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Classes of Legend: The Fiendblade

Requires the use of the Dungeons

& Dragons Players Handbook,
Third Edition, published by
Wizards of the Coast, Inc.

This product utilizes updated

material from the v.3.5 revision.

Classes of Legend:
The Fiendblade
Command the Armies of Hell
By Ari Marmell
Development by C.A. Suleiman

Classes of Legend: The Fiendblade

Why should wizards and clerics have all the For those who want to emulate that character
fun? in particular, or who simply like the idea of
portraying a fighter who can call up his own allies,
Any reader of fantasy need not dig too
Lions Den Press presents The Fiendblade, newest
deep into the library of classics to come across
in our Classes of Legend series. The fiendblade is
examples of warriors who also wield the powers
not a combination fighter/spellcaster, as is, say,
of magic and summoning. Consider, if you will,
the paladin or the ranger. Rather, his mystical
a certain albino prince who carries a cursed
abilities are limited specifically to the summoning
sword of unimaginable power. While one could
of fiends to aid him on the field of battle, and to
certainly argue that he was only a potent fighter
specific other class abilities that augment his
because of the powers of his blade, the truth of
primary function. Its not quite like anything in
the matter is that he was a combatant first and
the game, but a unique methodology. We think
a spellcaster secondyet on more than one
youll like this dark fellow and vice versa.
occasion, he achieved victory only by calling
Assuming, of course, that youre standing
upon the might of his dark and chaotic lord.
with him, not against him.
Lions Den Press

The Fiendblade
I wield not only steel, but the endless powers of the Pit of Souls. Pray,
in what time you have remaining, that it is merely the steel you taste before
Elsirott Krell, the Bane of Andallin

Brutal, sinister, cruel, or simply Abilities: As with all combat-oriented

mistrusted, the fiendblade is one of the classes, Strength is of primary importance
most hated figures of almost any world. to the fiendblade. Charisma is equally
Trained in the arts of war and the secrets as essential, however, as it determines
of summoning, he is a soldier the equal of the number and power of the allies on
any other, yet he commands the might of whom he can call. Extra hit points from
Hells legions. He is a perfect, unstoppable Constitution, and extra AC from Dexterity,
killer, for what his blade cannot slay, his are both valuable, as the fiendblade is not
fiendish allies most assuredly can. proficient in heavy armor.
Making a Fiendblade Races: Humans make up the majority of
fiendblades, as they are the most curious
The fiendblade, assuming he finds and most ambitious race, and thus the race
companions willing to trust him, stands most likely to truck with fiendish powers.
alongside the fighter or the barbarian Half-elves are second-most common,
on the front lines. While he lacks the particularly those raised in human regions.
numerous feats of the former, the brute None of the other races commonly
strength of the latter, he is more than become fiendblades, though corrupt (or at
good enough in general combat ability to least outcast) elves and gnomes are more
stand beside them. His mystical abilities, common than dwarves or halflings.
however, more than make up for any mere
mundane skills he might lack.

Classes of Legend: The Fiendblade
Table FB1: The Fiendblade Hit Die: d10
Class Attack Fort Ref Will Summoning
Level Bonus Save Save Save Special Points1
1st +1 +2 +0 +2 Summon fiend 2
2nd +2 +3 +0 +3 Sneak attack +1d6 2
3rd +3 +3 +1 +3 4
4th +4 +4 +1 +4 Smite outsider 1/day 4
5th +5 +4 +1 +4 6
6th +6/+1 +5 +2 +5 Fiends endurance 6
7th +7/+2 +5 +2 +5 Sneak attack +2d6 8
8th +8/+3 +6 +2 +6 Smite outsider 2/day 8
9th +9/+4 +6 +3 +6 10
10th +10/+5 +7 +3 +7 Rapid summons 10
11th +11/+6/+1 +7 +3 +7 12
12th +12/+7/+2 +8 +4 +8 Smite outsider 3/day,
sneak attack +3d6 12
13th +13/+8/+3 +8 +4 +8 14
14th +14/+9/+4 +9 +4 +9 Fiends endurance 14
15th +15/+10/+5 +9 +5 +9 16
16th +16/+11/+6/+1 +10 +5 +10 Smite outsider 4/day 16
17th +17/+12/+7/+2 +10 +5 +10 Sneak attack +4d6 18
18th +18/+13/+8/+3 +11 +6 +11 Fiendish metamorphosis 18
19th +19/+14/+9/+4 +11 +6 +11 20
20th +20/+15/+10/+5 +12 +6 +12 Smite outsider 5/day,
swift summons 20

