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Archfiend Dedication Feat 12


Uncommon​Destiny​Mythic​
Source Pathfinder War of Immortals

Driven by your Calling, you've begun to make plans for your own personal realm from whence you're destined to rule over an army of fiends. Name your realm and describe its eventual appearance. Whether it contains raging hellfire, ponds of caustic acid, or banks of poisonous fog, your realm should be marked by distinctive terrain. Select one of the following damage types associated with your realm's environmental dangers: acid, cold, electricity, fire, or poison. This is your realm's damage type. You gain resistance to the selected damage type equal to half your level. If you already have resistance to this damage type, increase your resistance by 5.

The certainty of your will is such that you can temporarily bring forth a portion of your realm into this world. You gain the Manifest Realm ability. Other feats allow you to further manipulate your manifested realm.

Fiends are legion. From the scheming, tyrannical devils and the sinful, soul-coveting demons, to the terrifying sahkils and the unknowable qlippoth, they come in countless forms and are more numerous than the stars in the sky, the sands upon the beach, and the sins of morals. Beings of cruelty and malice, cunning and corruption, fiends revel in bloodshed, violence, and destruction. These are the forces you're destined to join and eventually rule over—the servants and soldiers who will protect your domain, carry out your orders, and destroy your enemies.

Through your Calling, you're destined to become an archfiend, a powerful leader, general, or tyrant who rules over your own extraplanar realm and amasses a following of fiends. A devious archdevil who rises through the ranks of Hell's hierarchy, a powerful demon lord who seizes their realm in the Outer Rifts by bloody coup, a fearmongering sahk il tormentor who builds a palace of nightmares in their own personal demiplane, and a sadistic velstrac demagogue who cuts a swath of agony through the Netherworld—all are archfiends. And while their motives, methods, domains, and minions differ, the evil they cause and the power they wield are universal. Archfiends are fiends of legend, whose names live on forever, both among their own kind and the mortals who fear them. The most powerful of archfiends gain a horde of fiendish followers who help them bring evil to the mortal realms.

Moloch (tyrannical male devil general), General of Hell, rules Malebolge and directs Hell's armies from Melqart Keep at the heart of Citadel Ba'al. The Lord of the Sixth personifies wrathful destruction held in check by absolute discipline, and those who honor him often find their enemies crushed by the might of his armies.

Scheming in his twisted tree lair known as the Witchbole, the Lord of the Blasted Tarn, Treerazer (corrupting male demon deforester), seeks dominion over the Tanglebriar. Once a powerful aspiring demon lord, the fiend was banished to the Universe long ago and seeks revenge against the elven deities who imprisoned him within the surrounding forest and all they hold dear.

Searching for the perfect beings so she can end all others, Raetorgash (cruel female velstrac demagogue), the Skull-Hoarder, resides in a bone tower at the heart of the charnel house Targothieh with the Netherworld. She often judges potential subjects by the shape and composition of their skulls, usually by first having them removed from the containing skin and muscle.

You wish to number among these mythic beings. You have been gathering power, whether through the study of occult tomes, the accumulation of wealth, or the manipulation of heedless pawns in political spheres. You hold little regard for much of anything except your own goals, though you might briefly ally yourself with others for mutual protection or financial gain. However, should the need arise, you are prepared to abandon those ties without so much as a second thought. After all, you are destined to sit upon a throne that has room for only one —and that is you. The time has come for you to establish your realm, amass your fiendish hordes, and carve your own legend into the annals of history.

An Archfiend's Realm

From the circles of Hell to the layers of the Outer Rifts, fiends are usually linked to their particular realm with an archfiend holding dominion over that area. To fulfill your destiny as a ruthless fiendish tyrant, you must know the lands you will eventually rule. You begin by manifesting the idea of your realm onto the real world, but you shouldn't need to worry about your realm's future planar location. After all, Hell isn't only filled with fire—there are areas of freezing cold and grasping shadow within its circles. Get creative with the description of your realm as it will be where you'll be spending eternity!

What is a Fiend?

There are far more fiends in existence than mortal eyes have ever glimpsed, and an immortal could ever count. While cataloging them all is a hopeless endeavor, fiends are grouped into categories—types of fiends with a common goal, purpose, outlook, and origins. These fiends include demons, devils, qlippoth, sahkils, and velstracs.

Demons reside in the Outer Rifts, revel in sin and spreading corruption, and are ruled by demon lords.

Devils reside in Hell, are manipulative tyrants, and are ruled by archdevils.

Qlippoth reside in the Outer Rifts, despise demons and mortals alike, and are ruled by qlippoth lords.

Sahkils reside in the Ethereal Plane, sow terror through nightmares, and are ruled by tormentors.

Velstracs reside in the Netherworld, delight in torture and spreading pain, and are ruled by demagogues.

Archfiend Dedication Feat 12

Driven by your Calling, you've begun to make plans for your own personal realm from whence you're destined to rule over an army of fiends. Name your realm and describe its eventual appearance. Whether it contains raging hellfire, ponds of caustic acid, or banks of poisonous fog, your realm should be marked by distinctive terrain. Select one of the following damage types associated with your realm's environmental dangers: acid, cold, electricity, fire, or poison. This is your realm's damage type. You gain resistance to the selected damage type equal to half your level. If you already have resistance to this damage type, increase your resistance by 5.

The certainty of your will is such that you can temporarily bring forth a portion of your realm into this world. You gain the Manifest Realm ability. Other feats allow you to further manipulate your manifested realm.

Source: Pathfinder War of Immortals

Don Thy Fervor Feat 14

Source: Pathfinder War of Immortals

Lord of the Fiends Feat 14

Source: Pathfinder War of Immortals

Manipulate Realm Feat 14

Source: Pathfinder War of Immortals

Marshall Fiendish Forces Feat 16

Source: Pathfinder War of Immortals

Realm Strider Feat 16

Source: Pathfinder War of Immortals

Seat of Power Feat 16

Source: Pathfinder War of Immortals

Brandish Authority Feat 18

Source: Pathfinder War of Immortals

Imprison Foe Feat 18

Source: Pathfinder War of Immortals

Profane Bargain Feat 18

Source: Pathfinder War of Immortals

Fiend Eternal Feat 20

Source: Pathfinder War of Immortals


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.