Devil, Caim, Duke of Logic
“Meet Caim, the Devilish Duke of Logic Who Uses Charm and Wit to Twist Your Beliefs Into Hellish Servitude!”
Caim typically appears as a slender, handsome man of average height, with an air of sophistication and intelligence that makes him instantly recognizable as a figure of authority and wisdom. His features are sharp and dark, with high cheekbones, a straight nose, and a strong jawline. His eyes, however, are his most striking feature, a deep reddish hue that, while usually calm and calculating, can blaze with intensity when he speaks passionately. Caim’s hair is dark, with feathery strands that have streaks of blue and violet, giving him an almost otherworldly appearance. He is always impeccably dressed in the latest fashionable yet conservative attire, favoring dark, stately colors like royal blue, deep crimson, and rich black. A billowing cloak often hangs from his shoulders, and he sometimes wears a scholar’s cap to complete his look. Caim also carries a beautiful, ornately designed rapier, which he uses as a prop during his debates and arguments, gesturing with it to emphasize his points.
Behavior:
Caim is charismatic and charming, exuding an aura of confidence and authority that draws people to him. He is articulate, well-spoken, and has a talent for making complex ideas accessible to his audience. Caim is never overtly aggressive; instead, he uses a calm, measured tone that suggests reasonableness and patience. He is a master of debate and discussion, often using humor, clever analogies, and theatrical flourishes to make his points more compelling. Caim is polite and respectful, always maintaining a facade of civility, even when dismantling his opponent’s arguments. His smile is ever-present, though it rarely reaches his eyes, which remain cold and calculating. Caim’s behavior is meticulously controlled, and he rarely shows anger or frustration, preferring to project an image of unwavering composure.
Habitat:
Caim is a denizen of Dis, the second layer of Hell, where he serves as one of Dispater’s most trusted courtiers. However, Caim spends much of his time in the Mortal Coil, particularly in places of learning, power, and influence. He frequents universities, courtrooms, and political assemblies, as well as private gatherings of the elite. Caim’s influence is most felt in sophisticated societies where ideas and philosophies are actively debated and where the ruling class holds sway over the common people. He enjoys mingling with scholars, politicians, and leaders, subtly steering discussions toward his preferred topics and quietly sowing the seeds of his arguments. Despite his success, Caim despises his exile among mortals, seeing his role as a punishment and believing that he belongs in a position of greater power within Hell.
Modus Operandi:
Caim’s primary method of operation is through intellectual persuasion. He engages in discussions, debates, and lectures, using his vast knowledge and logical prowess to reveal the supposed flaws in concepts such as goodness, balance, and chaos. Caim presents himself as a voice of reason, advocating for a society based on strict order, hierarchy, and discipline. He often begins by asking seemingly innocuous questions that put his audience on the defensive, gradually leading them to question their own beliefs and values. Caim’s arguments are laced with half-truths and logical fallacies, but his delivery is so polished that few notice the flaws. He promotes the idea of a utopian society where everyone has a place and purpose, and where the rule of law is absolute, offering these ideas as the only path to true stability and prosperity. Caim’s ultimate goal is to erode the moral and ethical foundations of those he influences, leading them to embrace tyranny, oppression, and the hierarchical structure of Hell.
Motivation:
Caim is driven by a desire to spread the ideals of Lawful Evil across the cosmos, reshaping societies in the image of Hell. He seeks to create a world where the powerful rule with an iron fist and the masses are subjugated, all under the guise of creating a stable and prosperous society. Caim believes that order and control are the highest virtues, and he views concepts like freedom, individuality, and love as weaknesses that lead to chaos and anarchy. His motivation is not merely to condemn individual souls but to fundamentally alter the way entire civilizations think and operate, ensuring that they fall in line with the infernal order of Hell. Caim harbors ambitions of greater power, seeing himself as a more worthy ruler of Dis than his current master, Dispater. His contempt for Dispater’s cautious approach fuels his relentless efforts to prove his own effectiveness, even as he remains exiled among mortals as a form of punishment. Caim’s ultimate aim is the creation of a dystopian utopia, a world where Hell’s principles reign supreme and where he can rise to the position of power he believes he truly deserves.
