Demonologist

Demonologist

Contents

Ability Scores

Demonoligists gain a +2 class bonus to Constitution or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus.

Backgrounds

Possible backgrounds include: escaped sacrifice, child of cultists, survivor of a demon attack, survivor of a crusader attack, born of a hellhole, former clergy for the gods of light, once-promising student at a wizard college, decorated soldier, firefighter, respected doctor at an imperial hospital, resurrected ancient hero, demon-child

Gear

Gold Pieces

Start with either 25 gp or 1d6 x 10 gp.

Armor

Armor
Armor Type Base AC Atk Penalty
None 10
Light 11
Heavy 12 –5
Shield +1 –2

Weapons

Melee Weapons
  One-Handed Two-Handed
Small 1d4 dagger 1d6 (-2 atk) club, staff
Light or Simple 1d6 mace, axe, wavy dagger 1d8 (-2 atk) spear
Heavy or Martial 1d8 (-2 atk) longsword, flail 1d10 (-3 atk) greatsword, greataxe

 

Ranged Weapons
  Thrown Crossbow Bow
Small 1d4 dagger 1d4 (–2 atk) hand crossbow
Light or Simple 1d6 (-2 atk) javelin, axe 1d6 (–2 atk) light crossbow 1d6 (-2 atk) shortbow
Heavy or Martial 1d8 (–3 atk) heavy crossbow 1d8 (-3 atk) longbow

Level Progression

Level Progression
Demonologist Level Total Hit Points Total Feats Level-up Ability Bonuses Damage Bonus from Ability Score
Level 1 (6 + CON mod) x 3 1 adventurer   ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer   ability modifier
Level 3 (6 + CON mod) x 5 3 adventurer   ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adventurer
1 champion
  2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer
2 champion
  2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adventurer
3 champion
+1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer
3 champion
1 epic
  3 x ability modifier
Level 9 (6 + CON mod) x 20 4 adventurer
3 champion
2 epic
  3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer
3 champion
3 epic
+1 to 3 abilities 3 x ability modifier

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Constitution or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: —

Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: —

Class Features

In addition to the class features all demonologists have in common, each of the three devotee paths has its own features for initiates and devotees.

Features in common for all demonologists follow.

That’s Intelligent

Tieflings can use their Intelligence ability score in place of all references to Charisma in demonologist class features, powers, feats, spells, and so on.

You might think that truly intelligent members of other races know better than to be demonologists, but for tieflings it’s a logical development. If they handle it right, they can even give the Diabolist a black eye while messing with powers she’d rather have for herself.

Initiate, Devotee, Fanatic

Like many other classes, you have three talents to choose as a demonologist. Unlike other classes, your talents are grouped within three paths: the Path of Corruption, Path of Flame, and Path of Slaughter.

If you choose a single talent from a path, you are an initiate of that path. Choosing a single talent from a path unlocks spells and powers that are not available to characters who are not initiated onto that path. Demonologists who choose a second talent from path are devotees. A third talent from a path makes you a fanatic. Devotees and fanatics gain greater powers and spells than initiates.

Initiates: Initiates gain access to a certain number of powers and spells. They gain access to the path’s demon summoning spell as a daily spell, but demons they summon from the path will have fewer hit points than those summoned by devotees and fanatics. The lower hit point numbers for demons summoned by initiates appear in the summoned monster stats.
Initiates also tend to gain a small defense bonus or a small amount of resistance, elements that improved markedly for devotees and fanatics.

Devotees: Devotees gain more access to powers and spells from their path and have the path’s bonus demon summoning spell as a recharge 16+ spell. There are also many spells and feats that include devotee bonuses.

Fanatics: As a fanatic, you get an extra spell from your path each day, and your demon summoning spell becomes a recharge 11+ spell instead of recharge 16+. Some powers and spells specify that they work even better for fanatics. Powers and bonuses that apply to devotees of a path also apply to fanatics of that path.

Choice of Implements

Some demonologists use holy symbols and staffs like clerics, casting spells that qualify as divine magic. Other demonologists cast arcane spells using the same implements as wizards and sorcerers: wands and staffs. Choose which type of magic you’re using when you create your demonologist.

Curse Spells

Some of the demonologist’s spells create curses that wait to be triggered by an enemy. Unless otherwise specified curse spells are like most other spells: they require a standard action to cast.

Unlike other spells, curse spells don’t have an immediate impact, their full effect waits to be triggered by something that’s outs of the caster’s control, usually a specific enemy natural attack roll or some other specific d20 roll.

Most curses require you to use an interrupt action to take effect when triggered. The enemy’s roll triggers the possibility for the curse you have already set in motion by casting a spell on your turn, but the curse doesn’t take effect unless you also use an interrupt action to finish the job.

Unless otherwise specified, a spell’s curse effect is expended when used.

One curse per roll: The major limitation on curse effects is that a specific d20 roll can trigger only one curse spell per demonologist.

If there are two demonologists in a group, the same d20 roll could trigger one curse from each of them. Decide on whether or not you trigger a curse in initiative order.

Time limits: Like most other spells and powers, curse effects end at the end of a battle, though they might still linger if the GM pushed the party into another battle without giving them a quick rest.

If the GM feels permissive and the demonologist believes they are about to enter combat—say, when about to open a door into the monsters’ guard room—it might be OK to cast a curse spell first, but a curse waiting to be triggered eliminates any chance for surprise. Curses are a non-subtle ugly feeling that’s something bad is about to happen.

Demon Summoner

The mechanics of demonologist summoning follow the Summoning Rules, like the druid and necromancer, with the exceptions below. As a demonologist, you get superior summoned creatures that don’t require you to spend actions to control them.

Degradation: Each of the demonologist’s summoned demons has its own degradation statistic, usually expressed as something like this: “At the end of each of its turns, the summoned [demon] suffers 2d6 damage.” Effects that end conditions can’t affect degradation. Your summoned demon is stuck taking its degradation damage until it drops to 0 hit points, and will continue to take that damage if you lose control of it. Degradation damage continues even when battles are over, but once a battle is over, you can dismiss your demon with a quick action.

Loss of control: When your summoned demons drop to 0 hit points, there’s a chance they’re actually breaking free of your control and are about to become fanatic enemies.

Roll an easy save (6+) whenever one of your summoned demons drops to 0 hit points. Bump that save up by 5 points if you are unconscious at the time; probably a normal save (11+). For each other summoned demon you have in play at that moment, bump the save up another 5 points.

If the save succeeds, no problem, the demon is dead and banished. If the save fails, the demon gains hit points equal to its staggered value plus its level. It’s no longer in your control and is now an enemy! By preference it attacks its former summoner, but it may fight somewhat intelligently to do as much sadistic harm as possible to the summoner and their allies.

The degradation damage the demon has been suffering from in the battle continues. When the out of control demon finally drops to 0 hit points again, it’s eliminated.

Enemies, allies, and out of control demons: Out of control demons usually aren’t allies of the player characters’ other enemies, but an out of control demon isn’t interested in helping its summoner by fighting their enemies. Creatures that aren’t smart or evil enough to notice and take advantage of that may still target the out of control demon, but the demon will focus on its true enemies.

Adventurer Feat: You have a +1 bonus to the save to avoid losing control of your summoned demons when they drop to 0 hit points.

Champion Feat: Demons you summon can be placed nearby you instead of next to you.

Epic Feat: You gain a +4 attack and defense bonuses against demons you summoned that are now out of control. (Unless they’re extremely angry with you, demons understand that you’re a tougher target and are more likely to attack your allies.)

Ritual Magic

You can cast your spells as rituals. Demonologist rituals tend to horrify other magicians. That could be for dramatic effect, or it could be an important element of your seriously twisted magic.

