The promise of power and riches lures many to the Cheliax faction, which seeks to spread the faith and order of Asmodeus across the Inner Sea and beyond. (Cheliax is essentially a country of demons, and demon worshippers, that have an actual politcal boundry and political power. They’re a go-to country for evil shenanigans. They also have a slutty leader, so there’s that.)

Faction Prestige Rewards

Imp Servitor: (5 PP, 500 gp) You gain the services of a bound imp (treat as if you had gained the imp’s services via a successful casting of lesser planar ally) for the duration of one game session.

Armiger: (Fame 20, 2 PP) Though still a loyal Pathfinder, your service to Cheliax grants you admission into a Hellknight order of your choice with the rank of armiger. You gain a +3 bonus on Diplomacy checks made against Hellknights of any order or rank.

Hellknight: (Fame 40, 2 PP, Armiger) Your continued loyalty to Cheliax and your Hellknight order earn you the honorary rank of hellknight (or signifer if you are a spellcaster), granting you a +3 bonus on Intimidate checks when wearing heavy armor. This rank is granted independently of levels in the Hellknight prestige class.

Faction Traits

Devil’s Mark: You bear the stain of a higher fiend upon you, and any evil creature who sees it may think twice before crossing you. You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.

Fiendish Presence: Your family routinely held court with pit fiends and erinyes when you were a child, and as a result, you have learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

Fires of Hell: Your parents signed a pact with a fiend of Hell before you were born, and as a result you can summon fire to your aid. Once per day, as a swift action, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 point of fire damage for a number of rounds equal to your Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.

Master of Pentacles: Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell.

Soul Drinker: There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.


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