Not cumulative; this represents a total value. Remember to add your Charisma modifier to your
total as well.
Class Skills (4 + Int modifer per level, x4 at 1st level): Climb (Str), Concentration (Con), Craft
(Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the
planes) (Int), Profession (Wis), Sense Motive (Wis), and Swim (Str).

Alignment: Because they deal with foe. His primary ability is the power to
demons and devils, fiendblades cannot be summon those minions, and most of his
of good alignment. Many are evil, but some other class features tie him ever more
do remain neutral. Lawful fiendblades are closely to the outsiders with whom he so
rare but certainly possible, while chaotic frequently deals.
fiendblades are easily the most common Weapon and Armor Proficiency: You
variety. are proficient with all simple and martial
Starting Gold: 6d4 x 10 (150 gp). weapons, with light and medium armor,
and with shields (except tower shields).
Starting Age: As ranger. Medium and heavy armor cause you to
risk spell failure when conducting your
Class Features summoning ritual, just as if you were
casting an arcane spell.
While the fiendblade is an expert
combatant, nearly the equal of the other Summon Fiend (Sp): Your primary
martial classes, his focus is on the fiendish ability is the power to summon fiends to
soldiers he can bring to bear against the aid you. (For purposes of this ability, a

Classes of Legend: The Fiendblade
fiend is defined as any outsider with specifically told it to treat your allies as it
the evil subtype, or any animal with the treats you. In no case does a summoned
fiendish template.) This requires a brief fiend cause you any direct harm.
ritual, which takes a full-round action, As with other summoning effects, fiends
draws attacks of opportunity, and can be called through this ability cannot, in turn,
disrupted just like casting a spell. You summon or call other creatures to aid
decide, when performing the ritual, how them. They retain the use of all their other
many fiends you wish to summon, and of abilities, however. Any feat that affects the
what type. You have a pool of points on abilities of summoned creaturessuch as
which to draw for this purpose. Your total Augment Summoningis also applicable
number of points is based on your level, as to this ability, should you choose to acquire
indicated on Table FB1. In addition, you it. (You must still meet all prerequisites,
add your Charisma modifier to this total. however, even if doing so means acquiring
The pool of summoning points refreshes feats that are useless to you.)
after you get a full eight hours of sleep.
You cannot summon fiends with an
Use of this ability draws attacks of alignment subtype directly opposed to
opportunity and can be disrupted, just as your own. If, for instance, you are chaotic,
a spell. Use the number of summoning you cannot summon devils or other fiends
points you are spending in place of spell with a lawful subtype.
level when making any Concentration
checks that take spell level into account. Sneak Attack: Starting at 2nd level, if
a fiendblade can catch an opponent when
You summon 1 Hit Die-worth of fiends she is unable to defend herself effectively
for each summoning point you spend while from his attack, he can strike a vital spot
performing the ritual. You may have no more for extra damage. The damage increases
total HD-worth of fiends summoned at any ever five levels after 3rd (7th, 12th, and
given time than one-half your fiendblade 17th). This is otherwise identical to the
level. For instance, if you are a 7th-level rogue class feature. Sneak attack dice
fiendblade, you can have no more than 3 from multiple sources stack.
HD-worth of fiends at any given time. This
might be a single 3-HD fiend, three 1-HD Smite Outsider (Su): Once per day,
fiends, or any other combination totaling beginning at 4th level, a fiendblade may
no more than 3. If you summon three 1- attempt to smite an outsider with one
HD fiends, and one of them is slain, you normal melee attack. He adds his Charisma
could then perform another ritual to call a bonus (if any) to his attack roll and deals
new 1-HD fiend, but you could not call a 1 extra point of damage per fiendblade
fiend of 2 or 3 Hit Dice, because that would level. If the fiendblade accidentally smites
raise your current active total above your a creature that is not an outsider, the smite
maximum of 3. has no effect, but the ability is still used up
for that day.
The fiends you summon can appear at
any point you designate, within close range At 8th level, and at every four levels
(25 ft. + 5 ft./2 levels). They remain for a thereafter, the fiendblade may smite an
number of rounds equal to your fiendblade outsider one additional time per day, as
level plus your Charisma modifier, until indicated on Table FB1, to a maximum of
you choose to dismiss them, or until slain, five times per day at 20th level.
whichever comes first. They obey your Fiends Endurance (Ex): Each time
orders to the best of their ability, just like any you gain this ability, you may select one of
summoned creature, but they never forget the following benefits:
their fiendish nature. If your directions
are unclear or allow substantial room for Damage reduction 2/cold-forged iron.
interpretation, the fiend may take it upon Cold resistance 4.
itself to twist those orders. For instance,
they always fight for you as commanded Fire resistance 4.
in combat, but a fiend with an area-effect If you select the same benefit twice, its
spell may accidentally catch some of effects stack.
your allies in its blast unless you have