Demonologist Paths

We’re presenting the three demonologist paths as separate micro-classes. The paths are meant to mix, but the talents and the spells they unlock are simpler to parse when presented one path at a time.

Path of Corruption

Poison, plague, contagion, weakness, confusion, and madness: these are a few of your favorite things.

Path of Corruption Features

Resist poison power

Corruption initiates gain resist poison 12+, taking half damage from poison attacks unless the attack’s natural attack roll is 12+
For corruption path devotees, the power increases to resist poison 14+.
For corruption path fanatics, the power increases to resist poison 16+.

Ignore poison resistance

Corruption path initiates ignore resist poison 14+ or lower.
Corruption path devotees ignore resist poison 16+ and lower.
Corruption path fanatics ignore resist poison 18+ and lower.

Bonus summoning spell

Corruption initiates gain summon corruption demon as a daily spell.
Corruption path devotees instead have summon corruption demon as a recharge 16+ spell.
Corruption path fanatics instead have summon corruption demon as a recharge 11+ spell.

This bonus spell is not counted against the spells you choose from according to your level progression.

Summon Corruption Demon

Ranged Spell; Usage depends on talents in path

Effect: You summon a demon to fight for you until the end of the battle as a superior (but degrading!) summoned creature. The demon summoned is determined by the level you cast the spell at, as follows:

1st level spell: summon hopping toad 

3rd level spell: summon hopping imp

5th level spell: summon vulture demon

7th level spell: summon hezrou

9th level spell: summon boar demon

Summoned Demon Toad

1st level spoiler [demon] Initiative: +3

Toothy bite +6 vs AC—4 damage

C: Foul belch +6 vs. PD (1 random nearby enemy)—6 poison damage, and target is dazed until the end of its next turn. Limited use: 1d4 times per battle.

Dissssgusting: Attackers that roll a natural odd melee attack roll against the demon toad take 1d6 poison damage

Degradation: At the end of each of its turns, the summoned demon toad suffers 1d10 damage.

AC 15

PD 14

MD 11

HP 36 (Initiate: 30)

Summoned Hopping Imp

3rd level spoiler [demon] Initiative: +7

Festering claws +7 vs. AC—7 damage, and 3 ongoing damage

R: Blight jet +7 vs. PD—7 damage, and the target is dazed (save ends) First natural 16+ each turn: The imp can choose one: the target is weakened instead of dazed; OR the imp can make a blight jet attack against a different target as a free action.

Curse aura: Whenever a creature attacks the imp and rolls a natural 1–5, that creature takes 1d8 psychic damage.

Degradation: At the end of each of its turns, the summoned hopping imp suffers 2d6 damage.

AC 19

PD 13

HP 40 (Initiate: 33)

MD 15

Summoned Vulture Demon

5th level spoiler [demon] Initiative: +8

Filth-covered claws +10 vs. AC (2 attacks)—7 damage, and 5 ongoing poison damage

Natural even hit: The vulture demon can make a demonic screech attack as a free action.

[Special trigger] C: Demonic screech +10 vs. MD (1d3 nearby enemies), 3 psychic damage, and the target is vulnerable (attacks vs. it have crit range expanded by 2) until the end of the battle Limited use: 1d3 times per battle, or any number of times if the vulture demon is out of the demonologist’s control.

Degradation: At the end of each of its turns, the summoned vulture demon suffers 4d6 damage.

AC 19

PD 16

HP 82 (Initiate: 68)

MD 16

Summoned Hezrou

7th level spoiler [demon] Initiative: +10

Meaty, clawed hands +12 vs. AC (2 attacks)—15 damage

Demonic stench: While engaged with this creature, non-demon enemies with 84 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Degradation: At the end of each of its turns, the summoned hezrou suffers 4d12 damage.

AC 21

PD 15

HP 150 (Initiate: 120)

MD 19

Summoned Boar Demon

Large 9th level spoiler [demon] Initiative: +12

Musky claw or slimy hoof +14 vs. AC—34 damage

Miss: The nalfeshnee gains a +4 attack bonus until it hits. Unlike most effects, let it stack.

R: Accursed burst +14 vs. PD (1d3 nearby enemies)—34 cold/fire/ lightning/negative energy damage (your choice), and the boar demon can make an abyssal curse attack as a free action

[Special trigger] Abyssal curse +14 vs. MD (each creature hit by accursed burst)—the target is weakened until the end of its next turn

Limited use: 1d3 times per battle, or any number of times if the summoned boar demon is out of the demonologist’s control.

Flight: Boar demons are clumsy but powerful fliers with strangely small wings.

Degradation: At the end of each of its turns, the summoned boar demon suffers 5d12 damage.

AC 23

PD 18

HP 220 (Initiate: 190)

MD 22

Corruption Path Talents

Contagion

You can use this power a number of times per day equal to your Constitution modifier (minimum 1).

When an enemy suffering from a save ends effect (including ongoing damage) or a save ends condition caused by one of your demonologist spells drops to 0 hit points, transfer that save ends spell effect or condition to a different nearby enemy with 90 hit points or fewer as an interrupt action. (Contagion only applies to effects created your spells, not your summoned creatures.)

The save required for the new enemy to end the effect decreases; a hard save becomes a normal save, a normal save becomes an easy save, and an easy save stays as an easy save.

2nd level demonologist 110 hit points or fewer
3rd level demonologist 150 hit points or fewer
4th level demonologist 188 hit points or fewer
5th level demonologist 230 hit points or fewer
6th level demonologist 300 hit points or fewer
7th level demonologist 380 hit points or fewer
8th level demonologist 450 hit points or fewer
9th level demonologist 600 hit points or fewer
10th level demonologist 750 hit points or fewer

Adventurer Feat: Once per battle, if you are conscious when the escalation die reaches 5+, gain another use of the Contagion power that day.

Champion Feat: Saves required against spell effects that you have moved using this talent no longer decrease; a hard save stays hard, a normal save stays normal.

Epic Feat: Moving a condition with the Contagion power is a free action for you rather than an interrupt action, so you’re not limited to using it once per round.

Corrupt Beyond Degradation

You gain a +2 bonus to MD and resist 16+ psychic damage.

Adventurer Feat: If you have at least one relationship point with the Diabolist, you roll saves against conditions caused by attacks against MD at the start of your turn instead of the end of your turn.

Champion Feat: When an enemy rolls a natural odd attack roll against your MD, they take psychic damage equal to the attack roll. Increase this damage to double the attack roll at 8th level.

Epic Feat: You gain a +2 bonus to death saves.

Inimical

Enemy saves against effects created by spells you cast are more difficult. Easy saves require a 7+, normal saves require a 12+, and hard saves require a 17+.

Adventurer Feat: If you are a corruption path devotee, twice per day as a free action, you can choose a condition created by an ally’s spell to gain the increase in saving throw difficulty you’d get from Inimical.

Champion Feat: You’re even more inimical than most. Your spells’ easy saves require an 8+, your normal saves require a 13+, and your hard saves still require a 17+ (that’s hard enough).

Epic Feat: Once per battle, force an enemy to reroll a save that has been affected by this talent.

Infernal Familiar

You have an infernal familiar, much like a wizard’s familiar. Infernal familiars are usually imps of some description, but might also take the form of toads, bats, insects, talking skulls, living flames, animated tattoos, sinister oil paintings, or your own eerie shadow.

Use the rules for the Wizard’s Familiar with the following modifications.

Infernal familiars are always Talkative and possess one other power of your choice from those available to familiars, except that Tough is off- limits; demonologist’s familiars aren’t tough—no easy +1 save bonus for you. Flight is a popular option, unless those impish wings are just for show.

