Anyone know of a good demonologist core class?

Erekose said:
Demonic Summoner
Do you mean demonic summoner or a summoner of demons ?

Erekose said:
BAB/SAVES: As Wizard.
A demonic summoner whose only spells are summon spells has a big disadvantage at higher levels: spells that prevent the summoned outsiders to enter the material plane.
Because of this I would give your prc Bab/saves of a cleric.

Erekose said:
Class Skills: As Wizard.
Why class skills as a wizard? His patron is a demon so this class is more a cleric than a wizard.

Erekose said:
Detect Good (Sp): At will, a demonic summoner can use detect good, as the spell.
Why does this class need this ability ? I would say no. This ability is too powerful.

Erekose said:
Poison (Su): As a standard action, a demonic summoner can calling upon his or her demonic patron to infect an opponent with a horrible poison by making a successful melee touch attack. At 1st level, the poison deals 1d4 points of temporary Constitution damage immediately and another 1d4 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + demonic summoner level + Cha modifier). The amount of damage inflicted and the number of times a demonic summoner can use this ability increases with level (see table).
I dislike increasing the damage of the poison beyond the damage of a poison spell.
At level 20 your prc can use this ability 5/day This is equal a cleric 20 who casts only poisons spells.
The poison is not useful if your prc has a bad BaB.

Erekose said:
Ritual (Su): A demonic summoner can perform a ritual which takes 1 round to petition his or her demon lord for aid. This comes in the form of a demon which will fight on behalf of the summoner for a maximum of 1 round per level. Summoned demons cannot call other demons to their aid. A demonic summoner may call more powerful demons as he or she increases in level. A demonic summoner may only call each demon type once per day.
1. The name ritual for this ability: I would not call an action which takes only 1 round to perform a ritual. IMHO a ritual should take at least one 1 hour.
IMHO you should rename this ability.
2. I would not limit the use of the "ritual" to once a day. Think about a cleric who prays only for summoning spells.

Erekose said:
Demonic Familiar (Su): A demonic summoner can summon a demonic helper in a similar way to a Wizard summoning a familiar using the Improved Familiar feat.
A quasit as familar needs a spellcaster level of 7.

Erekose said:
Demonic Glare (Su): As Fiendish Glare from Acolyte of the Skin.

Glare of the Abyss (Su): As Glare of the Abyss from Acolyte of the Skin.
I do not have access to my books and I do not know if I own the book with the acolyte of the skin 3.5 version.

Creatures of the "rituals"
Manes CR1 means IMHO IIRC summon monster I
Dretch summon monster III
Rutterkin CR 3 summon monster III
Bar-lgurra CR 5 summon monster V
Jovoc CR summon monster V
Babau summon monster VII
Vrock summon monster VIII
Bebilith IX

My version of your demonic summoner

Lvl Abilities
1 - Feat: Demonic Thrall, Summoning I
2 -
3 - Summoning II,
4 - Outsider type, Darkvision 60 ft.
5 - Summoning III
6 - Darkness 3x/day, Resistances (acid 5, cold 5, electricity 5, fire 5)
7 - Summoning III, Improved familiar (quasit)
8 - Poison 3x/day
9 - Summoning IV,
10 - Resistances acid 10, cold 10, electricity 10, fire 10,
11 - Summoning V
12 - Contagion 1/day
13 - Summoning VI
14 - Demonic glare
15 - Summoning VII,
16 - Unholy aura 3x/day
17 - Summoning VIII
18 -
19 - Summoning IX Glare of the Abyss
20 -

Feat: Demonic Thrall

Summoning (Su): A demonic summoner can perform a prayer which takes 1 round to petition his or her demon lord for aid. This comes in the form of a demon which will fight on behalf of the summoner for a maximum of 1 round per level. Summoned demons cannot call other demons to their aid. A demonic summoner may call more powerful demons as he or she increases in level. A demonic summoner may only call each demon type once/4 levels.
The summoning ability works like a summon monster spell of the same level.
The summoning ability is divine magic.

Summoning I: Mane [BoVD]
Summoning II: ???
Summoning III: Dretch [MM1]
Summoning IV: Rutterkin [MM1]
Summoning V: Bar-Lgurra [MM1]
Summoning VI: Jovoc [MM2]
Summoning VII: Babau [MM1]
Summoning VIII: Vrock [MM1]
Summoning IX:Bebilith [MM1]

Outsider Type: At 1st level, the demonic summoner completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type.
 
