Weapon and Armor Proficiencies: The Remannon has proficiency with daggers, Spiked Chain and its natural slam attacks. It is not proficient with any armor or with shields.
Ability Score Increases: At 1st level, the Remmanon chooses a singular mental stat to gain an increase to: Intelligence, Wisdom, or Charisma. At each odd level, it gains a bonus to this chosen score;
this chosen score also becomes its casting stat for the Remmanon. At levels 4, 8 & 12 it gains a +1 to its Dexterity score and at levels 2, 6, 10 and 14 it gains a +1 to its constitution.
At level 15, the Remmanon has gained a +8 to its chosen mental stat, a +3 to its Dexterity score and a +4 to Constitution through this racial class.
Effective Caster Level: The Remmanon gains some spell-like abilities. Its effective caster level is equal to its Hit Dice, and it uses its chosen mental ability score (Int/wis/cha) as the ability modifier.
1 -
Deception (Ex): The Remmanon gets a +3 to its Bluff and Forgery skills as long as it has a rank in those skills. With increased ranks
in both skills, these bonuses increase as follows:
6 ranks: +8
11 ranks: +15
18 ranks: +20
20 ranks: +30
1 -
Detect Thoughts (Sp): Principal among the Remmanon's powers is its ability to detect the thoughts of those around it. This spell-like ability has the following features:
School: Divination
Inherent spell level: 1
"Casting" Time: Free Action
Range: Close (25 ft. + 5 ft./2 levels) or Close to Invested Object (See Invest Object and Invest Favor).
Area: Radial emanation
Duration: Concentration (see text)
Saving Throw: none
Spell Resistance: yes
You detect surface thoughts. The amount of information revealed depends on how long you study a particular subject. The Remmanon may choose to study as few or as many subjects as it pleases.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. This spell does not let you determine the location of the thinking minds if you can�t see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area.
This spell-like ability can penetrate barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.
1 -
Hellfire Touch (Su):
Although the Remmanon is fragile, its touch can convey the fury of the nine hells. You may choose to replace any physical attack action, with any weapon it both wields and has proficiency with as a Remmanon (and no other class, bloodline, or template) with a touch attack that deals 2d8 + Casting modifier Hellfire damage. This is not fire damage and thus bypasses such damage reductions or immunities.
2 -
Invest Object (Ex): The Remmanon thrives when it can enable deception. Once a day, the Remmanon may take an amount of Lethal Damage of its choosing and Invest its essence into an object of its choice: a book, a scroll, a document, a pen, a sword, etc. This Investiture lasts up to 10 years per point of damage it takes. The item does not radiate any Magic or Alignment upon detection except for a Cleric at least 4 levels higher than the Remmanon at the time of its Investiture.
The Invested object aids its user as if it were of Masterwork quality; or, if it is already Masterwork, this bonus increases for every 2 levels of Remmanon (minimum +1).
The Remmanon may use any of its
Detect,
Scry,
Suggestion and
Telepathy abilities upon a creature that uses this item as if it were in range of these abilities. Furthermore, if the user has daily contact with the Invested item for a week or longer, this connection even works across Planar boundaries.
Finally, the Remmanon does not heal this damage normally. HP invested in this manner stays invested until the duration runs out or the Remmanon touches the item and decides to remove its investment; in this case, it can heal this HP as normal. If the item is destroyed, the Remmanon can heal the invested HP as if it had been wounded.
2 -
Charm(Sp): The Remmanon has a knack for getting along with evil outsiders. 3/day, it may use
Charm Person like the spell but with the following changes: This ability may
also affect Evil-aligned Outsiders; it does not count as a mind-affecting effect; it does not become dispelled if a Remmanon's allies attack it.
2 -
Control Emotions (Ex): The Remmanon has an extraordinary ability to manipulate those around them. When interacting with another creature, you may take a Bluff check or present them with a (self-made) Forged document, trying to convince them of a situation, or another's ability, inability, deception, etc. If this bluff or Forgery check is successful, the Remmanon may exert incredible influence in the ways shown below. Note that these abilities talk about points of success. For example, if your succeed by 3 higher than the opponent's opposed roll, you have succeeded by 3 points of success, or 3 above the necessary amount needed.
- Calm: the target becomes calm, and suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition the target. This ability lasts for 10 minutes, +1 per point of success.
- Despair: The creatures become filled with a powerful sense of inability and sadness. The affected creatures take a -2 penalty on ability checks, attack rolls, caster level checks, saving throws, skill checks, weapon damage rolls, and suffer a 20% chance of spell and manifesting failure. This effect lasts for 1 minute, +1 per point of success, and also suppresses Morale bonuses and effects like Good Hope for its duration.
