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| #1demiteddybearNov 09, 2008 19:01:29 | Ok this is my first attempt at a new class, I've been working on it for a while and I now have a new respect for all game developers and people who make a class with some sort of permanent companion. Well here it is, enjoy. And I realise as I post this that I haven't made the feats but I will and if you have any ideas for them please do tell Class Traits Role: Striker or Leader Power Source: Arcane gained from dealing with the daemonic Key Abilities: Intelligence, Charisma and Wisdom Armour Proficiencies: Cloth, leather Weapons: Simple Melee, Simple Ranged Implements: Control Gauntlet, Soul gem Bonus to Defence: +1 Reflex +1 Will Hit Points at 1st Level: 8 + Constitution Modifier Hit Points per Level: 4 Healing Surges per Day: 6 + Constitution Modifier Trained Skills: Arcane + 3 from list below Insight, Diplomacy, Religion, Bluff, Intimidate, History, Perception. Build Options: Link Demonologist Corrupt Demonologist Class Features: Summon Daemon, Ritual Casting, Daemonic Insight, Bane’s Protection, Unseen Blast Creating a Demonologist Link Demonologist: - You have established a certain bond with the daemon you have learned to summon, choosing to channel its power and increase its use and veracity in battle. Most of your attack power depends on your wisdom, with a lot of powers receiving bonuses coming from Charisma. Intelligence is your third choice. Suggested Feat: Improved Pit Fiend Suggested Skills: Arcane, Diplomacy, Insight, Perception Suggested At- will Powers: Unseen Blast, Fel Strike Suggested Encounter Power : Inner Fire Suggested Daily Power: Daemonic Burst Suggested Daemon: Pit Fiend Suggested Daemon At-will Powers: Ravaging Claws, Shadow Cleave Suggested Daemon Encounter Powers: Abyssal Charge Corrupt Demonologist: - Either through too much interaction with daemons or just a sadistic personality or even an inability to think about repercussion, you see daemons as mere tools for using until they are wasted or destroyed. Most of your attack powers come from intelligence, with a lot of powers receiving bonuses from wisdom. Charisma is your third choice. Suggested Feat: Deadly Force Suggested Skills : Arcane, Religion, Dungeoneering, Perception Suggested At- will Powers : Unseen Blast, Double Edge Suggested Encounter Power: Draining Link Suggested Daily Power: Fel Infusion Suggested Daemon: Succubus Suggested Daemon At- Will Powers: Psychic Blast, Shadow Cleave Suggested Daemon Encounter Power: Eternal Torture Demonologist Class Features spoiler Summon Daemon: - You have studied daemon lore and the art and craft of summoning them, fine tuning it until you can summon one particular daemon, again and again; summoning it, binding it and enslaving it to your will. The daemons that you summon are smaller and generally less powerful than their unslaved counterparts, this is because their power is being restrained by the summoning bonds. Daemons summoned by a demonologist grow as their masters do, daemons have their own list of spells and their own stats. Daemons do not have daily spells and can maintain a distance of up to a mile before being banished; the daemon must do as their master commands so long as the bonds remain strong. Daemons gain +2 to 3 stats at 11th and 21st level. Daemons don’t require experience but instead level up as their demonologist does. Daemons share their healing surges with the demonologist, and also gain a bonus to their defense and attack rolls equal to the demonologist's wisdom or intelligence modifier (pick one stat at level 1, this cannot be changed after), they also gain the enhancement of the items that their demonologist gains; unable to wear armour themselves. Daemons have d6 claws with a proficiency of +3 for basic attacks. Daemons will be unleashed when the demonologist dies and summoning a daemon is an encounter spell and requires a major action. When looking at Demonologist Spells, the stats always refer to your characters stats even with powers that boost your daemons attacks. However when a daemon uses a spell it always refers to the daemons stats. spoiler Summon Evistro: The most aggressive of the available daemons to summon; summoned from the nine hells, imbued with fire and destruction in its soul. 16 STR 14 CON 13 DEX 12 INT 11 WIS 10 CHA The evistro has resist fire 5 + ½ level 30 HP at 1st level + 5 gained per level Speed = 6 The Evistro has training in Athletics and gains a bonus to all strength based skills equal to the demonologists wisdom or intelligence modifier. Summon Succubus: The most cunning of the available daemons to summon; the temptress of mortals and the soul devourer, dealing with this daemon is dangerous at best. 10 STR 11 CON 14 DEX 12 INT 13 WIS 16 CHA The succubus has resist psychic 5 + ½ level 25 HP at 1st level + 5 gained per level Speed = 6 The Succubus gains a bonus to all charisma based skills and Stealth equal to the demonologists wisdom or intelligence modifier. Summon Spirit Fiend: An intensely magical and intelligent daemon, unlike most daemons this one is largely unconcerned with the dealings of mortals, but it is still dangerous and fearsome. 10 STR 11 CON 12 DEX 16 INT 14 WIS 13 CHA The spirit fiend is insubstantial 20 HP at 1st level + 4 gained per level The Spirit Fiend is trained in Arcana and gains a bonus to all intelligence based skills equal to the demonologists wisdom or intelligence modifier. |