Other familiar powers you can choose from for you infernal familiar include:

Blighty: When you heal using a recovery, deal damage equal to your level to an enemy engaged with you. If there are no enemies engaged with you, deal the damage to a random nearby enemy.

Diabolic: If you have one or more relationship points with the Diabolist, you gain a +1 bonus to all your defenses against attacks by demons. Maybe devils, also, if that fits the story of your campaign at this tier. This advantage may be represented by having a familiar that chats familiarly with demons, regardless of whether or not you’re fighting those demons. That’s a special effect that should supply the GM with story hooks and you with occasional bits of unexpected information.

Misery

The first time each round that a nearby non-mook enemy fails a save, deal psychic damage equal to your Constitution modifier to a different nearby enemy. At 5th level, the damage increases to double your Constitution modifier. At 8th level, triple your Con mod.

Adventurer Feat: The enemy that takes the psychic damage can now be far away instead of nearby.

Champion Feat: Two battles per day, you deal Misery damage to a nearby enemy the first time each round that anyone else in the battle, enemy or ally, fails a save.

Epic Feat: As the champion feat, but every battle instead of two battles a day.

Corruption Path Spells

1st Level Corruption Spells
Curse of the Odd

Ranged curse spell

Recharge 11+ after battle

Special: This spell creates a curse that’s waiting to be triggered by any nearby enemy’s natural odd attack roll. Only the first attack roll of a creature on its turn, or the first attack roll in a round by a particular mob of mooks can trigger the curse. When an enemy triggers the curse (and remember, you can only trigger one of your curses per attack roll), make the following attack as an interrupt action.

Target: Enemy that triggered the curse.

Attack: Charisma + Level vs. MD

Hit: 20 psychic damage.

Miss:

3rd level spell: 30 damage

5th level spell: 50 damage

7th level spell: 80 damage

9th level spell: 120 damage

Adventurer Feat: If you’re a corruption initiate, curse of the odd is now a recharge 6+ spell. If you’re a corruption devotee, curse of the odd is now a once per battle spell.

Champion Feat: You now deal half damage with curse of the odd attacks if you miss.

Stab in the Soul

Ranged spell; At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 2d8 + Charisma negative energy damage.

Miss: You take damage equal to the target’s level.

3rd level spell: 4d8 damage

5th level spell: 6d8 damage

7th level spell: 9d8 damage

9th level spell: 9d12 damage

Adventurer Feat: Add this trigger effect to the attack: Natural even hit: As above, and negative energy damage equal to your Constitution modifier (5th level: double your Constitution mod; 8th level: triple) when target misses with an attack (save ends).

Champion Feat: Can now target a far away enemy.

Diseased Blood

Close-quarters spell; Daily for initiates, or Recharge 16+ after the battle for corruption devotees/fanatics

Free action, when a melee attack hits you

Target: The enemy that hit you (unlike a curse, this does not interrupt their attack, you’re attacking after taking the damage).

Attack: Charisma + Level vs. PD

Hit: 4d12 + Charisma poison damage.

Miss: Half damage

3rd level spell: 6d12 damage

5th level spell: 6d20 damage

7th level spell: 9d20 damage

9th level spell: 4d8 x 10 damage

Adventurer Feat: Spell is now Recharge 16+ for initiates, Recharge 11+ for devotees and fanatics.

Champion Feat: You can cast this spell even if you are unconscious.

Epic Feat: When you take a critical hit in melee, you can cast this spell even if it was already expended.

Minor Curse

Ranged curse spell

Recharge 6+ after battle

Special: This spell creates a curse that’s waiting to be triggered by a nearby enemy’s natural 1-5 attack roll. Only the first attack roll of a creature with 60 hit points or fewer, on its turn, or the first attack roll in a round by a particular mob of mooks can trigger this curse. When an enemy triggers the curse, make the following attack as an interrupt action.

Target: Enemy that triggered the curse.

Attack: Charisma + Level vs. MD

Hit: Target is dazed and vulnerable until the end of its next turn.
Hit by 4+: Target is weakened and vulnerable (normal save ends both).

Miss:

3rd level spell: 120 hit points or fewer

5th level spell: 200 hit points or fewer

7th level spell: 350 hit points or fewer

9th level spell: 570 hit points or fewer

Adventurer Feat: Add 30 to the hit point threshold.

Champion Feat: If you are a corruption path devotee, the spell is now a once per battle spell.

Epic Feat: Add another 100 to the hit point threshold.

Rabble Babble

Ranged spell

Daily, or Recharge 16+ after the battle for corruption devotees

Target: 1d3 nearby enemies with 30 or fewer maximum hit points, and/or any number of nearby mooks in a mob with printed hit points of 30 or less. (In other words, ignore damage, this only works against targets that start with low hit points.)

Attack: Charisma + Level vs. MD

Hit: The target is confused (save ends).

Miss: The target is confused until the end of its next turn.

3rd level spell: 45 hit point threshold

5th level spell: 76 hit point threshold

7th level spell: 140 hit point threshold

9th level spell: 240 hit point threshold

Adventurer Feat: If a creature confused by this spell drops an enemy to 0 hit points, the confusion effect on it continues an additional turn after it would normally end.

Champion Feat: On an even hit, the save to end the confusion is hard (16+).

Epic Feat: Add 60 to the hit point threshold.

Spreading the Rot

Ranged spell

Daily, or Recharge 16+ after the battle for corruption devotees

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 10 poison damage, and target takes 5 ongoing poison damage; when the target saves against the ongoing damage or drops to 0 hit points, increase the amount of ongoing poison damage to 10 and move the effect to a nearby enemy as a free action. The spell’s effect doesn’t go beyond this second creature.

Miss: Regain use of this spell.

3rd level spell: 20 damage from ths initial hit

5th level spell: 30 damage from the initial hit, 10 ongoing that increases to 15 ongoing

7th level spell: 40 damage from the initial hit, 20 ongoing that increases to 30 ongoing

9th level spell: 70 damage from the initial hit, 30 ongoing that increases to 50 ongoing

Adventurer Feat: Add the current escalation die to the ongoing damage (5th level: double the escalation die; 8th level: triple the escalation die).

Champion Feat: When the spell spreads to a second enemy, it also spreads to a third.

3rd Level Corruption Spells
Carrion Screech

Ranged spell

Daily

Target: 1d3 nearby enemies.

Attack: Charisma + Level vs. MD

Hit: 6d6 + Charisma psychic damage, and the target is vulnerable (save ends)

Miss: Half damage and the target is vulnerable until the start of your next turn.

5th level spell: 10d6 damage

7th level spell: 9d10 damage

9th level spell: 2d8 x 10 damage

Adventurer Feat: If you are a corruption initiate, this is now a recharge 18+ spell. If you are a corruption devotee, this is now a recharge 16+ spell.

Champion Feat: This spell now targets 1d4 nearby enemies.

Epic Feat: When the spell makes the target vulnerable, they also make the target hampered.

Even Worse Curse

Ranged curse spell

Recharge 6+ after battle

Special: This spell creates a curse that’s waiting to be triggered by a nearby enemy’s natural even attack roll. Only the first attack roll of a creature on its turn, or the first attack roll in a round by a particular mob of mooks can trigger the curse. When an enemy triggers the curse (and remember, only one curse can be triggered per attack roll), make the following attack, interrupting their attack.

Target: Enemy that triddered the curse.

Attack: Charisma + Level vs. PD

Hit: 30 negative energy damage.

Miss: 10 negative energy damage.

