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View Full Version : [4e] New Power Source: Fel and Demonologist Class [PEACH]



Loxagn
2009-11-13, 01:10 AM
Fel Power Source

You, unlike most others around you, refuse to be afraid of the dark. Where others pull from strength of body or mind, such as Martial and Psionic, or perhaps the gods and magic, as with Divine and Arcane, or even the Primal world around them...
You pull your true strength from the powers of the Abyss, and even the Nine Hells themselves. This power source grants you benefits like no other source can, so long as you're willing to shun the path of light and good.


Demonologist Feats (http://www.giantitp.com/forums/showthread.php?p=7437195#post7437195)
Demonologist Paragon Paths (http://www.giantitp.com/forums/showthread.php?p=7308767#post7308767)



DEMONOLOGIST

http://th03.deviantart.net/fs44/300W/i/2009/109/b/b/Summoning_Evil_by_FFandom.jpg

"You think you can scare me? I parleyed with nastier things than you before I even had breakfast this morning."

CLASS TRAITS

Role: Controller. You curse your foes with debilitating magicks, and depending on your chosen path you may even assume the form of a demon yourself.
Power Source: Fel. Your powers are gained through a deep connection with the infinite fury of the Abyss.
Key Abilities: Charisma, Intelligence, Constitution

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Whips
Implements: Whip
Bonus to Defense: +1 Will, +1 Fortitude

Hit Points at First Level: 12 + Constitution Score
Hit Points per Level gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at first level.
Class Skills: Intimidate (Cha), Diplomacy (Cha), Endurance (Con), Dungeoneering (Wis), Insight (Wis), Perception (Wis), Bluff (Cha), Religion (Int)

Class Features: Demon Mastery, Ritual Casting, Abyssal Aspect

Strong-willed, frightening in their own right, and always surrounded by an aura of unearthly dread, Demonologists have a reputation for causing trouble wherever they go, and rightly so. The Abyss is hardly well-known for being benevolent. They walk hand-in-hand with Demons of all kinds, and they are frequently at the right hand of those such as Demogorgon and Orcus. They are unafraid to seize power from those who can offer it, and Demons have strength to spare.
Whether you are a planewalking envoy of the Abyss, an aspiring summoner who wants a little extra bang for your buck, or if you want a piece of the Abyss yourself, you are inextricably linked with the forces of darkness. And while others may despise you for it, there will never be any denying the power you wield.

Demonologist Class Features
Demonologists have the following Class Features.

Demon Mastery
You gain Abyssal as a bonus language. You gain fire resistance equal to your Charisma modifier + one-half your level.
You automatically have proficiency with a whip.*

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Call Demon (see bottom) and another 1st-level ritual.
Once per day, you can use Call Demon without expending components.

Abyssal Aspect
As a Demonologist, you have power over the denizens of the abyss in a variety of ways. Choose either Demonic Shapeshifter or Demonic Charmer. The choice you make grants you certain benefits with certain powers.

Demonic Shapeshifter
For the purposes of powers and effects that target creatures based on type, you are classified as an elemental with the (demon) subtype.
You gain the Demon Form feature.

Demon Form
Demonologist Feature
At-will - Polymorph, Fel
Minor Action (Special)
Personal
Effect: You change from your humanoid form to demon form or vice versa. While you are in demon form, you can’t use attack, utility, or feat powers that lack the demon form keyword, although you can sustain such powers.
You choose a specific form whenever you use Demon Form to transform into a Demon. The Demon Form is your size, resembles an elemental with the (Demon) subtype, and normally doesn’t change your game statistics or movement modes, except as stated below. Your equipment becomes part of your demon form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your demon form, it cannot be removed, and anything in a container that is part of your demon form is inaccessible.
While in Demon Form, you gain natural weapons that use d6 damage dice; you have a +3 proficiency bonus with these weapons. You also choose one of the following benefits:
~Gain resistance of a value equal to your charisma modifier to acid, cold, lightning, or thunder.
~Gain your charisma modifier as a power bonus to Strength, Dexterity, or Constitution.
~Gain a +2 power bonus to Speed.
~Gain a fly speed equal to your charisma modifier -1.
While in Demon Form, you take ongoing damage equal to 1/2 your healing surge value. This damage cannot be reduced, saved against, transferred, or resisted in any way.
Special: You can use this power once per round.

Demonic Charmer
You gain a +5 bonus to diplomacy and intimidate checks against demons.
When you use a whip as an implement with Fel powers with the Summoning keyword, creatures summoned by those powers gain the implement's enhancement bonus as a bonus to their attack and damage rolls.
You gain the Enslave Demon power.
Enslave Demon
Demonologist Feature
At-will - Charm, Fel
Standard Action
Range: Close burst 3
Target: One demon in burst
Attack: Charisma vs Will
Hit: 1d6+Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
21st level: 2d6+Intelligence modifier damage.

Implements
Demonologists use whips as a means of focusing their Infernal energy and as a means of controlling demons. When you wield a whip, you can add its enhancement bonus to the attack rolls and the damage rolls of demonologist powers and demonologist paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Creating a Demonologist
Demonologists rely on Charisma, Intelligence, and Constitution. You can choose any powers you like, but most Demonologists choose powers that complement their choice of Abyssal Aspect.

Shapeshifter Demonologist
As a shapeshifter demonologist, you differ from other casters in that you love to get your hands (or claws, as the situation warrants) dirty. You're as tough as the demons you change into, and your powers lead you to striker as a secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Constitution your second-highest score; you're going to need the extra hitpoints and healing surges it provides.
Suggested Abyssal Aspect: Demonic Shapeshifter
Suggested Feat: Demonic Armor (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Intimidate
Suggested At-will Powers: Hellfire, Demonic Wrath
Suggested Encounter Power: Demonic Bloodlust
Suggested Daily Power: Aura of Hellfire

Slavemaster Demonologist
As a slavemaster demonologist, you utilize your minions' powers to great effect in battle. Your powers may lead you towards Leader as a Secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Intelligence your second-highest score, as it will further your knowledge of the demons you work with.
Suggested Abyssal Aspect: Demonic Charmer
Suggested Feat: Focused Expertise (Human Feat: Durable)
Suggested Skills: Arcana, Intimidate, Diplomacy, Insight
Suggested At-will Powers: Burning Lash, Demonic Coordination
Suggested Encounter Power: Demonic Cry
Suggested Daily Power: Summon Dretch

Demonologist Powers
Your powers are Curses that call upon the fury of the Abyss to bolster yourself and your allies, while making your enemies' lives a literal hell.

Level 1 At-Will Curses

Hellfire (Demonologist Attack 1)
A black flame flies from your hand at an opponent, setting them alight and exploding around it.
At-will - Fel, Implement, Fire, Necrotic, Zone
Standard Action
Burst 1 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 Fire/Necrotic damage, and the burst creates a zone of black fire that lasts until the end of your next turn. Any creature that enters the zone or starts its turn next to it takes fire damage equal to your Charisma modifier.
Level 21: 2d6 Fire/Necrotic damage.

Burning Lash (Demonologist Attack 1)
Flames race across your whip, and you lash out at an unsuspecting foe.
At-will - Fel, Weapon, Fire
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be wielding a whip.
Attack: Charisma vs Reflex
Hit: 1[W] Fire damage, and you may choose to pull the target 1 square or knock it prone.
Level 21: 2[W] Fire damage, and increase the reach of the attack by 1. You may pull the target 2 squares.

Demonic Wrath (Demonologist Attack 1)
Your inner demon unleashes its fury, dealing a crippling blow to an enemy.
At-will - Fel, Demon Form, Weapon
Standard Action
Melee weapon
Target: One creature
requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Fortitude
Hit: 1[W]+Charisma modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] +Charisma modifier damage.

Demonic Coordination (Demonologist Attack 1)
You launch a ball of black energy at your target, giving your friend an opening to attack.
At-will - Fel, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature an ally is adjacent to
Attack: Charisma vs Will
Hit: 1d4 necrotic damage, and your ally may make a basic melee attack against the target as a free action.
Level 21: Your ally can shift up to three squares prior to the attack. This ally may be up to four squares away from the target, as opposed to adjacent.

Level 1 Encounter Curses

Demonic Bloodlust (Demonologist Attack 1)
You lash out at your foe, infernal magicks turning his strength into yours.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and you regain hit points equal to half the damage dealt.
Special: While in Demon Form, the Weapon damage of this attack is your Demon Form's basic melee attack. Any other special effects from the attack are not applied.