Classes of Legend: The Fiendblade
Rapid Summons (Su): At 10th level, You are forevermore considered an
you have become far more adept at outsider (native), rather than a humanoid,
summoning your fiendish allies. The ritual for the purposes of spells and magical
now requires only a standard action, rather effects.
than a full-round action. Swift Summons (Su): At 20th level, you
Fiendish Metamorphosis: At 18th level, are a master of your summoning rites. You
your spiritual connection with the Lower now require only a swift action to perform
Planes results in a partial transformation. the summoning ritual.

Playing a Fiendblade
You revel in your power over others, both the At higher levels, you are particularly
fiends of the Pit and your mortal adversaries. effective against outsidersbe they rival
It requires a degree of arrogance for anyone fiends, celestials, or anything elseand
to command the obedience of demons and your own summoned minions are far more
devils, and while this arrogance may not be potent in their own right. By the time you
the defining factor of your personality, it is have reached the heights of the fiendblade
clearly a part of who you are. You adventure class, your ability to summon them at an
to hone your powers further still, and either to instants notice allows you to place them
gain further influence over the mortal realm, exactly where and when they are most
or to serve the interests of your patron. Your tactically effective.
precise goals are, of course, up to you, but Advancement: You may come from
you are a firm believer in the notion that you a culture that reveres a dark power or an
can never have too much power to achieve archfiend as a local god, in which case you
those goals. might serve as an agent of that entitys cult.
Religion: Most fiendblades have a specific Alternatively, you might be a student of the
patron. You may serve a god (probably but mystic arts who prefers martial practice, or
not necessarily evil), or you may instead fight a trained warrior who wanted to seek out
in the name of one of the archfiends, such as a means of calling and commanding your
the demon prince Orcus or Asmodeus, Duke own allies. Finally, its just possible that
of Hell. While fiendblades are not required to like a sorcereryou discovered an inborn
serve the needs of a specific patron, or that talent, one that allows you to call demons.
patrons cult, the majority of them do so at Wondering at the precise source of that
least on occasion, in order to maintain favor, power may well keep you up at night.
if not constantly. Unfortunately, most of the feats that
Other Classes: For the most part, would enhance your summoning abilities
fiendblades treat others based entirely on require prerequisites that do you no good.
their compatibility with the fiendblades goals, Focus primarily on enhancing your martial
as they share interests in common with both abilities, then, or on feats that let you
fighters and arcanists. Fiendblades distrust more effectively summon in the midst of
and dislike paladins and clerics of opposing combat (such as Combat Casting, which
powers, for obvious reasons. is equally effective for spell-like abilities as
for spells).
Combat: You are very much a frontline
combatants, relying on martial abilities that
are nearly the equal of the fighter or ranger. Half-Elf Fiendblade
Especially at low levels, your summoned
fiends are relatively weak in combat. Use Starting Package
them as distractions, to absorb damage, or Armor: Studded leather (+3 AC, armor
to set up flanks that allow you to use your check penalty 1, speed 30 ft., 20 lb.).
sneak attack.
Light steel shield (+1 AC, armor check
penalty 1, 6 lb.).

