DF Competition Voting: The Demonogolist PrC

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DF Competition Voting: The Demonogolist PrC

Postby The Serge » Mon Nov 23, 2009 1:27 pm

Here is your chance to vote for your favorite demonologist PrC created by one of your fellow 'freaks.

The voting is holistic in nature and requires that voters at least take the time to make a few comments about their decisions. If you can't or don't feel comfortable doing this, please do not vote; we want the competitors to feel as though their efforts are appreciated. You will notice that there is not a poll offered. The reason for this is to discourage people just chosing someone without an explanation.

Please use a 1-10 point scale with an explanation as to why you voted on each position:

Creativity: How novel is this class as compared to either the other entrants, or for that matter, its precedents in WotC or Pathfinder canon? How unique are its benefits?

Extendability: Is this class or PrC written in such a way as to support play over a large scale? Does it have an epic extension, and if not, would an epic extension even make sense for it?

Mechanical Prowess: Are the class abilities neither overpowered or underpowered, but make sense for the level to which they are granted? Are the class abilities written in such a way that they could be easily used in play?

Writing Prowess: Does the associated flavor for the class or PrC summarize it in a way that corresponds both to the nature of the class and is interesting (although naturally brief)?
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Re: DF Competition Voting: The Demonogolist PrC

Postby The Serge » Tue Nov 24, 2009 5:23 pm

Urizen wrote:ENTRY REQUIREMENTS
Alignment: Any non-good
Languages: Abyssal
Skills: Knowledge (the planes) 8 ranks, Spellcraft 8 ranks
Special: Must have summoned a demon of at least CR 6.

Class Skills
The Demonologist's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Linguistics (Int), Sense Motive (Wis), and Spellcraft (Int)
Skills Points at Each Level: 2 + Int

Hit Dice: d6

Code: Select all
   BAB  Fort  Ref  Will Special                         Spellcasting
1   +0   +0   +0   +1   Dark Road, Occultic Knowledge   +1 level of existing class
2   +1   +1   +1   +1   Spontaneous Summons             +1 level of existing class
3   +1   +1   +1   +2   Demonology                      +1 level of existing class
4   +2   +1   +1   +2   Lasting Summons                 +1 level of existing class
5   +2   +2   +2   +3   Demonology                      +1 level of existing class
6   +3   +2   +2   +3   Perilous Summons                +1 level of existing class
7   +3   +2   +2   +4   Demonology                      +1 level of existing class
8   +4   +3   +3   +4   Abyssal Rift                    +1 level of existing class
9   +4   +3   +3   +5   Demonology                      +1 level of existing class
10  +5   +3   +3   +5   Abyssal Fury                    +1 level of existing class


Weapon and Armor Proficiency: Demonologists gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new demonologist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a demonologist, he must decide to which class he adds the new level for purposes of determining spells per day.

Additionally, the demonologist adds a small number of spells to the list of those available for his class. In the event the demonologist was previously unable to cast spells, he becomes able to in the same manner as a cleric, wizard or sorcerer (his discretion). His primary spellcasting ability score corresponds to his choice.

Demonologist Spell List
1 – summon monster I
2 – summon monster II
3 – animate dead, lesser planar binding, summon monster III
4 – summon monster IV
5 – planar binding, summon monster V
6 – create undead, summon monster VI
7 – greater planar binding, summon monster VII
8 – create greater undead, summon monster VIII
9 – gate, summon monster IX

In addition to the spells detailed above, the demonologist is capable of selecting any spell that comes from the Book of Vile Darkness or has the chaos or evil descriptors.

Dark Road: The study of demonology is an inherently evil thing, no matter the intentions of its practitioners. The Abyss cares not for concerns as trite as morality, and will inevitably corrupt anyone who stares too deep into its depths.

Whenever a demonologist gains a new level, he must succeed on a Will save (DC 10 + twice his existing demonologist levels) or shift one step towards Evil on the moral axis and one step towards Chaos on the ethical axis.

Starting at 1st level, the demonologist also begins to truly set upon the study of his chosen art. Any creature he summons through conventional means (such as a summon monster spell) may, at his discretion, instead be a demon of the same CR +1.

Occultic Knowledge: A demonologist is especially well-versed in matters of The Abyss and its denizens. He adds his demonologist level to all Knowledge checks involving demons or The Abyss.

Exposure to such forbidden knowledge also desensitizes the demonologist to horrors that would cripple lesser minds. He adds half his demonologist level as a bonus to saves against fear or insanity-inducing effects produced by demons.

Spontaneous Summons: A 2nd level demonologist can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He may “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.

Demonology: Starting at 3rd level, the demonologist learns more specialized applications of his foul art. He learns an additional aspect of demonology at every following odd-numbered level. Unless specified, he may not learn the same aspect of demonology more than once.

Abyssal Cacophony (Su): The demonologist has opened his mind to The Abyss, mentally attuning himself to its currents and energies while simultaneously filling his head with the madness of a thousand demons.

A demonologist with this ability always appears calm and collected (for the events of the material world pale in comparison to the shrieking madness that exists within his mind), and exerts a great deal of control over his mental faculties. He receives a bonus to Concentration checks equal to his demonologist level. Additionally, to be affected by mind-influencing spells or abilities, they must first succeed on a caster level check against him (DC 15 + the demonologist's total level). On a success, and regardless of the nature of the effect, the demonologist's calm facade is broken through. He explodes violently, spitting and shrieking obscenities while behaving as if under the effects of a rage spell, attacking everything in sight. This bout of madness lasts for a number of rounds equal to the amount by which the caster level check exceeded the demonologist's DC. When the demonologist recovers his mental faculties (or rather, conceals them for what they are), he is exhausted.

Attempts to delve into the demonologist's mind are likewise met with shrieking, demonic madness. Beings that successfully penetrate the demonologist's mind to examine it (such as with a detect thoughts spell) must succeed on a Will save (DC 10 + demonologist's level) every round spent maintaining the spell or be driven insane as per the confusion spell. Outsiders with the Chaotic or Evil subtypes have a +15 bonus to this save, and ones with both are immune.

Immaterial Summons (Ex): The demonologist may summon spirits instead of fully corporeal demons. At his discretion, any demon he summons may possess the incorporeal subtype. Additionally, such spirits may not attempt to harm the demonologist in the event his control over them is broken (such as through a failed Perilous Summons), though they may attempt to possess him (see possession rules in the Book of Vile Darkness).

Infernal Reanimation (Su): A demonologist proficient in this aspect of his art may attempt to reanimate corpses with demonic spirits. Whenever he would use a spell to create new undead, he may choose to substitute it with a summon monster or similar spell of at least the same level. “Undead” created in this manner do not count towards the demonologist's HD limit, and possess the fiendish template. However, for every undead fashioned in this manner he must succeed on a caster level check (DC 10 + CR of the undead created) or lose control over it upon its creation.

Inured to Corruption (Ex): Through repeated exposure to infinite evil, the demonologist has inured himself to it. He receives a bonus equal to half his demonologist level to saves against disease, poison and pain-inducing effects (whether a symbol of pain spell or nonmagical torture) that originate from demons. He naturally converts vile damage into normal hit point damage (but does not heal it) at the rate of 1 point per hour.

Lengthened Summons (Ex): All demons summoned by the demonologist remain for 1.5 times as long.

Potent Summons (Ex): The CR of all demons the demonologist summons is increased by 2. This aspect of demonology may be learned multiple times.

Rebuke Demons (Su): The demonologist may rebuke or command demons in the same manner an evil cleric rebukes undead.

Self-Possession (Su): The demonologist is proficient in the foul art of self-possession, voluntarily sharing his body and soul with demons. As a standard action, he may allow any demon within reach of himself (including ones summoned through summon monster spells) to possess him. The demonologist then makes an opposed Will check against the possessing spirit, receiving a bonus equal to his demonologist level. On a success, his physical ability scores are changed to an average of his and the demon's. He may make use of a number of the demon's special abilities and qualities (such as damage reduction or spell-like abilities) equal to half his demonologist level.

This possession lasts for a number of rounds equal to the demonologist's level + Charisma mod. The demonologist may not be possessed by more than one demon at a time.

Skilled Summoner (Ex): The demonologist is especially skilled at the staple of his art, calling and binding demons to his will. He adds his demonologist level to all such checks (such as the Charisma check to make a demon accept a bargain), and does not treat the roll of a natural 1 as an automatic failure in such instances.

Spontaneous Banishings (Sp): In a rare demonstration of foresight, the demonologist has learned how to remove demons he has brought into the world. At will, he may attempt to attempt to banish any chaotic or evil outsider by expending any number of prepared spells (minimum 1). He gains a bonus to the banishing attempt equal to twice the total level of spells so expended. To successfully banish the outsider, he must succeed on a DC equal to 10 + its CR. On a success, it is immediately returned to its home plane.

Spiritual Sickness (Su): The demonologist's dealings with The Abyss have rendered him wholly and utterly evil. Nonsentient animals within 20 feet of his presence must succeed on a Fortitude save (DC 10 + twice the demonologist's level) or become nauseated; nonsentient plants and organic matter must likewise succeed on the same save or immediately grow black with rot, taking 1d6 damage per round they remain in his presence.

A demonologist proficient in this aspect of his art gains the Evil subtype and no longer needs to eat, drink or breathe; his body now wholly subsists on the festering evil of The Abyss. Resultantly, he suffers no ill effects for casting corrupt spells or making use of the Dark Speech. He gains a profane bonus equal to his demonologist level to Diplomacy checks made against evil creatures and Intimidate checks against good or neutral ones.

A demonologist with this ability cannot be healed by divine magic that originates from good-aligned spellcasters. Indeed, such healing magicks will scald and wrack his body with pain, dealing damage equivalent to the amount they would otherwise heal.

Unhinged (Ex): The demonologist's repeated delvings into The Abyss have driven him utterly mad. His Wisdom score is permanently reduced to 1, leaving him mentally crippled and completely unable to interact with other sentient beings.

However, the demonologist is able to derive power (and even a bizarre clarity) from his madness. He henceforth uses his Charisma in place of his Wisdom score for Sense Motive and all combat-related purposes (including his Will save). He is utterly immune to Wisdom damage or drain, as well as charm, fear, and insanity-inducing effects. Mind-reading abilities used against him have a 50% chance of receiving incomprehensible gibberish. Demons likewise view his mental state with respect (or as close to respect as creatures of unsurpassed evil are capable of) and have their starting attitudes adjusted one attitude higher.

An Unhinged demonologist's Wisdom score may later be healed, but doing so causes him to irrevocably lose the benefits of this aspect of demonology.

Lasting Summons (Ex): At 4th level the demonologist becomes able to sustain his summoning spells for longer than usual. Each round beyond the duration specified by the spell, he may make a Concentration check to extend it for 1 round (DC 10 + half the CR of the demon + the number of rounds past the normal duration).

Perilous Summons (Ex): At 6th level the demonologist may attempt to summon more powerful demons than he would normally be able. After casting any summoning spell, the demonologist may make a caster level check (DC 10 + half the level of the summoning spell). On a success, the CR of the demon(s) summoned is increased by the amount his check exceeded the DC (minimum 1). On a failure, the demons are still summoned, but they are not under the demonologist's control. Their CR is increased by twice the amount he failed to meet the DC. Such demons will immediately attempt to destroy their summoner unless there is an opportunity to cause greater suffering in the world.

Abyssal Rift (Su): At 8th level the demonologist is approaching the pinnacle of his power. He may tear open rifts into The Abyss itself and unleash its denizens upon the world at a whim.

As a standard action, the demonologist may sacrifice stored spell energy to create a planar rift into The Abyss. By expending any number of spells (he cannot expend more spell levels than he has prepared), he may create a rift that opens to a random layer of The Abyss. Its radius in feet is equal to the number of spell levels expended. Each round, 2d4 demons with a combined CR equal to the demonologist's total level + number of spell levels expended in creating the rift will pour through. Such demons will attack and destroy everything in sight, although the demonologist may make a Charisma check (DC 10 + half the total CR of all demons brought through the rift) to make them ignore him (this does not compel them to follow his commands, however). This check must be made against each group of newly-arriving demons.

Additionally, this rift is two-way; the demonologist may (and the demons almost certainly will) attempt to force objects or creatures through it into The Abyss. As a swift action, the demonologist may also expend any number of spell levels to further enlarge the rift. As a standard action, he may make a Concentration check (DC 10 + half the total CR of all demons brought through the rift) to close it.