Caim, Duke of Logic 5e
Caim, Duke of Logic 3.5
Caim, Duke of Logic
Medium fiend (devil), Lawful Evil
Armor Class: 21 (Natural Armor)
Hit Points: 400 (32d10+192)
Speed: 60 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 30 (+10) | 24 (+7) | 30 (+10) | 28 (+9) | 30 (+10) |
Saving Throws: Dex +18, Con +15, Wis +17, Cha +18
Skills: Deception +18, Insight +17, Persuasion +18, Religion +17
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., Passive Perception 29
Languages: Infernal, Abyssal, Celestial, Common, Draconic, Elvish, Telepathy 120 ft.
Challenge: 25 (75,000 XP)
Proficiency Bonus: +10
Traits
Legendary Resistance (3/Day): If Caim fails a saving throw, he can choose to succeed instead.
Master of Illusions: Caim can cast Major Image at will. He can also cast Phantasmal Killer and Mirage Arcane each once per day, without expending a spell slot or material components.
Devil’s Charisma: Any creature that starts its turn within 30 feet of Caim and can see him must succeed on a DC 26 Wisdom saving throw or be charmed by him until the end of its next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. A creature can only be charmed by Caim in this way once per day.
Infernal Authority: Caim has advantage on Charisma (Persuasion) checks made to influence or deceive mortals and other devils.
Actions
Multiattack: Caim makes three attacks with his Rapier of Perfection.
Rapier of Perfection: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (4d10+10) piercing damage plus 22 (5d8) psychic damage. On a critical hit, the target must make a DC 26 Wisdom saving throw or be stunned until the end of its next turn.
Logic Lash (Recharge 5-6): Caim unleashes a bolt of infernal energy that deals 60 (13d8) psychic damage to a single target within 120 feet. The target must make a DC 26 Intelligence saving throw, taking half damage on a successful save. On a failed save, the target is also incapacitated until the end of its next turn as it is overwhelmed by logical paradoxes.
Order of the Infernal Court (1/Day): Caim summons a barrage of infernal energy in a 60-foot radius around him. Each creature in that area must make a DC 26 Dexterity saving throw, taking 88 (16d8) fire and radiant damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute.
Paradoxical Logic (1/Day): Caim can cast Wish as an action, but only to fulfill wishes that further his goals of spreading Lawful Evil ideology or maintaining his authority. The use of Wish in this way does not have a chance of failure.
Legendary Actions
Caim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Caim regains spent legendary actions at the start of his turn.
Debate Master: Caim targets one creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or be compelled to answer one of Caim’s questions honestly. If the target cannot answer the question to Caim’s satisfaction, it is frightened until the end of its next turn.
Illusionary Veil (Costs 2 Actions): Caim uses his Master of Illusions trait to cast Mislead.
Infernal Command (Costs 3 Actions): Caim commands a fiendish creature or cultist within 120 feet to make one attack or move up to its speed. This action does not provoke opportunity attacks.
Caim’s SpellCaim’s Spellcasting
Innate Spellcasting: Caim’s innate spellcasting comes from his fiendish nature. He does not require material components for his spells.
Spellcasting Ability: Intelligence (Spell save DC 26, +18 to hit with spell attacks).
At Will: Major Image, Detect Thoughts, Charm Person, Suggestion
3/Day Each: Counterspell, Dispel Magic, Dominate Person, Greater Invisibility
1/Day Each: Mirage Arcane, Phantasmal Killer, Symbol, Mental Prison, Power Word Stun
Role
Caim is the Duke of Logic, a high-ranking devil who serves Dispater. Known for his intellectual prowess and cunning ability to manipulate and seduce through reason and debate, Caim is infamous for causing societal shifts towards Lawful Evil behavior across various worlds. His primary goal is to create a perfect society where the elite rule unchallenged and the masses serve without question.
Regional Effects
The region within 6 miles of Caim’s lair becomes suffused with an aura of oppressive logic. The following effects occur within this area:
- Twisted Truths: All creatures within the area must succeed on a DC 25 Wisdom saving throw or have disadvantage on saving throws against being charmed or frightened.
- Debilitating Arguments: Creatures attempting to cast spells or use abilities that rely on charisma or perception must make a DC 25 Intelligence saving throw or have their spell or ability fail, taking 22 (5d8) psychic damage.
