← PRC8
Diabolist
:: Diabolist ::
(PRESTIGE CLASS)
The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike the disciples of Asmodeus or the other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does not serve devils - she wants to be one.
- Hit Dice: d4.
- Proficiencies: Diabolists gain no weapon, armor or shield proficiencies.
- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Alignment: Lawful Evil
Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks
Feats: Evil Brand
Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell
2: Imp Familiar - Any non-imp familiar dies when summoned
5: Diabolism 2d6 - Adds Corrupt (Divine) 2d6 damage to a spell
8: Vile Diabolism - Diabolism damage to Vile damage (Positive). This will cut the damage dealt in half.
10: Diabolism 3d6 - Adds 3d6 Corrupt (Divine) damage to a spell
BONUS SPELLS:
Upon gaining a level in Diabolist, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike the disciples of Asmodeus or the other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does not serve devils - she wants to be one.
- Hit Dice: d4.
- Proficiencies: Diabolists gain no weapon, armor or shield proficiencies.
- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Alignment: Lawful Evil
Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks
Feats: Evil Brand
Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell
2: Imp Familiar - Any non-imp familiar dies when summoned
5: Diabolism 2d6 - Adds Corrupt (Divine) 2d6 damage to a spell
8: Vile Diabolism - Diabolism damage to Vile damage (Positive). This will cut the damage dealt in half.
10: Diabolism 3d6 - Adds 3d6 Corrupt (Divine) damage to a spell
BONUS SPELLS:
Upon gaining a level in Diabolist, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
LvL |
BAB |
Fort |
Ref |
Will |
|---|---|---|---|---|
1 |
0 |
0 |
0 |
2 |
2 |
1 |
0 |
0 |
3 |
3 |
1 |
1 |
1 |
3 |
4 |
2 |
1 |
1 |
4 |
5 |
2 |
1 |
1 |
4 |
6 |
3 |
2 |
2 |
5 |
7 |
3 |
2 |
2 |
5 |
8 |
4 |
2 |
2 |
6 |
9 |
4 |
3 |
3 |
6 |
10 |
5 |
3 |
3 |
7 |
Class Skills |
Cross Class Skills |
|---|---|
Level |
# of bonus feats |
Feats Granted |
Feats Become Selectable |
|---|---|---|---|
1 |
1 |
||
2 |
0 |
||
3 |
0 |
||
4 |
0 |
||
5 |
0 |
||
6 |
0 |
||
7 |
0 |
||
8 |
0 |
||
9 |
0 |
||
10 |
0 |
||
11 |
0 |
||
12 |
0 |
||
13 |
0 |
||
14 |
1 |
||
15 |
0 |
||
16 |
0 |
||
17 |
0 |
||
18 |
1 |
||
19 |
0 |
||
20 |
0 |
||
21 |
0 |
||
22 |
1 |
||
23 |
0 |
||
24 |
0 |
||
25 |
0 |
||
26 |
1 |
||
27 |
0 |
||
28 |
0 |
||
29 |
0 |
||
30 |
1 |
||
31 |
0 |
||
32 |
0 |
||
33 |
0 |
||
34 |
1 |
||
35 |
0 |
||
36 |
0 |
||
37 |
1 |
||
38 |
0 |
||
39 |
0 |
||
40 |
1 |