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level BA FORT RE WILL Special Spell casting

B F
1 0 0 0 2 Charm demon
2 1 0 0 3 Quasit familiar, Push the demonic mind 1/day 1 level of existing
spellcasting class
3 1 1 1 3 Summoning mastery +2 1 level of existing
spellcasting class
4 2 1 1 4 Resistances, Fiendish Legion +1, Telepathy 1 level of existing
spellcasting class
5 2 1 1 4 Poison immunity, Unrestricted Conjuration 1 level of existing
spellcasting class
6 3 2 2 5 Summoning mastery +3 1 level of existing
spellcasting class
7 3 2 2 5 Hold demon --
8 4 2 2 6 Push the demonic mind 2/day 1 level of existing
spellcasting class
9 4 3 3 6 Summoning mastery +4, Fiendish Legion +1d4 1 level of existing
spellcasting class
10 5 3 3 7 Bonus feat 1 level of existing
spellcasting class
11 5 3 3 7 Improved Calling 1 level of existing
spellcasting class
12 6 4 4 8 Summoning master +5 1 level of existing
spellcasting class
13 6 4 4 8 Dominate demon 1 level of existing
spellcasting class
14 7 4 4 9 Fiendish Legion +1d6+1, Safe Summoning, Push --
the demonic mind 3/day

REQUIREMENTS

To qualify to become a demonologist, a character must fulfill all the following criteria.

Alignment: Any evil.

Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks.

Feats: Evil Brand, Sacrificial Mastery, Malign Spell Focus.

Special: Must be able to cast at least six arcane spells of the Conjuration school, one of which must be at
least 3rd level

CLASS SKILLS

The demonologist’s class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha),
Concentration (Con), Decipher Script (Int), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int),
Knowledge (the planes) (Int), Knowledge (religion) (Int), Ride (Dex), Scry (Int), Sense Motive (Wis), and
Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier

CLASS FEATURES

All the following are class features of the demonologist prestige class.

Weapon and Armor Proficiency: Demonologists are proficient with no weapons, armor, or shields.

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and
spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged
before adding the prestige class level. You do not, however, gain any other benefit a character of that
class would have gained. If you had more than one spellcasting class before becoming a Demonologist,
you must decide to which class to add each level for the purpose of determining spells per day, caster
level, and spells known

Charm Demon (Sp): A 1st-level demonologist can attempt to charm a chaotic evil outsider, as described
in the charm person spell, once per day per level. The demon does not get to use its spell resistance,
though it can make a saving throw as normal (DC 11 + demonologist’s Cha modifier)

Demonologist enchantment spells no longer trigger demon’s spell resistance and get a +4 to save dc
when affecting demons

Quasit Familiar (Ex): A 2nd-level demonologist gains a quasit as a familiar, whether he wants it or not. If
the demonologist already has a familiar, the quasit devours it and takes its place, but the character
suffers no experience point loss. The quasit is treated as a normal familiar, using the class level of the
demonologist as the master ’s level (see the Familiars section in Chapter 3 of the Player ’s Handbook for
familiar abilities).

Summoning Mastery (Su): When a demonologist of 3rd level or higher casts a summon monster spell, it
is treated as the equivalent spell of two levels higher for purposes of summoning chaotic evil creatures.
For example, a demonologist refers to the summon monster IV list for chaotic evil outsiders when
casting summon monster II. At 6th level, the demonologist refers to the summoning list three levels
higher than the one for the summon monster spell he is casting. At 9th level, the demonologist refers to
the list four levels higher. At 12th level a demon ologist refers to the list 5 levels higher.

Fiendish Legion (Ex): Once you attain 4th level, whenever you use a summon monster spell to summon
one or more evil-aligned creatures, you summon one extra creature of the same kind.

Resistances (Su): A demonologist who reaches 4th level gains acid resistance 10, cold resistance 10, fire
resistance 10, and electricity resistance 20.

Telepathy (Su): An 4th-level demonologist can communicate telepathically with any creature within 100
feet that has a language, just as a tanar’ri can.

Poison Immunity (Ex): A 5th level demonologist is immune to poison.

Unrestricted Conjuration: at 5th level for the purpose only of casting conjuration spells, you can ignore
any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of
conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a
good cleric who becomes a Demonologist could cast summon monster I to summon a fiendish raven
(whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which
has the evil descriptor but is not of the conjuration school.

Hold Demon (Sp): A 7th-level demonologist can attempt to hold a chaotic evil outsider, as described in
the hold person spell, once per day per three class levels. The demon does not get to use its spell
resistance, though it can make a saving throw as normal (DC 12 + demonologist’s Cha modifier).

Improved Calling (Su): At 12th level, your understanding of the ways of fiends shows you how to tempt
even more powerful beings into your service. The normal HD limit for your planar ally and planar binding
spells (including lesser and greater versions) doubles.

Dominate Demon (Sp): A 10th-level demonologist can attempt to dominate a chaotic evil outsider, as
described in the dominate person spell, once per day. The demon does not get its spell resistance, but it
can make a saving throw as normal (DC 15 + demonologist’s Cha modifier).

Safe Summoning (Ex): At 14th level, you can dismiss any evil creature that you have summoned as an
immediate action rather than as a standard action

Push the Weak Mind (Sp): At 2nd level and higher, a demonologist can influence the actions of a Evil
outsider once per day. This ability functions like a suggestion spell, except that the range is 100 feet and
the duration is 5 hours plus 1 hour per class level. The demonologist can communicate the suggested
course of action telepathically if he chooses, which allows him to use the effect regardless of the target’s
language. A successful Will save (DC 13 + primary spellcasting ability modifier) negates the effect.
(Primary spellcasting ability is Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for
clerics, and so forth.) A mindbender can use this ability one additional time per day at 8 th and gain at
14th level

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