- Enigmatic Landscape: The terrain within the area becomes treacherous and shifting, making all difficult terrain and illusions more pronounced. Any creature navigating this terrain must make a DC 25 Intelligence saving throw to avoid becoming lost or confused.
Magic Items:
- Rapier of Perfection: This +3 rapier is a focus for Caim’s powers, granting him advantage on attacks and increasing the damage of his psychic attacks.
- Cloak of Infernal Majesty: This cloak grants Caim resistance to all damage types except for radiant and psychic damage and provides advantage on Charisma-based checks and saving throws.
The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.Full netbook can be found on the following website
To many dwelling in sophisticated societies, the common assumption is that The Pit seeks nothing less than to help the foolish and unwary condemn themselves to an eternity of despair and suffering. For many such cultures, the urbane gentleman, always dressed in dapper attire and possessing a quick wit, is the archetype of devils. This image has become so popular that many plays and stories across Creation from vastly different cultures feature devils in this fashion. As a result this has diluted the fear and threat that should be associated with the forces of organized evil because the devils in such tales often lose in the end. Alas that such happy ends were more frequent. Despite the niceties in literature and the spoken word concerning devils, there is at least one Duke of Hell that fits the mold so closely that some suspect that he is the reason these attitudes exist. That devil is Caim, the Duke of Logic and one of Dispater’s most diabolical servants.
CAIM, Duke of Logic | |
Duke of Hell | |
Medium outsider (Devil, Evil, Extraplanar, Lawful) | |
Symbol | A black rapier piercing the pages of an opened, gray book on a red, inverted triangle |
Illusionist 17/Rogue 5 | |
Hit Dice | 20d8 + 5d6 + 17d4 + 252 (510 hp) |
Initiative | +12 |
Speed | 50 ft.; Fly 90 ft. (good) |
Armor Class | 51 (+4 armor, +5 deflection, +8 Dexterity, +21 natural, +3 profane), touch 26, flat-footed 51 |
Base Attack/Grapple | +31/+38 |
Attack | +45 melee Black Rhetoric (1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2 |
Full Attack | +45/+40/+35/+30 melee Black Rhetoric (1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2 |
Space/ Reach | 5 ft./5 ft. |
Special Attacks | Call devils, Deconstruct, Infernal Presence, sneak attack +3d6, spell-like abilities, spells |
Special Qualities | Dark Philosophy, Duke of Hell qualities, damage reduction 20/good and silver, Darkvision 60 ft., evasion, immunity to fire and poison, Infernal Enlightenment, regeneration 6, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 44, telepathy 500 ft., trapfinding, trap sense +1, uncanny dodge |
Saves | Fort +29, Ref +32, Will +33 |
Abilities | Strength 21, Dexterity 29, Constitution 23, Intelligence 34, Wisdom 26, Charisma 32 |
Skills | Appraise +12 (calligraphy +20), Balance+12, Bluff +41, Climb +26, Concentration +47, Craft (bookbinding) +22, Decipher Script +37, Diplomacy +63 (+69 with evil beings), Disguise +33 (+37 when acting in character), Forgery +30, Gather Information +33, Hide +29, Intimidate +39 (+45 against evil beings), Jump +28, Knowledge (arcane) +54, Knowledge (local) +36, Knowledge (nature) +32, Knowledge (the planes) +52, Knowledge (religion) +53, Listen +29, Move Silently +29, Perform (oratory) +19, Search +40, Sense Motive +21, Spellcraft +57, Spot +29, Survival +10 in above ground natural environments, +12 on another plane, +12 while tracking, Tumble +29. |
Feats | Cleave, Corrupt Spell-like Ability B , Craft Wondrous Item, Dark Speech, Eschew Materials, Extend Spell, Great Cleave, Greater Spell Focus (Illusion), Improved Initiative, Iron Will, Negotiator, Persuasive, Power Attack, Quicken Spell, Quicken Spell-Like Ability (charm monster), Scribe Scroll, Spell Focus (Illusion), Weapon Finesse |
Epic Feats | Craft Epic Wondrous Item, Epic Evil Brand B , Epic Skill Focus (Diplomacy), Epic Spell Focus (Illusion), Great Charisma, Polyglot B |
Environment | Any land and underground |
Organization | Solitary or barrister (2 – 8 erinyes) |
Challenge Rating | 32 |
Treasure | Triple Standard plus Black Rhetoric, amulet of the planes, +4 bracers of armor, +5 ring of protection, ring of wizardry III |
Alignment | Lawful Evil |
Caim is an ancient devil, having served Dispater for as long as any can remember. And, for as long as anyone can remember, Caim has condemned countless mortal and immortal souls to Dis for betraying their beliefs and ethics under the glare of his seemingly pristine logic. More than any devil, Caim is the cause for the most nonviolent, societal shifts to Lawful Evil behavior in the Cosmos.