5th level spell: 50 damage, 15 on a miss

7th level spell: 80 damage, 25 on a miss

9th level spell: 120 damage, 40 on a miss

Misfortune

Ranged spell

Recharge 6+ after battle

Quick ation to cast

Target: One nearby enemy with 70 or less hit points.

Attack: Charisma + Level vs. MD

Hit: The target suffers a misfortune (hard save ends, 16+): When the target hits with an odd attack roll, it is a miss instead, and the target gains a +5 bonus (cumulative) to the save against this misfortune effect.

Miss:

5th level spell: 100 or less hit points

7th level spell: 170 or less hit points

9th level spell: 280 or less hit points

Adventurer Feat: On a miss, you regain the use of this spell, though you can’t cast it again until a subsequent turn.

Champion Feat: When target misses with a natural odd attack roll, the attack instead targets and hits an ally of theirs engaged with the target, if any, for half damage (no new attack roll, it’s an automatic hit). If an enemy is damaged in this fashion, the target gains a +5 bonus (cumulative) to the save against this misfortune effect.

Epic Feat: On a natural 1, or when the target misses with an odd attack roll and none of the target’s allies are engaged with the target of their attack, the target of this spell somehow hits themselves for half damage. They still get the +5 cumulative bonus to save against this spell.

5th Level Corruption Spells
Killing Doubt

Ranged spell

Daily, or recharge 16+ after the battle for corruption devotees

Interrupt action to cast, when an enemy does something besides move normally or make a basic attack.

Target: One enemy with 160 hp or less.

Attack: Charisma + Level vs. MD

Hit: The target loses whatever attack or power triggered this spell (hard save ends).

Miss: The target is dazed until the end of your next turn.

7th level spell: 266 hp

9th level spell: 400 hp

Champion Feat: On a miss, the target loses whatever attack or power triggered this spell until the start of your next turn.

Epic Feat: A hit also cancels the use of the attack or power that triggered this spell, unless that makes NO sense!

Melting Flesh

Ranged spell

Daily

Target: A number of nearby enemies with a total of 160 hp or less, targeting enemies with the fewest hit points first.

Attack: Charisma + Level vs. PD

Hit: 5d8 + Charisma poison damage and the target takes ongoing poison damage equal to triple your Constitution modifier and is stuck and hampered (save ends all)

Miss: Half damage.

7th level spell:  250 hit point total, 7d8 damage, ongoing damage equal to quadruple your Constitution modifier

9th level spell: 500 hit point total, 10d8 damage, ongoing damage equal to five times your Constitution modifier

Champion Feat:Spell is now recharge 16+.

Epic Feat: Save is now a hard save (16+)

7th Level Corruption Spells
Abyssal Bargain

Ranged spell

Once per Level

Target: One ally at 0 hit points, or that has died since your last turn.

Attack: Charisma + Level vs. MD, or an automatic hit against a willing target

Hit: Instead of dying or staying at 0 hit points, the target heals to their staggered hit points, regains consciousness, and loses an icon relationship that’s important to them.The character then gains an ambiguous relationship with an icon of the GM’s choice (if they were unwilling), or perhaps a positive one (if they were willing). This can exceed the normal relationship maximums. And last and most complicated: advantages used with this icon always have complications!

Miss: You regain this spell after your next full heal-up.

9th Level Corruption Spells
Herald of Apocalypse

Close-quarters spell

Once per Level

Effect: Until the end of the battle, you can teleport once per round as a move action, provided that you teleport into engagement with a creature you have not already attacked with the attack associated with this spell.

Special: Once per round until the end of the battle, you can use the following attack as a quick action. All ongoing effects that a specific target suffers from the spell are ended by a hard save (16+). The natural odd and natural even effects of the spell may cause a creature to make saves while its hit points are still too high to be fully affected by the spell, but when its hit points drop below the threshold it will suffer the consequences if it hasn’t saved.

Close-quarters spell

Target: One engaged enemy you have not already attacked with this spell this battle.

Attack: Charisma + Level vs. MD

Hit: 5d8 + Charisma negative energy damage and the target takes 15 ongoing negative energy damage (hard save ends).

Natural even hit or miss: Target is stuck if it has 600 hit points or fewer (hard save ends).
Natural odd hit or miss: Target is hampered if it has 600 hit points or fewer (hard save ends).

Path of Flame

It’s no surprise that demonologists summon hellfire.

Path of Flame Features

Resist fire power

Corruption initiates gain resist fire 12+, taking half damage from fire attacks unless the attack’s natural attack roll is 12+.
For flame path devotees, the power increases to resist fire 14+.
Flame path fanatics have resist fire 16+.

Ignore fire resistance

Flame path initiates ignore resist fire 14+ or lower.
Flame path devotees ignore resist fire 16+ and lower.
Flame path fanatics ignore resist fire 18+ and lower.

Bonus summoning spell

Flame initiates gain summon flame demon as a daily spell.
Flame path devotees instead have summon flame demon as a recharge 16+ spell.
Flame path fanatics instead have summon flame demon as a recharge 11+ spell.

This bonus spell is not counted against the spells you choose from according to your level progression.

Summon Flame Demon

Ranged Spell; Usage depends on talents in path

Effect: You summon a demon to fight for you until the end of the battle as a superior (but degrading!) summoned creature. The demon summoned is determined by the level you cast the spell at, as follows:

1st level spell: summon burner 

3rd level spell: summon hellhound

5th level spell: summon fire imp

7th level spell: summon glabrezu

9th level spell: summon balor

Summoned Burner

1st level archer [demon] Initiative: +7

Flickers of flame +7 vs. AC—3 fire damage

R: Flickers of flame +7 vs. AC—5 fire damage
Miss: Deal 3 fire damage to a random nearby creature (yes, could be enemy or ally!).

Quick flicking fire: The summoned burner adds escalation die to its disengage checks.

Flight: Bobs along low to the ground, if it gets higher than 6’ it drops, as if tethered to the earth.

Degradation: At the end of each of its turns, the summoned burner suffers 1d6 damage.

AC 17

PD 15

MD 13

HP 24 (Initiate: 20)

Summoned Hellhound

3rd level wrecker [demon] Initiative: +5

Savage bite +9 vs. AC—6 damage
Natural even hit or miss: The hellhound can make a fiery breath attack as a free action.

[Special trigger] C: Fiery breath +9 vs. PD (1d3 nearby enemies in a group)—8 fire damage

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Degradation: At the end of each of its turns, the summoned hellhound suffers 3d6 damage.

AC 17

PD 15

MD 11

HP 58 (Initiate: 48)

Summoned Big Burner

5th level archer [demon] Initiative: +11

Flickers of flame +711 vs. AC—10 fire damage

R: Flickers of flame +11 vs. AC—18 fire damage
Miss: Deal 10 fire damage to a random nearby creature (yes, could be enemy or ally!).

Quick flicking fire: The summoned burner adds escalation die to its disengage checks.

Flight: Bobs along low to the ground, if it gets higher than 6’ it drops, as if tethered to the earth.

Degradation: At the end of each of its turns, the summoned big burner suffers 3d6 damage.

AC 21

PD 19

MD 17

HP 66 (Initiate: 56)

Summoned Pincer Demon

7th level caster [demon] Initiative: +14

Pincer +12 vs. AC—20 fire damage
Natural even hit: 10 ongoing damage

R: Painbolt +12 vs. MD (one nearby or far away creature)—35 psychic damage

C: Hellfire + 12 vs. PD (1d3 nearby enemies in a group and any glabrezou allies engaged with those enemies)—25 fire damage

Degradation: At the end of each of its turns, the summoned pincer demon suffers 4d12 damage.