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yennico said:
Do you mean demonic summoner or a summoner of demons ?.

Ironically both ;) but seriously the class would just be called "Summoner" in my campaign.


yennico said:
A demonic summoner whose only spells are summon spells has a big disadvantage at higher levels: spells that prevent the summoned outsiders to enter the material plane. Because of this I would give your prc Bab/saves of a cleric.

I can see your point.

yennico said:
Why class skills as a wizard? His patron is a demon so this class is more a cleric than a wizard.

I originally expected use the Cleric but the Wizard seemed a better fit in terms of increasing the usefulness of the class.


yennico said:
Why does this class need this ability ? I would say no. This ability is too powerful.

Hmm, I'm not sure why you think this ability is too powerful given a Paladin has "Detect Evil" at will at 1st level. However, I agree that it's not strictly speaking necessary. I introduced it to complement the "Smite Good" ability. Without Detect Good, Smite Good is a bit pointless.


yennico said:
I dislike increasing the damage of the poison beyond the damage of a poison spell. At level 20 your prc can use this ability 5/day This is equal a cleric 20 who casts only poisons spells. The poison is not useful if your prc has a bad BaB. .

I agree that the progression is too swift, perhaps it should max out at 4/day (d10). I wanted an ability that could be introduced early and would scale with level (above and beyond summoning). Poison is a common ability across the Acolyte of the Skin and the Half-Fiend template.

yennico said:
1. The name ritual for this ability: I would not call an action which takes only 1 round to perform a ritual. IMHO a ritual should take at least one 1 hour.
IMHO you should rename this ability.
2. I would not limit the use of the "ritual" to once a day. Think about a cleric who prays only for summoning spells.

The name of the ability was a bit arbitrary. I may have been unclear, in terms of "once per day" what I meant was each demon type could only be summoned once per day.

yennico said:
A quasit as familar needs a spellcaster level of 7.
For a standard arcane spellcaster. I was trying to back fill what you've called, "Summoning II" with a viable alternative.


yennico said:
Creatures of the "rituals"
Manes CR1 means IMHO IIRC summon monster I
Dretch summon monster III
Rutterkin CR 3 summon monster III
Bar-lgurra CR 5 summon monster V
Jovoc CR summon monster V
Babau summon monster VII
Vrock summon monster VIII
Bebilith IX.
That's pretty much how I decided on them.

yennico said:
My version of your demonic summoner

Lvl Abilities
1 - Feat: Demonic Thrall, Summoning I
2 -
3 - Summoning II,
4 - Outsider type, Darkvision 60 ft.
5 - Summoning III
6 - Darkness 3x/day, Resistances (acid 5, cold 5, electricity 5, fire 5)
7 - Summoning III, Improved familiar (quasit)
8 - Poison 3x/day
9 - Summoning IV,
10 - Resistances acid 10, cold 10, electricity 10, fire 10,
11 - Summoning V
12 - Contagion 1/day
13 - Summoning VI
14 - Demonic glare
15 - Summoning VII,
16 - Unholy aura 3x/day
17 - Summoning VIII
18 -
19 - Summoning IX Glare of the Abyss
20 -

Feat: Demonic Thrall

Summoning (Su): A demonic summoner can perform a prayer which takes 1 round to petition his or her demon lord for aid. This comes in the form of a demon which will fight on behalf of the summoner for a maximum of 1 round per level. Summoned demons cannot call other demons to their aid. A demonic summoner may call more powerful demons as he or she increases in level. A demonic summoner may only call each demon type once/4 levels.
The summoning ability works like a summon monster spell of the same level.
The summoning ability is divine magic.

Summoning I: Mane [BoVD]
Summoning II: ???
Summoning III: Dretch [MM1]
Summoning IV: Rutterkin [MM1]
Summoning V: Bar-Lgurra [MM1]
Summoning VI: Jovoc [MM2]
Summoning VII: Babau [MM1]
Summoning VIII: Vrock [MM1]
Summoning IX:Bebilith [MM1]

Outsider Type: At 1st level, the demonic summoner completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type.

It's an interesting take on the class. Taking on board some of your earlier comments how about something like this:

Summoner

Alignment: Chaotic Neutral, Chaotic Evil or Neutral Evil.

Hit Die: d6.

BAB/SAVES: As Cleric.

Class Skills: As Wizard.

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armour Proficiency: A summoner is proficient with all simple weapons, light armour and shields (except tower shields).