Classes of Legend: The Fiendblade
Weapons: Rapier (1d6, crit 1820, 2 the ranks of certain adventuring parties as
lb., one-handed, piercing). well. After all, though he makes use of foul
minions, the fiendblade need not himself
Longbow (1d8, crit x3, range inc. 100 be truly evil. (And if this isnt sufficient,
ft., 3 lb., piercing). consider some of the options presented
Skill Selection: Pick a number of skills below, in the adaptation section, as these
equal to 4 + Int modifier. are geared toward non-evil PC status.)
Daily Life: The day-to-day activities
Armor of the fiendblade may vary dramatically.
Those who actively serve a dark or fiendish
patron, or hold a position in the cult of such
Skill Ranks Ability Penalty an entity, spend their days in obeisance
Climb 4 Str 1 and on quests to increase the power and
Concentration 4 Con influence of that patron. Those who do
Intimidate 4 Cha not, who either honor no such patron or
Jump 4 Str 1 do so only sporadically, may live lives like
any other adventurer. They might travel,
Knowledge (arcana) 4 Int
hold mercenary jobs, or spend their time
Knowledge (the planes) 4 Int in study of the Lower Planes.
Knowledge (religion) 4 Int
Fiendblades make potent military
Listen 2 Wis
leaders, but poor administrators. Their
Sense Motive 4 Wis skills and abilities are all geared toward
Spot 2 Wis warfare or the summoning of demons,
and those who hold positions of power
Feat: Combat Casting. normally do so as dictators, slave-drivers,
or fanatical theocrats.
Gear: Backpack with waterskin, one
days trail rations, bedroll, sack, flint Notables: Few fiendblades gain much
and steel. Three torches. Quiver with 20 prominence among the common folk,
arrows. and those who do are usually infamous
as opposed to famous. Still, the names
Gold: 2d4 gp. of some are spoken in hushed whispers
behind locked doors. These include such
epithets as General Dyrkov of Grall, and
Senola Barrag, the so-called Bride of
Demons. Perhaps the single most infamous
Fiendblades fiendblade, however, is Elsirott Krell, a
half-elf long-tormented by his neighbors
in the World in Andallin, whose vengeance spelled the
Dark souls who have sold themselves death of every citizen of that town.
to Hell for a taste of power. Guard your Organizations: Few organizations are
back, should you face one, for you can be fiendblade-specific. Most fiendblades who
certain the heathen will set a demon on belong to larger orders join sects devoted
it. to their fiendish or divine patron, or else
Sir Reinmar Tast, Knight-Paladin of join mercenary bands and similar groups.
the Heavenly Chalice That said, a very few fiendblade-
The fiendblade offers something new oriented groups do exist. These include
and different to the campaign, while still the Fell Cabal, a gathering of fiendblades
fulfilling a fantasy archetype. It represents devoted to an imprisoned god of madness
the commander of the hellish legion, a and death; the Scions of Bale, a company
character with martial rather than mystical devoted specifically to hunting down
skills who nevertheless has fiends at his paladins, clerics, and other servants of
beck and call. While the fiendblade, as good-aligned Churches; and the Army of
written, is clearly suitable for use as a the Fallen, made up of non-evil fiendblades
villainous NPC, it does have its place in who believe it is better to sacrifice evil