AC 20

PD 20

MD 16

HP 170 (Initiate: 144)

Summoned Lesser Balor

9th level wrecker [demon] Initiative: +13

Abyssal blade +14 vs. AC—50 damage
Natural even hit: The balor deals +1d8 lightning damage to the target and to one other nearby enemy of balor’s choice. Then repeat that damage roll against the targets once for each point on the escalation die (so if it’s 4, that’s four more d8 rolls)
Natural even miss: 25 damage.

C: Flaming whip +14 vs. PD (one nearby enemy)—15 fire damage, and the target is pulled to the balor, who engages it.
Natural even miss: 7 fire damage.
Limited use: 1/round, as a quick action.

Desperate escalator: While staggered, the balor adds the escalation die to its attack rolls.

Flight: Giant bat wings are good for something besides looking tough.

Shadow and flame: When out of control, but not before, the summoned lesser balor gains a +5 bonus to all defenses against attacks by far away enemies.

Degradation: At the end of each of its turns, the summoned lesser balor suffers 1d10 x 10 damage.

AC 24

PD 22

MD 18

HP 340 (Initiate: 290)

Flame Path Telents

Breath of Fire

You have a breath weapon attack. You can decide whether it seems demonic, draconic, or like something else entirely.

Flame Breath

Close-quarters attack

Daily, or Recharge 16+ for a flame path devotee

Target: 1d3 nearby enemies in a group; breath weapon

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use flame breath that turn if you wish.

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma fire damage.

Miss: Half damage.

3rd level spell: 5d6 damage

5th level spell: 4d10 damage

7th level spell: 6d12 damage

9th level spell: 10d12 damage

Adventurer Feat: If you have a positive or conflicted relationship with the Gold Wyrm, natural even flame breath attack rolls against demons deal maximum damage.

Champion Feat: If you have a positive or conflicted relationship with the Gold Wyrm, you gain a +1 bonus to flame breath re-use rolls during the battle and flame breath recharge rolls after the battle.

Epic Feat: If you have a positive or conflicted relationship with the Gold Wyrm, you gain flight during any turn you use flame breath. The flight lasts until the end of your next turn.

Flickering

Twice per day, before rolling initiative, you can decide to use flickering power in an upcoming battle.

If your natural initiative roll in a battle is odd, you take a –1 penalty to all defenses. If your natural initiative roll is even, you gain a +2 bonus to all defenses.

Each time you are hit by an attack, your situation flips after the Attack: the –1 penalty becomes a +2 bonus, or the +2 bonus becomes a –1 penalty.

Adventurer Feat: Once per battle you can choose not to flip the bonus/penalty.

Champion Feat: The defense penalty is now –2. The defense bonus is now +4.

Dance in Flames

Once per battle when an enemy moves to engage you, you can roll a normal save (11+) as an interrupt action. If the save succeeds, deal 5 ongoing fire damage to that enemy (5th level: 10 ongoing fire damage; 8th level: 15 ongoing fire damage).

Adventurer Feat: You can use the Dance in Flames save twice per battle.

Champion Feat: If you are a flame path devotee, you can use the Dance in Flames save at-will, though it still requires an interrupt action (and is therefore likely to apply only once per round).

Epic Feat: Once per battle, you can use Dance in Flames as a free action.

Flare-Up

You can use this power a number of times each day equal to your Constitution modifier.

As a free action when an enemy saves with a natural odd roll against an effect you caused with a demonologist spell or power, move the spell effect off the creature that just saved to a nearby enemy.

As for the corruption path Contagion power, Flare Up can’t move an effect created by one of your summoned creatures.

Adventurer Feat: Once per battle, if you are conscious when the escalation die reaches 5+, gain another use of the Flare Up power that day.

Champion Feat: You can now use the power even if the target fails the save. As before, the effect moves off the target onto a new creature of your choice.

Epic Feat: Saves against spell effects and ongoing damage you have moved using this talent are 2 points harder. (Easy: 8+, etc.)

Master of Flames

You gain the wizard cantrips light and spark, and can cast them at-will as a quick action. When you choose spells during a full heal-up, you can replace one demonologist flame path spell you would choose with another spell that does fire damage from a different class. You cast this spell at your demonologist level, replacing the ability score for attack and damage with Charisma, and any other ability score mentioned with Constitution.

Adventurer Feat: You gain the adventurer feat, if any, for the spell you choose from a different class.

Champion Feat: Ditto for the champion feat.

Epic Feat: And for the epic feat.

Flame Path Spells

1st Level Flame Spells
Burn it Off

Special: You take half-damage on the second and subsequent castings of this spell in a battle.

Ranged spell; Daily for initiates, or At-Will for flame path devotee (but see special!)

Free action, when a melee attack hits you

Target: One nearby enemy.

Attack: Charisma + Level vs. PD

Hit: 2d6 + Charisma fire damage.
Natural even hit: Subtract 2 from the target’s AC until the end of the battle (not cumulative).

Miss:

3rd level spell: 4d6 damage

5th level spell: 6d6 damage

7th level spell: 9d6 damage

9th level spell: 8d12 damage

Adventurer Feat: Burn it Off now deals miss damage equal to your level.

Champion Feat: Spell is now cumulative up to -4 AC.

Epic Feat: The penalty now also applies to PD.

Feed the Flame Demons

Special: You can’t cast the spell while a creature is taking ongoing fire damage from a previous casting of the spell.

Ranged spell; At-Will

Target: One nearby enemy.

Attack: Charisma + Level vs. PD

Hit: 2d8 + Charisma modifier fire damage, and 5 ongoing fire damage.

Miss: Deal 5 ongoing fire damage to a random nearby ally

3rd level spell: 4d8 damage and 10 ongoing damage

5th level spell: 6d8 damage and 15 ongoing damage

7th level spell: 8d8 damage and 20 ongoing damage

9th level spell: 12d8 damage and 30 ongoing damage

Everburn

Ranged spell; Recharge 16+ after battle

Target: One nearby enemy.

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma fire damage, and the target takes 5 ongoing fire damage and is vulnerable (hard save ends both, 16+).

Miss: Half damage, and the target takes 5 ongoing fire damage and is vulnerable (save ends both).

3rd level spell: 3d8 damage, 15 ongoing damage and in addition to being vulnerable, the target can’t turn invisible or hide from you or your allies (save ends all)

5th level spell: 5d8 damage, 25 ongoing damage and the target also can’t teleport (save ends all)

7th level spell: 7d8 damage and 35 ongoing damage

9th level spell: 10d8 damage 50 ongoing damage

Flame Shroud

Close-quarters spell; At-Will

Target: One enemy you are engaged with.

Attack: Charisma + Level vs. PD

Natural even hit: 9 damage, and you can pop free of target.
Natural odd hit: 7 damage

Miss: Damage equal to your level, and you cannot target this enemy with flame shroud again this battle.

3rd level spell: Even 16 damage, odd 11 damage

5th level spell: Even 25 damage, odd 19 damage

7th level spell: Even 36 damage, odd 28 damage

9th level spell: Even 62 damage, odd 47 damage

Whipping Tongues of Fire

Close-quarters curse spell; Recharge 16+ after battle

Quick action to cast

Curse Effect: As an interrupt action later in the battle, or as a free action if you’ve already spent your interrupt action this round on this curse, deal 10 ongoing fire damage to a nearby enemy that attacks with a natural odd attack roll; the curse effect can be used a number of times this battle equal to your Constitution modifier.

3rd level spell: 15 ongoing damage

5th level spell: 20 ongoing damage

7th level spell: 35 ongoing damage

9th level spell: 50 ongoing damage

3rd Level Flame Spells
Keep Burning Please

Close-quarters spell; Recharge 11+ after battle

Interrupt action

Target: A nearby enemy that just saved against ongoing fire damage.