Abyssal Fury (Su): At 10th level the demonologist has achieved the pinnacle of his power. He may create Abyssal Rifts by expending hit points in place of spell levels (2 hit points are the equivalent of 1 spell level for this purpose). At his discretion, he may allow his Abyssal Rifts to expand unbidden; such rifts will continue to grow at the rate of 1 foot per round in all directions (likewise bringing forth more powerful demons), and will never cease to expand of their own accord.

If the demonologist was not already Chaotic Evil, he hereafter becomes so. His soul, likewise, is consigned to The Abyss for eternity upon his death.




Design notes: Epic progression hasn't been included for this class as it was written under a fairly short deadline. My idea for it, though, would be to grant a bonus feat every even-numbered level and an epic aspect of demonology at every odd one.
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Re: DF Competition Voting: The Demonogolist PrC

Postby The Serge » Tue Nov 24, 2009 5:24 pm

Kain Darkwind wrote:"By the six rings of power, I bind thee, qlippoth. Sow your chaos amongst those who would defy me." -Arrak Beedle, Bearer of Fiend's Embrace


ENTRY REQUIREMENTS
Alignment: Chaotic Evil
Language: Abyssal
Skills: Knowledge (the planes) 10 ranks, Spellcraft 10 ranks
Spells: Must be capable of casting a conjuration (calling) spell of at least 5th level and a conjuration (summoning) spell of at least 4th level.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex)
Skills Points at Each Level : 2 + Int

Hit Dice: d6

Code: Select all
    BAB  Fort    Ref    Will  Abilities
1.   +0    +0     +0     +1   Spellcasting, bind demon (one ability score), familiar
2.   +1    +1     +1     +1   Summon Demon
3.   +1    +1     +1     +2   Bind demon (two ability scores)
4.   +2    +1     +1     +2   Command demon
5.   +2    +2     +2     +3   Bind demon (three ability scores), demonic cohort


Weapon Proficiencies: Demonologists gain no additional proficiencies with weapons or armor.

Spellcasting A demonologist adds its class level to the caster level of the spellcasting class it used to meet the entry requirements. (In case there is any confusion, this is intended to give a wizard 15/demonologist 5 caster level 20 and access to spells as a 15th level wizard. Any other reading of this ability is wrong.)


Bind Demon A demonologist can bind a demon it has called and struck a bargain with to its soul for one hour per caster level. The demon may possess no more HD than the demonologist's caster level.

While bound, the demon provides the caster with several benefits.
First, the caster gains the demon's racial modifiers as bonuses to one of its ability scores up to its class level. (Thus, a bound succubus would provide a 5th level demonologist with a +2 Str, +2 Dex, +2 Con, +5 Int, +4 Wis and +5 Charisma. It could select any three of those to apply.)

The caster also gains the ability to use the demon's innate spell-like abilities. Using a spell-like ability requires burning a spell slot equal to the spell's level. The caster level and DC are determined by the demonologist, not the bound demon. While the caster uses its own magical energy to fuel this power, the spell-like abilities can only be used as often as the demon who generates them. (So while a demonologist with a bound balor could use any number of 7th level spell slots it had prepared to cast blasphemy instead, it could only use one 8th level spell slot to cast fire storm.)

The caster gains a number of abilities equal to its class level, that can be selected from the following, so long as the bound demon possesses the ability. Damage reduction 5/cold iron*, damage reduction 5/good*, darkvision, fast healing 5***, flight, immunity to energy***, natural attacks (adjusted for size difference), resistance to energy**, telepathy, true seeing***

*Can be selected more than once, stacks. (Damage reduction X/cold iron and damage reduction X/good becomes damage reduction X/cold iron and good)
** Counts as two abilities
*** Counts as three abilities

Familiar The demonologist gains a quasit familiar. It uses its demonologist level to determine the power level of the familiar. If the demonologist already possessed a familiar, the quasit devours it and uses all familiar granting levels to determine its power level.

Summon Demon A demonologist gains access to summon demon, either in its spellbook, on its spell list, or as a bonus spell known.

Command Demon A demonologist gains the ability to channel unholy energy and command demons a number of times a day equal to its class level plus its spellcasting modifier. This ability is identical to that granted by the Command Undead feat, save that it affects demons instead of undead. This ability can be used in conjunction with calling spells to produce more favorable bargains to the demonologist, but demons under this effect cannot grant wishes.

Demon Cohort A demonologist gains a demonic cohort. The ideal cohort is a half-demon humanoid with a PC race as the base, 3 levels lower than the demonologist. However, a DM willing to allow more exotic cohorts can allow a player to choose an actual demon for their cohort. If an accurate ECL cannot be determined, a good rule of thumb would be at least 5 CR below the demonologist's character level.



Summon Demon
School conjuration [chaotic, evil, summoning]; Level Special
Casting Time 1 full round action
Components V, S, F/DF (blood)
Range close (25 ft. + 5 ft/2 levels)
Effects One summoned creature
Duration 1 round/level (D)

This spell summons a demon. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the list below. You choose which kind of demon to summon, and you can choose a different one each time you cast the spell.

A summoned demon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. A demon summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

This spell can be prepared (or cast in the case of spontaneous casters) as a spell of any level which the caster chooses. Preparing the spell as a first level spell allows one to select a demon off the first level list, preparing it as a fifth level spell allows one to select a demon off the fifth level list, 1d3 demons off the fourth level list or 1d4+1 demons off a lower level list.

1st level
CR 1

2nd level
CR 2

3rd level
CR 3-4

4th level
CR 5-6

5th level
CR 7-8

6th level
CR 9-10

7th level
CR 11-12

8th level
CR 13-14

9th level
CR 15-16
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Re: DF Competition Voting: The Demonogolist PrC

Postby The Serge » Tue Nov 24, 2009 5:26 pm

veekie wrote:THE DEMONOLOGIST

"Power? That is but a pale reflection of the glory I seek. Gaze into the depths...and learn" -Crimson Benir, Demonologist.

Demonologists come from many walks of life, united in their one obsession...demons. Where many arcanists seek to merely bind demons to their service, demonologists go beyond that. Fusing their blackened souls to the limitless might of the Abyss, they make a journey that most only accomplish after death, becoming a demon in truth.

BECOMING A DEMONOLOGIST
Demonology is the study of demons and their home, the Infinite Depths of the Abyss. As such, the bulk of their number comes from those with a grounding in demonic lore, and arcanists in particular are well represented in their ranks. Such lore comes from many ways, whether through blackened tomes of forbidden learning, passed down in profane rites, torn from the resisting flesh of fiends or discourse with the greater spawn of the Abyss.
Each would-be demonologist assembles a ritual, unique to himself, that would open his soul to the Abyss's corrupting influence with the sacrifice of a sentient being. The ritual is deceptively simple, for those whose hearts resonate with the pulse of darkness, the completion marks an awareness within themselves. Those who do not however, suffer wracking pains, as their insufficiently tainted souls reject the process violently.
Arcane spellcasters of any stripe most commonly become demonologists, particularly warlocks sworn to abyssal powers, having both the skills and inclinations to do so. Divine spellcasters are less prominent, though they often possess the skills to do so, many gods frown upon their followers taking this path. Worshippers of abyssal powers suffer no such limitation however, and are often encouraged to do so. Barbarians, Rogues, Fighters, Rangers and other such non-magically inclined characters are not barred from becoming demonologists, though developing the requisite lore presents certain difficulties unless they multiclass.
Monks and Paladins almost never go down the path of the demonologist, their discipline antitheical to the chaos and darkness demonologists wield. Druids likewise find it difficult to hold on to their devotion to Nature while wielding such forces, though the Abyss is all-encompassing. Fallen representatives of such classes however, find it highly advantageous to enter this dark path, regaining a twisted shard of the powers they used to wield.

ENTRY REQUIREMENTS
Alignment: Chaotic Evil, Chaotic Neutral or Neutral Evil
Skills: Knowledge(planes) 2 ranks, Spellcraft 5 ranks
Special: Must have completed a ritual(Spellcraft DC 20), sacrificing a sentient being to open their souls to the Abyss.
Special: Must know Abyssal

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff(Cha), Diplomacy(Cha), Fly(Dex), Intimidate(Cha), Knowledge(arcana,planes,religion)(Int), Linguistics(Int), Sense Motive(Wis), Spellcraft(Int), Use Magic Device(Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d6

Code: Select all
    BAB  Fort    Ref    Will  Abilities
1.   +0    +0     +0     +1   Call from the Pit
2.   +1    +1     +1     +1   Abyssal Initiate
3.   +2    +1     +1     +2   Invitation to Darkness(lesser planar binding)
4.   +3    +1     +1     +2   Altar of Corruption
5.   +3    +2     +2     +3   Tear the Veil
6.   +4    +2     +2     +3   Embrace of the Depths, Invitation to Darkness(planar binding)
7.   +5    +2     +2     +4   Twisted Landscape
8.   +6    +3     +3     +4   Temple of Corruption
9.   +6    +3     +3     +5   Invitation to Darkness(greater planar binding)
10.  +7    +3     +3     +5   Doorway to the Infinite


Weapon Proficiencies: Demonologists gain no additional proficiencies with weapons or armor.

Call from the Pit(Sp): At first level, the demonologist gains the ability to call upon his soul's kindred by ripping a seam in reality, letting the endless hordes through. He can summon demons a number of times per day equal to his demonologist level as a full round action. When he first gains this ability, and every level after, he may select a type of demon from the table to add to the list. He must fulfill the level requirements.
By expending additional uses of this ability with his activation(using a single full round action), the demonologist can summon more numerous demons to his cause. Each additional daily use expended when summoning brings an additional demon of the same type to the field. Demons with a number or dice value next to their name are summoned in those quantities, expending additional uses to summon those produce that many additional demons per use.
More powerful demons can be summoned at higher levels by expending additional uses of Call from the Pit, as shown in the table below.
Summoned demons obey the demonologist to the limits of their understanding, and remain for 1 minute per demonologist level unless banished, dismissed or slain. The effective caster level of this ability is 5 + the demonologist's class level.
Summoned demons that can create spawn cannot do so when summoned.
Summoned demons do not use spell like abilities with uses of less than 1/day.(e.g. 1/week, 1/month)
Summoned demons do not use abilities that replicate spells with xp or expensive material component costs, nor create permanent effects.
Summoning Reference Table:(Other demons?)
Code: Select all
Demonologist level|Cost | Demons
1                 |  1  | Abyssal Maw 1d3(MM2), Abyssal Skulker 1d3(MM2),Dretch 1d3,
                    Mane(FC1) 1d6, Nashrou(MM4) 1d3, Quasit 1d3
3                 |  2  | Abyssal Ravager(MM2), Arrow Demon(MM3), Babau, Bar-Lgura(FC1),
                          Carnage Demon(MM5), Gadacro(MM5), Guecubu, Jovoc(MM2),
                    Rutterkin 1d2(FC1), Succubus
5                 |  4  | Adaru(MM5), Armanite(FC1), Bebilith, Bulezau(FC1),
                    Draudnu(MM5), Solamith(MM5), Vrock,
7                 |  6  | Chasme(FC1),Herzou, Kastighur(MM4), Palrethee(MM2),
                    Retriever, Yochlol(FC1)
9                 |  8  | Jarilith(MM2),Glabrezu, Lilitu, Nalfeshnee
11                | 10  | Deathdrinker(MM4), Goristo(FC1), Kelvezu, Marilith,
                    Sorrowsworn(MM3)
13                | 12  | Balor, Molydeus(FC1)
*When in doubt, refer to SRD demons for expected power levels and adjust appropriately when adding or modifying demons. CR-3 is the demonologist level requirement.
**List is not exhaustive, and any non-unique demons may be added, pending agreement of the DM and an appropriate power level.