As the Duke of Logic, Caim uses his fantastic intellect to reveal the flaws inherent in the attitudes and ideals to which many cling. But Caim is not stodgy or boring; Caim offers theatrics, razor sharp wit, clever analogies, and the occasional exaggeration in his arguments, coming across as an inviting figure of common sense and interest. His powerful personality and charm make Caim’s illusions and logic all the more impressive. Caim often asks questions that quickly put the unwary on the defensive. What is goodness if those in power are not willing to do what it takes to make sure everyone is equal and benefits from society’s bounty? What is balance if existence is always in flux because no one is willing to institute perfect stability? What good is chaos when no one is responsible for his or her actions, particularly when such people do not contribute to the greater good of society? These ideas are no good and are nothing but illusions that accomplish little more than inequality and anarchy. But, Caim always offers a solution: Truth.
The Truth, Caim states, does not encourage selfish individuality nor does it encourage a lack of social responsibility. While Caim tears down the arguments of those who support concepts of goodness, balance, or chaos, he in turn offers arguments that support the notion of a strong society with firm rules and swift consequences for breaking those rules. Caim argues that in the ideal society, everything and everyone has a place and that by accepting this, society can become better prepared for new challenges, better able to defend itself against outsiders, and able to spread its ideals to those who may need a push in the right direction. Of course, such societies must have elites who recognize the importance of tradition and their station, as well as understand that their goal is to promote the Truth for all Creation. Those without the intellectual fortitude to lead must serve the will of society in the proper capacity as determined by the elite. All must accept that there are rules and that rules must be followed or else anarchy and misplaced individuality will shatter the ultimate goal of the Truth: Utopia.
What Caim truly seeks is to create a society in which the powerful are tyrants and the followers are (willing or unwilling) slaves. His arguments seek to stamp out Chaos as well as love or balance because such attitudes dilute the creation of an ideal world. Caim offers arguments that seem to make sense, but really lead those who accept his suggestions to abandon their faith and their ethics in return for an illusion of the perfect society and a reality of demagoguery and oppression. Caim supports the notion that the few at the top do little work in the guise of leading and directing, while the masses toil and slave for the benefit of the elite. That is Caim’s Utopia. That is the reality of Hell.
In Hell, Caim is the greatest of Dispater’s Courtiers. He has sown countless seeds of perdition in thousands of worlds and Dis’ population of the Damned has swelled as a result. Unlike most Dukes, Caim is rarely summoned because he spends so much time publicly seducing intelligent mortals without ever offering anything more than illusions of utopia and perfection. Due to his popularity in the Cosmos, Caim spends all of his time among mortals and he despises this. Despite his success, Caim knows that his role in the Mortal Coil is truly a punishment. Caim is certain that he would make a far more successful Lord of the Second since he is neither as cautious nor as slow to move as Dispater. Caim views his liege as a coward, and such behavior is unworthy of a Lord of the Nine. How Dispater became aware of Caim’s contempt is not known, but the Iron Duke dealt with Caim efficiently. Caim continues to bring more and more souls to Hell and he continues to rank as a successful Duke of Hell; he is simultaneously exiled among beings he despises.
Aside from Dispater, Caim has few consistent relationships. On the occasions that he has business in the crystal sphere of Abeir-Toril, he often visits the arch-devil Gargauth, who is likewise banished from Hell and shares similar responsibilities. Caim counts most other beings as rivals or enemies, particularly powerful and intelligent clerics or wizards, and some gods and cosmic entities dedicated to intellectual pursuits.