Lvl Abilities
1 - Poisoned Touch 1/day (d4), Summoning (Mane [BoVD])
2 - Darkvision 60ft
3 - Summoning (???)
4 - Poison Immunity
5 - Summoning (Dretch [MM1])
6 - Poisoned Touch 2/day (d6)
7 - Summoning (Rutterkin [MM1])
8 - Binding (Quasit [MM1])
9 - Summoning (Bar-Igurra [MM1])
10 - Resistances 5
11 - Summoning (Jovoc [MM2])
12 - Poisoned Touch 3/day (d8)
13 - Summoning (Babau [MM1])
14 - Demonic glare
15 - Summoning (Vrock [MM1])
16 - Resistances 10
17 - Summoning (Bebilith [MM1])
18 - Poisoned Touch 4/day (d10)
19 - Glare of the Abyss
20 - Damage reduction 10/good [Outsider]

I've called the "Improved Familiar", Binding in the above table.

Does anyone have a suggestion for the level 3 Summoning (perhaps out of the Fiend Folio)?
 
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Nethermancer

Nethermancers, often times when one thinks of such magicians thoughts of death, darkness, corruption, and all things dealing with demons, devils, and other foul spirits come to mind, yet as you will see this isn’t true for many of their kind. In fact quite a few nethermancers have used the arcane powers of the Heavenly Hosts and some have been able to call upon archangels, cherubim, and seraphim.

In fact the least understood and most feared statement about their craft comes from their own ranks. “Though I am made of flesh, my body is filled with magic and my soul soars through the netherworlds,”. Now when one hears the term “netherworld” one tends to think of the depths of Hell or the Abyss it self, but as you will learn that assumption is quite narrow and false.

The Orders of Nethermancy

Spirit Walkers

The Spirit Walkers are the most common class of nethermancer, choosing neither to focus on the sacred or the profane but instead concisely using them both in a balance.
If there is one penalty they do suffer when working with nethermancy it is that they are required to cast as many Infernal spells as they do Celestial or Enochian spells a day.
They must be morally neutral.

Diabolists, Daemonologists and Demonologists

These fiendish mages are considered to be mere aberrations and severe exceptions to the rule. In addition to the dark powers they use, they’re known to perform human sacrifices, varying with the alignment of the spirits they serve. (An example: to use greater demonic arcane spells [not necessarily the summoning ones] a demonologist may bind and slaughter someone whom they have befriended and in such a way as to cover them self with their victim’s blood [note some demons prefer mere torture]. While a daemon prefers indirect sacrifice [in this case depraved indifference, cutting corners to save money and risking peoples lives, and gross negligence]. Devils however, prefer oppression, tyranny, and legalized state sponsored murder or torture [such as the Holocaust or Stalin’s Purges].) They must be evil and can not cast non-summoning Enochian spells.

Enochians: Celestial magicians

Enochians or light nethermancers are the good aligned answer to the Diabolists and other Dark magicians. The powers they use (in addition to necromancy and shadow magic) are those of light and purification. Unlike Diabolists and Demonologists Enochians perform acts mercy and healing and are well loved by those whom know them the most (if the people who know them are good). Lawful Goods would fuel their powers through vows of poverty, chastity, and obedience to superiors. Neutral Goods through caring for those who got caught in the middle of a fight or in some cases a war. Chaotic Goods fuel their celestial powers through acts of rebellion and satire against corrupt politicians and tyrants, through founding charities with their own money, or advancing scientific knowledge for good purposes. A Chaotic Good may make a profit off of their good works but only if they do so publicly and honestly.

Alignment: Any

Religion: any

Hit Die: d4

Class Skills
The nethermancer's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession
(Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

All of the following are class features of the nethermancer.
Weapon and Armor Proficiency: Nethermancers are proficient with
the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield.
Armor of any type interferes with a nethermancer's movements,
which can cause her spells with somatic components to
fail.

Spells: A nethermancer casts arcane spells which are drawn from the
sorcerer/ wizard spell list. A nethermancer must choose and prepare
his or her arcane spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an
Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a nethermancer's
arcane spells is 10 + the spell level + the nethermancer's Intelligence
modifier.
Like other spellcasters, a nethermancer can cast only a certain
number of spells of each spell level per day. Her base
daily spell allotment is given on Table: The Nethermancer. In
addition, she receives bonus spells per day if she has a
high Intelligence score.
Unlike a bard or sorcerer, a Nethermancer may know any number
of spells. She must choose and prepare her spells
ahead of time by getting a good night's sleep and spending
1 hour studying her spellbook. While studying, the
nethermancer decides which spells to prepare.