Demonic Cry (Demonologist Attack 1)
You unleash a howl imbued with raw demonic fury, causing your enemies to back away in fear while bolstering your allies' courage.
Encounter - Fel, Implement, Psychic
Standard Action
Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6+Charisma modifier psychic damage, and you push the target a number of squares equal to your Intelligence modifier. The target grants combat advantage to all allies in the burst until the end of your next turn.

Level 1 Daily Curses

Aura of Hellfire (Demonologist Attack 1)
Black fire leaps up at your feet, burning all who get too close.
Daily - Fel, Aura, Implement, Demon Form, Fire, Necrotic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier fire/necrotic damage, and you generate a 2-square aura that lasts until the end of your next turn.
Effect: An enemy that enters the aura or starts its turn there takes fire/necrotic damage equal to your Constitution modifier.
Sustain Minor: The aura persists.

Aura of Doom (Demonologist Attack 1)
You gain a terrifying countenance, distracting your enemies with fear long enough for your demon to line up an attack. Whatever is trapped within the aura soon falls.
Daily - Fel, Aura, Implement, Demon Form, Psychic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed (save ends). You generate a 2-square aura that lasts until the end of your next turn.
Effect: Trigger: an enemy enters the aura or starts its turn there, and your demon or another ally is inside the aura. Your demon or ally teleports adjacent to the enemy and makes a basic melee attack against the enemy. Each ally or demon in the aura can only take advantage of this effect once per round.
Sustain Minor: The aura persists.

Summon Dretch (Demonologist Attack 1)
A small demon lurches through a fiery portal, attacking the nearest foe.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a small Dretch in an unoccupied square within range. The Dretch has a speed of 5. It has the Sickening Miasma power. You can give the dretch the following commands:
~Standard Action: Melee 1; targets one creature; Charisma vs AC; 2d6+Charisma modifier damage.
~Immediate Reaction: Close Burst 1; triggered when the Dretch drops to 0 hit points. The burst creates a zone of poison centered on the dretch that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes poison damage equal to your Intelligence modifier.
Sickening Miasma: aura 1; each enemy within the aura takes 1 damage whenever it takes a standard or move action.

Level 2 Utility Curses

Abyssal Word (Demonologist Utility 2)
You work infernal magic into your voice, lulling others into believing you.
Daily - Fel
Minor Action
Personal
Effect: You gain a +5 power bonus to your next Bluff check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don’t gain a failure if the check fails.

Infernal Ward (Demonologist Utility 2)
Black energy forms a cloak around your ally, shielding them from harm.
Daily - Fel
Minor Action
Ranged 5
Target: You or one ally.
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier.

Cloud of Ash (Demonologist Utility 2)
A cloud of thick, black ash spews forth, obscuring you and your allies.
Daily - Fel, Zone
Standard Action
Area burst 1 within 10
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.

Cloak of Shadows (Demonologist Utility 2)
Shadows leap up around your ally
Daily - Fel
Minor Action
Ranged 10
Target: one ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn’t take a penalty to Stealth checks for moving more than 2 squares or running.
Sustain Minor: The effect persists if the target is within range.

Level 3 Encounter Curses

Raging Strike (Demonologist Attack 3)
Your weapon becomes wreathed in flames, and with demonic strength you toss your foes aside.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One or two creatures
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs Reflex
Hit: 1[W] + Charisma modifier damage, and you slide the target 2 squares

Rain of Fire (Demonologist Attack 3)
You call down a rain of fire and brimstone, hailing burning death upon your foes.
Encounter - Fel, Implement, Fire, Zone
Standard Action
Burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d10 + Charisma modifier fire damage.
Sustain Standard: You make the attack again centered on another square within the burst.

Necrotic Orb (Demonologist Attack 3)
You launch a bolt of necrotic energy at a foe and detonate it.
Encounter - Infernal, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma Modifier necrotic damage, and you make a secondary attack.
Burst 3, Charisma vs Fortitude, targets each enemy in burst: 2d8 + Charisma modifier damage, and the target is knocked prone.

Level 5 Daily Curses

Accursed Agony (Demonologist Attack 5)
Necrotic tendrils lash out at a single foe, making them seize up with pain that only grows with time.
Daily - Fel, Implement, Necrotic
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d8 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence Modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 2 ongoing necrotic damage.

Curse of Feeble Body (Demonologist Attack 5)
You utter a single word in Abyssal, and all who hear it are gripped with crippling weakness that only grows in power.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 10
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target is weakened until the end of your next turn. At the start of your next turn, you may make a secondary attack.
Secondary Attack: Charisma vs Fortitude
Standard Action
Hit: 1d8 + Charisma modifier necrotic damage, and the target is weakened (save ends).

Bloody Roar (Demonologist Attack 5)
The crippling wounds heed you not in the slightest, and you lash out at the enemies surrounding you with devastating power.
Daily - Fel, Weapon, Demon Form
Standard Action
Close burst 2
Target: Each creature in burst
Requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Reflex
Hit: 3[W] + Charisma Modifier damage.
Special: If you use this attack while bloodied, deal an additional 1[W] to each target.

Summon Carnage Demon (Demonologist Attack 5)
You call forth a bloodthirsty fiend.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a medium Evistro in an unoccupied square within range. The Evistro has a speed of 6. It has the Carnage power. You can give the evistro the following commands:
~Standard Action: Melee 1; targets one creature; Charisma + 2 vs AC; 1d8+Charisma modifier damage.
~Minor Action: Bloodied target only: Charisma vs AC; 1d6 + Charisma modifier damage.
Carnage: The Evistro gains a +1 bonus to melee attacks if it has one or more allies adjacent to it (+3 if one of these allies is its summoner). This bonus stacks with combat advantage.

Level 6 Utility Curses

Summon Guardian Demon (Demonologist Utility 6)
A statue of black steel rises out of the earth beside you, protecting you from harm.
Daily - Fel, Implement, Summoning
Minor Action
Close burst 2
Effect: You summon a Medium Guardian Demon in an unoccupied square within the burst. The guardian demon has a speed of 6 and has a +2 bonus to AC. You can give the demon the following special command:
~Immediate Interrupt: When you are targeted by a ranged or melee attack and the Guardian Demon is adjacent to you, the guardian demon becomes the target of that attack instead.

Fel Gate (Demonologist Utility 6)
You disappear in a puff of smoke, leaving only the stench of sulfur in your wake.
Daily - Fel, Teleportation
Immediate Interrupt
Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space not adjacent to an enemy.

Demonic Sight (Demonologist Utility 6)
The darkest of caverns hinder you not in the slightest. Your senses are as sharp as the demons you emulate.
Daily - Fel, Demon Form
Minor Action
Close burst 2
Effect: You gain darkvision and a +2 bonus to Perception checks until the end of the encounter.

Ward of Flames (Demonologist Utility 6)
Fire bursts into your opponent's vision, disrupting their attack.
Daily - Fel
Immediate Interrupt
Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against an ally
Target: The triggering enemy
Effect: The target takes a –3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.

Level 7 Encounter Curses

Abyssal Flame (Demonologist Attack 7)
You lob an orb of red fire at a foe that explodes into a massive sphere of flame.
Encounter - Fel, Fire, Implement
Standard Action
Area burst 2 within 20 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier fire damage.

Chains From the Abyss (Demonologist Attack 7)
Black chains spring from your hand to your foes, restraining them.
Encounter - Fel, Necrotic, Weapon, Demon Form
Standard Action
Close Blast 3
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 1[W] + Charisma modifier damage. The target is restrained, and takes ongoing necrotic damage equal to your Intelligence modifier (save ends both).

Thundering Lash (Demonologist Attack 7)
You whip lashes out at a single foe, the crack of the weapon loud enough to stun your foes.
Encounter - Fel, Weapon, Thunder
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs AC
Requirement: You must be wielding a whip.
Hit: 2[W] + Charisma modifier thunder damage. You make a secondary attack.
Sec. Attack: Charisma vs Fortitude; burst 1 centered on the first target; each creature in burst.
Hit: The target is stunned until the end of your next turn.