| #2demiteddybearNov 09, 2008 19:04:38 | Paragon Paths: Hells Captain “I command the daemons of Hellfire, the ravaging armies, the burning legions, and you will burn!” spoiler Prerequisites: Demonologist Class, Summon Evistro You have embraced the powers of the nine hells, taking the more aggressive and brutal route of the demonologist. You have learned to make your daemon’s powers more powerful and deal much more damage. You appreciate the force of a daemon’s strength and the sight of burning enemies. Hells Captain Class Features Infernal Action (11th level) – When you spend an action instead of taking an extra action, you add ½ the damage and ½ your level to the attack you just performed. Destructive Aura (11th level) – Whenever you take damage from a melee attack, the creature that dealt it takes ongoing 5 fire damage whilst it is adjacent to you. Bane’s Punishment (16th level) – Instead of using Bane’s protection you can give temporary hit point and the ability to add the damage you receive to the daemon’s next attack. Hells Captain’s Spells (Daemon Spells) spoiler Destructive Inspiration Attack (level 11) Your daemon takes inspiration from your power, feeding off it and powering its own spells. Encounter # Arcane, Fire Standard Action Close Target: One creature Attack: Strength vs. Reflex Hit: 2d8 + strength modifier + constitution modifier fire damage Unstoppable Fury Utility (level 12) Your daemon gives out a roar, drawing in energy around it, bolstering its attacks and defence Encounter # Arcane Minor Action Personal Effect: Add ½ strength modifier to next attack roll, or ½ constitution modifier to defence roll. Fel Cannon Attack (level 20) Your daemon fires a beam of abyssal material, creating fear in all those it affects. Daily # Arcane, Fire, Fear Standard Action Burst Area 2 within 5 squares Target: All creatures within area Attack: Strength vs. Fortitude and Will Hit: 3d8 + strength modifier when attack hits fortitude. When attack hits will then all affected will run in the opposite direction at full speed and only stop until they cannot run further (save ends). |
| #3demiteddybearNov 09, 2008 19:05:25 | Epic Destiny spoiler Daemon Lord Your soul has become corrupted, but you have become a leader amongst daemons, will you fight to become one of the powers of dread or a fallen angel to fight against the powers of darkness? Prerequisites: 21st Level Demonologist You revel in the power of dealing with daemons, as you are taken deeper into the world you take on more and more aspects of the powers of the abyss, the nether and the nine hells; your soul takes on the ravaged immortality of the daemons. You search for more power, delving into the planes where even the most stalwart dungeoneers do not dare venture, destroying or enslaving any daemons that dare to stand in your way and you will not stop until you learn all the secrets, to become the most powerful of daemonic powers even if it means descending and becoming a daemon yourself. What is not decided however is what you will do with your new found, potentially devastating power? Will you descend for a brutal take over of the daemon cities, will you find your own plane, your own little pocket dimension, out of the way until you find the ultimate answer that you seek, will you build your own daemonic army or will you use your dark powers to destroy the daemons that gave you that power? Walking the Middle Path Whatever path you finally decide to walk down beware that you will be assailed by all sides, by the forces of good who see the daemon inside of you, from the droves of daemons who see you as competition for power, by the ones seeking neutrality who will try to stop the imbalance of any daemon becoming too powerful and even the gods themselves, though for what reasons you will have to find out for yourself. Sanctuary: After completing the final quest you will have to find somewhere that you can protect yourself while you travel along your singular path, a fortress that cannot be assailed as you carry out your plans. You will have to find a way to create your own pocket plane a place that you can transport to at will, a place that has the resources you need, but finding a way to achieve this will not be easy, but being assailed as you will no doubt be on your journeys it is essential. This will create a huge effort of will and perseverance and vast danger, but the rewards will be huge, since this plane will create advantages undreamed of. Daemon