"Nothing is more treacherous or more deserving of a terrible fate than a devil. I know. The truth is in my blood."Prerequisite:
Tiefling, any divine class
In a bleak period of the Dawn War, Asmodeus, then merely an exarch, rose up and slew his god. As punishment, the gods imprisoned Asmodeus and his followers in the Nine Hells, and thus the devils were born. Whether in error or wisdom, the gods released Asmodeus when they deemed that one evil was necessary to fight another: the primodials. Who can say now which was the lesser evil, especially since Asmodeus did help to defeat the primordials and imprison them?
You know one thing for certain. The Nine Hells should be a prison. Asmodeus and his devils ought to be locked away to inflict their horrors upon each other. Perhaps they ought never have been released.
You want the devils returned to their hells, and your god blesses your desire. It is your quest that Baator again become the bane of infernal creatures rather than their refuge, and the deity you honor has given you the tools to make that happen. You will not rest until every devil bears the burning chains of its own sins. And when the last divine gate slams shut and the last enchanted lock clicks home, you still will not rest. Hell will need its keepers.
HELL'S KEEPER PATH FEATURES Heaven's Keys (11th level)
: You and allies within 10 squares of you gain a +2 bonus to saving throws against effects that daze, immobilize, stun, or restrain. Jailor's Strength (11th level)
: When you spend an action point to take an action, until the end of your next turn any power you use that slows or immobilizes a target instead restrains the target for the duration. Chains of Their Sins (16th level)
: Whenever you score a critical hit against an enemy, that creature is also restrained and cannot teleport until the end of your next turn. If the target is a devil, it also loses its resistance to damage until the end of your next turn.
Hell's Keeper Attack 11Yoke of Heaven
A golden yoke of radiant energy settles heavily upon the shoulders of your foe.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Wisdom vs. Will
Hit: 2d6 + Charisma or Wisdom modifier radiant damage, and the target is restrained until the end of your next turn. If the target is a devil, it is instead dominated until the end of your next turn.
Hell's Keeper Utility 12Hell's Shackles
Rattling ghostly shackles twist and writhe in the area, hindering your foes in both body and soul.
Daily Divine, Fire, Zone
Standard Action Area burst 2 with 10
Effect: The burst creates a zone of spectral chains that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take a –2 penalty to attack rolls while within the zone. Creatures that have the devil keyword also lose their resistance to damage and gain vulnerable 10 fire while within the zone.
Sustain Minor: The zone persists.
Hell's Keeper Attack 20To Hell with You
Fiery chains enwrap your foe, whisking it away to burn screaming in the Nine Hells.
Daily Divine, Fire, Implement
Standard Action Ranged 20
Target: One bloodied creature
Attack: Charisma or Wisdom vs. Will
Hit: The target is banished to an oubliette in the Nine Hells (save ends). While banished, the target is also stunned, loses any fire resistance or fire immunity, and takes ongoing 15 fire damage. On a save, the target returns to the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
Miss: The target takes 15 fire damage and is immobilized and cannot teleport (save ends both).
Published in Player's Handbook Races: Tiefling, page(s) 15.