Level 9 Daily Curses

Chaotic Blast (Demonologist Attack 9)
Power from across the Elemental Chaos twists to your will, sending a crackling bolt of raw, untamed energy flying at your foe.
Daily - Fel, Implement
Standard Action
Burst 1 within 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, make a secondary attack.
Secondary Attack: Charisma vs Reflex; burst 1 within 3 of any target; each creature in burst
Hit: 1d10 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, repeat the attack.

Aura of Dread (Demonologist Attack 9)
Black energies swirl around you, subjecting your foes to the most horrifying of ailments.
Daily - Fel, Aura, Implement, Demon Form
Standard Action
Close burst 2
Effect: The burst creates an aura of dread that lasts until the end of your next turn. If an enemy enters the aura or starts its turn there, make a charisma attack versus Fortitude. If it hits, roll 2d8.
2: Nothing happens.
3: The target is petrified.
4: The target is surprised.
5: The target is dominated.
6: The target is dazed.
7: The target is slowed.
8: The target falls prone.
9: The target is deafened.
10: The target is immobilized.
11: The target is weakened.
12: The target is blinded.
13: The target takes damage equal to your constitution modifier.
14: The target is stunned.
15: The target falls unconscious.
16: Roll again twice.
These effects last until the end of your next turn.
Sustain Move: The aura persists.

Summon Barlgura (Demonologist Attack 9)
A fiery portal opens behind you, and a great beast storms out of it, plowing through your enemies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Barlgura in an unoccupied square within range. The Barlgura has a speed of 6 and a climb speed of 6. You can give the barlgura the following commands:
~Standard Action: Melee Reach 2; targets one or two creatures, two attacks; Charisma vs AC; 1d8+Charisma modifier damage per attack.
~Opportunity Action: Melee Reach 2; one creature, Cha vs AC; 1d8 + Intelligence modifier damage.

Level 10 Utility Curses

Abyssal Armor (Demonologist Utility 10)
Your skin hardens into plates with the strength of steel.
Daily - Fel, Demon Form
Minor Action
Personal
Effect: Until the end of the encounter, while you are in demon form, you gain resistance to all damage equal to your Constitution modifier.

Retreat to the Abyss (Demonologist Utility 10)
You slip through a portal to the Abyss, returning to the world moments later, healed and in a more terrifying form than ever.
Daily - Fel, Teleportation
Move Action
Personal
Effect: You teleport to a safe place in the Abyss (well, safe for you). While you are there, you can’t take any actions other than using your second wind and demon form. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left.

Heat Wave (Demonologist Utility 10)
The temperature of the air rises to a sweltering heat, making foes more vulnerable to your fire attacks.
Daily - Fel, Zone
Standard Action
Area burst 2 within 10 squares
Effect: The burst creates a zone of intense heat that lasts until the end of your next turn. While within the zone, any enemy gains vulnerable 5 fire and is slowed. You can end the zone as a minor action.
Sustain Minor: The zone persists, and you can increase its size by 1 up to a maximum of burst 5.

Visage of the Balor (Demonologist Utility 10)
As your enemy raises his blade against you, you momentarily take on the appearance of a Balor. Filled with fear, the opponent can only back away.
Daily - Fel, Fear
Immediate Interrupt
Close Burst 5
Trigger: An enemy within the burst makes an attack roll against you.
Target: The triggering enemy
Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3 squares.

Level 13 Encounter Curses

Runespiral's Charged Lightning (Demonologist Attack 13)
You channel the powers of a Runespiral Demon.
Encounter - Fel, Lightning, Demon Form, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier lightning damage. This attack deals 2 extra lightning damage for each creature in the burst.
Effect: Any ally damaged by this attack gains your Intelligence modifier as a bonus to attack rolls until the end of your next turn. If an ally scores a critical hit, the attack deals additional lightning damage equal to the damage that ally took.

Immolith's Fiery Grasp (Demonologist Attack 13)
Your weapon ignites with powerful flames, and you mercilessly attack an opponent, holding them in place.
Encounter - Fel, Fire, Weapon, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 2[W] + Charisma modifier damage. If the target is up to a size category larger than you or smaller, the target is restrained, loses any resistance to fire, and takes ongoing fire damage equal to your constitution modifier (save ends all).
Special: You can affect no more than 5 creatures with this power.

Vrock's Flyby Attack (Demonologist Attack 13)
Black wings sprout from your back, and you zip past your target, lashing out at them as you move by.
Encounter - Fel, Weapon, Demon Form
Standard Action
Target: One creature
Effect: You fly up to your speed and make a basic melee attack against the target at any point during that movement. You do not provoke opportunity attacks moving away from the target of the attack. You gain flight with a speed equal to your Charisma modifier until the end of your next turn.
Special: If you are in demon form and have selected the flight benefit, you instead gain a +2 bonus to your fly speed until the end of your next turn.

Level 15 Daily Curses

Plague of Agony (Demonologist Attack 15)
You place a powerful curse upon your foes.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 20
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the target takes ongoing damage equal to your Intelligence modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 3 ongoing necrotic damage.

Demonic Drain (Demonologist Attack 15)
You rip the life from your foe, taking it for yourself.
Daily - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: You spend a healing surge. The target takes damage equal to your healing surge value, and is weakened until the end of your next turn.
Sustain Standard: Repeat the attack if the target is still within range.

Summon Pod Demon (Demonologist Attack 15)
A sickening creature answers your call, spawning new minions to fight.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Pod Demon in an unoccupied square within range. The pod demon has a speed of 6. You can give the pod demon the following commands:
~Standard Action: Melee 1; one creature; Charisma vs AC; 1d6 + Intelligence modifier damage, and ongoing 3 poison damage (save ends).
~Minor Action: If a pod demon has fewer than 2 podspawn at the start of your turn, it creates a podspawn. A podspawn is a small Minion with a speed of 4. Each podspawn has 1 standard action per turn and nothing more. A podspawn can make an Charisma vs AC attack for 5 acid damage.
~Move Action: A pod demon can switch places with a podspawn within 10 squares of it.

Level 16 Utility Curses

Demonic Restoration (Demonologist Utility 16)
You fill your allies with vitality that only a demon could have.
Daily - Fel, Healing
Standard Action
Close burst 2
Target: You and each ally in burst
Effect: Each target can choose to either spend a healing surge and regain extra hit points equal to your Constitution modifier, or make a save with a bonus equal to your Constitution modifier.

Demonic Resistance (Demonologist Utility 16)
You channel the demonic ability to resist the elements.
Daily - Fel
Minor Action
Personal
Effect: You gain resistance to Acid, Cold, Lightning, or Thunder equal to your Charisma modifier + 1/2 your level until the end of the encounter.

All Turns to Ash (Demonologist Utility 16)
Your demon form becomes a hazy, smoky cloud, and you can slip through even the tiniest of cracks.
Daily - Fel, Polymorph, Demon Form
Minor Action
Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.

Summon Blood Raven (Demonologist Utility 16)
You call forth a winged demon to carry you and your allies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 5
Effect: You summon a large Blood Raven in an unoccupied square. The blood raven has a speed of fly 8 (hover). The raven has a -2 penalty to AC and reflex due to its size, however; this increases to a -4 penalty if the raven is being used as a mount. A blood raven cannot attack, and can carry no more than one medium creature or two small creatures.

Level 17 Encounter Curses

Abyssal Firestorm (Demonologist Attack 17)
Fire rains down on your foes from above, destroying all in its path.
Encounter - Fel, Fire, Implement, Zone
Standard Action
Area burst 3 within 20 squares
Effect: The burst creates a zone of raining fire that lasts until the end of your next turn. An enemy that enters the zone or starts its turn there takes 3d8 + Charisma modifier damage.
Sustain Move: The zone persists, and you can move it up to two squares in any direction.

Burning Rush (Demonologist Attack 17)
You charge forward to attack a foe, flames leaping up at your feet.
Encounter - Fel, Fire, Weapon, Demon Form, Zone
Standard Action
Personal
Effect: 3[W] + Charisma modifier damage.
Special: You use this attack at the end of a charge. Each square you passed through becomes a zone of fire that lasts until the end of your next turn. An enemy that enters a square adjacent to the zone or starts its turn there takes fire damage equal to your constitution modifier.

Level 19 Daily Curses

Immolate (Demonologist Attack 19)
You focus all of your fury on a single opponent, and they suddenly burst into flames.
Daily - Fel, Implement, Fire
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 5d12 + Charisma modifier fire damage, and ongoing 10 fire damage (save ends).
Aftereffect: The target takes ongoing 5 fire damage (save ends).