Abyssal Initiate: The Abyss opens forth, and pours its gifts into the demonologist. The demonologist may select one of the following benefits at 2nd level.
Corrupt Libram(Ex) The power of the Abyss fills the gaps in the demonologist's magic, twisting them to better reflect its might.
At every demonologist level except 1st and 5th, the demonologist gains new spells per day as if he had also gained a level in an arcane spellcasting class he belongs to. He does not gain any other benefit a character of that class would have, except for an increased effective level of spellcasting.
If a character had more than one spellcasting class before becoming a demonologist, he must decide to which class he adds the new level for purposes of determining spells per day.
If the demonologist had no spellcasting ability before becoming a demonologist, the Corrupt Libram grants the demonologist sorceror spellcasting of the Abyssal bloodline at a level equal to his demonologist level instead, he does not gain any bloodline ability or Eschew Materials unless he takes a sorceror level, but does gain the use of cantrips.
In addition, receiving this wild power changes the nature of his magic. All spells cast by the demonologist gains the [Chaos] and [Evil] descriptors, as well as a caster level bonus to all spells with both descriptors equal to half his demonologist level. This bonus does not allow the demonologist to increase his caster level beyond his character level.

Voices of the Many(Su): The chorus of the Abyss guides those who embrace it. By opening himself up to these voices as an immediate action, the demonologist gains a profane bonus equal to his demonologist level to all skill checks and adds his Charisma modifier(to a maximum of half his demonologist level) as a profane bonus to his saving throws for 1 minute.
The demonologist can safely use this ability a number of times per day equal to his Wisdom modifier, additional uses deals 1d4 points of Wisdom drain each time to the demonologist.
If Wisdom is reduced to 0 by this effect, the demonologist is driven permanently insane by the voices. This drain recovers at the rate of 1 point per day otherwise.

Demonflesh(Su): Expanding the corruption into his flesh, the demonologist gains the resilience of demons. By activating this ability as an immediate action, the demonologist gains temporary hit points equal to three times his demonologist level for 1 minute, wreathed in a barrier of entropic energies.
These temporary hit points are replenished each round, providing a measure of resistance against trivial wounds. The demonologist can safely use this ability a number of times per day equal to his Constitution modifier, additional uses deals 1d4 points of Constitution drain each time to the demonologist.
If Constitution is reduced to 0 by this effect, the demonologist dies in an explosion of gore, as his mortal frame proves insufficient to the task of containing the might of the Abyss. This drain recovers at the rate of 1 point per day otherwise.

Touch of Destruction(Ex): The Demonologist wraps his killing intent in a sheath of deadly power. The demonologist adds his class level in unholy damage to all his melee and ranged attacks, and a +1 profane bonus per 3 demonologist levela(rounded up) to his attack rolls.

Black Acolyte(Ex): The Demonologist channels the might of the Abyss as a priest does.
At every demonologist level except 1st and 5th, the demonologist gains new spells per day as if he had also gained a level in a divine spellcasting class he belongs to. He does not gain any other benefit a character of that class would have, except for an increased effective level of spellcasting.
If a character had more than one divine spellcasting class before becoming a demonologist, he must decide to which class he adds the new level for purposes of determining spells per day. Divine spellcasters who have lost their former patron's favor regain their spellcasting, though they must replace two domains(if they possess domains) with the Chaos and Evil domains and their spontaneous spellcasting ability(if any) is replaced by the ability to spontaneously convert spells to Summon Monster(chaos and evil only) spells of the same level. The Abyss fuels them now, and it is for this reason that even dark gods shun such practitioners, liberating them from the shackles of power.
If the demonologist had no spellcasting ability before becoming a demonologist, Black Acolyte grants the demonologist cleric spellcasting with the Chaos and Evil domains at a level equal to his demonologist level instead, he does not gain any domain powers or Channel Energy as a cleric does unless he takes a cleric level, but does gain the use of orisons.
In addition, receiving this wild power changes the nature of his magic. All spells cast by the demonologist gains the [Chaos] and [Evil] descriptors. He can channel energy to bolster and command chaotic evil outsiders as they were undead. Demonologists add their cleric level to their demonologist level for the purpose for Channel Energy. Demonologists who do not already have the class feature can Channel Energy to affect Chaotic Evil Outsiders as if they were undead and the demonologist a cleric of their demonologist level, but not does not affect undead.

Invitation to Darkness(Sp) : The demonologist extends invitations from the world to the demons Below, and they gladly accept.
At 3rd level, the Demonologist can use Lesser Planar Binding 1/day per 3 demonologist levels, as per the spell,except it only works on Chaotic Evil Outsiders. Called demons are not bound(unless the demonologist has prepared a trap by other means), but always starts at an attitude of Indifferent to the demonologist barring prior interaction with the demon, such as an alliance or enemity.
At 6th level, he may expend two uses of Invitation to Darkness to use Planar Binding instead, and uses of Lesser Planar Binding call Friendly demons instead of Indifferent.
At 9th level, he may expend three uses of Invitation to Darkness to use Greater Planar Binding instead, and uses of Planar Binding call Friendly demons instead of Indifferent.

Altar of Corruption(Sp): A graceful host makes his guests at home. So does the would be demonologist. At 4th level, the Demonologist can use Desecrate as per the spell 1/day per 4 demonologist levels, but which benefits Chaotic Evil Outsiders instead of undead. The Animate Dead bonus allows the Demonologist to double the number of Chaotic Evil Outsiders called by Planar Binding, Planar Ally and their Greater or Lesser variants instead, maximum HD limitations continue to apply.
The Altar of Corruption can be made permanent with an appropriate altar focus costing 500gp and 500xp. The effect ends if the altar is destroyed.

Tear the Veil(Sp): At 5th level, the Demonologist can Plane Shift any creature or object he touches to a layer of the Abyss he knows once per day per demonologist level as a standard action. An unwilling creature requires a touch attack and a Will Save(DC 10+class level+Cha modifier) to resist being so banished.
By expending a second use of this ability, the demonologist can reverse this, sending the target back to his original plane and locaton, doing so does not require physical contact(hence, no attack roll is necessary), but the Will save to negate applies. This second function only works on creatures and objects sent by Tear the Veil.

Embrace of the Depths Entering the second stage of his dedication, the demonologist's channeling of Abyssal powers manifest once more, taking him down strange and depraved paths.At 6th level, the Demonologist may select one of the following abilities, or one of the Abyssal Initiate abilities he did not already possess.

Black Souled Companion(Ex) Those who serve demons and those who are served by demons are alike. The abyssal energies wielded empower and transform the demonologist's companions. Select a Familiar, Animal Companion, Special Mount or similar class feature the demonologist possesses. The demonologist adds his class level to the effective class level that determines the benefit of such a companion, the creature gaining the Half-Fiend template in the process, unless it was already a demon, in which case it gains an additional +4 to the demonologist's effective class level instead. In all cases, the affected creature becomes chaotic evil.
Demonologists who do not already possess a companion gain a Quasit Familiar(see Wizard for familiar rules) as if they were wizards of the demonologist's level + 4. Demonologists who have lost their access to such a selected class feature(likely by violating alignment restrictions), regain it and benefit as normal.

Thin the Curtains(Su): The demonologist's constant assaults on the barriers between worlds corrupts it around his person. Whenever he casts a Conjuration(Summoning) spell with the Chaos and Evil descriptors, it summons 1d3 creatures for each creature it would normally have summoned instead.
In addition, all summoned animals, celestial animals and fiendish animals lose the celestial template if they possessed it, gain the fiendish template if they did not already have it, and their alignments become chaotic evil.
Unfortunately, this strong tie to the Abyss perverts their access to the higher and ordered realms. The demonologist may no longer Call or Summon creatures with the Law and/or Good alignments.

Crimson Sorcery(Su): The power of chaos blends into the demonologist's magic further, filtering the energies through it's swirls. The demonologist can choose to cast his spells through the lens of a demon's soul.
As a swift action, the demonologist selects a willing chaotic evil outsider within 5ft per demonologist level, and the next spell he casts that round originates from that creature instead. Area, touch and ranged spells are aimed by that creature, using it's modifiers for attack rolls and position for determining maximum range and cover, though all other factors such as saves and caster level, are still based on the demonologist. Damaging spells cast in this manner convert half their damage to profane damage.

Call the Fiend Within(Su): When Summoning or Calling a demon, the demonologist can attempt to conjure it into his body, caging it as an unwilling possessor and allowing him to manifest demonic traits. The demonologist may absorb as part of the action to Summon or Call it. If the summoned demon is unwilling, the demonologist must make a will save (DC 10 + 1/2 demon’s HD + demon's Cha modifier) every round, failure means losing control of his body to the demon that round, who may use all of it's abilities freely but not the demonologist's class features or spellcasting. Multiple demons can be so contained, but only one can be manifested. A single Will save is compared against the highest save DC of the demons resisting and that demon takes control, if two demons are tied for control, they roll an opposed charisma check. If the demonologist is slain, all the demons are forcibly evicted.
THe demonologist may evict the demon from his body as a full round action, while he has control of his body, after which it appears adjacent to him. If the summoning or calling effect expires or the demon is banished, the demon returns to it's home plane as normal.
As a swift action, the demonologist may partially transform into the demon. The fused demonologist has the better of his and the demon's physical ability scores, as well as the demon's damage reduction, special senses, energy resistances and immunities. He also gains the demon's movement modes,the better of his own or the demon's natural armor, the demon's natural weapons, it's size, reach, racial skill bonuses and any extraordinary special abilities it possesses.
He does not gain any BAB, Saves, feats, skills, supernatural abilities or spell like abilities of the demon. The demonologist can remain transformed for a total number of minutes per day equal to his demonologist level. When transformed, he physically appears to be the demon in question. Changing back to normal is a swift action.

Twisted Landscape(Sp) The demonologist speaks, and the Abyss replies. At 7th level, the demonologist can gains the benefit of a Perinarch(SC 153) spell at a caster level equal to his Demonologist level as long as he maintains concentration(taking a standard action each round), except the Perinarch effect only applies to the Abyss instead of Limbo.

Temple of Corruption(Su): At 8th level, the area affected by Altar of Corruption becomes even more corrupt. The demonologist may increase the affected area to a 60ft radius by expending an additional use of Altar of Corruption during activation, imposing the planar traits of the Abyss(Divinely Morphic, Mildly Chaos aligned, Mildly Evil aligned and a random aspect). The area affected by this ability is compatible with Twisted Landscape and a valid destination for Tear the Veil.
The Temple of Corruption can be made permanent as per Altar of Corruption, but requires 1000gp and 2000xp instead. When making a permanent Temple of Corruption, the demonologist may select any one of the random aspects available(if Roll Twice is selected, he rolls normally. If Strange Gravity is chosen, he may define the nature of the unusual gravity.)

Random Temple Aspect table:
Code: Select all
d8 | Effect
1  | Strange Gravity(d20 determines direction, 1 no gravity, 20 subjective and 19 doubles)
2  | Air Dominant
3  | Earth Dominant
4  | Fire Dominant
5  | Water Dominant
6  | Minor Positive Dominant
7  | Minor Negative Dominant
8  | Roll Twice and apply both


Doorway to the Infinite(Su): The demonologist seizes the fabric of reality and does unspeakable things to it. At 10th level, the Demonologist gains the ability to use Doorway to the Infinite 1/day. This ability has four modes, which the demonologist selects when activating the power. Using this ability is a full round action.
Abyssal Legions: With a tearing motion, the demonologist pours forth the armies of the Abyss. When using this ability, the demonologist must activate Call from the Pit at the same time. For 1 minute, each round, at the beginning of the demonologist's action, a number of demons are summoned as per an activation of Call from the Pit. The demonologist may vary the type and number of demons each round, so long as the number of Call from the Pit uses expended could have summoned it that round. e.g, by expending 8 uses of Call from the Pit, the Abyssal Legions can produce a Glabrezu, 3 Herzou, 7 Succubi or 8d3 quasits each round.
Abyssal Breach: The demonologist pushes an area around him through planar barriers into the Abyss. For a radius of 5ft per demonologist level, a rift opens into the Abyss as per the Planar Travel function of Gate. Creatures, objects and terrain within this area fall into the Abyss to a location the Demonologist chooses, unless they succeed on a Reflex save(DC 10+1/2 class level+Cha) to move out of the opening rift. The rift lasts for 1 minute per demonologist level. When used in the Abyss, the rift can reach any location a Gate spell could have.
Call the Greater Fiend: The demonologist reaches out to one of the greater demons of the Abyss. This ability functions as per Invitation to Darkness, except that the highest HD creature a demonologist can Call with this is twice his demonologist level and may do so as a full round action. He may instead choose to establish contact with any denizen of the Abyss he knows of for 1 minute per demonologist level, though there is no assurance of their reaction.
Bloody Might: The demonologist is shrouded by a aura of carnage, reinforcing his demonic allies. Allied chaotic evil outsiders within a radius of 5ft per demonologist level gain a +1 profane bonus to attack bonus, armor class, skill checks, saves and all damage rolls for every 10 points of damage dealt in the area, to a maximum bonus of half the demonologist's class level, as well as fast healing equal to the size of the bonus. This aura lasts for 1 minute per demonologist level.

