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Anyone know of a good demonologist core class?
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<blockquote data-quote="Erekose" data-source="post: 2233288" data-attributes="member: 610"><p>OK - a bit of a change around but here's a (hopefully) final version of the class.</p><p></p><p><strong>DIABOLIST</strong></p><p><strong>Alignment: </strong> Chaotic evil, chaotic neutral, neutral evil.</p><p><strong>Hit Die:</strong> d8.</p><p><strong>Class Skills:</strong> The diabolist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). </p><p><strong>Skill Points at 1st Level: </strong> (2 + Int modifier) x4.</p><p><strong>Skill Points at Each Additional Level: </strong> 2 + Int modifier.</p><p><strong>BAB/SAVES:</strong> As Cleric.</p><p><strong>Weapon and Armour Proficiency: </strong> A diabolist is proficient with all simple weapons, light armour, medium armour, and shields (except tower shields).</p><p></p><p><strong>Special Abilities</strong></p><p>Level Special</p><p>1st Demonic Bond (Gutworm [FF])</p><p>2nd Demonsight</p><p>3rd Summoning (Mane [BoVD])</p><p>4th Resistances 5</p><p>5th Summoning (Dretch [MM1])</p><p>6th Poisoned Touch 1/day</p><p>7th Summoning (Rutterkin [MM1])</p><p>8th Demonic Familiar (Quasit [MM1])</p><p>9th Summoning (Bar-Igurra [MM1])</p><p>10th Poisoned Touch 2/day</p><p>11th Summoning (Jovoc [MM2])</p><p>12th Ritual, Resistances 10</p><p>13th Summoning (Babau [MM1])</p><p>14th Poisoned Touch 3/day</p><p>15th Summoning (Vrock [MM1])</p><p>16th Demonic glare</p><p>17th Summoning (Bebilith [MM1])</p><p>18th Poisoned Touch 4/day</p><p>19th Glare of the Abyss</p><p>20th Soulless</p><p></p><p><strong>Demonic Bond (Su): </strong> As part of his or her pact with a demon lord, the diabolist willing consumes whole a gutworm. The gutworm acts as the focus for the diabolist to call upon his or her demonic patron for all subsequent abilities. Should the gutworm die, the diabolist loses all of the special abilities associated with the diabolist class until it is replaced.</p><p></p><p>{I have the FF on order but haven't had it delivered yet; in <a href="http://www.enworld.org/showthread.php?t=131003&goto=newpost" target="_blank">another post</a> <strong>Gez</strong> has listed the salient abilities gained from hosting the abyssal parasite as: "<em>Gives a inherent boost to Constitution, and can incite a barbarian-like rage in the host at will, without causing fatigue in the host. Once per day, they can neutralize ingested poison in their host.</em>" This sounds too powerful for 1st level - I'll need to tweak it when I see the full details in the book.} </p><p></p><p><strong>Demonsight (Su): </strong> At 2nd level and higher, a diabolist can see in the dark up to 60 feet. Demonsight is black and white only, but it is otherwise like normal sight. </p><p></p><p><strong>Summoning (Su): </strong> At 3rd level and higher, a diabolist can perform a summoning that takes 1 round to petition his or her demon lord for aid. This comes in the form of a demon, which will fight on behalf of the diabolist for a maximum of 1 round per diabolist level. Summoned demons cannot call other demons to their aid. A diabolist may call more powerful demons as he or she increases in level. A diabolist may only call a particular type of demon, e.g. a bebilith, once per day.</p><p></p><p><strong>Demonic Resistance (Ex): </strong> At 4th level, the diabolist gains resistance to acid/cold/electricity/fire 5. At 12th level, this resistance increases to 10.</p><p></p><p><strong>Poisoned Touch (Su): </strong> As a standard action, a diabolist can calling upon his or her demonic patron to infect an opponent with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + diabolist level + Charisma modifier). The number of times a diabolist can use this ability increases with level (i.e. 1/day at 6th, 2/day at 10th, 3/day at 14th and 4/day at 18th level).</p><p></p><p><strong>Demonic Familiar:</strong> Improved Familiar (Quasit).</p><p></p><p><strong>Ritual (Sp): </strong> At 12th level and higher, once per day, a diabolist can perform a ritual to petition his or her demon lord directly, for an answer to a particular question. The ceremony takes one hour to perform and the answer is in the form of yes, no, may be, or unknown. The demon lord is not omniscient. It knows all observable facts about the present, and can thus answer questions like, “Is there a guard on the other side of this wall?” but it can only speculate on the future, e.g. “Will I be able to climb Mount Raundan and enter the City of Aras unseen?”.</p><p></p><p><strong>Demonic Glare (Su): </strong> As Fiendish Glare from Acolyte of the Skin.</p><p></p><p><strong>Glare of the Abyss (Su): </strong> As Glare of the Pit from Acolyte of the Skin.</p><p></p><p><strong>Soulless (Su): </strong> At 20th level, a diabolist’s soul is forever damned to the abyss. He or she becomes an outsider (native) with damage reduction 10/good.</p></blockquote><p></p>