Attack: Charisma + Level vs. PD

Hit:The target fails the saving throw instead, and increase the ongoing fire damage by 2d6.

Miss: Regain use of this spell.

5th level spell: Damage increases by 4d6

7th level spell: Damage increases by 3d12

9th level spell: Damage increases by 5d12

Adventurer Feat: Spell is now recharge 6+.

Champion Feat: If you keep the enemy burning, the save against the ongoing damage is now a hard save (16+), if it wasn’t already.

Epic Feat: When you keep the enemy burning, it takes the new amount of ongoing fire damage immediately.

Flaming Teleport

Close-quarters spell; Recharge 6+ after battle

Move action to cast

Target: One nearby enemy that is taking ongoing fire damage.

Effect: Teleport next to that creature. You can choose whether to be engaged with that creature (or next to them if they’re an ally) or extremely close to the creature but not engaged.

5th level spell: Flaming teleport now only requires a quick action to cast

7th level spell: Target can now be far away

9th level spell: Flaming teleport can now also be used to teleport away from engagement with an enemy that is taking ongoing fire damage

Adventurer Feat: If you are a flame path devotee, deal the ongoing fire damage the target is taking to the target if you teleport into engagement with it.

Champion Feat: Spell is now once per battle instead of recharge 6+.

Epic Feat: If a creature is reduced to 0 hit points by ongoing fire damage, you can cast flaming teleport to teleport to their ormer location on your next turn, even if the spell has been expended. (Yes, this would also let you teleport next to an ally dropped by ongoing fire damage!)

Swarming Flame Demons

Close-quarters spell; Recharge 11+ after battle

Target: 1d3 nearby enemies.

Attack: Charisma + Level vs. PD

Hit:20 fire damage.

Miss: Damage equal to twice your level.

Effect: Regardless of your attack rolls, the next time an enemy rolls a natural 1-5 with an attack this battle, deal 3d6 fire damage to that creature and each enemy nearby them as the flame demons swarm (only deal this damage once to each mob of mooks).

5th level spell: 30 fire damage, 5d6 effect damage

7th level spell: 50 fire damage, 8d6 effect damage

9th level spell: 80 fire damage, 8d10 effect damage

5th Level Flame Spells
Golden Claw

Close-quarters spell; Daily

Effect: You conjure a great flaming claw that you can ride around the battle. You gain flight, but cannot fly above head height. You also gain a +2 bonus to all defenses. When you would be hit by a melee attack, you can choose to respond with the claw’s attack as an interrupt action, possibly canceling the attack if you eliminate the attacker (and/or losing the claw, as you’ll see below!). The claw lasts until the end of the battle, or until you’ve lost it.

Golden Claw’s Attack


Target: Enemy that hits you with an attack.

Attack: Charisma + Level vs. AC

Hit:6d10 fire damage.
Natural 19-20: 15 ongoing fire damage to the target OR a different nearby enemy, and the golden claw spell ends, taking you to the ground before disappearing.

Miss: 5 damage.

7th level spell: 10d10 claw damage, 7 miss damage

9th level spell: 3d4 x 10 damage, 9 miss damage

Champion Feat: If you have at least one relationship point with the Gold Wyrm, you can use the golden claw’s attack as a quick action 1d3 times each battle you cast the spell. 1/round only!

Epic Feat: If you are a flame path devotee, Golden Claw is now a recharge 16+ spell.

Kindling

Ranged spell; Recharge 16+ after battle

Target: One nearby enemy.

Attack: Charisma + Level vs. AC

Hit: 6d10 fire damage, and 15 ongoing fire damage; while the target is taking this ongoing fire damage, your allies and summoned creatures have a +2 attack bonus against the target.

Miss: Half damage.

7th level spell: 9d10 damage, and 20 ongoing fire damage.

9th level spell: 3d10 x 10 damage, and 40 ongoing fire damage

Champion Feat: Can now be used against a far away target, and add 10 to ongoing damage.

Epic Feat: Attack bonus for allies and summoned demons increases to +4.

7th Level Flame Spells
Pyres

Ranged spell; Daily

Target: 1d3+1 nearby enemies.

Attack: Charisma + Level vs. PD

Hit: 8d10 + Charisma modifier fire damage, and 25 ongoing fire damage. Increase this ongoing damage by 1d10 each time a non-mook enemy or the last mook in a mob drops to 0 hit points!

Miss: 25 ongoing fire damage.

9th level spell: 2d8 x 10 fire damage, 40 ongoing fire damage, and increase by 2d10 each time an enemy drops to 0 hit points

Champion Feat: Increase the number of targets to 1d4+2.

Epic Feat: On any turn a target does not move, the save against ongoing damage becomes a hard save.

9th Level Flame Spells
Gorogan’s Breath

Close-quarters spell; Daily

Special: This spell cannot be used in the overworld. Also see the spell effect for its repeated impact on the battle.

Target: 1d8 nearby non-flying enemies. Each enemy can only be targeted once.

Attack: Charisma + Level vs. PD

Hit: 10d6 + Charisma modifier fire damage.

Miss: Half damage. Allies (including you) engaged with the target you missed take one-quarter damage.

Effect: You can repeat the attack 1/round as a quick action on your next turn, and on each of your subsequent turns this battle, until you fail to use the attack on your turn. Each use of the spell after the first deals damage to you equal to 1d12 for each time you have used this spell after the first.

Epic Feat: Increase the damage to 10d10 + Charisma fire damage.

Path of Slaughter

Slaughter path devotees are committed to the idea that if you’regoing to summon demons, it helps to be wearing heavy armor and swinging a big sword.

Path of Slaughter Features

Armed Destroyer

As a slaughter path initiate or devotee, your AC in light armor is 13.
As a slaughter path initiate, your AC in heavy armor is 14, with a –2 attack penalty.
If you are a slaughter path devotee, you lose the attack penalty for wearing heavy armor and using shields.

Demonic Warrior

This feature only applies to slaughter path devotees. Initiates get nothing out of this.
You lose the attack penalty for using heavy or martial melee weapons: you’re happy swinging warhammers, flails, swords, and other nasty and spiky serious weapons.
In addition, your basic melee attacks deal damage equal to your level on a miss.
In addition, and perhaps most significantly, your basic melee attacks use your Charisma as their attack and damage ability score while you are not staggered.

When you are staggered, your basic melee attacks revert to using your Strength, as normal.

Adventurer Feat: One turn per battle when you are staggered, use your Charisma as your attack and damage ability score with basic melee attacks instead of your Strength.

Champion Feat: Once per day, as a free action, you do not count as staggered until the end of the battle, unless you are at 0 hit points.

Resist Melee Damage

Slaughter path initiates gain resist melee damage 10+, taking half damage from melee attacks unless the attack’s natural attack roll is 10+.
For slaughter path devotees, the power increases to resist melee damage 12+.
For slaughter path fanatics, the power increases to resist melee damage 14+.

Adventurer Feat: Your recovery dice are d8s instead of d6s.

Champion Feat: If you are a slaughter path devotee, your base hit points increase from 6 to 7.

Epic Feat: Your recovery dice are d10s instead of d8s.

Bonus summoning spell

Slaughter initiates gain summon slaughter demon as a daily spell.
Slaughter path devotees instead have summon flame demon as a recharge 16+ spell.
Slaughter path fanatics instead have summon flame demon as a recharge 11+ spell.

This bonus spell is not counted against the spells you choose from according to your level progression.

