Demonologist

Starting Ability

A Demonologist begins play with the ability to summon to his side demonic servant. The demon forms a link with the Demonologist, who, forever after, summons an aspect of the same creature. Demons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.

A Demonologist can summon his demon in a ritual that takes 1 minute to perform. When summoned in this way, the demon hit points are unchanged from the last time it was summoned. The only exception to this is if the demon was slain, in which case it returns with half its normal hit points. The demon does not heal naturally. The demon remains until dismissed by the Demonologist (a standard action). If the demon is sent back to its home plane due to death, it cannot be summoned again until the following day. If the Demonologist is unconscious, asleep, or killed, his demon is immediately banished.

The demon takes a form shaped by the Demonologist's desires. The demon's Hit Dice, saving throws, skills, feats, and abilities are tied to the Demonologist's class level and increase as the Demonologist gains levels. In addition, each demon receives a pool of evolution points, based on the Demonologist's ranks in the Arcana skill, which can be used to give the demon different abilities and powers. Whenever the Demonologist summons his demonic servant, he must decide how these points are spent. The points cannot be reallocated until the demon is summoned again.

The demon and the Demonologist must remain within 100 feet of one another for the demon to remain at full strength. If the demon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the demon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the demon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the demon gets closer to its Demonologist, but its maximum hit point total does return to normal.

The demon's physical appearance is up to the Demonologist, but it always appears as some sort of fantastical creature. This control is not fine enough to make the demon appear like a specific creature. The demon also bears a glowing rune that is identical to a rune that appears on the Demonologist's forehead as long as the demon is summoned.

Abilities

Eerie Presence
XP Cost: 1,350
In your presence, the world bends slightly. your footsteps might bubble behind you, or the wind at your back might whisper things in unknown languages. Perhaps flowers turn in your direction, or the ground suddenly seems to have thousands of staring eyes. Whatever the effect, the area around you is slightly disturbing. Any enemy within 10 feet you suffer a -1 penalty to Attack Rolls, Skill Checks, Defense, and Saving Throws.

Far Walk
XP Cost: 1,620
By stepping briefly through the Veil Between, you can bypass normal obstacles. As a swift action, you may take 1 point of Wisdom damage to gain the benefit of this ability for a single round. This Wisdom damage cannot be negated by any means, and heals normally. Until the beginning of your next turn, you gain the ability to ignore any and all impediments to your progress: you may move as if you are Incorporeal, and may pass freely through material obstacles. Additionally, you provoke no attacks of opportunity for your movement. Finally, if attacked before the beginning of your next turn, you are treated as being Incorporeal against the attack.

Life Link
XP Cost: 270
You form a close bond with your demon. Whenever the demon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 2 points of damage done to the demon. This can prevent the demon from being sent back to its home plane.

Demonic Servant

When you are granted your Demonic Servant, choose between one of the three options below. All the statistics for your servant are listed in the chart below. Your Demonic Servant becomes more powerful as you purchase Abilities for him.

Hell Hound

Size Medium
Speed 40 ft.
Defense 12
DR 2/-
Fortitude Save +2
Reflex Save +2
Will Save +0
Attack Bite (1d6)
Strength 14
Dexterity 14
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11
Free Evolutions bite, limbs (legs) (2)

Efrit

Size Medium
Speed 30 ft.
Defense 11
DR 2/-
Fortitude Save +2
Reflex Save +0
Will Save +2
Attack Claws (2 attacks)(1d6 each)
Strength 16
Dexterity 12
Constitution 13
Intelligence 9
Wisdom 10
Charisma 11
Free Evolutions claws, limbs (arms)

Yaggine Imp

Size Medium
Speed 20 ft. (climb 20ft.)
Defense 13
DR 2/-
Fortitude Save +0
Reflex Save +2
Will Save +2
Attack Bite (1d6), Tail Slap (1d6)
Strength 12
Dexterity 16
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11
Free Evolutions bite, climb, reach (bite), tail, tail slap
Your HD Servant HD Base Attack Bonus Good Save Bad Save DR

You may purchase any feat for your Demonic Servant that he meets the prerequisites for 300 XP.
You may purchase additional abilities for your Demonic Servant (called evolutions) from the list below. Your servant may not have more evolutions than you have ranks in the Arcana skill.

++Demon Evolutions

Ability Increase (Ex)
XP Cost: 340
The demon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the demon's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score.

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