Caim typically appears as a slender, rather handsome man with dark saturnine features and average height. A ready smile always appears on his face, although those who pay attention notice that happiness rarely touches his reddish eyes. His feathery hair is dark, and seems to have strips of blue and violet. He always wears the most fashionable – yet conservative – attire, preferring dark, stately colors like royal blue and crimson; he always has a billowing cloak. Caim sometimes sports a scholar’s cap, but always carries a beautiful rapier that he often uses during his arguments as a “stage prop.” However, those few who claim to have uncovered Caim’s true heritage insist that true appearance is quite monstrous in its visage; his form mixes the features of a great bird of prey with those of a small pit fiend. To date, these rumors have not been verified.
Combat
Although he prefers talking to fighting, Caim looks forward to the occasional duel. He is very talented with the rapier and always carries his personal weapon, Black Rhetoric, with him wherever he goes.
When confronted with potential fighting, Caim always suggests a one-on-one duel with a character of his choosing. In such cases, Caim will select a roguish figure, especially if he suspects that his adversary cannot fly. Caim offers the rules, which tend to include stipulations such as: present allies cannot interfere in any way (allowing him to summon or call reinforcements); running away is not an option (allowing him to teleport away); the loser’s soul becomes the victim’s property (since Caim does not have a soul, he has nothing to lose). Caim will usually come up with a very nasty form of payment if the agreement to his duel is not met. In the event that Caim cannot convince his adversaries to a one-on-one duel, the Duke of Logic will immediately call on his Infernal Presence before either calling or summoning the appropriate devils (see call devils below). He will then Deconstruct his enemies and begin casting greater dispel magic. Caim typically has a large number of quickened spells prepared, and will immediately begin using them in combat. Caim will close in for melee only after he is convinced that he has a good chance of winning.
Call Devils (Sp): Once per day, Caim can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely,
3/day Caim may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Caim may either call or summon in a day; he may not do both.
Caim is not afraid to draw his sword, but he is always prudent enough to call in for assistance in the event things go badly for him. Against weaker foes, Caim will usually call six erinyes, instructing them to take prisoners, rather than corpses, back to Hell. When facing more powerful adversaries, Caim will usually summon cornugons, again instructing them to act under a modicum of restraint.
Dark Philosophy (Su): Caim is the master of argument and rhetoric, delighting in revealing holes and illogic in the beliefs of those dedicated to goodness or balance or chaos. He enjoys breaking down ethical and moral barriers many beings have within their hearts, thereby encouraging them to fall into acts of perdition and tyranny.
Once per day, Caim may argue Dark Philosophy. Dark Philosophy allows Caim to pour bitter doubt into the souls of those he meets and hopes to turn to evil. In this manifestation, Caim must be able to engage in uninterrupted conversation with his target for at least three rounds per the target’s character levels. During this time, Caim makes a Diplomacy check as he twists the target’s comments and beliefs into parodies. The victim must make a Will save DC 31 plus 1/10 of Caim’s Diplomacy check. (+4 if Black Rhetoric is drawn). This save reflects not so much the weakness of the target’s faith, but the fact that Caim has managed to uncover holes, conscious or subconscious, within the target’s beliefs and logic. If the target saves, she is immune to this manifestation of Dark Philosophy for a year and a day. If the target fails, she begins to believe that there are better ways to promote her beliefs and goals, namely through force and imposition. The victim moves one step closer to Lawful Evil every time she confronts those who do not see the world as she believes they should see it. Thus, whenever the victim interacts with those of different alignments, different religious backgrounds, or of a different race, she makes another Will save with the same DC as the initial. Each time she fails, her alignment shifts towards Lawful Evil as she acts out her new alignment. Actions unassociated with her new alignment cause severe discomfort (slow by a 37 th level caster) until the victim resumes the proper behavior based upon her new alignment type. If the victim was a divine spellcaster, she will find that some of her spell selections adjust to meet her new alignment, although she will not view this as bad or as an abandonment of her beliefs; rather, she will view this as an expansion in the right direction. When the victim becomes Lawful Evil, the victim must make a final Will save against the initial DC. If she fails, she is irrevocably Lawful Evil and views all those opposed to her concepts and ideals as foes against whom she is justified to overcome and destroy. In most cases, the victim will pursue these goals within the auspices of law and social mores and norms, seeking to impose terrible sanctions against those opposed to her. While under the effects of Dark Philosophy, the victim is susceptible to making deals with devils and agents of Hell; such victims suffer a -9 penalty to all saves associated with deals offered by diabolical beings and their allies. If the victim dies, her soul is condemned to endless toil in the Second Hell of Dis.
