Difference between revisions of "Diabolist (Apath)"

From Action
Jump to navigation Jump to search
Line 182: Line 182:
 
* '''Half-Elf:''' When casting  enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.  
 
* '''Half-Elf:''' When casting  enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.  
 
* '''Half-Orc:''' Add a +1 bonus on concentration checks made due to taking damage while casting spells.  
 
* '''Half-Orc:''' Add a +1 bonus on concentration checks made due to taking damage while casting spells.  
* '''Halfling  :''' Add +1/2 to your AC against attacks of opportunity triggered by casting spells.  
+
* '''Halfling  :''' Add +1/2 dodge bonus to your AC against attacks of opportunity triggered by casting spells.  
 
* ''' Human: ''' Subtract 1/2 from the strength of your alignment aura (see ''detect evil'') and from your class level for the damned class feature. Add 1/2 to your class level for the purpose of qualifying for the hellish soul ability.
 
* ''' Human: ''' Subtract 1/2 from the strength of your alignment aura (see ''detect evil'') and from your class level for the damned class feature. Add 1/2 to your class level for the purpose of qualifying for the hellish soul ability.
 +
  
 
* ''' Anpur ''' :<sup><sup><sup>[[#Heroes of the Siwathi Desert | HSD ]]</sup></sup></sup> Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce reduce the chance of arcane spell failure by 5% when wearing armor.
 
* ''' Anpur ''' :<sup><sup><sup>[[#Heroes of the Siwathi Desert | HSD ]]</sup></sup></sup> Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce reduce the chance of arcane spell failure by 5% when wearing armor.

Revision as of 10:58, 25 October 2016

ApathApath Logo
Unofficial rules compendium

Some face damnation willingly, selling their souls for power. Born without natural affinity for magic, they gain this affinity by literally dealing with the devil. Seeking to control the awesome might of the infernal legions and twist the very powers of Hell to their whims, these blasphemous spellcasters jeopardize their immortal souls for mastery over devilkind.

Class Information

This is a prestige archetype. The diabolist is a sorcerer with hellish power. Regardless of whatever grim path leads spellcasters to seek power over the diabolical, their destination is nearly always the same—an eternity of damnation in the depths of Hell.

Prestige Class: Diabolist from Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I.

Build Classes: The diabolist is built on the wizard, but the following alternate build classes are described below: arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or witch.

Role: A diabolist draws directly upon the powers of hell to aid his cause.

Alignment: Lawful evil, neutral, lawful neutral, or neutral evil only. Though some tread the path of the diabolist to enslave the forces of Hell and turn them towards goals other than corruption, only the most stalwart of diabolists can resist the temptations of the Pit. A diabolist that changes to a good or chaotic alignment immediately loses that alignment if he uses the channel hellfire, infernal charisma, or master conjurer class features.

Hit Die: See build numbers, below.

Class Skills

The diabolist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the diabolist.

Weapon and Armor Proficiency

A diabolist is proficient with all simple weapons and his patron's favored weapon. Diabolists are not proficient with any armor or shields, and wearing armor can cause arcane spells with somatic components to fail.

Spells

The diabolist learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.

Aura

The diabolist has an alignment aura as if he was a cleric of a lawful evil deity. See detect evil for details.

Damned

When a diabolist is killed, his soul is instantly sent to Hell. Any character attempting to resurrect him must succeed at a caster level check equal to 10 + ½ the diabolist's level or his spell fails. That character cannot attempt to resurrect the diabolist again until the following day, though other characters can attempt as they please.

Infernal Familiar

The diabolist gains a familiar identical to that of a wizard's arcane bond feature. A diabolist may not bond with an object, and the familiar is always lawful evil in alignment and black and/or crimson in color.

Bonus Spells

A diabolist gains bonus spells as he advances in level. At 3rd level, and every two levels thereafter, a diabolist learns an additional spell from the list below. These spells are added to the diabolists spell list and to his familiar, known spells, or spellbook, as appropriate. These spells cannot be exchanged for different spells at higher levels.

Burning hands (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (13th), limited wish (15th), power word stun (17th), meteor swarm (19th).

Channel Hellfire

At 2nd level, the diabolist can alter spells that deal fire damage to instead deal hellfire damage. He can do this as a free action a number of times per day equal to his Intelligence, Wisdom, or Charisma modifier (whichever is higher, minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors. Using this ability is a lawful and evil act.

Hellfire deals half fire damage and half damage from unholy energy. Damage dealt by hellfire is known as hellfire damage. Evil-aligned creatures and creatures with the evil subtype take no damage from the unholy energy, but good-aligned beings and those with the good subtype take double the normal damage from it. Creatures under the effects of spells like protection from evil or protection from law are unaffected by this unholy energy, though they still take fire damage.

Infernal Charisma

At 4th level a diabolist gains a +2 bonus on all Charisma checks and Charisma-based skill checks made when interacting with devils and creatures with the half-fiend and fiendish templates and on checks made to research specific devils' true names or sigils. This bonus increases to +4 at 10th level and to +6 at 18th level. Using this ability is a lawful and evil act.

Imp Companion

At 6th level, the diabolist gains the Improved Familiar feat but must choose an imp. At will this imp can assume the shape of the animal familiar the diabolist had before gaining this ability, as beast shape II but with no change in ability scores.

Infernal Transport (Sp)

At 8th level, a diabolist can transport himself through Hell in a burst of brimstone. He may use this ability once per day as dimension door (sp) or plane shift (sp) (only to hell or to his native plane). He cannot use this ability to enter or leave areas warded against teleportation or evil creatures. Using this ability is a lawful and evil act. He gains an additional use of this ability at level 12 and every four levels thereafter, and can expend two uses to teleport (sp). At level 16 he can expend three uses as greater teleport (sp) and at 20th level four uses as gate (sp). Using this ability is a lawful and evil act.