Bonus Languages: A nethermancer may substitute any language or the netherworlds (such as Infernal or Celestial) for one of the bonus languages available to the character because
of her race.

Familiar: A nethermancer can obtain a familiar but not in exactly the same
manner as a sorcerer can. A nethermantic familiar can come in the form of an awakened animal or a spirit of the netherworlds (in other words, an Outsider or incorporrial Undead).
The familiar can start out with a Challenge Rating no greater than the level of the nethermancer.

Scribe Scroll: At 1st level, a nethermancer gains Scribe Scroll as a
bonus feat.

Spellbooks: A nethermancer must study her spellbook each day to
prepare her arcane spells. She cannot prepare any arcane spell not
recorded in her spellbook, except for read magic, which
all nethermancer can prepare from memory.
A nethermancer begins play with a spellbook containing all 0-
level nethermancer arcane spells (except those from her prohibited
school or schools, if any; see Schools of Magic,
below) plus three 1st-level spells of your choice. For
each point of Intelligence bonus the wizard has, the
spellbook holds one additional 1st-level spell of your
choice. At each new nethermancer level, she gains two new
spells of any spell level or levels that she can cast (based
on her new nethermancer level) for her spellbook. At any time,
a nethermancer can also add spells found in other wizards'
spellbooks to her own.

Schools of Magic:
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.

Table: The Nethermancer
Base Attack Fort Ref Will ---------- Spells per Day ---------

Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Summon familiar, 3 1 - - - - - - - -
Scribe Scroll
2nd +1 +3 +0 +3 4 2 - - - - - - - -
3rd +1 +3 +1 +3 4 2 1 - - - - - - -
4th +2 +4 +1 +4 Astral sight 4 3 2 - - - - - - -
5th +2 +4 +1 +4 Bonus feat 4 3 2 1 - - - - - -
6th +3 +5 +2 +5 4 3 3 2 - - - - - -
7th +3 +5 +2 +5 Frighten, Taunt 4 4 3 2 1 - - - - -
8th +4 +6 +2 +6 4 4 3 3 2 - - - - -
9th +4 +6 +3 +6 4 4 4 3 2 1 - - - -
10th +5 +7 +3 +7 Animal Possession, 4 4 4 3 3 2 - - - -
or Channeling
11th +5 +7 +3 +7 4 4 4 4 3 2 1 - - -
12th +6/+1 +8 +4 +8 4 4 4 4 3 3 2 - - -
13th +6/+1 +8 +4 +8 Spirit Hold 4 4 4 4 4 3 2 1 - -
14th +7/+2 +9 +4 +9 4 4 4 4 4 3 3 2 - -
15th +7/+2 +9 +5 +9 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +10 +5 +10 Spirit Talk 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +11 +6 +11 Life Sight, 4 4 4 4 4 4 4 3 3 2
Spirit Dodge
19th +9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +12 +6 +12 Orbiting Spy, 4 4 4 4 4 4 4 4 4 4
Arcane Mutterings, Astral Pocket

If you want to understand what these nethermantic powers are, read the Earthdawn rule books and look up the nethermancer talents. Also for those who may be upset by the fact that I haven't mentioned any powers greater than Astral Pocket wait until my epic nethermancer post. Also wait for the post that lists the times per day and mechanics for the currently mentioned powers.

P.S. I've removed the offending divine spells.
 

Erekose said:
Without Detect Good, Smite Good is a bit pointless.
Not every creature with the smite good ability has the detect evil spell. IIRC Half-fiends have smite good but no detect evil.
Not every clerics casts a detect good before he uses his smite good ability.
A knowledge (planes) for recognizing celestials or half-celestials can do the same work.

Erekose said:
I wanted an ability that could be introduced early and would scale with level (above and beyond summoning). Poison is a common ability across the Acolyte of the Skin and the Half-Fiend template.
Poison is a common ability but most of them do not get them from the beginning.
Poison, even 1d4 damage at 1st level is too powerful. You want to know why?
Poison drains an attribute. The damage inflicted by the poison ability can not be healed by a cure spell. To restore the attribute you need restoration. Restoration ist not a level one spell :)

Erekose said:
I was trying to back fill what you've called, "Summoning II" with a viable alternative.
Perhaps a fiendish animal?
 

yennico said:
Poison is a common ability but most of them do not get them from the beginning. Poison, even 1d4 damage at 1st level is too powerful. You want to know why?
Poison drains an attribute. The damage inflicted by the poison ability can not be healed by a cure spell. To restore the attribute you need restoration. Restoration ist not a level one spell :)

OK - so are you saying that in terms of balance your only problem is the poisoned touch ability at 1st level? Presumably the next step at 6th level isn't too much of a concern as a Cleric would have access to the spell poison at 7th level with the full d10 damage.

