Diabolists

(This post is still seriously in draft, but it’s the final entry in my ‘Magic March’ series and I wanted to get it online it while it was still March. I may clean it up when I get the chance.)

Diabolist Progression

Level XP Hit Dice BAB Save
1 0 1d4 +0 16
2 2,000 2d4 +0 15
3 4,000 3d4 +0 15
4 8,000 4d4 +0 14
5 16,000 5d4 +0 14
6 32,000 6d4 +0 13
7 64,000 7d4 +0 13
8 120,000 8d4 +0 12
9 240,000 9d4 +0 12

Game Rule Information

Prime Requisite: A diabolist’s prime requisite is Intelligence; a character must have a INT score of 11 or higher to become a warlock. In addition, diabolists cannot be weak-willed, requiring WIS and CHA scores of 9 or higher.

Alignment: Diabolists cannot be Lawful. Their dealings with summoned creatures from the netherworld and pacts with inhuman entities are Chaotic in nature.

Hit Dice: A diabolist receives 4 starting hp (plus CON modifier, if any). Diabolists gain 1d4 hit points + CON mod per class level.

Combat Ability: Diabolists have a poor Base Attack Bonus progression. They are proficient with any low-tech melee or thrown weapon that can be wielded one-handed, plus staff. They are proficient with light armour only (no shields).

Saving Throws: Diabolists have relatively poor saving throws, but gain +2 on saves vs. mental influence (including enchantment, charm, and contests of will).

Level and Multiclass Restrictions: Diabolists have the same level restrictions as magic-users. Due to the dedication required to their studies, they may not multiclass.

Special Abilities

Monster Summoning: As the summoner.

Glyph Magic: As the glyph mage.

Scroll Use: Starting at 2nd level, the diabolist learns how to cast spells from arcane scrolls. Treat the diabolist as a magic-user of half his class level.

Bind Vestige: As the binder.

Diabolist Special Abilities

Class
Level
Glyphs
Known *
Glyphs
per Day
Special Ability
1 1 1 Monster Summoning I
2 3 1 Scroll Use
3 6 2 Monster Summoning II
4 10 2 Bind Minor Vestige
5 15 3 Monster Summoning III
6 21 3 Bind Medium Vestige
7 28 4 Monster Summoning IV
8 36 4 Bind Major Vestige
9 45 5 Monster Summoning V

* A diabolost with high INT may add additional glyphs
as described in the glyph mage class description.

About K-Slacker

Gamer and referee for online gameblogs.
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