- Enrage: The creature becomes extraordinarily incensed, and for 1 minute per point of success, the creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage, except they aren't fatigued at the end of the effect.
- Great Infatuation: The creature becomes filled with a longing for a person they (perhaps secretly) desire, or if you succeed on your check by 10 more more, you may choose a person or creature (within reason) for their infatuation. The affected creature shuns other activities not related to corresponding with, talking to, or getting to know the person of this infatuation, and unless they're performing such activities or with the person of their infatuation, they take a -5 morale penalty to ability checks, attack rolls, caster level checks, saving throws, skill checks, and weapon damage rolls.
This effect lasts for 2 hours per point of success; with a success of 10 more more, it instead lasts for 1 day per point of success. - Hope: The creatures become filled with a powerful sense of ability and happiness. The affected creatures take a +2 bonus on ability checks, attack rolls, caster level checks, saving throws, skill checks, weapon damage rolls, and ignore up to 20% chance of spell and manifesting failure. This effect lasts for 1 minute, +1 per point of success, and also suppresses morale penalties, and effects like Crushing Despair for its duration.
- Imperious Lust: If you succeed on a check by 20 or more, you may cause this effect. The creature becomes completely infatuated with the intended person, and takes all possible actions to find this person and satisfy their lustful feelings. For 10 minutes per point of success, the creature takes actions as if they have a minimum of an 18 in any stat, and a minimum of 5 ranks in any skill needed to reach and seduce the object of their infatuation. They will perform any act necessary to gain access to the person of their desires, even acting against their normal moral and ethical codes to do so. Finally, even upon success of this quest, they are still infatuated with their target creature for 1 day per point of success on this skill check.
- Uncontrollable Rage: If you succeed on a check by 15 or more, you may cause this effect. The target gains a +4 bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –4 penalty to AC. In addition, whenever the target successfully hits a creature, that creature must make a Will save against 1/2 your Check result, rounded down or ALSO be enraged. Subsequently affected creatures gain the same bonuses and penalties as the initial target, and their attacks can cause other creatures to become enraged as well. There is thus no limit to the total number of targets that can be affected by uncontrollable rage.
This effect lasts for 1 round per point of success on this check.
3 -
Disguise Self (Sp/Ex): The Remmanon gains the use of
Disguise Self, 1/day/HD as a spell-like ability that otherwise functions like the spell, except that you may take the form of humanoids as well as evil outsiders. At 6th level, this becomes an Extraordinary ability, and is thus no longer an Illusion or Glamer.
3 -
Suggestion (Sp): 1/day per HD the Remmanon has, it may use
Suggestion, like the spell, except that it works upon any creature it can detect thoughts.
4 -
Extreme Comfort (Ex): At level 4, The Remmanon no longer takes damage from being in extreme or severe inclement weather. It also gains Acid, Cold and Fire Resistance 5. This resistance increases by 5 for every 2 subsequent levels of Remmanon (6, 8, etc).
4 -
Summon Fiends (Sp):
A Remmanon is rarely unprotected and enjoys the support of mortal or fiendish minions. Beginning at level 4, it can summon monsters 1/day/HD from the list below.
These creatures remain under the Remmanon's control for as long as it desires, but it may only control up to 1 HD of summoned monsters per Hit Die the Remmanon posses. Many monsters use the
Fiendish template.
- Level 4: Lemure, Fiendish monstrous spider, med (MM), Shadow Asp (FF 152-153)
- Level 6: Death Dog (FF 42-42), Fiendish Monstrous Centipede, Huge (MM), Imp (MM)
- Level 8: Abishai, Black (FC II 110-111), Fiendish Voor (MM IV 193)
- Level 10: Bearded Devil (MM), Erinyes (MM), Harvester Devil (FC II 117-118)
- Level 12: Jackal Lord (FF 105-107), Pain Devil (FC II 132-134)
- Level 14: Arrow Demon (MM3 34-35), Pleasure Devil (FC II 134-135)
5 -
Effortless Thoughts (Ex) The Remmanon may Concentrate as a Free Action to maintain its
Detect Thoughts spell-like ability. (This can still be disrupted by ongoing effects that make it too tough to maintain Concentration)
It may penetrate Cha mod*3 feet of wood or dirt, Cha mod feet of stone, Cha mod inches of common metal, and a thin sheet of lead no longer blocks its ability to detect thoughts.