So, at 1st level a Summoner compared to a 1st level Cleric has:

HD: Worse d6 vs d8

BAB/SAVES: Same

Skill Points: Same

Skill List: Better if as Wizard or same if as Cleric.

Weapons & Armour: Worse than Cleric in both.

Special abilities:

Summoner has a restricted version of a 1st level spell usable once per day (Summoning - i.e. Summon Monster I) plus poisoned touch.

Cleric has Turn Undead, 3 x 0 level spells + at least 2 x 1st level spells (probably more with Wisdom as a key attribute).

So as a base case, is poisoned touch better than a combination of Turn Undead + 3 x 0 level spells + 1 x 1st level spell?

May be, as it could cause up to 8 points of Constitution damage (or -4 hp/HD and the associated impact on skills and Fort saving throws) but it's probably less useful per se over the course of an adventuring day.

So, what if the 1st level version only did 1d4 damage without the additional 1d4 damage 1 minute later? This would give a maximum reduction of -2 hp/HD. Compared to other 1st level spells, e.g. Doom, it doesn't feel massively overpowered - albeit still a little more powerful if used against an enemy with more than one HD. However, that enemy would still have to be attacked with a successful touch attack and would have to fail a Fortitude saving throw.

Given that a Cleric is likely to have additional 1st level spells beyond the base case and that isn't an option for the Summoner, it doesn't seem particularly unbalanced. As for recovering from temporary ability score damage, all characters at early levels have to do is rest!

What do you think?
 
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Possibly a slightly leftfield idea, but...

Have you considered the Psion? As it stands it's flavour is more magical than psionic, and if you are familiar with Eberron's take on it, the Inspired strike me as an excellent model of demonic possesion. Hell, Quori Spirits are pretty much demons already.

You'd might need to amend the Astral Construct powers to make them a bit more demonic, but that's about it.


glass.
 

yennico said:
Poison drains an attribute. The damage inflicted by the poison ability can not be healed by a cure spell. To restore the attribute you need restoration. Restoration ist not a level one spell :)
I must correct me. I should not have answered your post out of my memory.
1. Poison does not drain an attribute. It does only temporary con damage.
2. To restore an ability drain you need restoration. For restoring temporary attribute drain you either can rest or cast the spell lesser restoration.
 

Erekose said:
OK - so are you saying that in terms of balance your only problem is the poisoned touch ability at 1st level? Presumably the next step at 6th level isn't too much of a concern as a Cleric would have access to the spell poison at 7th level with the full d10 damage.
You are right.

Your comparison is correct in almost all points except in weapons and armor.
1. only a cleric with the domain war recieves the appropiate martial weapon proficiency feat as bonus feat.
2. the cleric has the heavy and medium armor proficiency but the maximum bonus from armor and dexterity to AC is +8 (except full plate). So a demonic summoner with a high dex can have an equal AC than a cleric.
The summoner is a spellcaster but IMHO a divine spellcaster because a demon grants his spells. A divine spellcaster does not get an arcane failure chance. You can give your summoner the same armor proficiencies as an cleric.

Erekose said:
So as a base case, is poisoned touch better than a combination of Turn Undead + 3 x 0 level spells + 1 x 1st level spell?
That is not the point. Poisonous touch at that level is too powerful and can be abused.
The reason why:
A demonic summoner level 1 has an archenemy: a good human cleric level 1.
In the first fight day one the summoner uses his poisonous touch. The summoner make a successful touch attack and cleric fails his save. The cleric looses temporary 2 points con.
Now the summoner flees.

srd said:
ABILITY SCORE LOSS
Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well.

This cleric can either adventure the next two days (gaining one point con each day) or rest one day complete in bed.

It is not important how the cleric wants to cure his temporary con damage, the next day the summoner fights the cleric again.... The summoner can use his poisonous touch again...
If the cleric fails his save again... he needs to cure more temporary con damage.