PLAYING A DEMONOLOGIST
Demonologists, ultimately, concern themselves with demons. Many demonologists are associated with various demonic cults, serving to bring their fell masters to their world. These are, in the nature of cults, assured allies and ideal for calling on for assistance. Freelance demonologists face a different scenario, they must bind and ensure the allegiances of the demons they wield, relying on much the same means as wizards everywhere, circles of binding, binding pacts and such. Maintaining good relations with the demons that he command keeps them from turning against him without a good reason. Above all, a demonologist must remember, that they serve, and are served by demons, beings of carprice and malice, a demon may be less wholly swayed by smooth tongues than it seems. Trust one at your own risk. Show weakness to your own detriment.

Combat: The ways demonologists wage war are as varied as their origins. Most begin a fight by summoning demons to the field, but the similarities end there. Call from the Pit summons last longer than most summoning spells, and a wise demonologist(if there is such a thing), would do well to deploy a few hidden quasits when he suspects a battle to come.
Spellcasters are apt to allow their demonic servants to engage in close combat while they hurl magic from behind, magic that their demon minions are well suited to withstand. Demonologists can call upon a greater variety and power of demons than their more magically focused compatriots, and their demons are thus, more than mere fodder in the line of fire, serving as able damage dealers. However, they are weaker in other aspects of magic, and a demonologist should take care to avoid engaging in a duel of raw spell power, at least without setting things up beforehand.
Warrior types have several options, deploying several powerful demons to the field, and then letting them drive the demons to their blades are likely solutions. Demonologists can choose to acquire fairly potent close combat abilities, making up for the loss in BAB compared to more specialised warriors with unholy resilience or simply dealing more damage. They, however, lack the quantity of iterative attacks that many front liners favor, making it advantageous to make use of natural attacks(obtained via warps and ravages perhaps) and focusing on a single high damage attack with Martial Manuevers or two handed weapons. Demons double as magical artillery in these cases, weakening foes for the warrior to finish off. Once they acquire Call the Fiend Within, they can augment their combat ability with the raw physical force of fiends, something not to be underestimated.

Advancement: Demonologists generally gear their abilities towards their origin classes, with spellcasters generally focusing upon feats and spells that can augment summoned creatures, doing battle by proxy. Electrical area of effect spells are often favored, as their summoned allies are immune to the consequences. While generally a spell level or two behind their single classed compatriots, demonologists do have a competetive caster level, and the conversion of spells to Chaos and Evil descriptors make it easy to bolster their DCs with Spell Focus(Evil), making up the gap in difficulties. Having a greater range of available demons than most spellcasters, demonologists often avoid learning spells that their available demons already have as spell like abilities, focusing their available resources upon other aspects of magic.
Warrior sorts make use of their summoned allies to flank and generally place enemies into tactically unsound scenarios, taking advantage of the high relative physical strength of demons to perform combat manuevers before finishing it in person. This makes feats that enhance flanking and team combat effective, as their party can be effectively quite large.
Rogues and other skill focused types hae a more difficult time. Barring a high Intelligence score, keeping their skill modifiers high is a priority. However, as with the spellcasters, summoned demons, particularly quasits, make excellent scouts, leading the way invisibly. Some rogues instead make use of the class to acquire a certain level of magical ability, supplementing mortal skill with unholy sorcery to bolster their stealth. Otherwise, they can take a role similar to warrior based demonologists, using the abyssal blessings to augment their combat ability. Flanking in particular is easy to make use of, feats that augment flanking and team combat allows them to unleash sneak attacks effectively. Beyond those aspects, rogues and similar classes follow the usual progressions of their native class.

Resources: Demonologists, in a large part, draw their power from various demons. Many hail from the cult of a greater demon lord, such as Orcus or Demogorgon, and amongst these cults, they command a certain level of respect, often doubling as high priests. Such cults provide black markets for unholy relics, places of shelter, and above all, information. Demon names are a valuable resource for demonologists, and few attain any significant levels of power without accumulating lists of relatively reliable fiends. Cultists at higher levels of power can make frequent travels to the Abyss, communing with their master in person and gaining access to the far greater planar resources of such cults.
Demonologists without the benefits of cult backing still possess access to resources, namely the demons they can call upon. Such cultists can obtain, with the aid of a glib tongue, information and allegiances, the more powerful of them having numerous minor demons bound as guardians of their sanctums and greater ones as advisors.

DEMONOLOGISTS IN THE WORLD
"I shall purge this land of their filth!" - Frelia, Paladin of Pelor, last words
"Order is a lie, Charity is weakness, I have seen the Abyss, and know this to be true." - Frelia, Blackguard.
Demonologists, other than in openly evil or tribal societies, often lurk upon the fringes of civilisation, furthering their studies and lore. Hunted down by militant goodly organisations, they work by proxy, sending expendable, yet effective minions to wreak their will.
In more primitive lands however, they occupy a position of feared power. Evil and tempermental as they tend to be, having such an adept as shaman brings power to the tribe, and little in the way of wildlife and rivals enjoy battling unholy monsters.
In openly evil societies, demonologists tend towards the urbane tempter. Serving as dealmaker and middleman for the powers of the Abyss, they have power and are willing to deal. Assassinations, spying, or even brute labor, these are all available for the right price. Those owing their allegiance to dark gods make use of their abilities to coerce more demons into joining their cause or simply into parting from their enemies'.
Contrary to the assumptions of many, demonologists can be masters of the subtle. After all, even amongst their own minions, there are those that must be bribed and cajoled, rather than compelling them into service by force. Diplomacy is a tool like any other, and against the wiles of the Lower Planes, it is a well honed tool indeed.

Daily Life: Demonologists spend the lion's share of their time accumulating favors and knowledge from the demons they serve and are served by. Whether by turning a fiend loose upon the world, harvesting mortal souls, or simply by nudging events to satisfactory conclusions, demonologists are kept well occupied. Those who serve the rulers of the Abyss even more so, spreading demonic influence effectively, their patrons of malicious temperaments.
Demonologists come in two stripes, those who establish their power in a domain, extending their web of influence deeply into society, backed by demon allies, and those who travel, seeking out lore and artifacts of power, wreaking a path of havoc as they go. Either way, those who reveal their nature to those not appreciative of the power they bring suffer predictable consequences.

Notables: Daerine(see below) is fairly high ranked within the local cult of Malcanthet. Along with her fellow cultists, she provides the access to demonic power that keeps both sides of the Rosy Ring's business operational. Daerine is a lover, not a fighter, but has corrupted many towns in her guises. Above that, she is influential and respected in society in her own right, performing dark deeds under false names and faces. A quirk of hers is to always keep a few innocents, typically orphans under the guise of charity, letting them serve to deflect suspicions and provide a safe buffer to deflect probing spells onto. These children are, in turn, protected from the workings of her minions where possible, some may even think she truly cares for them, if they were ever allowed to know the link between her two businesses and live.
Kaer Nas(CN Male Ranger 5/Demonologist 3) on the other hand, sees the demons he wields as the means to an end. In his quest for revenge, he sold himself to demonic powers to avenge his family, dead by invader hands. Thus far, he has avoiding becoming too corrupted, though it is likely a matter of time before he is consumed by the power he wields. Kaer uses quasits chiefly to spy and set up assassinations, intending to finish it all by killing everyone up the chain of command of the soldiers.

Organizations: The Rosy Ring is, on the surface, a chain of high class establishments, which provides entertainments to nobility and the wealthy. Beneath this veneer, it is a mercenary spy network, selling knowledge to buyers with the right price and the right contacts. The Ring rarely takes comissions, but instead seeks out clients and offers desired knowledge...desires that they thought were secret.
In truth, the Ring is merely the front of a cult of Malcanthet, selling choice secrets ferreted out by their demonic allies to fund their operations and to nudge politics and actions towards their ends. Their courtesans are often mortal, but succubi reside within the unwitting agents, only to switch hosts in their moments of weakness, working their way to positions of power beside the local authorities from host to host. From there, they influence matters, perverting laws or reinforcing them as needed to cause maximum chaos, while creating a fertile breeding ground for the cult. The preferred operating method is to provoke the more uptight organisations into ill advised crackdowns, while making said attempts comical in their failures, making it both forbidden and yet remarkably easy to engage in depravity.
Demonologists belonging to the cult have a respected position, but are generally unwelcome in their public establishments, lest unfortunate connections be drawn. Instead, safehouses maintained by the Ring provide refuge, black markets and contacts. Called demons are often less servitors than partners in crime, the cult's members taking full advantage of, and being held in the thrall of the best seductresses in all the cosmos. At times however, more direct measures must be taken, and this is where adventuring cultists come in, with opportunities to rise in the cult and their demon queen's favor.

NPC Reaction
The bulk of people have little idea that a demonologist is working right in town, save for sightings of his minions working their business in the night. In civilised lands, the common reaction is, appropriately enough, fear and horror. Once they get past their initial reaction, many would avoid the demonologist, followed by furtively seeking help. Others recognise the power they have, seek out the most advantageous working arrangements, and may even get the better of the deal, for a time.
The imagery that hearing of one conjures would be cults to demons, torture, depraved acts and human sacrifice. It's not too far off from the truth, though most demonologists work more than a little subtlety into the matter.

DEMONOLOGISTS IN THE GAME
The demonologist brings a powerful summoning ability to the field, greatly increasing the number of available party members that can be applied to a battle or task. Tactics requiring flanking and similar manuevers benefit from the added number of melee threats, while scouting needs are eased in hazardous environments by sending wholly expendable minons to deal with the matter. It has a role similar to a summoning focused spellcaster, though less flexible than most other magical options.
However, it must be noted that the demonologist generally fits best in a party that accepts openly evil characters, or at least, accomodates morally questionable deeds, or else the demonologist would suffer from not being able to make use of his most potent class features in battle. Staying subtle is not impossible however, as spellcasting demonologists can fall back upon their spellcasting, and ensure that they at least follow the forms of wizards that engage in demon summoning, that is, to prepare summoning circles, and make use of the proper incantations, as opposed to the act of will they are accustomed to. Spells against divinations would prove of great value as well to keeping a secret.

Adaptation: Demonologists fit well into any setting where demons and the outer planes are accessible, particularly where cults of demons and darker gods abound. As such, demonologists DMs may see fit to add setting specific demons to the list of summoning options, but should take care that their power level is comparable with the existing options.
In the Godspell, much of a demonologist's power fall under the auspices of Forbidden Magic, being extremely difficult to invoke. To compensate for this, a DM may wish to include within the class's many Calling and planar travel abilities a bonus to the checks and saving throws necessary to make use of such magic without killing themselves. However, in general, where Forbidden Magic applies in full, DMs should avoid letting players run demonologists without a very clear idea of the consequences of such.
In Eberron, the spiderweb of demon cults extend not from beyond the world, but from the Demon Wastes in it. Rather than drawing power from the Abyss, demonologists call upon the power of the rakshasa lords, deep within Khyber. Replace abilities that reference the Abyss with demon infested locations within the Dragon Below. Alternatively, Shavarath can be a suitable plane to link demonologists to, though the inconstant nature of the plane's allegiance makes it difficult to rely upon.
In the Forgotten Realms, demonologists may be used as presented, with dark gods such as Lolth sponsoring demonic lore amongst her worshippers, and a good number of the power hungry wizards of Thay, amongst others, are willing to delve into this power, to gain any advantage against their contemporaries.

Encounters: PCs will most often encounter demonologists while battling cults of the lower planes. In a planar campaign, they serve as knowledge brokers as well, and their power is respected even as their morals are questioned. At all times, they are aligned with the forces of the Abyss, fractious as they may be.