Classes of Legend: The Fiendblade
minions in the battle against even greater consistently find opportunities to take
dark powers. advantage of both their marital and
summoning abilities, and the occasional
Although not every fiendblade chance to make use of their more esoteric
organization is overtly or specifically powers such as smite outsider. As much as
devoted to a particular power or fiendblades are widely reviled, dont make
patron, most have a fairly homogenous fiendblade players face mobs and hostility
membership when it comes to religious everywhere they go. This hatred is part
affiliation. Combining fiendblade servants of the playing the class, but it can grow
of two different powers, particularly if those overwhelming and make the fiendblade
powers are both archfiends, usually results less fun to play if used to excess.
in far too much inter-organization conflict
and bloodshed for the group to survive. Adaptation: Although they need not be
evil, the fiendblade can be difficult to work
NPC Reactions into some campaigns. Their use of demons
With the very rare exception of those engenders hostility, and many good-
who worship the same patronand aligned characters (particularly clerics
even then, rivalries may erupteveryone and paladins) may refuse to associate
views the fiendblade with outright hostility. with a fiendblade regardless of alignment.
People hate and fear these soldiers who Fortunately, the class is easily altered to
command the forces of the Pit, and react fit different paradigms. By changing the
accordingly. alignment restriction and summoning good
outsiders rather than evil, the fiendblade
can be transformed into a warrior for
Fiendblade Lore Heaven. Similarly, consider changing the
Characters with Knowledge (arcana), class to summon elementals, and altering
Knowledge (the planes), or Knowledge smite outsider to smite elemental, and you
(religion) can research the Fiendblades to have a class with a link to more primal
learn more about them. powers.
DC 10: The fiendblade is a fighter who Encounters: Encounters with the
commands fiends. fiendblade should allow him to make
use of his special abilities. Ambush with
DC 15: As the fiendblade grows more multiple fiendish allies, or a fiendblade
powerful, he can summon stronger fiends, standing at the head of a combined force
and he can do so more swiftly. of orcs and demons, should prove far more
DC 20: Fiendblades gain some of the memorable than a simple fight wherein
resilience of fiends, and eventually become the PCs take him down before he can
something other than human. They can prove himself anything more than a poorly
deal devastating damage to outsiders, armored fighter. That said, the fiendblades
and practice techniques of combat that resemblance to non-casting classes can
involve cooperation with their summoned work to his advantage. Have him appear to
minions. confront or even ally with the party under
false pretenses, only revealing his special
abilities at a time most advantageous to
Fiendblades him, and most disadvantageous to the
in Your Game EL 13: Elsirott Krell wasnt born evil,
Fiendblades can appear in a campaign but his constant torment by others in his
as lone adventurers or champions of dark villagedue, at least in part, to his half-
forces, or as minions and leaders of vile breed heritageturned him angry and
cults. They can easily pass as members bitter. Even today, long after devastating
of other classes, as their unusual abilities Andallin, Elsirott seeks only to be left alone,
only manifest when they choose to use and to further understand the powers he
them. commands. He is, however, swift to anger,
Fiendblade players should remain and he responds to even the most minor of
satisfied with the class so long as they insults or inconvenience with deadly rage.

Classes of Legend: The Fiendblade
Elsirott Krell, the Bane of Andallin Skills Concentration +14 (+18 casting
CR 13 defensively), Diplomacy +8, Gather
Information +6, Intimidate +18, Jump +15,
Male half-elf fiendblade 13 Knowledge (the planes) +13, Listen +1,
CE Medium humanoid (half-elf) Search +1, Sense Motive +14, Spot +1,
Survival +0 (+2 on other planes)
Init +7; Senses Listen +1, Spot +1;
low-light vision Possessions +1 keen rapier,
masterwork longbow, +3 studded leather
Languages Common, Elf armor, cloak of charisma +4, ring of
protection +1
AC 22, touch 14, flat-footed 19; +3 Dex,
+6 armor, +2 shield, +1 deflection; Dodge, Summon Fiend (Sp) As a standard
Mobility action, Krell can summon evil outsiders or
hp 66 (13 HD); DR 2/cold iron fiendish animals. He can spend 18 points
of summoning per day. Each point equates
Immune sleep to 1 HD-worth of summoned fiend, and he
Fort +8, Ref +7, Will +8 (+10 against can only have up to 6 HD-worth of fiends
enchantments) at any given time.

Spd 30 ft. (6 squares) Roleplaying Hook You can spend your

last moments praying, or running.
Melee +1 keen rapier +17/+12/+7 Neither will do you any good.
(1d6+2, 1520) or
Mwk longbow +17/+12/+7
(1d8, x3)
Base Atk +13; Grp +15
Atk Options smite
outsider 3/day,
sneak attack
Summon fiend (18
Combat Gear +1 keen rapier,
masterwork longbow
Abilities Str 14, Dex 17,
Con 10, Int 10, Wis 10, Cha
18 (14 without cloak)
SQ Rapid summons
Feats Combat
Casting, Dodge,
Mobility, Weapon

Classes of Legend: The Fiendblade
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