Fiendish Convoker UnSummoner Archetype
This multiclass archetype was adapted from Pathfinder Community’s nefarious convoker, rewritten to better fit the desired campaign theme of the archetype, and rebalanced against the Unchained Summoner instead of the base summoner.
Among the ranks of summoners are those who focus on outsiders from the lower planes, all of whom are strong-willed, dangerous, and evil. The hierarchy of the lower planes consists of those who rule, and those who are ruled — from the great demon lords and powerful archdevils, down to the lowliest of fiends who serve as minions, food, and fodder. It is from among the lower ranks of demons, daemons, and devils that the fiend-touched fiendish convoker focuses his summonings. Through a promise of greater strength and power from a fiendish patron, the convoker binds these minions to his service, for the end goal of elevating all of those in the equation. In return for their rise in power, these fiends serve the fiendish convoker as protectors, informants, and tools through which to carry out his devious plans or perform brutal tasks to further his sphere and influence. But surely as the convoker stares into the abyss, it gradually becomes him; eventually the fiendish powers the convoker channels may also inhabit him, and he is further drawn into corruption until he himself joins the ranks of those who granted him power.
Alignment: Any evil
Special: The fiendish convoker must have a fiendish patron.
Bonus Skills and Ranks: The fiendish convoker gains Bluff, Intimidate, and Stealth as class skills. This modifies the unchained summoner’s class skills.
Weapon and Armor Proficiency: The fiendish convoker is proficient with all simple and martial weapons. The fiendish convoker is also proficient with light armor. A fiendish convoker can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a fiendish convoker wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass fiendish convoker still incurs the normal arcane spell failure chance for arcane spells received from other classes. This alters the unchained summoner’s proficiencies.
Spellcasting: The fiendish convoker can choose spells known from the antipaladin spell list that are not already on the unchained summoner spell list, using their the antipaladin level as the summoner spell level. These are considered arcane spells in nature regardless of which spell list they are chosen from.
Aura of Evil (Su): At 1st level, a fiendish convoker gains the aura of an evil divine caster.
Fiendish Companion: At 1st level, a fiendish convoker gains the ability to summon to his side a powerful outsider called a fiendish companion. The fiendish companion forms a link with the fiendish convoker, who, forever after summons an aspect of the same creature. The fiendish companion has the same alignment as the fiendish convoker that calls it and can speak all of his languages. The fiendish companion’s base form is fixed as that of a fiend that matches the alignment of the summoner’s fiendish patron — a Cacodaemon (NE), Imp (LE), or Quasit (CE), along with this base form’s attacks and special abilities. The fiendish companion’s evolution table is treated as its summoner’s level -3 and it can only adopt evolutions that correlate to its fixed base form, and the companion also lacks the standard eidolon’s immunity to the effects of protection from evil and similar spells. At 11th level, the companion evolves into a higher base form based on the alignment of the summoner’s fiendish patron — that of an Erinyes (LE), a Mezzodaemon (NE), or a Succubus (CE). These higher base forms lack the summoning abilities of an unbound specimen of their kind and otherwise have the same qualities of their species.
This feature otherwise functions as and replaces the summoner’s eidolon.
Touch of Corruption (Su): Beginning at 3rd level, a fiendish convoker’s pervasive corruption manifests itself in the antipaladin’s touch of corruption, and causes 1d6 points of damage, plus an additional 1d6 points of damage every three levels beyond 3rd, to a maximum of 6d6 at 18th level. A fiendish convoker cannot use his touch of corruption to heal undead, but he may use it to heal his fiendish companion. This touch does not have to be made using the convoker’s hands, rather it may be dealt by more insidious means, such as a kiss or other intimate contact. This ability is modified by any feat or ability that modifies the lay hands or touch of corruption ability. This and cruelty replace summon monster I, summon monster II, and summon monster III, Shield Ally and Gate.
Cruelty (Su): Beginning at 4th level, and every 3 levels thereafter, the fiendish convoker can select a cruelty as an antipaladin of a level equal to their unchained summoner level.