Sample Encounter
EL 12: Tracing the trail of their demon assailants, the party finds a hidden basement of Daerine Moondrop's mansion containing a dark shrine to the demon queen Malcanthet. Barging in, they set their eyes upon a scene of depravity, Daerine conducting a sacrifice while a trio of succubi frolicked with the assembled cultists.
This encounter consists of Daerine, 3 Succubi, 4 level 5 Adepts and 16 level 1 Commoners. The Adepts and the Commoners are unequipped except for a single dagger each and spell component pouches for the Adepts.
Daerine will begin the fight by summoning 3 Vrocks with Call from the Pit, while the Succubi attempt to use Charm Monster on the party. The Adepts and Commoners will then attack the PCs to the best of their ability. After summoning the Vrocks, Daerine will then use Haste to enhance the demons. Should any character make their way to melee range with Daerine, she will then attempt to banish him to the Abyss with Tear the Veil, otherwise she attacks from the safety of range, firing magic missiles while her minions keep the players occupied.
If the fight turns against her, she will use her scrolls of Dimension Door and Invisibility to escape, unless one of the party has already been banished to the Abyss successfully, in which case she will attempt to bargain for her life with the return of their companions. When captured, she will instead banish herself to the Abyss with Tear the Veil, where hopefully the heroes would leave before she returns.

Daerine Moondrop
Female Gnome Abyssal Sorceror 5/Demonologist 6
Chaotic Evil Small Humanoid(gnome)
Init +1, Senses: Perception +2
Languages Abyssal, Common, Elven, Gnome, Sylvan,
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AC 18, touch 13, flat-footed 17 (+4(armor)+1(nat)+1(dex)+1(def)+1(size))
CMD 14
hp 55 (5d4+6d6+22 HD)
Immune -
Resist AC +4 (dodge) vs giants, +2 saves vs illusions, +2 saves vs poison, electricity 5,; SR -
Fort +5, Ref +1, Will +7
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Speed 20 ft. (4 squares)
Melee +9/+4 Meteoric Knife(1d3-1) or +9/+4 Meteoric Knife(1d3-1+1d6(fire))
Melee +8/+8 Claw(1d3-1)
Melee +8 touch
Ranged +9 Meteoric Knife(1d3-1) or +9 Meteoric Knife(1d3-1+1d6(fire))
Ranged +8 touch
Base Atk +6, CMB +3
Atk Options
+1 to attack rolls vs reptilians and goblinoids
Tear the Veil, 6/day, melee touch(Will DC 16+cha), banishes target to the Abyss
Special Actions
Grow Claws(2x 1d3+str, magic) 7day
Call from the Pit 6/day, full round
Altar of Corruption 1/day, standard
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Combat Gear
Meteoric Knife(MIC 53)(3 charges)
Scroll of Feeblemind(CL 11)
Scroll of Black Tentacles(CL 7)
Scroll of Dimension Door(CL 7)
Scroll of Invisibility(CL 3)
Scroll of Protection from Evil(CL 1)
Scroll of Protection from Good(CL 1)
Potion of Cure Moderate Wounds(CL 3)
Potion of Cure Light Wounds(CL 1) x2
Sorceror Spells Known(CL 11) DC 14+spell level (DC +1 for illusions)(DC +2 for evil spells)
All spells are [Chaos] & [Evil]
4th(4/day) - Charm Monster, Summon Monster IV,
3rd(6/day) - Haste, Major Image, Suggestion,
2nd(6/day) - Bull's Strength, Detect Thoughts, Misdirection, Touch of Idiocy, Alter Self
1st(6/day) - Animate Rope, Cause Fear, Charm Person, Mage Armor, Magic Missile, Ray of Enfeeblement
Oth(at will)- Arcane Mark, Bleed, Detect Magic, Light, Mage Hand, Massage, Mending, Touch of Fatigue,
Spell-like Abilities (CL 11)
1/day- Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
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Abilities Str 6, Dex 12, Con 15, Int 14, Wis 10, Cha 19
SQ Abyssal Initiate(corrupt libram), Altar of Corruption Bloodline Arcana, Bloodline Power(claws, demon resistances),Bloodline Spell(cause fear, bull's strength), Call from the Pit(Quasit, Dretch, Barbau, Succubus, Vrock, Bebilith), Cantrips, Embrace of the Depths(Crimson Sorcery), Invitation to Darkness(Planar Binding) Low-Light Vision, Tear the Veil,
Feats Augment Summoning, Eschew Materials(B), Silent Spell,Spell Focus(conjuration), Spell Focus(Evil), Still Spell, Greater Spell Focus(Evil), Weapon Finesse,
Skills Diplomacy 15, Knowledge(arcana) 13, Knowledge(planes) 13, Perception 2, Spellcraft 13, Stealth 5, Use Magic Device 10
Possessions
Meteoric Knife(MIC 53)
Amulet of Natural Armor +1
Ring of Protection +1
Hat of Disguise
Scroll of Feeblemind(CL 11)
Scroll of Black Tentacles(CL 7)
Scroll of Dimension Door(CL 7)
Scroll of Invisibility(CL 3)
Scroll of Protection from Evil(CL 1)
Scroll of Protection from Good(CL 1)
Potion of Cure Moderate Wounds(CL 3)
Potion of Cure Light Wounds(CL 1) x2
825gp worth of jewelry, clothing and art


EPIC DEMONOLOGIST

Hit Die: d6
Skills Points at Each Level : 4 + int
Call from the Pit: The number of demons that can be summoned continue to increase every level, as does the power that can be summoned. The table of demon options continue to expand increasing the range of available demons(see table) every two levels.
Embrace of the Depths: At 14th level and every 4 levels after, the demonologist can choose an option from it that they don't already possess, or gain a bonus feat instead.
Tear the Veil: The demonologist continues to gain uses of this ability, but the DC increase for levels after 10th is only 1 per 2 demonologist levels instead.
Invitation to Darkness: At 12th level, the maximum HD of demons that can be Called with this ability increases to 24 and the maximum number of demons of the same kind that can be called is unlimited, so long as their total Hit Dice is no more than 24. These limits increase by 6 every 3 levels after.
Altar of Corruption: The number of uses per day continue to increase by 1 every 4 demonologist levels
Doorway to the Infinite: The demonologist gains an additional use of this at level 17th and every 7 levels after.
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Re: DF Competition Voting: The Demonogolist PrC

Postby The Serge » Tue Nov 24, 2009 5:26 pm

Aluroon wrote:*The following is a work in progress.

Demonologist
“Evil? No, I’m not evil, I’m not so arrogant as to claim such a title, yet. You see I’ve seen true darkness, I’ve looked it in the eye, had it look over me and through me. I'll never go through that again, next time I want it to look upon me as an equal.” –Iriya the Blacktongue, a Demonologist


The Abyss, the writhing mass of chaos, destruction, evil, and hatred, is one of the vilest locations in creation. Little good has come from the seemingly endless layers of the Abyss, especially for mortals, yet everyday some are seduced by it. It is whispered by some scholars that the moral coils arose out of Abyss, perhaps that is why despite its depravity and danger some are always called by it, called back to the origins of their kind.

Whatever their reasons most who gaze into the abyss gain little from their vision of horror but madness followed quickly by painful and violent deaths. Few mortals are equipped to withstand the forces of so hostile a plane. A few however inevitably are able to exercise some control over that which they seek to tame, serve, or become. These souls are Demonologists, and through their study of perhaps the blackest plane in existence they often become some of the blackest souls.

Those drawn to the black arts of calling demons come from all walks of life – the Abyss is not exclusive in its appeal. Magi are the most frequently seduced by the promise of power but everyone from priests, to urchins, to paladins have been driven to view its darkness and embrace. Some are simply seeking easy power, others by the fanatical and heretical beliefs about their destiny, while others still simply lose their sanity and morality when confronted with the unending wickedness and abandon their beliefs to partake of it.

Regardless of why they choose to become devotees to all that which is Abyssal all Demonologists quickly master magic the magic its denizens are all too happy to teach them, learning to call up demons from the blackest depths using their own soul as bait and how to wreck destruction in the world using their life force to power such effects. In time Demonologists can become as mighty in such powers as even archmagi and Hierophants, though they sacrifice mastery of other magics to do so.


Entry Requirements
Alignment: Chaotic Evil
Feats: Iron Will
Language: Abyssal
Skills: Knowledge (the planes) 7 ranks, Spellcraft 2 ranks
Spellcasting: Must be able to cast either a summon monster, planar binding spell (Including lesser planar binding), or planar ally spell (including lesser planar ally)
Special: Must have had contact with a demon

The Demonologist
Code: Select all
                 Demonologist                                           Spellcasting
     BAB   Fort   Ref    Will     Abilities                     4th  5th  6th  7th  8th  9th
1.   +0    +0     +0     +1   Augment Summoning, Demonic Lore    1    -    -    -    -    -
2.   +1    +1     +1     +1   Drift 1                            3    1    -    -    -    -
3.   +2    +1     +1     +2   Extended Summoning                 3    2    -    -    -    -
4.   +3    +1     +1     +2   Drift 2                            4    2    1    -    -    -
5.   +3    +2     +2     +3   Empowered Summoning                4    2    2    -    -    -
6.   +4    +2     +2     +3   Drift 3                            4    4    2    1    -    -
7.   +5    +2     +2     +4   Skilled Pact Maker                 4    3    3    2    -    -
8.   +6    +3     +3     +4   Drift 4                            4    4    3    3    1    -
9.   +6    +3     +3     +4   Demon Thralls                      4    4    4    3    2    -
10.  +7    +3     +3     +5   Drift 5                            4    4    4    4    3   1


Class Skills (4 + Int modifier per level)
The Demonologist's class skills (and the key ability for each skill) are: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcane), Knowledge (the planes), Knowledge (religion), Profession, Spellcraft

Hit Die: D6

Class Features

Weapon Proficiencies Demonologists gain no additional proficiencies with weapons or armor.

Spellcasting Demonologists have the ability to cast a small number of arcane spells, all of 4th level or higher. To cast a demonologist spell. A character must have a Charisma score of at least 10 + the spell’s level, so if he has a Charisma of 13 or lower he can’t cast any Demonologist spells. Bonus spells are based on Constitution, while the DC for saving throws against these spells have a DC of 10 + spell level + the Demonologist’s Charisma modifier. Demonologists cast spells from the demonologist spell list, posted below. They need not prepare their spells ahead of time and know all spells of the levels they can cast. Their caster level for these spells is equal to 7 + their Demonologist class level.

Demonologists add their demonologist level to the caster level of any other spellcasting classes they might have.

Augment Summoning At first level demonologists gain Augment summoning as a bonus feat, even if they don’t otherwise qualify for it. If they already have augment summoning they may choose another feat of their choice.

Demonic Lore (Ex) Demonologists in their dealings with and research of the demonic accumulate vast quantities of knowledge about subjects relating to the Abyss, Demons, and other Denizens of the Abyss along with important events in it’s history and important figures within it. They may make a special Demonic Knowledge check whenever they attempt to recall important information relating to said subjects with a bonus equal to their demonologist level + their intelligence modifier. For each of the following knowledge skills they have 5 or more ranks they gain a further +2 bonus on the check; arcane, history, local, and religion

Drift (Ex) Beginning at second level and every odd level thereafter Demonologists become more like the demons they study and attempt to emulate and may choose a Drift of the level indicated. Drifts constitute permanent physical changes that the Demonologist’s body undergoes as a result of his constant exposure to the Abyss and to Demonic beings that can only be undone miracle, wish, or the direct action of beings with rank. Even then in the former two cases the Demonologist must be willing to undo the effects of the drift.

Extended Summons (Su) At third level Demonologists gain the ability to add their charisma modifier as rounds to the duration of any Summon Monster spell they cast.

Empowered Summoning (Ex) At fifth level Demonologists gain increased ability to call beings from the lower planes. Whenever they cast a summon monster spell they are able to summon a being from a lower list in addition to the being from their own list. (That is with Summon Monster V they would get a monster from the Summon Monster V list and a monster from the Summon Monster IV list). Furthermore, whenever they use a summoning spell to summon beings from a lower level list they maximize the number of beings summoned.

Skilled Pact Maker (Ex) Seventh level Demonoligists add Demonoligist level to Charisma checks when making deals with demons called by planar binding and similar spells.

Demonic Thrall (Sp) At ninth level the Demonologist can once per day as a standard action call demons with a combined CR of up to the Demonologist’s hit dice minus five to his service. Demons called in this way are bound to serve the Demonologist for so long as he wishes, though he may dismiss them as a swift action, and obey any command given to them by the Demonologist. The Demonologist cannot call a specific demon using this power if the demon is unwilling to answer the call. (If there is any curiosity as to the meaning of this last part, they could call a Hezrou for example, but not Ugaly the Hezrou unless Ugaly was willing to answer the call).