Summon Slaughter Demon

Ranged Spell; Usage depends on talents in path

Effect: You summon a demon to fight for you until the end of the battle as a superior (but degrading!) summoned creature. The demon summoned is determined by the level you cast the spell at, as follows:

1st level spell: summon claw demon

3rd level spell: summon hungry maw

5th level spell: summon frenzy demon

7th level spell: summon laughing demon

9th level spell: summon marilith

Summoned Claw Demon

1st level troop [demon] Initiative: +6

Hooking claws +6 vs. AC (1d3 attacks)—3 damage

Degradation: At the end of each of its turns, the summoned burner suffers 1d6 damage.

AC 17

PD 14

MD 11

HP 24 (Initiate: 20)

Summoned Frenzy Demon

5th level bruiser [demon] Initiative: +10

Claw +8 vs. AC (2 attacks)—7 damage

Raging frenzy: Whenever the frenzy demon misses with a melee attack, it gains a +1 attack bonus and deals +1d4 damage until the end of the battle (maximum bonus +4, +4d4).

Degradation: At the end of each of its turns, the summoned burner suffers 4d6 damage.

AC 20

PD 16

MD 16

HP 70 (Initiate: 56)

Summoned Laughing Demon

7th level troop [demon] Initiative: +11

Tooth & claw and stomp +12 vs. AC—22 damage
Miss:11 damage

Won’t … stop… laughing: While one or more summoned laughing demons are in a battle deal 8 psychic damage to each enemy who fails a save.

Degradation: At the end of each of its turns, the summoned burner suffers 6d6 damage.

AC 22

PD 17

MD 19

HP 124 (Initiate: 100)

Summoned Marilith

9th level troop [demon] Initiative: +17

Three whirling swords +14 vs. AC (3 attacks)—18 damage, and the marilith can pop free from the target after the attacks

R: Beguiling gaze +14 vs. MD (one nearby or far away unengaged enemy)—As a free action, the target immediately moves toward the marilith, attempting to engage it or get as close as possible to it.
Limited use: 1/round, as a quick action.

Terrible swift swords: When the escalation die is even, the summoned marilith’s crit range with melee attacks expands by a number equal to the escalation die. If the summoned marilith is out of control, its crit range expands by a number equal to the escalation die whether the die is even or odd.

Degradation: At the end of each of its turns, the summoned burner suffers 10d6 damage.

AC 24

PD 17

MD 21

HP 200 (Initiate: 165)

Path of Slaughter Talents

Blood & Slaughter

You have a bonus daily use of the Summon Slaughter Demon spell at your normal highest level.
This bonus casting of the spell functions exactly like your usual casting of the spell, but with the following complication: when the demon summoned by the spell is hit by an attack with a natural odd attack roll, you take damage equal to half the damage that the summoned demon takes. No resist damage ability from demonologist paths or any other source reduces this damage.

Demonic Violence

Use this power a number of times each day equal to your Constitution modifier + 1.
When you move to engage an enemy you were not engaged with at the start of your turn, deal 1d6 damage to that enemy as you engage them.
This power improves as you gain levels.

2nd level demonologist 2d4 damage
3rd level demonologist 2d6 damage
4th level demonologist 2d8 damage
5th level demonologist 3d6 damage
6th level demonologist 3d8 damage
7th level demonologist 4d8 damage
8th level demonologist 5d8 damage
9th level demonologist 5d10 damage
10th level demonologist 5d12 damager

Adventurer Feat: If you have a positive or conflicted relationship with the Crusader, gain an additional 1d3 uses of this power each day. Roll when you take a full heal-up.

Champion Feat: Add double your Charisma modifier to the damage dealt with Demonic Violence (8th level: triple your Charisma modifier).

Epic Feat: If you eliminate a non-mook enemy using this power, you gain an extra standard action this turn.

Demonic Reinforcements

Once per day when one of your demonologist attacks drops a non-mook enemy to 0 hit points, roll a save. The type of save depends on the size and level of the creature. If the creature is a normal creature, the save starts as an easy save (6+). If the creature is a large or double-strength creature, it’s a normal save (11+). If you’re higher level than the target, add the difference in levels to the save as a bonus. If you are lower level than the target, subtract the difference in levels as a penalty.
The power doesn’t work against a huge or triple-strength creature.
If the save succeeds, the enemy does not drop to 0 hit points. Instead, set its hit points equal to half its staggered value and give the creature the degradation ability that appears below. Until the end of the battle, or until it is destroyed, the creature fights for you as if it were confused (in other words, using its at-will attacks). Unlike the demons you summon that take degradation damage, this creature merely dies when it again reaches 0 hit points, you don’t have to save to see if it goes out of control, it was your enemy once already.

Degradation: At the end of each of its turns, the Demonic Reinforcements creature suffers 3 x its level damage (large or double-strength: 6 x level, huge or triple-strength: 9 x level).

Adventurer Feat: Once per day, when your Demonic Reinforcements save fails, you do not expend the ability.

Champion Feat: You can now target a huge or triple-strength creature with Demonic Reinforcements, but the save is a hard save (16+).

Epic Feat: You gain a +2 bonus to saves made to use this talent.

Ravager

While you are not staggered, you deal half damage with your basic melee attacks that miss.

Adventurer Feat: If you are a slaughter path devotee, two battles per day you can use the Ravager power to deal half damage with basic melee attacks that miss even when you are staggered.

Champion Feat: If you are a slaughter path devotee, you can reroll a basic melee attack that misses a number of times each day equal to your Charisma modifier.

Epic Feat: Once per battle you can reroll the damage of one of your melee attacks.

Sacrificial Blade

Once per battle when your attack drops a non-mook* to 0 hit points, or you eliminate the last mook in a mob, roll a normal save (11+). If the save succeeds, you can take a free standard action this turn. (*The exception is that slaying your summoned creature, or any creature summoned by an ally, does not trigger sacrificial blade.)

Adventurer Feat: The save is now an easy save (6+) instead of a normal save.

Champion Feat: You can use the ability twice each battle instead of once, though only once per turn.

Epic Feat: You can also attempt to use Sacrificial Blade if one of your summoned demons strikes the killing blow.

Slaughter Path Spells

1st Level Slaughter Spells
Blade Polished in Blood

Close-quarters spell; Once per battle

Quick action to cast

Special: You must have reduced a non-mook creature (or the last mook of a mob) to zero hit points with a basic or at-will melee attack this turn.

Effect: You can spend a recovery

Adventurer Feat: If you are a slaughter path devotee, add your Charisma modifier to the healing from the recovery (5th level: double your Charisma modifier; 8th level: triple).

Champion Feat: If you are a slaughter path devotee, you can cast this spell twice per battle, though only once a turn.

Epic Feat: If you are still staggered after using the recovery, the recovery is free.

Hate

Close-quarters spell; Once per battle

Quick action to cast

Target: Yourself.

Effect: The first time you hit with a weapon attack this turn, add 5 to the damage.

3rd level spell: 8

5th level spell: 13

7th level spell: 20

9th level spell: 33

Adventurer Feat: You can now cast Hate twice per battle.

Champion Feat: The bonus damage now also applies if your first attack misses this turn.

Epic Feat: Once per day, hate applies to every attack you make this turn, not just the first.

Reckless Slaughter

Close spell; Recharge 11+ after battle

Quick action to cast

Effect: Make a basic melee attack using the ability score of your choice as the attack and damage stat and using d12s for the damage die. On a miss, you inflict no damage on the target and instead hit an ally engaged with the target for one-quarter damage. If no allies are engaged, hit an ally next to you and if no allies are next to you, hit yourself instead.

