(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
LevelGlyphs
Known *Glyphs
per DaySpecial 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.