5 -
To the Skies (Su): The Remmanon gains a fly speed at level 5 equal to its land speed with maneuverability (average). At level 12, this fly speed becomes double its land speed with maneuverability (good).
5 -
Scrying (Sp): At level 5, the Remmanon may use
Scrying, like the spell, 3/day, except that it may use a surface of freshly-spilt blood instead of the standard material components.
6 -
Alter Self (Sp) The Remmanon may use Alter Self, as a spell-like ability, 3/day.
6 -
Spell Resistance (Ex): Soon after the stirrings of its greater powers, the Remmanon gains Spell Resistance equal to 13 + its RHD beginning at level 6.
7 -
Invest Favor (Su): At level 7, the Remmanon gains more use of
Invest Object. For 2 points of Lethal Damage (per year; see
Invest Object), this investiture affects
any item that grants a skill bonus. This item allows its user to re-roll a failed skill check
at a +10 luck bonus 1/day. The Remmanon may use any of its
Detect,
Scry,
Suggestion and
Telepathy abilities upon a creature that uses this item as if it were in range of these abilities, and this connection even works across Planar boundaries.
However, when a creature uses this item to re-roll the skill check, it may, upon the Remmanon's desire, become subject to a
Lesser Geas, except that this effect's HD limit is equal to the Remmanon's total HD.
7 -
Telepathy: The Remmanon gains telepathy out to 100'+10'/level. This ability does not allow it to receive communication with or detect creatures it cannot detect through other means, but it may allow its thoughts to be heard by others it can't detect within this range.
8 -
Devil's Tongue (Ex): At level 8, the Remmanon adds a second of its mental ability scores as a bonus modifier to the DC of any spell or spell-like ability it uses that has a saving throw.
9 -
Alter Form (Ex): The Remmanon gains the ability to use
Alter Self six times per day with these following exceptions: It is an extraordinary ability; it may use its
Detect,
Invest,
Scry,
Suggestion and
Telepathy abilities; it may take the form of both Humanoids and Outsiders.
9 -
Detect Scrying (Sp): The Remmanon may use
Detect Scrying, like the spell, 3x/day.
10 -
Pierce Resistance Nearing the higher echelon of its power, the Remmanon learns to make its powers all the more irresistible. It applies its Intelligence Bonus to all checks made to pierce Spell Resistance.
11 -
Greater Scrying (Sp): At level 11, the Remmanon's Scrying improves to
Greater Scrying and gains an additional 3 uses/day.
11 -
Insidious Aura (Su): Beginning at level 11, the Remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 70' of a Remmanon must succeed on a DC (10+ 1/2 Remmanon level +Cha) Will save or suffer the effect of a
Confusion spell for that round. An affected foe never treats a Remmanon or its Summoned creatures as the nearest creature for the purpose of determining the
Confusion effect.
At level 15, a Remmanon and its allies within 60 ft of it gain a +4 bonus on attacks against opponents affected by this aura.
13 -
Greater Teleport (Sp): At level 13, the Remmanon may use Greater Teleport, as the spell, three times per day. At level 15, this gains the Quickened quality.
14 -
Improved Summoning: Near the apex of its power, the Remmanon calculates the effective HD of any monster it summons as the lesser of either its HD or CR -1. For example a Harvester Devil (10 HD, CR 7) only counts for 6 HD towards the maximum number of summoned HD it can control.
15 -
Repel Control (Ex, Su) Finally, the Remmanon is extraordinarily aware of devices, powers, spells, spell-like, psi-like, and supernatural abilities that detect, influence, or read emotions or thoughts, hereby referred to as [ability]. The Remmanon may choose to not be afflicted by this [ability] or supernaturally oppose it; however, it may not rescind this choice once made.
It may make an opposed caster level check. If it at least matches the opposed roll, it gets a visual image of the other and an accurate sense of his or her direction and distance from you, and planar location. If the Remmanon beats the opposed roll by 6 or more, it may choose to afflict its opponent with the [ability]. If the Remmanon fails the opposed roll, it must make a save against the [ability] with a +10 Insight bonus or be afflicted.
This power protects against any [ability] with the mind-affecting or scrying descriptors. It even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject�s mind or to gain information about it (however, metafaculty can pierce the protective quality of this ability). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn�t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject may not work at all.
15 -
Profane Power: At the end of its growth, the supernatural and spell-like abilities of the Remmanon class work on creatures or objects that have immunity to their effects but do not have immunity as a feature of their race or original item description.