[QUOTE="Erekose, post: 2233288, member: 610"] OK - a bit of a change around but here's a (hopefully) final version of the class. [B]DIABOLIST[/B] [B]Alignment: [/B] Chaotic evil, chaotic neutral, neutral evil. [B]Hit Die:[/B] d8. [B]Class Skills:[/B] The diabolist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). [B]Skill Points at 1st Level: [/B] (2 + Int modifier) x4. [B]Skill Points at Each Additional Level: [/B] 2 + Int modifier. [B]BAB/SAVES:[/B] As Cleric. [B]Weapon and Armour Proficiency: [/B] A diabolist is proficient with all simple weapons, light armour, medium armour, and shields (except tower shields). [B]Special Abilities[/B] Level Special 1st Demonic Bond (Gutworm [FF]) 2nd Demonsight 3rd Summoning (Mane [BoVD]) 4th Resistances 5 5th Summoning (Dretch [MM1]) 6th Poisoned Touch 1/day 7th Summoning (Rutterkin [MM1]) 8th Demonic Familiar (Quasit [MM1]) 9th Summoning (Bar-Igurra [MM1]) 10th Poisoned Touch 2/day 11th Summoning (Jovoc [MM2]) 12th Ritual, Resistances 10 13th Summoning (Babau [MM1]) 14th Poisoned Touch 3/day 15th Summoning (Vrock [MM1]) 16th Demonic glare 17th Summoning (Bebilith [MM1]) 18th Poisoned Touch 4/day 19th Glare of the Abyss 20th Soulless [B]Demonic Bond (Su): [/B] As part of his or her pact with a demon lord, the diabolist willing consumes whole a gutworm. The gutworm acts as the focus for the diabolist to call upon his or her demonic patron for all subsequent abilities. Should the gutworm die, the diabolist loses all of the special abilities associated with the diabolist class until it is replaced. {I have the FF on order but haven't had it delivered yet; in [URL=http://www.enworld.org/showthread.php?t=131003&goto=newpost]another post[/URL] [B]Gez[/B] has listed the salient abilities gained from hosting the abyssal parasite as: "[I]Gives a inherent boost to Constitution, and can incite a barbarian-like rage in the host at will, without causing fatigue in the host. Once per day, they can neutralize ingested poison in their host.[/I]" This sounds too powerful for 1st level - I'll need to tweak it when I see the full details in the book.} [B]Demonsight (Su): [/B] At 2nd level and higher, a diabolist can see in the dark up to 60 feet. Demonsight is black and white only, but it is otherwise like normal sight. [B]Summoning (Su): [/B] At 3rd level and higher, a diabolist can perform a summoning that takes 1 round to petition his or her demon lord for aid. This comes in the form of a demon, which will fight on behalf of the diabolist for a maximum of 1 round per diabolist level. Summoned demons cannot call other demons to their aid. A diabolist may call more powerful demons as he or she increases in level. A diabolist may only call a particular type of demon, e.g. a bebilith, once per day. [B]Demonic Resistance (Ex): [/B] At 4th level, the diabolist gains resistance to acid/cold/electricity/fire 5. At 12th level, this resistance increases to 10. [B]Poisoned Touch (Su): [/B] As a standard action, a diabolist can calling upon his or her demonic patron to infect an opponent with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + diabolist level + Charisma modifier). The number of times a diabolist can use this ability increases with level (i.e. 1/day at 6th, 2/day at 10th, 3/day at 14th and 4/day at 18th level). [B]Demonic Familiar:[/B] Improved Familiar (Quasit). [B]Ritual (Sp): [/B] At 12th level and higher, once per day, a diabolist can perform a ritual to petition his or her demon lord directly, for an answer to a particular question. The ceremony takes one hour to perform and the answer is in the form of yes, no, may be, or unknown. The demon lord is not omniscient. It knows all observable facts about the present, and can thus answer questions like, “Is there a guard on the other side of this wall?” but it can only speculate on the future, e.g. “Will I be able to climb Mount Raundan and enter the City of Aras unseen?”. [B]Demonic Glare (Su): [/B] As Fiendish Glare from Acolyte of the Skin. [B]Glare of the Abyss (Su): [/B] As Glare of the Pit from Acolyte of the Skin. [B]Soulless (Su): [/B] At 20th level, a diabolist’s soul is forever damned to the abyss. He or she becomes an outsider (native) with damage reduction 10/good. [/QUOTE]
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Anyone know of a good demonologist core class?
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