Aura of Cowardice (Su): At 6th level, a fiendish convoker gains the antipaladin’s aura of cowardice ability. This ability replaces Maker’s Call.
Energumen (Su): Starting at 8th level, a fiendish convoker can open his soul to a fiendish spirit of the appropriate alignment as a free action. This spirit possesses the fiendish convoker for a number of rounds per day equal to his fiendish convoker level + his Charisma modifier, but they do not have to be spent concurrently.
- At 8th level, the spirit grants him darkvision 60 feet, a +4 profane bonus to one ability score of his choice, and a damage resistance of 5/good.
- At 12th level, the profane bonus to the ability of his choice increases to +6. And in addition to the benefits granted at 8th level, he gains resistance to fire 5, a +4 bonus on all saving throws against poison, and he grows two claw attacks that deal 1d4 damage for a medium humanoid.
- At 16th level, a fiendish convoker receives all the benefits granted at lower levels, plus resitance to acid 5, cold 5, and immunity to poison.
When the convoker ends the effects of the energumen, he becomes confused for a number of rounds equal to the number of rounds he spent under the effects, as the fiendish is reluctant to leave his mind. At the start of each round of confusion after the first, the fiendish convoker can make a DC 25 Will save to end the confusion effect immediately. Energumen is a possession effect, and is negated by protection from alignment according to his alignment. A fiendish convoker can prevent or end the confusion side effect by having one of these spells cast upon him when (or before) the energumen ends, but being affected by such a spell before the energumen has run its course also causes the benefits granted to end prematurely.
For each round the convoker is continually in this possessed state and actively engaged in combat, he has a cumuative 5% chance at the beginning of each turn of going into a berzerk state of bloodlust (to a maximum of 25% each turn). Once the convoker is berzerk, he is unable to use any skill or ability that requires interaction, focus or concentration, and he will continue attacking whatever creature he is currently fighting until it dies, then proceed to attack the next nearest living creature (determined randomly if there’s more than one). He cannot freely end his energumen while berzerk; he can attempt to end it at the beginning of each subsequent turn by making a Will save against a DC of 25, until the save is made, or until his available rounds of use run out, whichever comes first. If the frenzy ends by running out of uses, the convoker suffers the confusion effect as stated above.
This ability replaces Aspect, Merge Forms and Greater Aspect, and delays Transposition until 10th level.
Summon Fiend (Sp): Starting at 9th level, a fiendish convoker can cast summon monster V as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. This ability uses the same power as the fiendish convoker uses to call his fiendish companion, and as a result, he can only use this ability when his fiendish companion is not summoned, summoning the companion causes any creature summoned by this ability to be dismissed, and vice versa. Summon fiend functions like the summoner’s summon monster ability, but only allows the fiendish convoker to summon fiendish creatures according to his fiendish patron’s alignment. This alters summon monster V – summon monster IX.
Aura of Despair (Su): At 12th level, a fiendish convoker gains the antipaladin’s aura of despair ability. This ability replaces greater shield ally.
Fiendish Apotheosis (Ex): At 20th level, the fiendish convoker is wholly corrupted by his fiendish possession and transforms into a mortal fiendish creature. The fiendish convoker permanently gains all the bonuses of his energumen abilities, and is no longer subject to confusion or rage as the fiendish spirit and his own mind are now as one. His resistances to acid, cold and fire increase to 10, he gains immunity to poison, and a +2 profane bonus to a second ability of his choice. In addition to being able to grow his claws at will, the fiendish convoker can grow fiendish wings granting him a fly speed of 30 feet with good maneuverability; if he already has wings or gains them from another feat or ability then his flight speed is doubled. He gains damage reduction 10/good and cold iron, and his natural weapons as well as any weapon he wields are treated as evil (and chaotic or lawful according to his patron’s alignment) for the purpose of resolving damage reduction. This ability replaces twin eidolon.