Howl of Terror (Demonologist Attack 19)
You unleash a dreadful howl, the sound of it chilling your foes to the very bone.
Daily - Fel, Implement, Demon Form, Fear, Psychic
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 4d6 + Charisma modifier psychic damage, and you push the target a number of squares equal to your constitution modifier.
Miss: No damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Summon Hezrou (Demonologist Attack 19)
A large, almost rotund demon steps forth, eagerly answering your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Hezrou in an unoccupied square within range. The hezrou has a speed of 6. It has the Noxious Stench aura, and ignores difficult terrain while moving. You can give the hezrou the following commands:
~Standard Action: Melee 1; one creature, Charisma vs AC; 2d10 + Charisma modifier damage
Noxious Stench (Poison): Aura 2; enemies within the aura take a -2 penalty to attack rolls. While the summoner is bloodied, enemies are also weakened.

Level 22 Utility Curses

Shadow Form (Demonologist Utility 22)
You fade into shadows, emerging from a direction your foes could never have expected.
Daily - Fel
Minor action
Personal
Effect: Until the end of the encounter, whenever you use demon form to change into a demon, you are invisible until the end of your turn.

Vengeful Fire (Demonologist Utility 22)
Your very form alights with flame.
Daily - Fel, Fire
Minor Action
Personal
Effect: Until the end of the encounter, whenever you miss with a demonologist at-will or encounter attack power, the target takes fire damage equal to your Charisma modifier.

Abyssal Fury (Demonologist Utility 22)
A quick infusion of demonic vigor, and you are able to act with incredible speed.
Daily - Fel
Minor Action
Close burst 10
Target: You or one ally in burst
Effect: The target gains a standard action that can be used as a free action.

Level 23 Encounter Curses

Glabrezu's Blasphemous Word (Demonologist Attack 23)
A single word of immeasurable profanity flies from your lips, imbuing your malice into your enemies.
Encounter - Fel, Psychic, Demon Form, Implement
Standard Action
Close burst 5
Target: Each enemy within burst
Attack: Charisma vs Will
Hit: 2d12 + Charisma modifier psychic damage, and the target is dazed (save ends).
Special: The damage dealt by this attack bypasses damage resistance.

Soulfire (Demonologist Attack 23)
You sacrifice your own vitality, uttering a curse that sears your opponent's very soul.
Encounter - Fel, Fire, Implement
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Will
Hit: 8d6 + Charisma modifier fire damage.
Effect: You expend a healing surge, but do not gain any hit points. Instead, you take damage equal to your healing surge value.

Chaotic Storm (Demonologist Attack 23)
Prismatic bolts of crackling energy fly from your hands, hitting many of your foes.
Encounter - Fel, Implement, Demon Form
Standard Action
Primary Target: One creature
Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier damage.
Secondary Targets: Two creatures within 5 squares of the
primary target
Secondary Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Tertiary Targets: All other enemies within 20 squares of
you
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Special: When you use this power, choose Fire, Cold, Acid, Lightning, or Thunder. All damage done by this power is of the type you specified.

Level 25 Daily Curses

Dagon's Abyssal Tides (Demonologist Attack 25)
A shockwave knocks your enemies off their feet, sheer magical force pinning them to the ground.
Daily - Fel, Demon Form, Implement
Standard Action
Area burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier force damage, and the target is immobilized (save ends).
Effect: You teleport a number of squares equal to your intelligence modifier.

Supreme Agony (Demonologist Attack 25)
You inflict ultimate pain on your enemy, filling him to bursting with raw, necrotic energy.
Daily - Fel, Implement, Necrotic, Demon Form
Standard Action
Burst 2 within 10
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d12 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence modifier (save ends).
Effect: Each time a target fails a save to end ongoing damage caused by this attack, it takes an additional 5 ongoing necrotic damage.
Aftereffect: The target is dazed until the end of your next turn.

Summon Abyssal Rotfiend (Demonologist Attack 25)
A demon seemingly made of patchwork rises to your command.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Abyssal Rotfiend in an unoccupied square within range. The rotfiend has a speed of 6 and a fly speed of 6(hover). For the purposes of powers that target creature types, it is an undead as well as a demon. You can give the rotfiend the following commands:
~Standard Action: Melee Reach 2; one creature, Charisma vs Reflex; 3d8 + Charisma modifier psychic damage.
~Standard Action: Ranged 10; one creature, Charisma vs Fortitude; 2d8 + Charisma modifier psychic damage, and if the target moves more than 2 squares on its turn, it takes 2d8 extra damage (save ends). If you are bloodied, the target takes the damage for moving 1 or more squares.

Level 27 Encounter Curses

Seed of Corruption (Demonologist Attack 27)
You plant a seed of demonic corruption into your foe. Soon, they become a ticking time-bomb for their allies.
Encounter - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier Necrotic damage. At the end of your next turn, the target takes 3d10 + charisma modifier damage, and you make a secondary attack.
Secondary Attack: Charisma vs Reflex; close burst 5 centered on the target; all enemies in burst
Hit: 2d10 + Charisma modifier necrotic damage.

Shadowflame (Demonologist Attack 27)
Black flames fly from your hands, searing all in your path.
Encounter - Fel, Fire, Necrotic, Implement, Demon Form
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Charisma vs Reflex
Hit: 5d6 + Charisma modifier fire and necrotic damage, and the target takes ongoing fire damage equal to your intelligence modifier (save ends).

Kazuul's Word of Doom (Demonologist Attack 27)
You place a powerful curse upon your foe. Whatever is struck by it soon falls.
Encounter - Fel, Implement
Standard Action
Ranged 10
Primary Target: One creature
Attack: Charisma vs Will
Effect: You and your allies can score critical hits against the target on rolls of 16-20 (save ends).

Level 29 Daily Curses

Orcus' Touch of Death (Demonologist Attack 29)
There is little in this world that can stand up to the fury of a demon lord. Your foes know this all too well.
Daily - Fel, Demon Form, Implement, Necrotic
Standard Action
Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 6d10 + Charisma modifier damage. If the target is slain by this damage, it comes back with 1 HP and dominated.

Dual Aspects of Demogorgon (Demonologist Attack 29)
Your mastery over demons has increased to such a level that you can channel the powers of the Demon Prince himself.
Daily - Fel, Implement, Psychic, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Fortitude
Hit: 3d10 + Charisma modifier psychic damage, and the target is unconscious (save ends).
Miss: No damage, and the target is dazed (save ends).

Summon Balor (Demonologist Attack 29)
A gigantic demon wreathed in flames arises to answer your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a huge Balor in an unoccupied square within range. The balor has a speed of 8 and a fly speed of 12(clumsy). It has the Flaming Body power. The balor has a +4 bonus to AC and Fortitude, and has your hitpoints as opposed to half of your hitpoints. While commanding the balor, you have to use your actions to command it; you cannot use your own abilities.
Should the balor fall in battle, you will instead lose two healing surges. If you have no healing surges left, you take damage equal to your bloodied value. If you have one healing surge left, you will lose that healing surge and take damage equal to your healing surge value.
You can give the balor the following commands:
~Standard Action: (sword) Melee Reach 3; one creature, Charisma vs AC; 3d10 + Charisma modifier lightning damage.
~Standard Action: (whip) Melee reach 5; one creature, Charisma vs Reflex; 3d8 + Charisma modifier fire damage, and ongoing 5 fire damage (save ends). Also, the target is pulled to a square adjacent to the balor.
~Standard Action (Encounter): The balor makes a whip attack and a sword attack.
~Free Action (When the balor is reduced to 0 hit points): close burst 5; Charisma vs Reflex; 4d10 fire damage. Miss: Half damage.
Flaming Body: aura 2 (aura 3 while you are bloodied) enemies that start their turns in the aura take 10 fire damage (20 if you are bloodied).



*A whip is a one-handed superior melee reach weapon from the flail category that uses d4 damage dice. I don't know exactly which sourcebook it's in, but there are feats for it all over the place, especially in Dragon #368.

Corporate M
2009-11-13, 01:49 AM
I like the concept, (especialy the picture. Lucky bastard demon..) but it seems like an awful lot of trouble to go through when you could just alternate these powers and abilities to say, the warlock..