Lord Features Evolution (21st level) – Your daemon grows more powerful under your gathering power; your daemon gains an additional +2 to all of its stats along with its 21st level growth. Ascendance (24th level) – Once per day, when you become bloodied your inner power is unleashed as your body transforms and you gain daemonic aspects for the rest of the encounter. Flying at speed + 2 Resist one damage type of your choice 5 + ½ level Double Damage against daemons Choose one stat modifier and add that damage to all your attacks. River of Souls (30th level) – You have the ability to mark one creature with the sigil of souls, when this creatures hit points reach 0 you gain a healing surge. Only one sigil can be active at a time, but you can gain as many healing surges as you can acquire, these healing surges last until you take an extended rest, and you can share the healing surges with your daemon. You can also use these stolen surges to do 1d10 to an enemy. You cannot do this with any of your normal healing surges. Daemon Lord Spells Planar Essence You regenerate your power, gathering power from your summoning plane, you feel imbued with a spell that you have previous spent. Daily # Arcane Minor Action Personal Effect: You regain a daily spell you have previously used. |
| #4demiteddybearNov 09, 2008 19:06:18 | Daemon Spells Level 1 At- Will Spells spoiler Ravaging Claws Going into a frenzy your daemon attacks ferociously with iron hard claws, ripping skin from bone At- Will # Arcane, Fire Standard Action Close Target: One creature Attack: Strength vs. Fortitude Hit: 1d6 + Strength modifier damage Increases to 2d6 + Strength modifier fire damage at 21st level Evistro: Daemon gets +1 to attack roll. Increase to +2 at 11th and +3 at 21st Shadow Cleave Your daemon takes a wide cleave, slashing at the enemies around it. At- Will # Arcane Standard Action Close Target: Two Adjacent Creatures Attack: Dexterity vs. Reflex Hit: 1d4 + Dexterity modifier damage Increases to 2d4 + Dexterity modifier damage at 21st level Psychic Blast Your daemon attacks the helpless victim with its mind, ripping the creatures mind to shreds. At- Will # Arcane, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage Increases to 2d6 + Strength modifier psychic damage at 21st level Succubus: Daemon becomes stealthed until the end of its next turn, add 10 to stealth checks until the end of its turn at level at 21st level. Fel Missile Going into a frenzy your daemon attacks ferociously with iron hard claws, ripping skin from bone At - Will # Arcane Standard Action Ranged 15 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier damage Increases to 2d6 + Intelligence modifier damage at 21st level Spirit Fiend: Daemon adds wisdom modifier to damage |
| #5demiteddybearNov 09, 2008 19:07:03 | Class Feats: Heroic Tier Feats spoiler [SIZE="4"]Deadly Force [Demonologist][/SIZE] Prerequisites: Wis 13, Demonologist Benefit: Apply a +1 feat bonus to damage rolls to spells with necrotic or force in the keyword. Increase to +2 at 11th level and +3 at 21st level Improved Evistro [Demonologist] Prerequisites: Wis 13, Cha 13, Demonologist Benefit: Apply +1 to Evistro’s attack rolls Improved Succubus [Demonologist] Prerequisites: Int 13, Wis 13, Demonologist Benefit: Apply +5 to Succubus’s stealth checks Improved Spirit Fiend [Demonologist] Prerequisites: Cha 13, Int 13, Demonologist Benefit: Add +2 to all of Spirit Fiend’s spell range. |
| #6pigknightNov 09, 2008 19:14:07 | I'm making a demonologist too. ![]() ...Can I ninja some of your ideas for mine? I'll give you credit on one's I didn't make up. |
| #7demiteddybearNov 09, 2008 19:22:43 | I'm making a demonologist too. go ahead, if someone wants to take some of my ideas then I take it as a compliment and I know you'll do them justice with your classes. |
| #8demiteddybearNov 11, 2008 14:06:45 | bump |
| #9evilholyguyNov 11, 2008 16:56:07 | just one thing: succubi are Devils... |
| #10pigknightNov 11, 2008 17:25:49 | TOO FREAKIN' BAD!!!! |
| #11demiteddybearNov 11, 2008 17:47:45 | just one thing: succubi are Devils... thanks for the constructive criticism That has nothing to with the how the class works. I would prefer some helpful feedback |
| #12pilgaardNov 12, 2008 16:45:43 | I like the concept a lot. Well thought out - must have been quite a work with all those powers ![]() Looks very good - if I am to create a PC for some future campaign I will seriously consider making a Demonologist. |