Drift 1
-Your skin turns red
-Your eyes turn red
-Your grow short horns like those of a tiefling
-Your fingernails or hair grow at an unnatural rate
-You grow excessive coarse body hair
-You grow extra teeth
-You spout extra fingers
-Your teeth turn black
-Your tongue turns black
-You grow a tail

Drift 2
-You gain a gore attack for 1d6 piercing plus your strength bonus points of damage (1d8 if large, 1d4 if small) as horns grow from your head.
-When reduced to -1 or fewer hit points you automatically stabilize and regain 1 hit point each round until you reach 0hp.
-You gain two claw attacks – one with each hand, that deals 1d4 slashing plus your strength bonus in damage (1d6 if large, 1d3 if small). This may be the result of long razor sharp nails or fully developed claws.
-You gain a bite attack that deals 1d6 plus ½ your strength modifier in slashing damage as your teeth become razor sharp, serrated, or exceptionally long.
-You gain scent with a range of 30ft.
-Your feet morph into cloven hooves, granting you a 5ft. increase to your normal land speed
-You gain low light vision x2

Drift 3
-You gain resistance 10 to electricity, fire, acid, or cold
-You gain telepathy with a range of 100ft.
-You gain 30ft. darkvision as your eyes adapt to darkness
-You gain a +6 bonus on saving throws against all forms of poison
-You regain hit points from resting at double the normal speed
-You grow webbed hands and/or feet and can swim at your base speed.
-You gain a permanent +2 bonus on all reflex saves
-You gain a permanent +2 bonus on all fortitude saves

Drift 4
-You gain immunity to poison. If you previously selected poison resistance you may choose a new drift of that level to replace it.
-You develop red scales or rock hard chitin granting you a +2 bonus to your natural armor.
-You grow gills and can breath underwater
-You gain DR 5/cold iron
-You can fire eye rays 3/day as a standard action. Each ray has a range of 100ft. and requires a ranged touch attack to hit. They deal 12d6 fire or electricity damage on a successful hit.
-Your organs change locations and/or you grow redundant ones, granting you a 25% chance of ignoring critical hits or sneak attacks.

Drift 5
-You gain immunity to electricity
-You grow either molted feather or leathery bat like wings and can flight at a speed of 30ft. per round.
-You gain fast healing 5, however it only functions when you are under half your total hit points.
-You gain DR 10/cold iron. If you have DR from Drift 4 the two stack.
-You gain a life draining kiss like that of a succubus. By simply planting a kiss on the victim, a standard action, you bestow a negative level on him. Kissing an unwilling victim requires that you pin your opponent first. The DC to remove the negative level is 14 + your charisma modifier.

Demonologist Spell List
4 – animate dead, chaos hammer, charm monster, deeper darkness, dimension door, dominate person, inflict critical wounds, magic circle against evil, summon monster IV*, suggestion, unholy blight, wall of fire
5 – cloudkill, cone of cold, feeblemind, hold monster, lesser planar binding, mass inflict light wounds, overland flight, sending, summon monster V*, telekinesis, teleport, unhallow
6 – blade barrier, chain lighting, greater dispel magic, mass inflict moderate wounds, planar binding, summon monster VI*, true seeing
7 – blasphemy, delayed blast fireball, greater teleport, mass inflict serious wounds, plane shift, power word blind, reverse gravity, summon monster VII*, unholy aura
8 - binding, fire storm, greater planar binding, mass inflict critical wounds, power word stun, summon monster VIII*, trap the soul
9 - dominate monster, energy drain, gate, implosion, mass hold monster, meteor swarm, summon monster IX*
*Demonologists may only use these spells to summon demons and animals with the fiendish template. They may not summon good aligned beings or devils.


Sample Demonologist
(Encounter Level 12)
It should be unsurprising that Iriya became a devote to the Abyss - after all even before her birth her parents made deals with fiends to grant their child powers beyond those of ordinary individuals. Yet the path she took to her entanglements with the demonic was not so simple. As a teen she rebelled against her demonic dealing family and fled, eventually joining with a group of adventurers to fight her parents influence. They did so with some success, to the amusement of Iriya’s parents, until one day they interfered in an event of some important to them.

In retaliation a true demon, a retriever, was sent to bring their long lost daughter home – and take care of her irritating companions. After watching the demon slaughter her companions Iriya was captured by the demon and returned to her family where they began her education in earnest, before long driving her truly mad. It was in this state of insanity that she came to admire the demons beyond even the point that her parents did. In the years since she has risen to a position of power within her family, consuming those ahead of her, to become one of the most powerful demonologists in the land.


Iriya the Blacktongue
Warlock7/Demonologist7
CE Female Half-Elf

CE Medium Humanoid (CR 12)

Init +7 (+3 Dex, +4 Improved Initiative)
Senses Perception +0, Darkvision 60ft., scent (30ft), see invisibility
Languages Abyssal, Common, Elven
______________

AC 25, touch 22, flat-footed 22; (+6 armor, +3 deflection, +3 Dex, +3 natural)
hp 142 (7d8 + 7d6 + 91) Damage Reduction 2/cold iron
Resist fire 10
Fort +17, Ref +11, Will +15
______________

Speed 30ft.
Melee Masterwork Dagger +10/+5 (1d4-1)
Melee touch +9/+4
Ranged Eldritch Blast +14 (4d6)
Base Atk +10, Grapple +9
_______________

Demonologist Spells Known (Caster Level 14th, +18 vs. spell resistance)
7th (2/day) – blasphemy (DC 24), delayed blast fireball (DC 24), greater teleport, mass inflict serious wounds (DC 24), plane shift, power word blind, reverse gravity (DC 24), summon monster VII*, unholy aura
6th (4/day) – blade barrier (DC 23), chain lighting (DC 23), greater dispel magic, mass inflict moderate wounds (DC 23), planar binding, summon monster VI*, true seeing
5th (4/day) – cloudkill (DC 22), cone of cold (DC 22), feeblemind (DC 22), hold monster (DC 22), lesser planar binding, mass inflict light wounds (DC 22), overland flight, sending, summon monster V*, telekinesis (DC 22), teleport, unhallow
4th (5/day) – animate dead, chaos hammer (DC 21), charm monster, deeper darkness, dimension door, dominate person (DC 21), inflict critical wounds (DC 21), magic circle against evil, summon monster
*These spells can only be used to summon fiendish creatures and demons

Spell-like Abilities (Caster Level 14th)
At will – detect magic

Warlock Invocations
(Caster Level 14th)
Lesser – flee the scene
Least – beguiling influence, dark one’s own luck (Fort), see the unseen
_______________

Abilities Str 8, Dex 16, Con 22, Int 13, Wis 10, Cha 24
SQ deceive item, demonic lore +12, drift, empowered summons, extended summons (+7 rounds), skilled pact maker (+7)
Feats Augment Summoning, Empower Spell, Eschew Material Components, Greater Spell Penetration, Improved Initiative, Iron Will, Minor Magic, Spell Penetration
Skills Bluff +21, Diplomacy +14, Intimidate +21, Knowledge (arcane) +18, Knowledge (the planes) +18, Spellcraft +11
Possessions amulet of natural armor +3, belt of mighty constitution +6, bracers of natural armor +6, cloak of resistance +3, gloves of incredible dexterity +4, headband of alluring constitution +6, ring of protection +3, masterwork dagger, 16,000gp

Drift (Ex) Irya has chosen a black tongue, scent (30ft.), and fire resistance 10 as her drift.

Empowered Summons (Ex) Whenver Irya uses a summon monster spell she may select an additional being from a summon monster list one level lower to summon as well. Whenever she uses a summon monster spell to summon beings from a lower level list she maximizes the number of creatures summoned.



Epic Demonologist
Hit Dice: d6
Skill Points: 4 + Int modifier
Spellcasting: A Demonologist’s caster level at epic levels is equal to 7 + their demonologist class level. They do not gain additional spells for progressing in levels.
Bonus Feats: Demonologists gain a bonus epic feat at 12th level and every four levels after (16th, 20th, ect). They choose these feats from the Epic Demonologist feat list.
Demonic Thrall: At epic levels the Demonologists Demonic Thrall ability continues to progress as it did at pre-epic, allowing the demonologist to summon demons with a total CR equal to their hit dice minus five.
Drift: Demonologists do not naturally gain additional drift after 10th level.

Demonologist Bonus Feat List
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Drift*, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Expedited Summoning*, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Masterful Summoning*, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
*New feat described below



New Feats

Petty Magic
Prerequisite:
Spellcraft 3 ranks
Benefit: Choose three 0th level spells from the wizard/sorcerer spell list. You can cast each of them once per day with a caster level equal to ½ your hit dice. The DC for these spells, if appliciable, is 10 + your Charisma modifier.

Minor Magic
Prerequisite:
Petty Magic or arcane caster level 5th
Benefit: Choose a 1st level spell from the wizard/sorcerer spell list. You can cast this spell once per day with a caster level equal to ½ your hit dice. The DC for the spell, if applicable, is 11 + your Charisma modifier.

Epic Drift
Prerequisite:
Knowledge (the planes) 21 ranks, Drift 5
Benefit: You gain a number of points of Drift equal to 5 + the number of times you have taken this feat. This can be split up between multiple Drifts.
Special: You can take this feat multiple times, its effects stack.

Expedited Summoning [Epic]
Prerequisite:
Spellcraft 20 ranks
Benefit: The casting time for your summon monster spells becomes one standard action rather than 1 round.

Masterful of Summoning [Epic]
Prerequisite:
Empowered Summoning, Spellcraft 22 ranks
Benefit: Whenever you cast a summon monster spell you summon double the normal number of creatures. This stacks with Empowered Summoning’s maximization of summoning spells when used to summon lower level creatures, effectively allowing you to summon twice the maximum number.



Design Notes
In an attempt to clarify why certain things were done the way they were with this prestige class I’m going to offer some of the thoughts that went into the design in this subsection

I am not a fan of 10 level prestige classes that function primarily for spellcasting characters that grant independent spellcasting that doesn’t reach 9th level spells. Off hand I can’t think of a single example of it that I have seen well executed. Ultimately such classes cripple PCs at epic levels, and even in the levels after the class itself is finished – the typical “where do I go from 16th-20th level” problem. It is my opinion that such classes should instead of granting independent spellcasting simply progress existing spellcasting at a limited rate.

That said, I didn’t want to limit the demonologist to only spellcasters in its entry so I set up the entry requirements and spellcasting progression in such a way that I could have characters enter the prestige class, play it through tenth levels, and not be crippled afterward. Assuming you enter the class at 8th level you gain 9th level spells at the same time a wizard or cleric would, and just ahead of the sorcerer. The later was intentional to reflect the idea that you could as a sorcerer trade in your conventional power sources to gain power more quickly.

I wanted to slightly re-imagine the Demonologist, not simply as the scholar of things demonic, but as someone who endeavored to become what he studied. I wanted it open to if not anyone, then as many people as possible. The idea of the cleric losing faith in his god when he stares into the abyss, the fighter being seduced by the power it offers, and other somewhat iconic images being available really interested me. As it stands even a single classed rogue can find entry into the class, and I would suggest incorporation of my minor spellcasting feats which would allow even single classed fighters or other martial characters to find entry if they desired. I don’t view the abyss as something that should simply fascinate wizard or sorcerers.

In keeping with the idea that the Demonologist should endeavor to become more demonic the majority of the spell list is culled from the spell-like ability lists of various demons existing in print to help reflect that. It’s also however rather limited, intentionally so, in order to keep summoning as the primary focus with regard to their spellcasting abilities.

I decided to go with Charisma and Constitution for spellcasting almost on a whim, but not completely. I was torn between granting them a d8 hit dice, but wondered if perhaps that would produce something was a bit too strong. I also wanted, again, to open the class up to other classes beyond simply the spellcasting ones – that is to say I wanted it to allow people who weren’t focused on their mental ability scores to be successful. Finally, I liked the idea that the demonologist draws the fuel for his spellcasting from inside himself, similarly to the sorcerer but not quite. Rather using his life force or energy to bait demons into appearing for him and to create limited effects. More demon like than spellcaster. Thus, rolling part of the spellcasting into a physical score worked well. It also created an atypical ability score for those who would try to bend the rules to have to work around. Rather than simply being able to focus exclusively on a single mental score.
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Re: DF Competition Voting: The Demonogolist PrC

Postby Ryu Hayabusa » Wed Nov 25, 2009 10:47 pm

Couple of questions: Do you want us to vote on each entry or can we vote on only one? Also, do you want a combined or total score at the end?
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Re: DF Competition Voting: The Demonogolist PrC

Postby Dialexis » Thu Nov 26, 2009 12:00 am

Incomplete feedback is better then no feedback, intelligently articulated feedback is better than poorly justified feedback, and rock is better than scissors, unless you're battling paper.

