DiabolistSource Book of the Damned - Volume 1: Princes of Darkness pg. 44 (Amazon)
Some face damnation willingly. Seeking to control the awesome might of the infernal legions and twist the very powers of Hell to their whims, these blasphemous spellcasters jeopardize their immortal souls for mastery over devilkind. While those who already worship evil forces might come to control these profane powers through their vile faiths, sinister arcanists too might learn the names, signs, and incantations to bind devils from heretical tomes and communion with the damned. Though some tread the path of the diabolist to enslave the forces of Hell and turn them toward goals other than corruption, only the most stalwart of diabolists can resist the temptations of the Pit. Regardless of whatever grim path leads spellcasters to seek power over the diabolical, their destination is nearly always the same—an eternity of damnation in the depths of Hell.
RequirementsTo qualify to become a diabolist, a character must fulfill all of the following criteria.
Alignment: lawful neutral, lawful evil, or neutral evil.
Skills: Knowledge (planes) 5 ranks, Knowledge (religion) 3 ranks, Spellcraft 5 ranks.
Special: Must have conjured a devil using lesser planar ally or lesser planar binding (or a similar spell) and successfully coaxed the fiend into performing a task lasting longer than 1 day.
Class SkillsThe Diabolist's class skills are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d6.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+0||+1||Damned, imp companion, infernal Charisma +2||+1 level of existing spellcasting class|
|2nd||+1||+1||+1||+1||Channel hellfire, infernal bargain||+1 level of existing spellcasting class|
|3rd||+1||+1||+1||+2||Augment summoning, heresy +2||+1 level of existing spellcasting class|
|4th||+2||+1||+1||+2||Infernal Charisma +4||+1 level of existing spellcasting class|
|5th||+2||+2||+2||+3||Hellish soul||+1 level of existing spellcasting class|
|6th||+3||+2||+2||+3||Infernal transport||+1 level of existing spellcasting class|
|7th||+3||+2||+2||+4||Infernal Charisma +6||+1 level of existing spellcasting class|
|8th||+4||+3||+3||+4||Hellfire ray||+1 level of existing spellcasting class|
|9th||+4||+3||+3||+5||Heresy +4||+1 level of existing spellcasting class|
|10th||+5||+3||+3||+5||Master conjurer||+1 level of existing spellcasting class|
All of the following are features of the diabolist prestige class.
Weapon and Armor Proficiency: Diabolists gain no proficiency with any weapon or armor.
Spells per Day: When a new diabolist level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a diabolist, she must decide to which class she adds each level of diabolist for the purpose of determining spells per day.
Damned: When a diabolist is killed, her soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist’s level or her spell fails. That character cannot attempt to resurrect the diabolist again until the following day, though other characters can attempt as they please.
Imp Companion: A diabolist forms a close bond with a particular imp, similar to a druid’s bond with an animal companion. The imp is loyal to the diabolist (though ultimately loyal to Hell). The imp companion’s abilities, feats, Hit Dice, and skills advance as the diabolist advances in level (see next page). If the imp is slain or the diabolist releases it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself.
Infernal Charisma: A diabolist gains a +2 bonus on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level.
Channel Hellfire: At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage (see page 5). She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors.
Infernal Bargain: At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half.
Augment Summoning: At 3rd level, a diabolist gains the Augment Summoning feat even if she does not meet the prerequisites.
Heresy: Also at 3rd level, a diabolist gains a +2 bonus on all checks made to research specific devils’ true names or sigils. This bonus increases to +4 at 9th level.
Hellish Soul: At 5th level, a diabolist has been deemed useful enough to the cause of Hell to be allowed a brief respite from damnation. If killed by any means outside of the will of Asmodeus, the archdevils, or another influential force in Hell, the diabolist can be resurrected as normal.
Infernal Transport (Sp): At 6th level, a diabolist can transport herself through Hell in a burst of brimstone. She may use this ability twice per day as per dimension door, or expend both uses to travel as if using teleport. She cannot use this ability to enter or leave areas warded against evil creatures.
Hellfire Ray (Sp): At 8th level, a diabolist may use hellfire ray (see page 46) twice per day.
Master Conjurer: At 10th level, when a diabolist calls a devil whose name she knows, she may cast the calling spell as a standard action and bargain with it as a move action. She adds half her Bluff, Diplomacy, or Intimidate modifier on the bargaining Charisma check (if any).
The Imp CompanionA diabolist’s imp increases in power as the diabolist gains levels according to Table 3–8: Animal Companion Base Statistics in the Pathfinder RPG Core Rulebook, with the following changes.
Class Level: This is the diabolist’s class level plus her highest caster level. This does not stack with class levels that grant an animal companion.
HD: An imp has 10-sided (d10) Hit Dice.
BAB: This is the imp’s base attack bonus. Imps do not gain additional attacks using natural weapons for a high base attack bonus.
Saving Throws: An imp has good Reflex and Will saves.
Skills: Multiply the listed value by 3 to determine the imp’s skill ranks. If the imp increases its Intelligence to 14 or higher, it gains bonus skill ranks as normal. Imps can have ranks in any skill; its class skills are Acrobatics, Bluff, Craft, Fly, Knowledge (arcana), Knowledge (planes), Perception, Sense Motive, Spellcraft, and Stealth. An imp cannot have more ranks in a skill than it has Hit Dice.
Feats: An imp may select any feat for which it qualifies.
Bonus Tricks: This indicates when an imp gains its choice of another alternate form, spell-like ability, or telepathy.
Alternate Form: An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Spell-Like Ability: An imp companion might also choose any one of the following spells to add to its list of at-will spelllike abilities: bleed, deathwatch, detect evil, detect law, doom, ghost sound, mage hand, message, open/close, or prestidigitation. Alternatively, it may choose to add any one of the following spells to its list of 1/day spell-like abilities: curse water, floating disk, grease, hold portal, identify, silent image, unseen servant, or ventriloquism.
Telepathy: The imp gains telepathy with a range of 50 feet, allowing it to communicate with any intelligent creature.
Link: This is identical to a wizard’s empathic link with his familiar.
Share Spells: This works like the wizard’s familiar ability rather than the druid animal companion ability.
For the imp’s base statistics, see the sidebar on page 47.
Imp Base StatisticsStarting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save, Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—suggestion.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will—invisibility (self only), 1/day— suggestion; spell-like ability (CL 12th), 1/week—commune.