Erekose said:
May be, as it could cause up to 8 points of Constitution damage (or -4 hp/HD and the associated impact on skills and Fort saving throws)
Each point of con damage means one day of adventuring to restore the damage. One day means the next day the summoner can use his poisonous touch again.
The damage from poisonous touch does not heal before the enemy can use his ability again.
Maximum -4 hps from 12+con (a barbarian) or 4+con (wizard) is something to think about.

Erekose said:
but it's probably less useful per se over the course of an adventuring day.
PCs or NPCs can abuse this ability. Think about hit and run tactics.
Think about PCs who fight more than one evil demonic summoner.
2 summoners means twice poisonous touch....
A demonic summoner level 1 is CR 1, so 4 PC level 4 can survive a fight against 4 demonic summoners level 1?

Erekose said:
So, what if the 1st level version only did 1d4 damage without the additional 1d4 damage 1 minute later? This would give a maximum reduction of -2 hp/HD.
Even one point of temporary con damage can be enough for a summoner to use his poisonous touch before this one point is cured.

Poisonous touch is a spell-like ability. There exist feats that improves the saves of the spell-like ability or the number of uses per day.

Erekose said:
Compared to other 1st level spells, e.g. Doom, it doesn't feel massively overpowered - albeit still a little more powerful if used against an enemy with more than one HD.
You can not compare poisonous touch to doom.

srd said:
Doom

Necromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

srd said:
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

There are differences between doom an poisonous touch:
1. The effect of the doom spell lasts only 1 min/level. The effect of poisonous touch lasts at least one day.
2. Doom: A bard can reduce the penalty by singing an inspire courage song. A magic weapon reduces the attack penalty. A resistance reduces the penalty on saves.
Poisonous touch: to boost your con you need to be at least level 3 (bear´s endurance).

Erekose said:
However, that enemy would still have to be attacked with a successful touch attack and would have to fail a Fortitude saving throw.
A touch attack is easier than a normal attack.

Erekose said:
As for recovering rom temporary ability score damage, all characters at early levels have to do is rest!
To rest is to wait for the next poisonous touch attack of the summoner :)

Poisonous touch is so powerful because of:
- the duration of the damage
- only one possibility to reduce the penalty (con damage): resting

You can make a lesser poisonous touch: damage 1d4 temporary con damage
duration of the damage 1min/level. After the duration the temporary con damage "heals" 1 point of con per min or hour
At level 6 lesser poisonous touch improves to poisonous touch which acts like poison.
 

Yesterday I have not enough time to look deep at your class.

Here my changes:
HD: d8
Weapon and Armour Proficiency: same as cleric.
Your summoner has only his summonings, his poison and some resistances.
The summonings can be blocked and poisonous touch is poison so it can be neutralized.
So he needs a good AC and hit points.

Lvl Abilities
1 - Lesser Poisoned Touch 1/day, Summoning (Mane [BoVD])
2 - Darkvision 60ft
3 - Summoning (???)
4 - Resistances 5
5 - Summoning (Dretch [MM1])
6 - Poisoned Touch 2/day (d6)
7 - Summoning (Rutterkin [MM1])
8 - Improved Familiar (Quasit [MM1])
9 - Poison Immunity, Summoning (Bar-Igurra [MM1])
10 - Resistances 10
11 - Summoning (Jovoc [MM2])
12 - Poisoned Touch 3/day (d8)
13 - Summoning (Babau [MM1])
14 - Demonic glare
15 - Summoning (Vrock [MM1])
16 -
17 - Summoning (Bebilith [MM1])
18 - Poisoned Touch 4/day (d10)
19 - Glare of the Abyss
20 - Damage reduction 10/good [Outsider]

Erekose said:
I've called the "Improved Familiar", Binding in the above table.
Why do you want to rename a feat ? Binding sound is like planar binding.
A quasit as improved familiar also0 gets the benefits of a familiar.

I do not own Fiend Folio :(

Here some suggestions:
The summonings are prayers. So they are divine/demonic magic. The summonings are spells, so a summoner needs the concentration skill.
The summonings can be enhanced by feats e.g. augmented summoning or extend summoning (works like extend spell).
 

@The Great Bear King:
1. Erekose started this thread. So please do not hijack this thread with your class. Please start your own thread like me with my prc: devil´s fist. There you will probably get more response than in this thread where your class is hidden. I will also post my comments on your thread. :)

2. Please post your class only with all neccessary game mechanics. Not all D&D players own a Earthdawn rulebook. If you need help in converting some of the talents write this in your post.
 

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