A diabolist with an infernal patron and the appropriate Obedience feat can trade daily uses of this ability for the obedience boons offered by his infernal patron. If he does this, he gains one daily use at level 12, two at level 16, and four at level 20. He gains the first infernal boon at level 8, the second at level 12, and the third at level 16. This ability allows a a diabolist to access these Boons earlier than they are normally granted; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the Boons normally.

Hellish Soul

At 10th level, a diabolist has been deemed useful enough to the cause of Hell to be allowed a brief respite from damnation. If killed by any means outside of the will of the archdevils or another influential force in Hell, the diabolist can be resurrected as normal.

Master Hellfire (Su)

At 14th level, when a diabolist may use channel hellfire with any spell that deals energy damage. Spells altered to use hellfire lose any energy type descriptors and gain the fire, lawful, and evil descriptors.

Master Conjurer

At 20th level, the diabolist may use his Bluff, Diplomacy, or Intimidate modifier rather than a raw Charisma check when bargaining for services using planar binding spells. When he calls a devil whose name he knows, he may cast the calling spell as a standard action and bargain with it as a move action. Using this ability is a lawful and evil act.

Table: Diabolist

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Aura, damned, infernal familiar 3 1
2nd +1 +0 +0 +3 Channel hellfire 4 2
3rd +1 +1 +1 +3 Bonus spell 4 2 1
4th +2 +1 +1 +4 Infernal charisma +2 4 3 2
5th +2 +1 +1 +4 Bonus spell 4 3 2 1
6th +3 +2 +2 +5 Imp companion 4 3 3 2
7th +3 +2 +2 +5 Bonus spell 4 4 3 2 1
8th +4 +2 +2 +6 Infernal transport 4 4 3 3 2
9th +4 +3 +3 +6 Bonus spell 4 4 4 3 2 1
10th +5 +3 +3 +7 Hellish soul, infernal charisma +4 4 4 4 3 3 2
11th +5 +3 +3 +7 Bonus spell 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 infernal transport (2/day, teleport) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Bonus spell 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Master hellfire 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus spell 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Infernal transport (3/day, greater teleport) 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Bonus spell 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Infernal charisma +6 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Bonus spell 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Master conjurer, infernal transport (4/day, gate) 4 4 4 4 4 4 4 4 4 4

Alternate Build Classes

The diabolist can be built on these alternate classes: arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or witch.

A diabolist learns and casts spells exactly like the build class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting and cantrips, knacks or orisons. He only suffers arcane spell failure in armor if he casts arcane spells.

In addition, the diabolist inherits the following class features from the build class:

Arcanist None.

Cleric A diabolist cleric has the same base attack bonus, base saving throws, hit dice, and armor and weapon proficiencies as a cleric and inherits the chaotic evil good and lawful spells and domains abilities. He knows the Evil domain (this can be a subdomain if in use) and one additional domain suited to his infernal allegiance. This second domain can be the law domain, but no other alignment domain.

Oracle The diabolist oracle has the same base attack bonus, base saving throws, hit dice, and armor and weapon proficiencies as an oracle. He gains a mystery (including mystery skills and spells), an oracle's curse, and a revelation at level 1, but no further revelations.

Psychic The diabolist psychic gains the psychic discipline class feature, including discipline spells and discipline powers. Because he lacks a phrenic pool, certain discipline powers do not work, notably those of the Enlightenment discipline.

Sacerdote The diabolist sacerdote keeps the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, divine wrath, and manifestation class features. He must always choose the evil and lawful domains. This class is from Legendary Classes: Sacerdote, also from Purple Duck Games.

Sorcerer A diabolist sorcerer has a bloodline, but gains only bloodline arcana, bloodline skill, and bloodline spells from that bloodline. Most diabolist sorcerers have the bloodline of some evil outsider, but not all.

Witch A diabolist witch uses his infernal familiar to store spells, and any spells his familiar knows are transferred to his imp familiar at level 6.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have diabolist as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Add 1 point of damage when using channel hellfire.
  • Elf: Add 1/2 to your Spellcraft skill bonus.
  • Gnome: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be from the illusion school.
  • Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
  • Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
  • Halfling : Add +1/2 dodge bonus to your AC against attacks of opportunity triggered by casting spells.
  • Human: Subtract 1/2 from the strength of your alignment aura (see detect evil) and from your class level for the damned class feature. Add 1/2 to your class level for the purpose of qualifying for the hellish soul ability.


  • Anpur  : HSD Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce reduce the chance of arcane spell failure by 5% when wearing armor.
  • Avodim: FEC Gain 1/8 additional dailu use of infernal transport. If you have the Infernal Obedience feat, reduce the time it takes you to perform your infernal obedience by 3 minutes (minimum 1 minute).
  • Dhosari: FEC Gain 1/2 additional daily use of hellfire.
  • Erkunae: FEC Gain 1/4 of a Weapon Proficiency or Armor Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce the chance of arcane spell failure by 5% when wearing armor.
  • Kobold ARG Increase natural armor bonus by 1/5.
  • Tengu ARG Gain 1/5 daily use of death knell (sp), with a caster level equal to your class level. The bonuses of multiple uses of this ability stack.
  • Tiefling: ACG Add 2 to the strength of your alignment aura. A powerful aura can stun those who detect it, see detect evil.

Open Game License

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.

Section 15 Addendum

Pathfinder Chronicles: Princes of Darkness, Book of the Damned, Vol. I. Copyright 2009, Paizo Publishing, LLC; Author: F. Wesley Schneider.