Creating a new class is more trouble then it's worth in 4th edition what with the over 9000 stimulations of class ability, powers, etc. Hell, when 4th edition was in the works, we were promised less classes then in 3.5 and that classes would "eat eachother". It's only been like a year and already we have 18+ classes! And with more in the works...

Then again I'll never forgive wotc for basically acting like 4th edition was just a vicious rumor and banning people on the spot for talking about it. Only to act like it was a big surprise later on, and we just quickly forgot about our friends who got kicked out as if we were ants who don't have deep feelings or anaylyze anything and just "ooooh! shiny new edition!"

I like 4th edition, but it was just an ******* move on their part. Not to derail from your demonlogist class. Demonology is probably my second favorite thing to biological warfare. But I just think it's redundant what with the warlock already having an infernal and a dark pact. Or it could alternately apply to a more evil or anti-hero version of a divine class. (Invoker especially..)

Loxagn
2009-11-13, 02:03 AM
Well, I, uh... am sorry to hear about your issues with 4e.

And if there are similarities with a warlock, it's mainly fluff. Unless I am sorely mistaken, warlock is a striker class and has nothing that even comes close to emulating Demon Form or Enslave Demon.

This is actually a class that would be prevalent in a specific setting I'm working.

I had planned on a full set of classes for the power source (An Infernal Leader, Striker, and Defender in addition to this). This may change based upon how well the class is received.

Loxagn
2009-11-13, 12:48 PM
Demonologist Paragon Paths

Demon Incarnate


http://th09.deviantart.net/fs48/300W/f/2009/202/8/4/Nightmare_demon_by_hgjart.jpg

"I should warn you. I'm scary when I'm mad."

Prerequisite: Demonologist, Demon Form class feature

You have gained an unparalleled mastery over the demon within you. Not only have you acheived the capability to alter its shape and power as you wish, but you have even trained to the point where you can remain in a passive demon form indefinitely, leaving all your power bubbling just beneath the surface, waiting to be unleashed.

No longer are you simply a mage with demonic powers. No...

You are a force of nature in your own right.

Demon Incarnate Path Features
Improved Demon Form (11th level): Your demon form power grows greatly in strength. The ongoing damage is reduced to 1/10 your max hp, as opposed to 1/2 your healing surge value. You may also select a second benefit of demon form, at the cost of doubling the ongoing damage you take from the form. Additionally, if you so desire, you may choose not to take a benefit of the form, and take no ongoing damage as a result. Finally, you can enchant your demon form's natural weapons if you so desire.
Raging Demon Action (12th level): When you spend an action point to take an extra action while in Demon Form, you can make a melee basic attack as a free action.
Demon Form Mastery (20th level): While in demon form, the damage dice of your natural weapons increase by one size category, and you gain additional resist 5 fire, cold, acid, lightning, and thunder.

Demon Incarnate Curses

Sweeping Reave (Demon Incarnate Attack 11)
Your claws scythe through foes as you charge through them, leaving only a bloody swath in your wake.
Encounter - Fel, Weapon, Demon Form
Standard Action
Melee weapon
Target: One or two creatures, two attacks
Attack: Charisma vs AC
Requirement: You must be in demon form
Hit: 2[W]+Charisma modifier damage, and you push the target one square.
Effect: You may shift 1 square before and after the first attack.

Massive Form (Demon Incarnate Utility 12)
You grow in size, suddenly even more threatening than you were before.
Daily - Fel
Minor Action
Personal
Effect: Until the end of the encounter, when you use demon form, you can become a Large creature, and you gain any benefits or hindrances this might apply.

Fury from the Abyss (Demon Incarnate Attack 20)
Your claws glow with Fel power, and you brutally savage a foe in your way.
Daily - Fel, Weapon, Demon Form
Standard Action
Melee weapon
Target: One creature
Requirement: You must be in demon form
Attack: Charisma + 2 vs AC
Hit: 6[W] + Charisma modifier damage.


Abyssal Envoy


http://th00.deviantart.net/fs19/300W/i/2007/265/2/7/Say_Hello____by_nobleknightkaeru.jpg

"Say hello to my little friend."

Prerequisite: Demonologist, Trained in Diplomacy

Over the course of your exploits, the lords of the abyss have seen fit to grant you tremendous power. Your summoning skills are unparalleled, your capabilities renowned far and wide as a friend of demons everywhere.

You are granted a demon familiar; a beast bound to you that grows steadily greater in power. What's more, you can feel the magicks of the elemental chaos burning in your very veins.

Abyssal Envoy Path Features
Familiar (11th level): You gain a Tiny demon as a cohort. It has a speed equal to yours, and a fly speed of 3 (hover). As long as this cohort is within 20 squares of you, you gain a +2 bonus to Intimidate and Diplomacy checks, and you gain a bonus language that cannot be Supernal. The demon has half your hit points, and a +3 size bonus to AC and Reflex. Your demon has Resistance to fire, cold, lightning, thunder, and acid equal to 1/2 your level. It cannot attack unless otherwise specified in a power. Should your demon be killed in combat, you lose a healing surge, or take damage equal to your healing surge value if you have none left. Your familiar reappears at the end of your next extended rest.
Emissary of the Abyss (12th level): A relationship with any demon you encounter starts off as one step higher than normal (hostile to unfriendly, friendly to helpful, etc.)
Master Charmer (16th level): Demons afflicted by your Enslave Demon power are no longer dazed as a result of being dominated. When the effects of the curse end, the afflicted target takes an additional 2d10 psychic damage.

Abyssal Envoy Curses

Detonate (Abyssal Envoy Attack 11)
Sensing a change in the tides of battle, you sever your hold on your summoned minion. It suddenly explodes in a flurry of energy, its final sacrifice obliterating the opposition.
Encounter - Fel, Implement, Fire
Standard Action
Target: One demon summoned by you, or your demon familiar.
Effect: The target dies. Make a second attack.
Second attack: Close burst 5 centered on the demon; Charisma vs Reflex; each creature in burst
Hit: The target takes fire damage equal to the demon's max hp.

Guardian Demon (Abyssal Envoy Utility 12)
Your demon leaps in front of you, taking a blow that was meant for you.
Daily - Fel
Immediate Interrupt
Target: A demon summoned by you, or your demon familiar within 2 squares[/B]
Trigger: An enemy hits you with a melee or ranged attack
Effect: The target shifts to a square adjacent to you, and takes the damage from the triggering attack in your place.

Demon Unleashed (Abyssal Envoy Attack 20)
Your claws glow with Fel power, and you brutally savage a foe in your way.
Daily - Fel, Polymorph
MInor Action
Ranged 20
Target: Your demon familiar
Effect: Your familiar regains all hit points, and until the end of the encounter becomes a Large Bound Demon. It has its own action pool, and can take the following actions:
Standard Action: Melee reach 1; Charisma vs AC; one creature. Hit: 2d8 + Charisma modifier damage.
Opportunity Action: As above.
Move Action: Fly your speed in a straight line.
Minor Action: Ranged 5; Charisma vs Reflex; one creature. Hit: 1d8 + Charisma modifier fire damage.
Special: At the end of the encounter, your familiar dies.

Yakk
2009-11-13, 02:25 PM
So, by default 4e fluff, the Abyss and Demons are utterly different beings than Devils. Infernal refers to Devils in 4e. The Abyss is elemental and chaotic and evil; Devils are evil and orderly.

Next, note that the default HP/level of a controller is around 4. You chose 5. Is this intended to be an 'advantage' of the power source? (like Primal having more HP than other power sources)?

Demon Form:
Badly designed. This is the polymorph trap/problem, which is explicitly avoided in 4e.

On top of that, damage doesn't scale like DCs -- having DCs that scale with damage results in trivial DCs at low levels, and impossible DCs at high levels.

On top of that, just from this feature your character is nearly as powerful as an NPC of level+1. This is far too much power allocation (even ignoring the old-school polymorph problem).

To get the flavour of this power without the issues, I'd be tempted to have daily spells that polymorph you into a demon form with fixed effects. This places the demon form abilities in the design space of the class, instead of exposing the class mechanics to the design space of every demon ever published, which is not what demon monsters where designed to do.

Demonic Charmer:
With the +10 bonus, the check is an auto-success basically.

Hellfire:
At-wills should avoid (save ends) effects as a matter of policy. Oh, and you repeated it (once with the Zone keyword).

Demonic Wrath:
At-will, Weapon power, vs Fortitude, with a slow rider, full damage attack?

