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Anyone know of a good demonologist core class?
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<blockquote data-quote="Erekose" data-source="post: 2304812" data-attributes="member: 610"><p>Sorry yennico! Work and well . . . just life in general have kept me away from ENWORLD <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I do appreciate your help with this! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I can see why you have suggested the changes in the class but to be honest this takes it into exactly the direction that I do not want it to go, i.e. a variant cleric.</p><p></p><p>My idea was for an ordinary person who would otherwise had an NPC class like Expert but has become so desperate and disillusioned that he or she has petitioned a demon lord. The person has no actual magical power of their own but is rather just a conduit for the demon lord into the mortal realm.</p><p></p><p>I know this could be considered similar to the cleric but in my mind it is fundamentally different.</p><p></p><p></p><p>Where I have current got to with the class is as follows:</p><p></p><p><strong>DIABOLIST </strong> (until I can think of a better name!)</p><p></p><p><strong>Alignment: </strong> Chaotic neutral, chaotic evil or neutral evil.</p><p><strong>Hit Die: </strong> d8.</p><p><strong>BAB/SAVES: </strong> As Cleric.</p><p><strong>Class Skills</strong></p><p>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>: (4 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p></p><p>All of the following are class features of the diabolist.</p><p></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</strong></p><p>1 - Bonus language, demonic bond (wrath)</p><p>2 - Demonic bond (neutralise poison), demonsight</p><p>3 - Call demon (mane), demonic bond (vitality)</p><p>4 - Demonic resistance 5, superior calling +1</p><p>5 - Call demon (dretch)</p><p>6 - Poisoned touch 1/day</p><p>7 - Call demon (rutterkin)</p><p>8 - Demonic familiar (quasit), superior calling +2</p><p>9 - Call demon (bar-igurra)</p><p>10 - Poisoned touch 2/day</p><p>11 - Call demon (jovoc)</p><p>12 - Demonic resistance 10, superior calling +3</p><p>13 - Call demon (babau), ritual</p><p>14 - Poisoned touch 3/day</p><p>15 - Call demon (vrock)</p><p>16 - Demonic glare, superior calling +4</p><p>17 - Call demon (bebilith)</p><p>18 - Poisoned touch 4/day</p><p>19 - Glare of the abyss</p><p>20 - Soulless</p><p></p><p><strong>Bonus Language: </strong> The diabolist learns the language of demonkind, Abyssal, as a bonus language.</p><p></p><p><strong>Demonic Bond (Su): </strong> As part of his or her pact with a demon lord, the diabolist willing becomes infected with a gutworm. The gutworm acts as the focus for the diabolist to call upon his or her demonic patron for all subsequent abilities. Unlike the standard parasite-host relationship the gutworm normally establishes with its host, the gutworm becomes a normal part of the diabolist and so is not affected by spells such as cure disease.</p><p></p><p><em>Wrath (Ex):</em> At 1st level, the diabolist can take advantage of the gutworm’s ability to incite a frenzy in it’s host once per day. The diabolist gains +4 Strength, +4 Constitution, and a +2 bonus on Will saves but suffers a -2 AC penalty. The frenzy lasts for only 4 rounds but the diabolist is not fatigued afterwards.</p><p></p><p><em>Neutralise Poison (Su): </em> From 2nd level, the level of integration of the gutworm with the diabolist deepens. Once per day, the gutworm will automatically neutralise the first poison that is introduced into the diabolist’s body.</p><p></p><p><em>Vitality (Ex): </em> The integration of the gutwrom into the diabolist’s body is completed at 3rd level. The gutworm enhances the diabolist vitality with a +2 inherent bonus to his Constitution score.</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>Call Demon (Su): </strong> At 3rd level and higher, a diabolist can perform a calling 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. Called demons cannot summon 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>If the diabolist does not dismiss the demon before the duration of effect ends, the summoned demon remains in the mortal realm and is no longer subject to the diabolist’s command.</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>Superior Calling (Su): </strong> From 4th level and higher, the demons that answer a diabolist’s call are more powerful than normal. Each demon has +1 hit dice per 4 levels a diabolist has up to a maximum of +4 (i.e. +1 at 4th, +2 at 8th, +3 at 12th, and +4 at 16th level).</p><p></p><p><strong>Poisoned Touch (Su): </strong> As a standard action, a diabolist can call upon his or her demonic patron to infect an opponent with a horrible poison by making a successful melee touch attack. At 6th level, 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> From 8th level onwards, a diabolist can request his or her demon lord for a quasit as a demonic familiar. </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 damned soul becomes demonic. He or she becomes an outsider (native) with damage reduction 10/good.</p></blockquote><p></p>
