind them.
Other Потусторонние существа
While the groups above detail all the major types of потусторонние существа, the Great Beyond is called great for a reason, and there are countless other потусторонние существа that a potential binder can call. In theory, any outsider can be called and a binder can attempt to press that creature into servЛьда, though the proper strategy for doing so is contingent on the abilities, desires, and goals of the particular outsider.
There is one group of потусторонние существа that it is more difficult to bind: the native outsider. A native outsider cannot be called and bound from the Material Plane. In Закона to call any outsider, it must be on a different plane from the binder. Native потусторонние существа (or other потусторонние существа currently manifesting on the Material Plane) can only be called and bound by spellcasters on a different plane.
СОЗДАНИЕ И МОДИФИКАЦИИ КОНСТРУКЦИЙ
The Ремесло Конструкций черта (see page 314 of the Pathfinder RPG Bestiary) allows a spellcaster to create all manner of permanent конструкцийs in a process much like Магии item creation. Each конструкций has a purchase prЛьда and a ремеслоing cost, along with a list of requirements and the skills used to create them. Some require special materials in addition to the cost for basic ремеслоing supplies, generally for the конструкций’s body. Special material costs increase both the purchase prЛьда and the ремеслоing cost of the конструкций. The СЛ to ремесло a конструкций is 5 + the default caster level of the конструкций, just like for a Магии item. Like when ремеслоing Магии items, a creator with a sufficiently high skill bonus may ignore these requirements. Each missing requirement increases the Ремесло СЛ by 5. Regardless, the creator must meet all item creation черты and minimum caster level requirements. Ремеслоing a конструкций takes 1 Дня per 1,000 зм in the item’s base prЛьда, excluding any special material costs. This process is identical to the process for ремеслоing a Магии item, including the rules for accelerating creation and handling interruptions (see page 548 of the Core Rulebook).
Animated Objects
Not all конструкцийs are built with the Ремесло Конструкций черта. Spells like оживить предметы allow a caster to temporarily animate an existing object. These конструкцийs are in many ways weaker than manufactured конструкцийs, as they are susceptible to dispelling and antiМагии.
A caster can use the оживить предметы spell to instantly create a temporary конструкций. A постоянство spell cast upon an animated object makes the конструкций permanent; however, it can still be dispelled or suppressed by antiМагии. Ремесло Конструкций creates permanent animated objects not susceptible to dispelling and antiМагии. The КО of a potential animated object depends on its size and abilities, as explained in the animated object entry on page 14 of the Bestiary.
ANIMATED OBJECT
CL 11th; PrЛьда as determined by КО
КОНСТРУКЦИЙION
Requirements Ремесло Конструкций, animate object, постоянство;
Skill Колдовство or appropriate Ремесло skill; Cost 1/2 prЛьда
New Animated Object Abilities
The following are new abilities that can be applied to animated objects, whether created by the оживить предметы spell or with the Ремесло Конструкцийs черта. Adding to these abilities requires the расходiture of Конструкцийion Points (CP), as described on page 14 of the Bestiary.
Augmented Critical (Ex, 1 CP): Increase the threat range for the animated object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the колющее attack or режущее attack object abilities.
Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
Improved Attack (Ex, 1 CP): All the animated object’s melee or ranged attacks do damage as though it were one size category larger. A ремеслоer must purchase Improved Attack separately for melee and ranged attacks.
Колющее Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of колющий урон and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on колющее attacks.
Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.