Those who succumb to the second version of Dark Philosophy can only be saved if they are confronted by another, equally powerful argument. This is a difficult process largely because the victim does not read as Lawful Evil until the final save is failed even if the victim’s actions are clearly Lawful Evil in nature. Once the victim’s situation is determined, an Atonement cast by a 21st level cleric begins the process of spiritual cleansing; each time the victim is faced with an ethical/moral dilemma, someone must be present to provide an argument in opposition to Dark Philosophy (the benefactor must over-come Caim’s original Diplomacy skill check). A successful argument allows the victim to remain “stable,” but the victim will continue to feel discomfort as she seeks to regain the truth. Each subsequent successful argument against Dark Philosophy allows the victim to revert closer to her original alignment. Once the victim’s alignment is restored, she must undergo a quest to purge the lingering evil and any evil/lawful acts she committed within 30 days or else Dark Philosophy will rise again. Once the quest is completed, the victim is immune to Dark Philosophy for a year and a day.
Deconstruct (Su): Caim, the master of infernal logic, can use his command of logic and language to temporarily challenge a victim’s beliefs and power with but a statement. Caim can Deconstruct the ideals and abilities of those he selects within 30 feet of his person 3/day as a standard action. Deconstruct has two distinct components. First, Caim can force those before him to see in their minds the illogic of their ethical and/or moral positions 3/day. Caim does not necessarily need to speak to such beings; rather, he imposes his view of the world against their own, forcing victims to question their attitudes and positions. Those who fail a Will save DC 31 (35 if Black Rhetoric is drawn) behave as if under the effect of a slow spell cast by a 37 th level caster as they try to work through the “revelations” that circle through their minds. Further, divine spellcasters are unable to cast any spells or call on unique powers during the nine round duration of Deconstruct as they struggle to work through their momentary loss of faith.
Second, Caim can Deconstruct magic. As a free action once every 1d4 rounds, Caim can counterspell any spell or spell-like ability as if he had a ready action prepared. 1/day, Caim may also channel his ability to Deconstruct magic into a mage’s disjunction spell that targets only what Caim wants to affect. In any case, Caim’s ability to Deconstruct magic functions as if he were a 37 th level caster (41 st level if Black Rhetoric is drawn).
Infernal Enlightenment (Su): As the Duke of Logic, Caim is often viewed as an enlightening force to those unfamiliar with his true nature. Across the Cosmos, Caim often appears just as civilizations are on the brink of intellectual expansion and social growth. There are no times better than these for Caim to sew seeds of Lawful Evil ideals within the foundations of future societies. Over the millennia, these opportunities have allowed Caim to master countless languages; in game terms, this grants him the epic feat Polyglot as a bonus feat.
Caim can also offer his ability to argue to those who seek to change the world. 3/day, Caim can provide Infernal Enlightenment. Those who accept Caim’s offer for Infernal Enlightenment are gifted with a greatly expanded ability to offer powerful, philosophical arguments that downplay ethics and/or morality. The client receives a +3 bonus to her Charisma, while her Intelligence and Wisdom each suffer -2 penalties; interestingly, if the client used her Intelligence or Wisdom as a modifier for spellcasting purposes, she now uses her Charisma bonus instead. Caim can grant Infernal Enlightenment up to three times to the same individual, although he must wait three days between each offer.
Each time the victim takes advantage of Caim’s Infernal Enlightment, she immediately shifts one step closer to Lawful Evil in alignment, although as in Dark Philosophy, the victim never reads as Lawful Evil until it is often too late. Once the victim has benefited from Infernal Enlightenment three times, she becomes Lawful Evil and has the ability to use mass charm once per day as a standard action as a caster equal to her character level. The victim herself is under a permanent charm-like effect to Caim.