Demonic Coordination:
It will rarely be a good idea to use this. You get a love tap, and only on a hit get to make your pet attack.

Demon Form:
You where not clear about what this keyword means.

Demonic Cry:
That is a huge radius power that targets enemies at level 1 as a per-encounter power. With good riders.

The Tygre
2009-11-13, 03:29 PM
Looking at this class, may I just abjectly say

**** YES.

Meek
2009-11-13, 03:42 PM
Demon Form
Demonologist Feature
At-will - Polymorph, Infernal
Minor Action (Special)
Personal
Effect: You change from your humanoid form to demon form or vice versa. When you change from demon form back to your humanoid form, you shift 1 square. While you are in demon form, you can’t use attack, utility, or feat powers that lack the demon form keyword, although you can sustain such powers.
You choose a non-elite demon of your level+1 or lower (you must know about the demon in question; you have to either have seen it before or pass an Arcana check to know about it). You change your shape to that demon. Its stats become yours, except for HP, and you gain the use of its powers. Your equipment becomes part of your demon form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your demon form, it cannot be removed, and anything in a container that is part of your demon form is inaccessible.
While in demon form, you take ongoing damage equal to 1/10 your max HP. If you are struck by an attack, roll an endurance check with a DC equal to the damage dealt. If you fail, you automatically revert and are dazed.
You automatically revert if you fall unconscious or die.


Nooooooooooo.

This kind of effect should not exist in 4e. It is unbalanced, it is enormous and clunky, and it invalidates any reason to take the second one:



Demonic Charmer
You gain a +10 bonus to diplomacy and intimidate checks against demons.
You gain the Enslave Demon power.
Enslave Demon
Demonologist Feature
At-will - Charm, Infernal
Standard Action
Range: Close burst 3
Target: One demon in burst
Effect: You choose to either roll a diplomacy or intimidate check as opposed by the target's Will defense. If the check succeeds, the target is immediately considered helpful and will obey your commands. An enslaved demon shares your action pool. Once per round its initiative, the demon makes a saving throw with a penalty equal to 10 minus the number of rounds the demon has spent in combat while enslaved. If the demon has spent more than 10 rounds in combat while enslaved, the penalty begins to be added to the throw as a bonus.
A demon that makes a saving throw is immediately hostile, and rolls initiative with a bonus equal to the number of rounds it spent in combat while enslaved. It also gains this bonus to all attack and damage rolls against you.
Special: You cannot enslave a demon whose level is higher than your level + 1.


The little fiddly bit where you have to track rounds is arbitrary and annoying compared to 4e's common durations (save ends, until end of encounter, or until end of next turn), and the entire power is pretty unbalanced, in not just power, but because it's so narrow.

I didn't read all your powers but I saw a (save ends) effect made by an at-will power in there. No. Really. Way no. Don't do this.

You need to become more acquainted with how 4e works before you attempt to subvert it. You may think these are interesting options, but at the tradeoff of being unbalanced and clunky. They can be interesting if you tone them down. Yes, it's difficult to take shears to your original vision. But that's why you conform to a rules set – to restrain and focus your original vision.

Ashtagon
2009-11-13, 03:52 PM
Agreed - Demon Form should not exist in 4e. One of the big sweeping changes in 4e was to get rid of any kind of polymorph effect which essentially says "see the Monster Manual for what you get". The problem is that this kind of power is open-ended in terms of power level, and will improve with each new splat-book that is published. It is inherently unbalanced and is not even balanceable.

lesser_minion
2009-11-13, 04:08 PM
As you've already suggested Shapeshifter as a complete build option for the class, I'd suggest handling the shapeshifting by having all of the shapeshift powers briefly alter the character's form in some way - at-will for a round, encounter for an encounter, and daily for an encounter, but a bit more dramatically.

That way, the kind of demon your character becomes is defined by their power choices, instead of having them pick a demon freely when they transform.

Yakk
2009-11-13, 05:17 PM
So, to make the 'control a demon' and 'become a demon' into a core mechanic...

Have Demonic Form and Demonic Summon powers.

Demonic Form powers have a rider that lets you change into a Demonic Form as a minor action on your turn. While in a given Demonic Form, you have access to a new Standard or Move action (described in the power).

Demonic Summon powers have a rider that let you summon a Demon as a minor action on your turn. While you have a Demonic Summon active, you have powers you can use through the Summoned Demon.

Possibly the Demonic Action would be one of your at-wills, but the properties of it would vary depending on your form and/or summon.

Make any sense?

Temotei
2009-11-13, 05:21 PM
"You think you can scare me? I parleyed with nastier things than you before I even had babies this morning."

Fixed. :smallbiggrin:

Vadin
2009-11-13, 05:33 PM
Another way you could do the shapeshifter route is to have it as a few stat alterations and unique abilities that the demonologist can choose, and have some daily powers that, as long as the demonologist knows them, give his shifted form a set benefit.

For example, the base benefit to the form can be +2 to one of a few stats (which is nice for the player, but not too overpowering at all). If he chooses a particular daily power, he also gains +1 to one of his defenses. Extra benefits could also be gained while bloodied.

Later dailies might increase all defenses, increase damage dice size, increase AC, deal extra damage per dice (with powers with the 'demon form' keyword), give extra modes of movement (I'm looking at you, wings!), or just give more stat bonuses.

Also, even though taking damage to stay in demon form is pretty cool, perhaps it should be something they can always do, turning the shapeshifting demonologist into a permanent demon (or, if the player so chooses, someone who just happens to shift back and forth regularly). Or just limiting the number of rounds at a time the demonologist can spend in demon form. Both could be viable options.

Inyssius Tor
2009-11-13, 07:55 PM
Abyssal. Not infernal. Abyssal.

Demons come from the Abyss. They are abyssal.

Devils come from the Nine Hells. They are infernal.

The two are entirely different.

Inyssius Tor
2009-11-13, 07:58 PM
Also: I'm sorry to say this, but your demon form ability is terribly, terribly, terribly ill-advised. Look at the druid and the warden for ways in which transformative class features can work without buggering the paradigm.

(More thoughts on that later.)

EDIT: Don't let all the criticism scare you off, by the way. If your ideas were just bad, we'd be ignoring them. The abundance of constructive criticism here shows that we're actually interested in what you're doing.

Mando Knight
2009-11-13, 11:08 PM
EDIT: Don't let all the criticism scare you off, by the way. If your ideas were just bad, we'd be ignoring them. The abundance of constructive criticism here shows that we're actually interested in what you're doing.

Indeed. We, the community of GitP, like the idea of making up classes to allow you to kill things with demons. We just want it to work, so we don't end up with the ShiftZilla paradigm again. Looking at existing summoning and polymorph powers from the Druid, Sorcerer, Wizard, etc. would be good.

Also, suggestion for summoner-based build name: Malconvoker.

Loxagn
2009-11-14, 01:07 AM
Ah. I thought that the biggest issue would be with Demon form. I'll alter it to make it just vanilla stat boosts for a few rounds, with perhaps extra options for a given 'branch' of demon.

I was of the impression 'Infernal' applied to both demons _and_ devils. My mistake.

Inyssius Tor
2009-11-14, 11:59 AM
"Fiendish" applies to both, "fiend" in D&D being a general term for "things that are like demons and/or devils".

"Diabolical" is another one that only applies to devils, which is--understandable, given the etymology, but kind of a shame since it's such a cool adverb.

...but I digress.

The Tygre
2009-11-14, 12:01 PM
It a'ight. In D&D, evil outsiders (or immortals and elementals as the case would be) as a whole are referred to as Fiends. Demonic power would generally be described as, well, Demonic or Abyssal. Still, in books like Forgotten Realms I see the term 'demon' and 'devil' switched interchangeably. And as a rule, I prefer calling evil outsiders as a whole 'Demons', namely on behalf of Demonology. It gets the point across, and when the overall goal is summoning and communicating with no particular evil outsider, 'Fiendology' just sounds silly.

Loxagn
2009-11-19, 10:54 AM
Alright. Changes to be made:

Demon Form will be hit with the nerfbat hard. A minor stat bonus, some nifty effects, nothing more.

As for the issues with Enslave Demon, I kind of wanted for it to be progressively easier for the demon to break free. Is there a simpler way to do this?