3rd level spell: Add 7 to the damage if the attack hits

5th level spell: Add 13 to the damage if the attack hits

7th level spell: Add 20 to the damage if the attack hits

9th level spell: Add 25 to the damage if the attack hits

Adventurer Feat: If you are a slaughter path devotee, Reckless Slaughter is now a recharge 6+ spell.

The Rending

Close-quarters spell; Recharge 16+ after battle

Target: One nearby or far away enemy.

Attack: Charisma + Level vs. PD

Hit: 3d12 + Charisma damage.

Miss: Half damage, and you OR an ally engaged with the target also take half that damage.

3rd level spell: 5d12 damage

5th level spell: 8d12 damage

7th level spell: 2d8 x 10 damage

9th level spell: 4d6 x 10 damage

Adventurer Feat: If you miss all targets (see champion feat!) with The Rending, it’s a recharge 6+ spell after the battle.

Champion Feat: Once per day, when the escalation die is 2+, the rending can target two enemies instead of one. (Obviously if it misses twice, you or allies are taking a good deal of damage.)

3rd Level Slaughter Spells
Death Mark

Close-quarters spell; Daily or Recharge 16+ after battle for a slaughter path devotee

Quick action to cast

Effect: Your summoned creatures gain a +3 attack bonus until the end of the battle against any creature you hit with an attack this battle. (This applies even if you summon the creature after the attack.)

Adventurer Feat: In addition, add your Charisma modifier to the damage dealt by hits from your summoned creatures’ attacks against enemies you hit yourself (5th level: double your Charisma modifier; 8th level: triple your Charisma modifier).

Champion Feat: In addition, any creature you hit with an attack this battle is vulnerable to the attacks of your summoned creatures.

Deceptive Wound

Close-quarters spell; Recharge 11+ after battle

Quick action to cast

Target: Creature you hit with a melee attack earlier this turn.

Effect: Deal 10 ongoing damage to the target, easy save (6+) ends. The first time the target fails the save, the save becomes a normal save (11+). If the target fails that save also, the save becomes a hard save (16+).

5th level spell: 15 ongoing damage

7th level spell: 25 ongoing damage

9th level spell: 40 ongoing damage

Follow the Blood

Close-quarters spell; Recharge 11+ after battle or Once per battle for slaughter path devotee

Cast as an interrupt action

Target: One nearby enemy that becomes staggered, but still has hit points greater than 0.

Effect: Teleport into engagement with the target.

5th level spell: Spell can now also target an enemy that has been reduced to 0 hit points OR an ally that has been staggered or reduced to 0 hit points

7th level spell: If the spell targets a staggered enemy, that enemy is vulnerable to your attacks until the end of the battle (your slaughter path talents might also deal damage to it automatically)

9th level spell: The spell becomes recharge 6+ for non-devotees. Slaughter path devotees instead gain a daily use of the spell in addition to their once per battle uses of the spell.

Epic Feat: You can use this spell when you become staggered to teleport next to a nearby staggered creature.

Implacable Destruction

Close-quarters spell; Recharge 16+ after battle or Recharge 11+ after battle for claughter path devotee

Special: So long as you are conscious, this spell ignores any effect you are under that would prevent or hinder you from casting the spell and making its associated attack (being confused or stunned, attack penalties from being dazed or weakened, etc.).

Effect: Make a basic or at-will attack with a +2 bonus.

Adventurer Feat: Recharge becomes 11+, or 6+ for a devotee.

Champion Feat: On a hit, one effect that was suspended by the spell ends, provided the GM can see how that makes any sense.

Epic Feat: You do not expend this spell if the attack misses.

5th Level Slaughter Spells
Altar Reversal

Close-quarters spell; Recharge 16+ after battle or Recharge 16+ after battle for slaughter path devotee

Effect: Until the end of the turn, you gain a +4 attack bonus against demons, and demons are vulnerable to your attacks. If you use this opportunity to attack a 5th or lower level slaughter demon you summoned that is still under your control, and drop the demon’s hit points to 0 with the attack, you automatically succeed with the save that determines whether you lose control of the demon. Instead you roll a normal save (11+) to see if you regain the use of your summoning spell! (GM: This is the right time to enforce the rule that a summoned demon takes its turn after its summoner’s turn. The demonologist should be attempting to cut its demon down before the demon can attack that round.)

7th level spell: Now affects any of your 7th level summoned demons

9th level spell: Now affects your 9th level summoned demons, and your critical hits against demons deal triple damage until the end of the battle

Champion Feat: Instead of you, one nearby ally gains the attack bonus and vulnerability effect against demons.

Epic Feat: Both you and one nearby ally gain the attack bonus and vulnerability effect.

Mass Slaughter

Close-quarters spell; Daily

Effect: Make a separate basic melee attack against each of 1d3+1 enemies engaged with you. For each hit, also deal half the damage to a different nearby random creature you are not engaged with. Each creature can only be damaged once with the attacks/spell.

7th level spell: You can exclude one nearby ally from being a possible random target of the secondary damage

9th level spell: You can now exclude two nearby allies from being a possible random target of the secondary damage

Champion Feat: If you miss all targets with this spell, regain it after a quick rest.

Epic Feat: Your attacks with this spell deal half damage on a miss.

7th Level Slaughter Spells
Death is Everywhere

Close-quarters spell; Recharge 16+ after battle

Effect: Teleport someplace nearby and make a basic or at-will attack against a single target. If that attack hits, repeat the effect against an enemy you have not already attacked with death is everywhere this turn. So long as you keep hitting, you can continue teleporting and attacking until you have made a number of attacks with the spell equal to your Constitution modifier.

Champion Feat: If your first attack misses, regain this spell after a quick rest.

Epic Feat: If you roll an even miss with an attack made from this spell, repeat the effect.

9th Level Slaughter Spells
Blood for Blood!

Close-quarters spell; Daily

Effect: Deal 1d20 damage to yourself. Then attack and automatically critically hit one enemy with a basic melee weapon attack as if you had rolled a natural 20.

Epic Feat: Your critical hit deals triple damage.

Demonologist Multiclass

See Multiclassing for general multiclassing rules.

Level progression: You lag one level behind in the powers and spells known columns of the three path-specific demonologist level progression tables. The tables contain a multiclass entry that shows what you’ll get as 1st level multiclass demonologist on each of the paths.

Control issues: As a multiclass demonologist, it’s a tiny bit harder to stay in control of your summoned demons when they drop to 0 hit points. For most demonologists, the control save is an easy save, 6+. For you it’s a 7+ save. It’s really not that big a deal, more a token of your distraction.

Skillful warriors: Slaughter path devotees count as skillful warriors who do not suffer the weapon damage penalty from multiclassing so long as their multiclass combo includes another skillful warrior. They may choose the Armored Warfare feats below. Other demonologists do not count as skillful warriors, and their weapon dice drop one step.

Intelligent Tiefling: Multiclass demonologist tieflings don’t benefit from this feature. They use the standard key modifiers as below.

Armored Warfare

Adventurer Tier: Once per battle while wearing heavy armor, use an attack from a class that normally takes an attack penalty while wearing heavy armor without taking that penalty.

Champion Tier: You can now ignore heavy armor attack penalties while the escalation die is 3+.

Key Modifiers

Key Modifier Other class
Str/Cha Barbarian, Commander, Fighter, Paladin
Str or Dex/Cha Bard, Ranger
Str or Int/Cha Chaos Mage
Str or Wis/Cha Druid
Dex/Cha Monk, Rogue
Int/Cha Necromancer, Occultist, Wizard
Con/Cha Sorcerer
Wis/Cha Cleric

 

Section 15: Copyright Notice

Book of Demons. Copyright © 2018 Pelgrane Press Ltd. under license from Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

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