That said, if you only have time to post about one submission, feel free to do so. If you have the time and interest to evaluate all of them, all the better. Calculating composite scores is just gravy.
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Re: DF Competition Voting: The Demonogolist PrC

Postby Ryu Hayabusa » Thu Nov 26, 2009 3:08 am

Disclaimers: I'm mostly comparing this to 3.5 references, since that's what I'm most well versed in. If I make any glaring faux pas in regards to Pathfinder stuff, well, that's why. Whoops! Also, I'll compare the classes against each other once I've really gone over them at the end.

Urizen's Entry:

Creativity: 8/10. Most of the abilities feel fresh, using their own mechanics and having a good feel. For example, Urizen use a unique mechanic for Lasting Summons, instead of just handing out Extend Spell on summons. Sure, that would be easier to give out, but this way is more interesting. These contribute to give a strong feeling of madness and chaos throughout the PrC; it often makes it's own rules and runs with them. Just like the Abyss! Other abilities like Abyssal Cacophony and Infernal Reanimation run with this concept further. I love the feel of these. This makes it's feel, benefits and abilities all feel new. It does slightly remind me of Malconvoker and Alienist at various points, but I write this off more to this being tread and retread ground than any deep connections.

Extendability: 7/10. There's no written epic progression! Bah. Otherwise it works for what it does. The abilities are flavorful and scale reasonably well in scope, allowing this class to see action from mid to high levels. It -looks- okay to me, but it can be hard to tell for sure without playtesting. This Demonlogist's abilities avoid a static DC and use a scaling DC, which I appreciate and approve of. Nothing sucks like getting an awesome class ability that's stuck at a cruddy DC forever.

Mechanical Prowess: 3/10. This is where I run into problems with the PrC. I'm going to start from the top and work my way down as I re-read it. Apologies for focusing on the negative here, but I feel there's a lot of room to improve a nifty concept.

I dislike the entry requirements, they're a too easy and possibly exploitable. I'm always wary of full casting progression PrCs that are easy to get into. A language and 8 ranks in two caster-bait skills do not make a good set of entry requirements. Any caster interested in this direction is going to have those anyway. The special requirement is a mess on top of it. I see what it's meant to do - at the minimum level you can reach the other requirements(5), summoning a CR 6 demon is going to be a trick. You don't have Planar Binding or Planar Ally for another level and SM3 isn't going to cut it. To a casual glance, this might suggest that the entry level is meant to be 7 or 9, depending on Planar Ally vs Planar Binding. However, a scroll of Planar Ally/Binding could be purchased, a magical item could be used or other means to summon could happen. Sure, the DM may or may not allow you do this and that may be WAD. Really though, DM approval should already be a part of the game. If the DM doesn't feel you should be taking the class at that point, he should tell you and deal with you directly. Class pre-reqs isn't the place for this.

If we put the digression about the special aspect of the pre-reqs aside, I still feel it's too easy to enter the class. A full casting, rich, flavorful PrC should be harder to enter. If not, it becomes a slam dunk to take if it's available. I'd recommend a more concrete means of entering the class that requires more of an investment. Feats, skill ranks, money, something. The nature of the class does somewhat mitigate this problem - in most games it'll be a DM only class I suspect - but they still exist.

Moving on from that, I question why it's tailored to allow theoretical access to non-casters. While I appreciate the sentiment, I feel this is a case of trying to be over accommodating. Stick to a narrow focus, trying to let everyone into a class is going to dilute your concept as you try to make it work for everyone.

In regards to Dark Road, I'd consider slowing down the corruption to one move towards chaos or one move towards evil. The PrC is non-good only, so there's not that much room to slide around with.

I really like Abyssal Cacophony from a flavor standpoint. It's beautiful and well done. However, from a mechanical standpoint...why? Falling into a Rage is a likely death sentence for most casters. Who's going to want to take an ability that can potentially rob them of their primary class feature? As good as the flavor of the ability is, I wouldn't take it as it's written. It's a huge, gaping weak spot. The purpose of this class is essentially demon summoning? Rage runs against the grain of the class purpose.

As far as Infernal Reanimation goes, it works like this?: You sacrifice a summon monster instead of a create dead or whatever, and you get the normal undead you'd have with it plus the fiendish template? I think that's how it works but I'm not quite sure on reading the ability. Clarify it a bit?

What exactly does Potent Summons do? It says it raises the CR of demons summoned by 2. Does this mean they have +2 hit dice? Does it mean you summon stronger demons instead, equal to the new CR? This is unclear as to what it means. Say exactly what it does and what changes it mandates. Also, stacking this seems like a really bad idea. Having huge HD demons from low level summon spells is very, very unpleasant for balance and for practical purposes. Assuming my guess with how it's meant to work is on target, anyway.

Self Possession feels like it could be potentially broken. What comes to mind is getting possessed by a wish granter like a Glabrezu and abusing that. I'm sure there could be other and varied nasty tricks you could do with access to demonic SLA lists, abilities and supernatural abilities.

I really dislike that Spiritual Sickness grants the Evil subtype. Being this far gone and debased in evil should be a capstone to a class(and transformations like this generally are), not early on in the progression. It reads like it turns him into a mini-outsider without quite saying that he is. This part of Spiritual Sickness should be rolled into Abyssal Fury. Abyssal Fury already damns the soul to the Abyss, so it fits in much better there.

Abyssal Rift and Fury are awesome...and potentially insane and unbalanced. Free quasi-allies for as long as you wish kicks ass. However, it doesn't feel entirely flushed out. Is there a way for others to close it? Can it be dispelled? Does it expire of it's own volition or does the rift last forever? Is there a limit to the number of spell levels that can be devoted to this? A level 15 character could theoretically dump most of his spell levels into this, creating a massive unholy rift bringing in a handful of greater demons each round. Not to mention Abyssal Fury+any decent healing means+teleport to let the fun continue while the Demonologist is safe. These two abilities need much more flushing out.

Also, I think a section of ex-demonologists would be very useful. I would imagine some souls are going to realize what horrors they've chosen to treat with and try and avoid the fate they're in. Especially those who aren't evil to begin with and don't fall into evil right away. How would they work? Some guidelines here would be aces.

Whew. Anyway, I think this part needs a lot of work. The mechanics need a few revisions and clarifications. Too many abilities left me scratching my head and wondering what you meant, or thinking you went too far on the power scale for the sake of flavor.

Writing Prowess: 9.5/10. I love how you've designed and written this class. The flavor is outstanding and reflects in the class abilities. These really feel like things that would happen to someone who peered into pure madness. I only wish you'd added more examples of flavor or some flavor text to go with it, but this is a really damned minor gripe.

Overall: Mathematically the total score is 6.87. I'd put it more at a 5 if I had to grade your work. As good as the flavor is, the mechanics are a serious issue and drag down the entire effort. Rework these and spend some time polishing it and you'd have a winner.
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Re: DF Competition Voting: The Demonogolist PrC

Postby veekie » Sat Nov 28, 2009 8:48 am

Urizen:
Creativity:
Interesting corruption mechanic, some unusual effects that mess with the demonologist as bad as they do to his enemies. Abyssal Fury and Abyssal Rift are handy ways to inflict the Abyss onto a world.
Mechanically, this explores a number of unusual ways to do things.
However, lacking any serious fluff, there is not much else to consider creativity against.
6/10

Extendability:
The class's mechanics apply well to most summoning types, and Demonology allows customisation to fit particular origin builds. Though lacking a proper epic progression, the class has a steady, predictable advancement, and can be tweaked for epic usage with a little work.
7/10

Mechanical Prowess:
Here, this class fails in a number of significant ways.
Abyssal Cacophony hurts the demonologist far worse than it does it's enemies, considering the class offers entry via casting classes, the rage is nigh suicide. The backlash to mind reading hardly makes up for the hit.
Infernal Reanimation would allow a smart player to accumulate effectively unlimited numbers of undead minions without a material cost(which isn't a problem) and without any caps(which is)
Potent Summons' issue is self explanatory, Summoning spells do not generally make use of CR as a metric for summoning, an increase in HD or ability scores might work, if not for the second issue, that it stacks with itself. In short order the demonologist can summon demons almost twice his own CR.
Self-Possession would be fine, except for the difficulty in averaging ability scores, just tricky to make use of. And of course, as with the similar Polymorph, this can be broken by PCs acquiring abilities they were never meant to have.
Unhinged...well, a class feature that renders you into an NPC...
Perilous Summons suffers the same problem as Potent Summons, that it is vague, caster level can be cranked relatively easily, and the demonologist can bring creatures well beyond his own CR in.
Abyssal Rift and Abyssal Fury are fine, though it could have been made clearer on the means of forcing a use of Abyssal Fury to end(seeing as, as is, once invoked, Abyssal Fury would swallow any non infinite world within a short time)
A 3/10 for this, though if the issues with CR, self destruction and breakable aspects are fixed, this score can easily double or better.

Writing Prowess:
While there is no flavor writeup proper, the abilities the class possesses speaks for themselves. There is a sense of madness and kinship with demons underlying the abilities, though evil on it's own is a tad deficient.
4/10, if only there was proper flavor text for it, this like mechanics, could have been much better.

Overall:
Largely, the ideas behind it seem solid, but the class suffers from being unrefined work.
5/10
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Kain Darkwind:
Creativity:
Bind Demon is a nice way of controlling the problematic issues of gaining a demon's abilities by breaking them down into controlled chunks.
Summon Demon is likewise a novel way to handle a much much broader, yet specialised demon summoning ability.
7/10, not many unique things, but the way both these aspects are handled are done as a fine art.

Extendability:
As a 5 level PrC, this demonologist is naturally not going to be particularly prolific in a setting, nor will it be easily extended to epic, with no obvious epic progression.
High entry requirements also renders this demonologist effectively only as the head of a demon cult in most settings, or some similarly august personage.
However, all of the abilities the class possesses scales neatly up to 20th character level, even if the demonologist only dipped into the class(which is a reasonable assumption, with the lack of spell level improvement).
The class also can be easily adapted towards any summoning centric structure, whether for an alignment or something else.
Optimally, a summoning specialist character would take 2 levels of this, for access to Summon Demon, or 4, for characters specialising in melee, such as a Duskblade who expanded his spell list, or one of the various arcane/divine gish builds.
Overall, a 5.5/10, the class scales well up, but is not accessible in lower level campaigns, nor does it 'fit in' easily with typical character builds.

Mechanical Prowess:
The class is fairly balanced, loss of new spell levels is a significant cost.
Bind Demon is, at a glance, an effective way to handle the otherwise polymorph-like problems of taking on demonic traits.
The Familiar, depending on the entry class, may not be particularly useful(particularly if the character has already taken a familiar enhancing feat, e.g. Dragon Familiar) for the level. Quasits, however, are pretty useful even so, due to their Invisibility/shapeshifting abilities as scouts.
Summon Demon is a novel way to handle the summoning business, though oddly enough, the most effective way to use it is to dip Demonologist for it and continue into a spellcasting advancing class, though interpretation will be required when interacting with spell list expanding mechanism(e.g. archivist demonologist scribes the spell down), as well as spell book page count.
Command Demon is fairly par for the course, with a sensible Wish limiter.
Demon Cohort however, is somewhat off, in multiple ways. Thematically, it would be a great deal more appropriate to have a bound demon as a cohort, rather than a class leveled part demon. And likewise, the Leadership-like mechanism is flawed. A healthier way of handling the business could be similar to Animal Companion's bonuses, extending from the quasit familiar instead of a brand new creature.
Having Stealth as part of the class skills is a little unusual though.
7/10, not perfect, but pretty damned good.

