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
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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?)
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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:
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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 MoondropFemale 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 ActionsGrow 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 GearMeteoric 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
PossessionsMeteoric 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 DEMONOLOGISTHit 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.