Prestige Classes


Thralls of Fraz-Urb'luu are deceivers and charlatans. They work behind the scenes, worming their wiles into the minds of nobles, leaders, and heroes and manipulating events for the glory of the Prince of Deception. When exposed, thralls of Fraz-Urb'luu are no less dangerous, combining powerful spellcasting with formidable melee skills. They have little problem dealing with those they cannot influence in more subtle manners. Yet their most important function is to seduce and delude powerful adventurers, tricking them into unknowingly accepting Fraz-Urb'luu into their minds and souls, making them clay for the Prince of Deception to mold into new soldiers for his armies.

Bards and warlocks make the best thralls of Fraz-Urb'luu, since their abilities allow them to qualify for this prestige class quite easily. Sorcerers and wizards (especially illusionists) also make excellent thralls for the Prince of Deception. Certain clerics and favored souls can qualify for the class as well, if they focus on domains that grant additional illusion spells. Despite their preferred class, many thralls of Fraz-Urb'luu take a few levels of rogue or fighter to augment their skills or melee capabilities.

Hit Die: d8.


To qualify to become a thrall of Fraz-Urb'luu, a character must fulfill all of the following criteria.

Alignment: Chaotic evil.

Skills: Bluff 10 ranks, Disguise or Forgery 10 ranks, Knowledge (religion) 10 ranks.

Feats: Deceitful, Thrall to Demon (Fraz-Urb'luu).

Spellcasting: Ability to cast at least five spells from the school of illusion, one of which must be 3rd level. Alternatively, the ability to use three of the following warlock invocations (one of which must be a lesser invocation): beguiling influence, charm, dark one's own luck, flee the scene, frightful blast, see the unseen, or voracious dispelling.

Languages: Abyssal, Celestial.

Special: Must convince or trick an intelligent, non-evil creature to willingly perform an evil act without resorting to mind-affecting magic.

Class Skills

The thrall of Fraz-Urb'luu's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Table: The Thrall of Fraz-Urb'luu

Level Base
Special Spellcasting
1st +0 +0 +0 +2 Deception 1/day
2nd +1 +0 +0 +3 Bonus illusion +1 level of existing class
3rd +2 +1 +1 +3 Deception 2/day +1 level of existing class
4th +3 +1 +1 +4 Bonus illusion +1 level of existing class
5th +3 +1 +1 +4 Deception 3/day, staff mastery
6th +4 +2 +2 +5 Bonus illusion +1 level of existing class
7th +5 +2 +2 +5 Deception 4/day +1 level of existing class
8th +6 +2 +2 +6 Bonus illusion +1 level of existing class
9th +6 +3 +3 +6 Deception 5/day, skurchur cohorts
10th +7 +3 +3 +7 Bonus illusion, alter reality +1 level of existing class
Class Features

All of the following are class features of the thrall of Fraz-Urb'luu prestige class.

Weapon and Armor Proficiency: Thralls of Fraz-Urb'luu gain proficiency with the greatclub and all simple weapons. They do not gain any proficiency with armor or shields.

Spellcasting: At every level save for 1st, 5th, and 9th, a thrall of Fraz-Urb'luu gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one spellcasting class before becoming a thrall of Fraz-Urb'luu, he must decide to which class to add each level for the purpose of determining spells per day and spells known. If the character had levels in the warlock class, he can instead choose to gain new invocations as if he had also gained a level in warlock.

Deception (Su): At 1st level, a thrall of Fraz-Urb'luu gains the ability of deception. He may use this ability once per day, gaining one additional use each day with each odd-numbered thrall of Fraz-Urb'luu level gained. Activating deception is an immediate action. An immediate action is a free action that can be performed at any time - even when it's not your turn (although you're limited to only one immediate action per round, and cannot use them while you are flat-footed). Activating deception does not provoke an attack of opportunity. Deception can be used in one of three different ways, as chosen from the following options:

Deceptive Magic: You can incorporate deception into an illusion spell you cast. This grants a +4 profane bonus to that spell's saving throw DC.

Deceptive Summoning: You can deceive a summoned monster into believing that you are its summoner. In order to use this ability, you must activate deception as a readied action when another creature casts a spell or uses a spell-like ability with the Summoning descriptor (which requires a successful Spellcraft check to identify the spell or ability as it is being cast). Make a level check opposed by the caster's level check. If you win this opposed check, the summoned monster follows your commands for the duration of the spell rather than the commands of the creature that summoned the monster. You must be within 30 feet of the caster of the summoning spell to use this ability.

Deceptive Will: You can activate deception to gain a +4 profane bonus on a single Will save. If you succeed in this save, you can immediately make a Bluff cheek opposed by the caster's Sense Motive check. If you win this opposed roll, the caster is deceived into believing that you failed your saving throw against the spell. You can play along voluntarily with the intended effects if you wish to. If the effect involves telepathic commands from the creature who forced you to make a Will save, you continue to receive them, although you aren't obligated to follow them.

Bonus Illusion: At every even-numbered level, you may select any illusion spell from the sorcerer/wizard spell list and add it to the list of spells you know and can cast. If you are a wizard, the new spell immediately manifests in your spellbook, instantaneously and at no cost to you. If you are a warlock, you instead gain the spell as a spell-like ability, usable once per day. If you spontaneously cast spells, these spells are added to your list of spell known.

The illusion spell you select must be of a spell level equal to or less than your thrall of Fraz-Urb'luu class level.

Staff Mastery (Ex): Upon reaching 5th level, you have mastered the use of magic staffs in emulation of your demonic master's skill with these potent magic items. You can now wield any magic staff as if it were a +1 greatclub, at no risk of causing the staff itself damage. In addition, the staff is treated as an evil weapon for the purposes of overcoming damage reduction. You are considered to be proficient with the staff for this purpose.

You can use any magic staff as if its spells were on your spell list. Additionally, you may opt to activate a staff using your own lifeforce rather than expending charges. For each charge that the staff activation would normally consume, you instead takes 1 point of Constitution damage. If you don't have a Constitution score, or are for some reason immune to ability score damage, you cannot power a staff with this ability and must use the staff's charges to manifest its spells.

Skurchur Cohorts: At 9th level, you gain the services of two skurchur demons, as if you had taken the demons as cohorts with the Leadership feat. If a skurchur minion is slain, you can gain a replacement after undergoing a 24-hour ritual that requires the sacrifice of an intelligent creature of an ECL of at least 11.

Alter Reality (Sp): At 10th level, a thrall of Fraz-Urb'luu gains the ability to transform an illusion spell into reality, once per day. This duplicates the effects of a wish spell, save that it cannot grant inherent bonuses to ability scores or duplicate any spell of 8th level or higher. The reality to be created must first be manifested with an illusion spell of at least 3rd level before this ability can be used.