Writing Prowess:
Again, a lack of much fluff text limits how much can be seen. The abilities themselves are rather formulaic, and can be substituted into a number of Outsider types.
5/10

Overall:
6.125/10
Pretty decent build, if mechanically unusual enough that I'm not certain if it can be used as intended. The spell access loss is a big hit, and is not particularly well compensated with spellcasty goodness.
-----------------------------------------------------------------------------------
Aluroon:
Creativity:
A little unusual compared to the other entrants, this version makes use of it's own spellcasting, theoretically allowing the demonologist to be effective regardless of entry class. Unfortunately, the class still requires spellcasting to qualify for, as well as a feat that makes little sense(Iron Will). The use of Drift to replicate the effects of demonic influence makes for an interesting touch.
8/10, fairly unusual combination of effects, though not entirely unprecedented.

Extendability:
The class fits a fairly large range of character builds, though it does have a moderately high entry level of 7. With the Drift, any given demonologist can have a wide variance in play style and appearance, appropriate for a representative of the Abyss.
The class's spellcasting does however, detract from a 'pure' spellcaster picking it up. But that is a natural consequence of having a PrC with it's own unique spellcasting. This is not a class to pick up late in a character's career.
There is a given epic progression, though unfortunately, Drift does not progress any further, which does deflate the perk somewhat, and is made up for by epic feats. Epic Drift tables would have been awesome though.
7.5/10, plenty of variety for the would-be demonologist, and can be incorporated into campaigns at mid-low levels to high.

Mechanical Prowess:
With the spellcasting mechanic, the demonologist gives a 'quick and dirty' boost to a dabbling caster, putting him on par with others fairly quickly, with spells starting from 4th, and progressing reasonably quickly. This is not a class for the 'pure' spellcaster, but it does provide significant magical firepower. A character starting from a rogue or fighter type that picks up sorceror to qualify would find itself in good stead, and even more so for a CE paladin, with a reasonable attack bonus.
The summoning enhancement abilities are fairly potent, making up in part for the weaker spellcasting compared to a 'pure' spellcaster, particularly with Empowered Summoning bringing in extra muscle for free.
Demonic Thrall, while appearing late in the game, brings more flexibility. It's phrasing may need additional conditions to prevent a Demonologist from using it to accumulate large armies of demons(i.e, limit the called demons such that the cap includes demons currently called).
Drift is a particularly nice touch, though I do wish there is a way to pick up additional(and more effective than mundane weapons) natural attacks above Drift 3, for those entering the class from a martial background that would appreciate wielding demon class natural weapondry. The nature of the 3.5/PF system still means magical weapons are superior, of course. In addition, having additional Drift progression in epic would be particularly nifty, but, the Epic Drift feat makes up for it.
Of special note are the feats written for it. I like them a lot and wish I had time to do the same for my own writeup.
An unfortunate side effect of the prereqs is that, apparently the sample character is illegal, as warlocks do not have access to Summon Monster, Call Planar Ally or Planar Binding.
9/10,Excellent mechanics, though minor refinement is still possible

Writing Prowess:
The demonologist as presented here has a nice demonic touch to it, and for a change, has some flavor text and a sample character. Strongly demon themed, rather than chaos or evil themed, this class strives to exemplify demonkind in general, and can be improved by expanding into more sorts of demons than the SRD provides. Should Horrors adopt this demonologist, I would recommend adding attributes of new demonkind to the class's Drift traits.
8.5/10

Overall:
A rather well made class, I'd put this as the winner if I wasn't in the contest myself :P
8.25/10
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Re: DF Competition Voting: The Demonogolist PrC

Postby WarDragon » Sun Nov 29, 2009 1:07 am

Urizen

Creativity: 7/10. The only one of the bunch with a standard full-caster chassis. Props for giving it lots of choices under Occultic Knowledge, some of them very creative; others, however, seem very similar to those in the other entries, which were posted sooner. Self Possession, Rebuke Demons, and Skillful Summoner are the ones that jump out at me there, while the watered down Extend option just seems bland. Potent Summons is at once boring, and a no-brainer to choose, given how much it increases the power of your main combat option. I do like how Abyssal Rift and Abyssal Fury build off gate and elemental swarm without being a direct copy of either.

Extendability: 1/10. Lack of an Epic Progression really hurts you here, despite the class's linear progression (which you seem to want to cut off at 10?). The deadline excuse holds no water with me; it takes maybe five minutes to pick a list of appropriate bonus feats, and less than that to copy, paste, and edit the table you've already made. Some Epic Occultic Knowledges, or even vague ideas of what they might do, would have really boosted your score here.

Mechanical Prowess: 2/10. The prerequisites are boring, and too easy to meet for such a powerful class; while the skills can't be met before 8th level, pretty much any evil caster will have no trouble with them. You could even meet the summoning requirement with a scroll and UMD. Likewise, it's kind of pointless to make it even theoretically available to non-casters when it's so heavily slanted towards spells in every other aspect. I'll harp once more on Abyssal Cacophony being a virtual death sentence if you fail a Will save; even being dominated can't make you commit suicide, which is what a raging wizard amounts to. Self Possession is awkward; you don't describe what happens when the caster fails the opposed Will save, and averaging out ability scores mid-battle would make the whole thing grind to a halt. The natural 1 clause in Skillful Summoner is pointless, because checks don't fail on a 1 anyway. Spiritual Sickness is way, way too powerful in both a mechanical and cosmological sense to be available at level 2 (character level 10, if you take it ASAP). Unhinged literally makes a character unplayable. The chance of going through it and then losing its benefits is just insult added to injury. Lasting Summons is awkward both to read and to use.

The last one deserves its own paragraph. Abyssal Fury... no sir. You should not be able to cast a world into the Abyss at level 18, even by killing yourself. A wizard-10/demonologist-10 with average hp rolls and Con 20 (laughably easy to get) can make a rift that starts at 86 feet wide. That's five balors a round for the first two minutes, six balors a round for two minutes after that, etc. Hell no.

Writing Prowess: 4/10. The little snippets in front of the various class features are okay, but no overall class flavor text at all.


Kain Darkwind

Creativity: 7/10. Interesting to see the only 5-level entry, but the real draw here is Bind Demon. Never seen anything that works quite like it published, though it does resemble a more balanced, less clunky version of Urizen's Self Possession (note that Kain's was posted first). All the other class features seem fairly standard, but give lots of customization, especially the cohort. Summon Demon is an interesting alternative to Summon Monster, and the variable level is nice, especially for Sorcerer/Demonologists, but it doesn't really bring anything new to the table.

Extendability: N/A. It's a five level class.

Mechanical Prowess: 9/10. As expected, here is where Kain's entry shines. It's all very tightly written, with an eye towards both mechanical balance and being fun and interesting to play. The entry requirements, while not onerous, do speak of someone who's already fairly devoted to summoning demons. It's good that you used the skill ranks to give every casting class the same entry level.

Again, Bind Demon is clearly the main feature of the class, with all else as window dressing, and it carries it very nicely. I only docked you the final point because Command Demon doesn't specify whether it includes the base effect of channeling energy as well as command, and I have reservations about whether 8th level spells + Bind Demon + cohort will be as useful, encounter for encounter, as 9th level spells. I suspect it will, in the final analysis, though sorcerers and oracles are discouraged from taking it due to their staggered casting.

Writing Prowess: 2/10. Evocative though it is, one iconic quote does not a PrC's fluff requirements meet. I am so very disappointed in you. :(


Veekie

Creativity: 8/10. Lots of powers, all dealing with demons in very different ways. Seems merging with a demon is a common theme in this contest, but handled differently in every case, which is good. It was interesting to me that this is probably the easiest for a non-caster to enter and do well in, without trying to become a caster; just takes some cross-class ranks and luck. Also the only one that allows non-CE characters to qualify and (theoretically) stay that way.

Extendability: 7/10. Puts you over Kain and Urizen mainly in that you have one at all. Pretty solid, though I have to dock you for not giving a list of bonus feats suitable for Embrace the Depths. How would Call From the Pit work once you get past balors? Summoning advanced demons?

Mechanical Prowess: 7/10. Nothing huge here, but several nitpicks. First of all, nothing in Pathfinder ever reduces your xp total, so those references to xp costs in demon spell-likes and Temple of Corruption need to go (and the latter's gp cost needs to rise sharply). Adding the Chaotic and Evil descriptors to every single spell you cast is probably a bit much... means no member of this class will ever have to worry about a solar's regeneration, among other things. The Con drain in demonflesh seems... counterproductive. The only time you'd use it in desperation like that is probably when you're already low enough for it to kill you. Is Touch of Destruction intended to give them the equivalent of full BAB, and a better damage bonus than fighters or barbarians can ever hope for? Because that's what it does. Invitation to Darkness is less inventive than Call from the Pit, but serviceable. Thin the Curtains could get messy (in every sense of the word) when used with things that already summon multiple creatures. I like Doorway to the Infinite; very nasty, but keeping uses limited should keep it under control.

Writing Prowess: 8/10. Hooray, finally we have flavor text! Pretty much follows the format of official PrCs from the good ol' days of 3.5, which is all to the good. Gives a good description of the people who become demonologists, and what's involved in doing so. I especially like the NPC writeups, which are both interesting in their own right, and give examples of how two very different demonologists work, showing the diversity possible within the class. I'm not up on Eberron, really, but the world adaptations are sensible. Overall, a good entry.


Aluroon

Creativity: 8/10. It's the Drifts that really saved you in this category, and to a lesser degree, the rarity of seeing a spell list starting at 4th, separate from the base class. Really, taking the Drifts from geomancer and adapting them to an Abyss-themed class was a great idea. The summoning boosts are pretty much expected, but this is the only one where they aren't the primary focus of the class. Which is good, because they were kind of boring in this case. New feats are always good to see.

Extendability: 9/10. Epic progression seems very well designed, the Epic feats are cool. Only thing that keeps you from a 10 is the lack of a Drift 6 list.

Mechanical Prowess: 10/10. I honestly can't find anything that's overtly bad about this class. Only minor thing I can pick out is that the +2 natural armor Drift seems a bit weak compared to the damage reduction or eye beams at the same level. I dislike having a separate casting list rather than advancing one, but that's just personal taste, so I can't really dock you for it. I don't usually care for split casting stats, but everybody needs Constitution anyway, so it's no big deal. Spell list is very appropriately thematic, and as I said, the drifts are cool; you can either emulate a specific demon, or become a horrid mishmash of Abyssal traits. Prerequisites make sense, even the speed bump of Iron Will. Overall, a straightforward, well-made class.

Writing Prowess: 9/10. Very evocative, from the quote at the top to the iconic's backstory. It is ironic that her levels are both 7s, though. At first I thought she didn't qualify for the class, but then noticed that she actually demonstrates the new feats you made to let non-casters in. Nice. What spells she picked should be listed, though. And though it's not part of the class proper, I appreciate the peak at your thought process in designing it. Heck, that'd be nice to have on official ones.
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Re: DF Competition Voting: The Demonogolist PrC

Postby veekie » Sun Nov 29, 2009 1:40 am

:oops: Guess I was working with an outdated version of PF.
Heh. :oops:
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Re: DF Competition Voting: The Demonogolist PrC

Postby WarDragon » Sun Nov 29, 2009 3:34 am

veekie wrote::oops: Guess I was working with an outdated version of PF.
Heh. :oops:

...it's been like that since day one. :|
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Re: DF Competition Voting: The Demonogolist PrC

Postby veekie » Sun Nov 29, 2009 10:29 am

/Fails Spot. Critically. I really ought to pay closer attention to assumed changes.
Likewise for missing the noncaster entry feat for Aluroon's demonologist.

Also, to answer your questions, Call from the Pit could likely add advanced or higher level(possibly epic) demons as allies, or you could opt for 'utility demons' of lower levels.
Touch of Destruction, well, it was intended to grant meleers an effectively full BAB, but since it doesn't come with iteratives, the damage is supposed to theoretically make up the difference, what with the small HD.
Demonflesh, well, it comes with a significant number of 'free' uses equal to you Con mod, like Touch of Destruction, it's intended for melee class entries who miss their old, meatier HD.
The automatic Chaos/Evil descriptors didn't seem that powerful to me, though you do have a point about it's effectiveness against celestial regeneration. It was honestly, a trick to allow easy DC improvement(since it'd be lagging some spell levels behind)
Thin the curtains...well, the purpose see, is because the demonologist is always a spell level behind, and in order to let their spell based summoning be up to scratch, the solution was to give free upgrades to their summoning spells(effectively, they're always using the 1d3 option). Could be nasty with the horde spells, but due to the slowed spell progression, they're getting those late anyway.

:)
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