[QUOTE="Erekose, post: 2304812, member: 610"] Sorry yennico! Work and well . . . just life in general have kept me away from ENWORLD ;) I do appreciate your help with this! :D I can see why you have suggested the changes in the class but to be honest this takes it into exactly the direction that I do not want it to go, i.e. a variant cleric. My idea was for an ordinary person who would otherwise had an NPC class like Expert but has become so desperate and disillusioned that he or she has petitioned a demon lord. The person has no actual magical power of their own but is rather just a conduit for the demon lord into the mortal realm. I know this could be considered similar to the cleric but in my mind it is fundamentally different. Where I have current got to with the class is as follows: [B]DIABOLIST [/B] (until I can think of a better name!) [B]Alignment: [/B] Chaotic neutral, chaotic evil or neutral evil. [B]Hit Die: [/B] d8. [B]BAB/SAVES: [/B] As Cleric. [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]: (4 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 4 + Int modifier. [B]Class Features[/B] All of the following are class features of the diabolist. [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[/B] 1 - Bonus language, demonic bond (wrath) 2 - Demonic bond (neutralise poison), demonsight 3 - Call demon (mane), demonic bond (vitality) 4 - Demonic resistance 5, superior calling +1 5 - Call demon (dretch) 6 - Poisoned touch 1/day 7 - Call demon (rutterkin) 8 - Demonic familiar (quasit), superior calling +2 9 - Call demon (bar-igurra) 10 - Poisoned touch 2/day 11 - Call demon (jovoc) 12 - Demonic resistance 10, superior calling +3 13 - Call demon (babau), ritual 14 - Poisoned touch 3/day 15 - Call demon (vrock) 16 - Demonic glare, superior calling +4 17 - Call demon (bebilith) 18 - Poisoned touch 4/day 19 - Glare of the abyss 20 - Soulless [B]Bonus Language: [/B] The diabolist learns the language of demonkind, Abyssal, as a bonus language. [B]Demonic Bond (Su): [/B] As part of his or her pact with a demon lord, the diabolist willing becomes infected with a gutworm. The gutworm acts as the focus for the diabolist to call upon his or her demonic patron for all subsequent abilities. Unlike the standard parasite-host relationship the gutworm normally establishes with its host, the gutworm becomes a normal part of the diabolist and so is not affected by spells such as cure disease. [I]Wrath (Ex):[/I] At 1st level, the diabolist can take advantage of the gutworm’s ability to incite a frenzy in it’s host once per day. The diabolist gains +4 Strength, +4 Constitution, and a +2 bonus on Will saves but suffers a -2 AC penalty. The frenzy lasts for only 4 rounds but the diabolist is not fatigued afterwards. [I]Neutralise Poison (Su): [/I] From 2nd level, the level of integration of the gutworm with the diabolist deepens. Once per day, the gutworm will automatically neutralise the first poison that is introduced into the diabolist’s body. [I]Vitality (Ex): [/I] The integration of the gutwrom into the diabolist’s body is completed at 3rd level. The gutworm enhances the diabolist vitality with a +2 inherent bonus to his Constitution score. [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]Call Demon (Su): [/B] At 3rd level and higher, a diabolist can perform a calling 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. Called demons cannot summon 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. If the diabolist does not dismiss the demon before the duration of effect ends, the summoned demon remains in the mortal realm and is no longer subject to the diabolist’s command. [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]Superior Calling (Su): [/B] From 4th level and higher, the demons that answer a diabolist’s call are more powerful than normal. Each demon has +1 hit dice per 4 levels a diabolist has up to a maximum of +4 (i.e. +1 at 4th, +2 at 8th, +3 at 12th, and +4 at 16th level). [B]Poisoned Touch (Su): [/B] As a standard action, a diabolist can call upon his or her demonic patron to infect an opponent with a horrible poison by making a successful melee touch attack. At 6th level, 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] From 8th level onwards, a diabolist can request his or her demon lord for a quasit as a demonic familiar. [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 damned soul becomes demonic. 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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