To free the victim from Infernal Enlightenment, an Atonement must be offered by a 21 st level cleric. While this eliminates the Charisma bonus, it does not return the lost Intelligence and Wisdom; only a successful quest completed within 30 days can accomplish this. If the victim does not successfully complete the quest, she never regains that which she lost, although her soul is free and pure. Once a victim sees the darkness of Infernal Enlightenment, they are forever immune to Caim’s power.
Although he loathes doing so, Caim can use his Dark Philosophy before offering Infernal Enlightenment. In such cases, the target must make a Will save against Dark Philosophy as described above to turn down an offer of Infernal Enlightenment (against which, she’ll have a -9 penalty to save).
Infernal Presence (Su): Caim’s Infernal Presence has a Will save DC of 31. His caster level is 37 th .
Spell-like Abilities: At will – animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, Detect Magic, fireball,
flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire;
- 3/day – destruction;
- 1/day – meteor swarm (any), symbol of pain;
- 1/week – wish.
Caster level 37 th; DC 21 + spell level.
Wizard (Illusionist) Spells per day: 5/8/8/12/8/7/7/6/5/3; base DC 22 + spell level, 28 + spell level for Illusion. Caster level 32 nd . As a Duke of Hell, Caim has access to every spell in the Player’s Handbook save those from the schools of Conjuration and Evocation. Caim prefers spells that will offer vivid illusions of future societies to his clients, or those that enhance his fighting abilities.
Typical Wizard Spells prepared:
- 0 – arcane mark, daze, ghost sound, prestidigitation, resistance;
- 1st – chill touch, color spray, identify x2, magic aura, shield, true strike, ventriloquism;
- 2nd – false life, fox’s cunning, Mirror Image, Misdirection, obscure object, Resist Energy, spectral hand, touch of idiocy;
- 3rd – arcane sight, deep slumber, displacement x2, haste x2, Hold Person, ray of exhaustion x2, slow, vampiric touch x2;
- 4th – enervation, locate creature, mnemonic enhancer, phantasmal killer, shadow conjuration x3, stoneskin;
- 5th – baleful polymorph, false vision, nightmare, seeming, shadow evocation x3;
- 6th – disintegrate, eyebite, geas/quest, mage’s lucubration, mislead x2, veil;
- 7th – greater shadow conjuration x3, project image x2, spell turning;
- 8th – antipathy, greater shadow evocation, moment of prescience, scintillating pattern, screen;
- 9th – shades, time stop, wish.
Possessions: Black Rhetoric, amulet of the planes, +4 bracers of armor, +5 ring of protection, and a ring of wizardry III. Black Rhetoric is a recent gift from Dispater. A beautifully crafted sword with a black blade covered in ancient runes, Black Rhetoric grants Caim a +4 bonus to the DCs and caster level of all spells, spell-like effects, or supernatural abilities that require verbal communication while drawn.
Summoning Caim
All that Caim truly demands as a sacrifice conducive to his summoning is a crowd. No less than 9 additional personages should be present during the summoning, willing or unwilling. For the opportunity to speak with Caim, each participant (including the extra personages) loses 500 XP when Caim appears. He uses this XP to fuel the costs of a wish if needed as his side of any bargain made.
Once the summoning has taken effect, the area dims (or, in if previously dark, brightens) until it is as if the area was suffused by the soft light of the moon and stars. Footsteps can be heard in the distance, and after several rounds, Caim walks into the soft light as if from a great distance away. He will take the time to speak to all present, using spells and spell-like abilities to convince them to follow a path which he has designed, for the first few minutes of the summoning. Should the summoner become impatient, Caim uses his logic to disabuse the summoner of his rudeness. Following this, Caim will Listen to any proposals or requests, and make those bargains that he sees as ultimately benefiting him and Hell. When all is finalized, or the summoning ends, Caim bows to those present, and then disappears in a puff of smoke, the type expected of cheap street magicians who use no true power, only smoke and mirrors. The smoke wafts throughout the area, and should the summoner have neglected to put in place the proper protective magicks, those who inhale the smoke must make a Fort save DC 12 or suffer the effects of being poisoned with suffer fume (this poison is described in the Book of Vile Darkness).