| #13drizztrocksNov 12, 2008 18:25:21 | I wonder....why Dungeoneering instead of Intimidate? Surely someone with control over demons is VERY intimidating. And by the way, it looks like a badass version of the warlock. That is not critisism . But I dont think you could play a balanced game with a Demonoligist and a Warlock. Really, if you were given the choice, do you want SOME of the demons powers, or CONTROL over the demon? I think, however, it is an extremely good replacement for the Warlock, say, in a darker, more gothic campaign setting, or even a Dark Lord in a more generic one. Anyway, I consider, although you may be completely apposed to it, changing the name. The suffix "oligist" suggests intensive research or scientific data collected of the subject. Example: Herpatoligist is a professional of studying, handling, and researching reptiles. A Demonoligist would be someone who is buried in dark books studying about the deepest depths of the underworld and learning of the demon's phycology, physiology, its breeding habits, etc. Maybe something like "Pit Summoner," or "Black Mage of the Depths,". Otherwise, regardless of the name, a beautiful, well thought out, all around great class. :D |
| #14demiteddybearNov 12, 2008 18:43:22 | I wonder....why Dungeoneering instead of Intimidate? Surely someone with control over demons is VERY intimidating. And by the way, it looks like a badass version of the warlock. That is not critisism Didn't I put intimidate, strange, I put that down as a skill when I was jotting it down in my book, perhaps I was distracted, so yes intimidate is definitely something...although I think I may remember the reason, I wanted a balance between the stat based skills, but don't know why I didn't put intimidate instead of something else, thanks for pointing that out. Another good point, although the reason I went with the "demonologist" because I originally started from wanting to take a base of the world of warcraft warlock's skill class called demonology, and it was originally intended to be more scientific or something, but as I went on the class did seem to get a bit darker. I probably wouldn't change to either of those two but if I could get an idea of a mix between demonologist and something darker. EDIT: I have changed dungeoneerng to intimidate EDIT: I can't think of a title that represents what I actually want, I don't want something too dark since I didn't want the class to look like it had to be evil, and something like "dark summoner" calls that sort of image to mind, I think I'm looking for something more neutral with a hint of darkness, like "Daemon Caller" but right now I'm quite happy sticking with Demonologist. |
| #15demiteddybearNov 23, 2008 7:52:51 | Update I have changed the pit fiend into the evistro |
| #16kaslinMay 12, 2009 11:43:55 | Looks cool and everything, but the summons are just corpses waiting to happen. They have no staying power. at lvl 1 the Evistro looks like this: 16 STR 14 CON 13 DEX 12 INT 11 WIS 10 CHA Will: 10+0=10 Ref: 10+1=11 Fort: 10+2=12 AC: 10+1=11 At least a small bonus should be added to their defenses and you should clarify whether or not summons can be given armour or weapons. And if not, they should possibly be given at least some bonus to their AC that comes from their thick Demonic hide or something. Also, you should give the other basics, such as land speed, their claw attacks, and skills. Especially skills. A lot of the powers for the succubus show she is adept at stealth and yet her Stealth skill at level 1 is measly. All in all, just flesh out the Summoned creatures a bit more and this class will really be something. I'm actually hoping to play test this class in a friends game. Maybe the AC bonus could be based off of Charisma, as it is a secondary stat for Demonologist. |
| #17demiteddybearMay 13, 2009 5:26:45 | Thanks for showing such interest, I will definitely work on it after I get back from the cinema :D EDIT: I have now altered the daemons, they gain some bonuses now from the demonologist. |
| #18kaslinMay 14, 2009 19:21:59 | Better. However, again the daemons need to be fleshed out further and given a a more concrete look. For example: Succubus 10 STR 11 CON 14 DEX 12 INT 13 WIS 16 CHA The succubus has resist psychic 5 + ½ level 25 HP at 1st level + 5 gained per level Speed = 6 Succubus are trained in Stealth and 3 of the following skills: Bluff, Diplomacy, Religion, Intimidate, Insight. (Or whatever you think is good, I just grabbed randomly) Gaining a bonus to all dex skills seems nice untill you notice that there are only 3 dex based skills. Also that makes Stealth rolls absolutely crazy. If a character has a +3 wis or int... 5trained+2dex+5ImprovedSuccubus+3YouWis=+15 Stealth for STARTERS O.O That is just insane. I suggest just giving them some skills based on the flavor of the daemon. Sorry if I don't sound very lucid, I am so very tired right now. T.T |
| #19demiteddybearMay 15, 2009 5:23:12 | lmao, I actually completely forgot about improved succubus, its been a while since I made this build. I think that I should change it to being trained in charisma based skills, that way it does fit in with the succubus being able to influence people. Also it takes away the training in, lowering it to +10 instead of +15. A limit on the number of skills the daemons are actually trained in doesn't worry me too much, they're not main characters. |
| #20kaslinMay 15, 2009 8:27:12 | Sounds much better to me, IMO. |