Infernal will be changed to either Fiend or Fel. Thoughts?

dsmiles
2009-11-19, 11:09 AM
I havent made any classes, but it does seem to be a PitA. I like this one, though, can I use it in my campaign world?

I have made 2 paragon paths though. The Gunslinger and the Sniper for my campaign world. We have guns (flintlock rifles and pistols). And then there are the goblins...they have GUNZ!!!!MWAHAHAHAHAAA...:smalleek:

Loxagn
2009-11-19, 11:14 AM
Once I get the kinks worked out, I have no problem sharing.

mikeejimbo
2009-11-19, 01:22 PM
This isn't simpler (it's the same) but you could reword it.

"The demon is enslaved (save ends). It takes a -10 penalty to saves versus this effect. Every round, it gains a cumulative +2 to saves versus this effect."

(Saying it caps out at a net +10 doesn't really matter, since they'll automatically succeed then anyway unless they have other debuffs on. Just throwing it out there.)

Also, I think that you should just apply the dominated condition. Simpler, though more limiting.

Shadow_Elf
2009-11-19, 04:35 PM
I think the central feature of one of the builds should not be entirely dependent on fighting demons regularly. Instead, consider making it a bonus to summoning powers (see Tome of Binding wizards) and then give them a lot of demon summoning powers.

My Opinion on how to make this work:
You have the Polymorphic Build - Your basic powers are sort of melee centered - your connection to demons gives you temporary phisiological buffs, which let you whack stuff hard and breathe fire. These are likely melee/close control powers. Your dailies involve completely turning into a demon for an encounter. Your class feature gives you additional benefits while under the effects of a polymorph power.

The second build involves more traditional spellcasting (ranged/area control), with demonic flavour. The dailies are summoning powers, which bring in monsters with set abilities (see summoning powers of the Wizard, Invoker, Artificer and Druid for good examples). Your class feature gives you bonuses to summoned creatures.

That sort of "aligns" the class with other classes, but I think it still conveys the flavour and build options you want.

Loxagn
2009-11-20, 12:44 AM
Changes Made:

Infernal changed to Fel.

Demon Form was thwacked with the +5 wiffle bat of nerfing.

Enslave Demon was drastically simplified and nerfed, and the Demonic Charmer now has some summoning focus.

Added some summoning powers as dailies.

Nerfed/altered some of the at-wills.

mikeejimbo
2009-11-20, 12:57 AM
I rather like the new Demonic Charmer. It has a simple elegance, really. I think that Wizards' R&D would think that this is too powerful, but I disagree.

I also like the new Demon Form. I would explicitly state that you are considered proficient in the natural weapon (usually things that give you a natural weapon do) and what the proficiency bonus is (probably +2 or +3?). I've never seen anything give a bonus directly to an ability, (except increases for Epic Destinies, of course.) Also, you forgot to change a couple instances of "beast form" to "Demon Form." :smalltongue:

I would suggest feats that open up new options for your Demon Form, but that may be jumping the gun.

Loxagn
2009-11-22, 04:32 PM
Added L5 Dailies.

dsmiles
2009-11-23, 05:22 AM
Ooooooo...
Aaaahhh...
Me likey....

The Demented One
2009-11-23, 09:22 AM
Changes Made:
Infernal changed to Fel.
Are you sure that shouldn't be Fell?

Loxagn
2009-11-23, 12:15 PM
I've seen it referred to both ways, so I just chose Fel.

Added L6 Utilities.

Loxagn
2009-11-23, 12:49 PM
Level 7 Encounter powers are up.

Loxagn
2009-11-23, 03:26 PM
As are the level 9 Dailies.

dsmiles
2009-11-23, 03:44 PM
This just keeps getting better and better...:smallbiggrin:

Loxagn
2009-11-23, 04:27 PM
Level 10 Utilities.

Loxagn
2009-11-23, 05:08 PM
Level 13 Encounters.

Loxagn
2009-11-23, 07:21 PM
Level 15 Dailies are up, working on 16 Utilities.

Will put up some Feats and Paragon Paths soon.

mikeejimbo
2009-11-23, 07:35 PM
I'd rename Chaos Bolt. Despite the fact that it's an appropriate name for the effect, it's been taken.

And Aura of Dread seems a bit too random to me. I don't think I'd ever use it, especially because it'd slow down play to look it up on the table every turn.

Also, I'd like a clarification on the podspawn. Do they each get a Standard action independent of the Demonologist's standard action? (That is, does the Demonologist have to use a standard action to command the podspawn?)

Loxagn
2009-11-23, 07:37 PM
They get a standard action independently (i.e. they can move or they can attack, but not both). I figured that since there can only be two, they're minions, and all they can do is do piddly damage, it was balanced. I will of course correct if I am wrong.

mikeejimbo
2009-11-23, 07:44 PM
They get a standard action independently (i.e. they can move or they can attack, but not both). I figured that since there can only be two, they're minions, and all they can do is do piddly damage, it was balanced. I will of course correct if I am wrong.

I don't think it's too powerful, I just wanted clarification.

Loxagn
2009-11-23, 08:29 PM
Ah. Fair enough.


16 Utilities are finished, but not happy with them. Any ideas are welcome.

mikeejimbo
2009-11-23, 09:06 PM
I dunno, they seem pretty solid to me. The Demonic Restoration power is kind of Leadery, but there's certainly precedent for Controllers to lean toward Leaders as a secondary. I would give extra hit points regained equal to your Constitution modifier if they choose to regain hit points. I would also not charge them a healing surge to end an effect that a save can end, and instead give them an extra save against an effect that a save can end. In effect I'd rewrite it like this:

Demonic Restoration (Demonologist Utility 16)
You fill your allies with vitality that only a demon could have.
Daily - Fel, Healing
Standard Action
Close burst 2
Target: You and each ally in burst
Effect: Each target can choose to either spend a healing surge and regain extra hit points equal to your Constitution modifier, or make a save with a bonus equal to your Constitution modifier.

Loxagn
2009-11-23, 09:41 PM
Excellent point, fixed.

17 Encounters.

dsmiles
2009-11-24, 05:32 AM
Dude, you rock!
*throws up the horns*

Rock on, Rocky Mc Rockster!

I'm lovin' this stuff. I always thought DnD should have a demonologist-type class. Palladium has (had?) something similarly themed, but nowhere near as cool as this.

Also, Yay! My paragon paths (Gunslinger and Sniper) are complete! Time to work on the Wizard for my campaign world (going with an element-based wizard: Air(thunder), Fire(duh!), Metal(force), Water(cold), Wood(poison)). I'm working on my campaign world in the hopes to someday get it published as 3rd party material by someone like Mongoose or Green Ronin, but I need playtesters for a PnP game...:smallfrown:

Loxagn
2009-11-24, 09:17 PM
19 Dailies.

Loxagn
2009-11-24, 09:49 PM
22 Utilities.

mikeejimbo
2009-11-24, 09:51 PM
You literally added the 22 utilities while I was reading the 19 dailies!

Anyway, for Immolate, the wording should be as follows:

Hit: 5d12 + Charisma modifier fire damage, and ongoing 10 fire damage (save ends).
Aftereffect: Ongoing 5 fire damage (save ends).


Although it doesn't matter too much. I do fear that the level 19 Summon is a bit powerful, though.

Loxagn
2009-11-24, 09:55 PM
You literally added the 22 utilities while I was reading the 19 dailies!

Anyway, for Immolate, the wording should be as follows:

Hit: 5d12 + Charisma modifier fire damage, and ongoing 10 fire damage (save ends).
Aftereffect: Ongoing 5 fire damage (save ends).


Although it doesn't matter too much. I do fear that the level 19 Summon is a bit powerful, though.

Already fixed. I must have read that particular demon's level incorrectly; it's actually a bit higher than 19.

mikeejimbo
2009-11-24, 10:07 PM
That seems good, as do the level 22 utilities.

The Tygre
2009-11-24, 10:39 PM
Point me to the spot where I can bow and worship in your honor, oh great one. And what race would you recommend for Demonology?

mikeejimbo
2009-11-24, 10:52 PM
Tieflings would make good Shapeshifter demons, while, curiously, Gnomes would make decent Slavemaster demons on stats alone, if not for the other stuff. Tieflings fit thematically, though, and probably their feats and such would be better suited toward it. I'd have to think, though.

Humans make decent anythings.

Loxagn
2009-11-24, 11:46 PM
Yeah, thematically Tieflings would make awesome Demonologists.

Gnomes as well. I think Half-elves would make decent ones, though for the life of me I can't remember what stat other than charisma they got a bonus to.

mikeejimbo
2009-11-25, 12:21 AM
Yeah, thematically Tieflings would make awesome Demonologists.

Gnomes as well. I think Half-elves would make decent ones, though for the life of me I can't remember what stat other than charisma they got a bonus to.

Constitution, which does make them good for Shapeshifters.

Loxagn
2009-11-25, 12:32 AM
Anywho, 23 Encounters.

mikeejimbo
2009-11-25, 12:41 AM
Do you think it would be too powerful to let either Soulfire or Chaotic Storm have the Demon Form keyword? It'd be nice to give Shapeshifters more options.

Loxagn
2009-11-25, 12:47 AM
Could've sworn I put another demon form power in there.

I'll add Demon Form to Chaotic Storm. I think that using Soulfire in demon form would just be too dangerous to the demonologist.

Also, considering the capstones for the class (Level 29 Dailies); thoughts on a Balor summon that renders the summoner unable to act?

mikeejimbo
2009-11-25, 12:49 AM
Could've sworn I put another demon form power in there.

I'll add Demon Form to Chaotic Storm. I think that using Soulfire in demon form would just be too dangerous to the demonologist.

Also, considering the capstones for the class (Level 29 Dailies); thoughts on a Balor summon that renders the summoner unable to act?

The tricky part about that is that technically, you have to take actions to give your summoned creature actions. Though I think I know what you're going for, I just don't know how I'd word it.

Loxagn
2009-11-25, 01:08 AM
Okay. Level 25 Dailies are up.

And I think I'll word it that you must use your actions to command it and you pay a hefty price if it falls in battle.

Loxagn
2009-11-25, 01:26 AM
Replaced Dance of the Marilith with Abyssal Tides, that was just silly.

dsmiles
2009-11-25, 09:54 AM
*sits on edge of seat*
Ooooooo...
*bites nails*
Ahhhhhh...

I don't know how much more suspense I can take...

EDIT: I have a limited supply of 4e books. How long does a summoned creature stay?

mikeejimbo
2009-11-25, 10:33 AM
Until the end of the encounter, or when it dies.

dsmiles
2009-11-25, 10:41 AM
Thanks. That makes more sense than the 3.x summonings (to me). How long do they last outside of combat, though? Can I even summon outside of combat?

Loxagn
2009-11-25, 01:14 PM
'Until the end of the encounter' is defined as 'five minutes'. So you can summon outside of battle, but it'll only last five minutes.

Loxagn
2009-11-25, 05:56 PM
27 encounters are up.

TIME FOR ZE CAPSTONES! >:D

mikeejimbo
2009-11-25, 06:07 PM
For the level 25 dailies, burst 3 within 20 is a huge area and a huge range. Other than that, though, I'd still give Supreme Agony Demon Form.

For the level 27 dailies, the Seed of Corruption's secondary attack also has a huge range. Might I make a suggestion? Reduce the range, but also immobilize the enemy on a hit.

Loxagn
2009-11-26, 02:07 AM
Will do.

Also, 29 Dailies are up. Finally.

Loxagn
2009-12-01, 04:05 PM
Absolutely stumped on ideas for paragon paths. Any input would be appreciated.

mikeejimbo
2009-12-01, 04:19 PM
At the very minimum, one should emphasize the demon form and the other should emphasize summoning.

Asbestos
2009-12-03, 03:02 PM
Looking it over, the class seems pretty fragile. Most of the classes that don't have an AC boosting stat as a primary or secondary either have a decent armor proficiency or use a non-AC boosting ability to boost AC. The shaman is the one exception, but they generally lead from behind. The demonic shifter here appears to be an up in front sort of guy. Maybe allow them to use CON instead of Int or Dex to determine their AC.

Loxagn
2009-12-04, 04:07 PM
Demonologist Feats

Heroic Tier Feats

Demonic Armor [Demonologist]
Prerequisites: Con 13, Demon Form class feature
Benefit: While in Demon Form, you gain your constitution modifier as a feat bonus to AC.

Improved Summoning [Demonologist]
Prerequisites: Con 13
Benefit: Creatures created by your Fel summoning powers gain a +1 bonus to all defenses.

Resistant Form [Demonologist]
Prerequisites: Cha 15, Demon Mastery class feature
Benefit: Once per encounter, as a minor action, you may change the fire resistance granted by your Demon Mastery class feature to cold, lightning, thunder, or acid resistance. At level 11, you may do this twice per encounter. At level 21, you may do it three times.

Shared Vitality [Demonologist]
Prerequisites: Int 13
Benefit: When you are healed or gain temporary hit points and have a summoned demon with you, your demon is gains hit points or temporary hit points equal to half what you gained.

Improved Whip Mastery [Demonologist]
Prerequisites: Dex 13
Benefit: When you wield a whip as a weapon, its damage die increases to 1d6, and it gains Reach 1.

Deadly Form [Demonologist]
Prerequisites: Con 13, Demon Form class feature
Benefit: The damage die of your natural weapons in demon form increases to 1d8, and it is treated as a high-crit weapon.


Paragon Tier Feats

Curse Focus [Demonologist]
Prerequisites: Int 13, level 11
Benefit: Creatures that attempt saving throws against your demonologist powers take a -2 penalty to the rolls.

Fel Reserves [Demonologist]
Prerequisites: Level 11
Benefit: When you have expended all your demonologist daily attack powers, you gain a +1 bonus to attack rolls with demonologist at-will attack powers until you regain the use of one of your demonologist daily attack powers.

Abyssal Shroud [Demonologist]
Prerequisites: Level 11
Benefit: While you are conscious and not bloodied, enemies adjacent to you take a -1 penalty to all attack rolls.

Improved Enslave Demon [Demonologist]
Prerequisites: Level 11, Enslave Demon class feature
Benefit: When a target is under the effects of your Enslave Demon power, you can sustain the power's effect as a minor action.

Whipmaster Supreme [Demonologist]
Prerequisites: Level 11, Burning Lash power
Benefit: You can use Burning Lash as a basic melee attack. Any time you would be allowed to use a basic melee attack, you may instead use Burning Lash.


Epic Tier Feats

Dread Summoner [Demonologist]
Prerequisites: Level 21, Int 17
Benefit: When a creature you create with a Fel summoning power is reduced to 0 hit points or fewer, each enemy adjacent to that creature takes 2d10 + your intelligence modifier.

Whip Supremacy [Demonologist]
Prerequisites: Level 21, Cha 21, Int 15, Con 15
Benefit: When you wield a whip as a weapon or as an implement while using a Fel power, you can score a critical on a roll of 19 or 20.

Quickened Curse
Prerequisites: Level 21, any Fel class
Benefit:Choose a Fel at-will attack power that can be used as a standard action. Once per encounter, you may use this as a minor action.

Multiclass Feats

Occult Initiate [Multiclass Demonologist]
Prerequisites: Cha 13
Benefit: Choose a 1st-level demonologist at-will power. You may use that power once an encounter. In addition, you can use a whip as an implement while using a demonologist power or a demonologist paragon path power.

Abyssal Shapeshifter [Multiclass Demonologist]
Prerequisites: Cha 13, Con 13
Benefit: You gain the demon form class feature and can use it once per encounter.

Loxagn
2009-12-10, 10:55 AM
Well, two paragon paths are in the works. Don't know how well they'll go over, but I'm trying. Again, anybody feel free to toss something out. Next class in the series is also underway.

Gentlemen, the Blood Knight cometh.

dsmiles
2009-12-10, 12:07 PM
I have previewed the Blood Knight stuff that you have up. I am anxiously awaiting updates.

EDIT: Also, I have copy/pasted the Demonologist into my campaign book. Let the formatting begin!!MWAHAHAHAHAHAAA!!!

Athaniar
2009-12-11, 04:36 AM
Ooh, evil character. A good class*. Also, speaking of Fel, it is an Old English word from which the more modern fell is derived. Every time I hear it I think of Warcraft, though.


*Pun intended

Loxagn
2009-12-12, 03:56 AM
There has been some playtesting done, deciding to nerf Rain of Fire a bit; made a hard encounter so easy it was silly.

Reactions otherwise good.

Loxagn
2009-12-13, 05:26 PM
First paragon path is up.