Malachei
2012-04-16, 06:49 AM
Fiendlord
If you gaze into the abyss
the abyss also gazes into you.
(Friedrich Nietzsche)
http://www.wizards.com/dnd/images/fc1_gallery/98470.jpg
Some study the world and all its beauty and terror. Others fiddle with the concepts of life and death. There are some who master the elements and even others who mess with minds. Mastering magic in its many forms requires a sharp intellect, force of personality and a brave heart. But only a few ever dare to venture into the dark realms of the lower outer planes, where demons wreath havoc and devils plot their sinister schemes. Understanding that in the endless planar wars, nothing can withstand their might, the Fiendlord is drawn to this source, and the power he commands is fueled by the vile souls that call the Abyss, the Nine Hells their home.
A base class for 3.5 D&D, the Fiendlord is a master of demons and devils. Like a conjurer, he studies the outer planes, summoning and calling creatures or drawing from their energies. While the conjurer uses his intellect to thoroughly prepare complicated arcane texts, the Fiendlord relies on his force of personality and his magical talent.
Abilities: Fiendlords rely on their force of personality and their charm to compel or seduce fiends. Charisma is your most important ability, because it determines your maximum spell level, your spells' DC and your bonus spells, as well as your ability to compel fiends. Constitution is important, as fighting fiends is a dangerous business, and you need a strong body to let you keep your concentration in critical situations. Intelligence is not to be neglected, however, because fiend's are often tricky and looking for loopholes in the agreements you make with them, and knowledge of the planes is important for you to identify the fiends you are dealing with and their powers.
Races: Fiendlords can be found everywhere, as no race is immune against the alluring whispers of fiends. A large number of Fiendlords are Tieflings, as these seem to be drawn to their roots and have an easier time negotiating with their remote relatives. Among the power-hungry human societies, Fiendlords find a perfect place, and even in dwarven communities, Fiendlords have secretly worked to make their folk dig too deep. Elves rarely become Fiendlords, for the fair folk are naturally repulsed by the fiends' cruelty and terrifying appearance.
Sex: Males and females equally often choose the dark profession. A female Fiendlord is known as a Fiendlady.
Alignment: Negotiating pacts with evil outsiders is a dark business, and many Fiendlords are evil in alignment, and the longer a neutral Fiendlord draws his power from the lower planes, the more likely becomes he will eventually succumb to the lure of evil.
Starting Gold: 6d4*10 gp (150 gp).
Starting Age: As wizard (PH 109).
Table 1: The Fiendlord
{table=head] Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +0 | +2 | Compel Fiend
2 | +1 | +0 | +0 | +3 | Fiendskin +2
3 | +1 | +1 | +1 | +3 | Fiendish Heritage, Fiendish Focus
4 | +2 | +1 | +1 | +4 | Advanced Learning
5 | +2 | +1 | +1 | +4 | Quick Summoning
6 | +3 | +2 | +2 | +5 | Spell Penetration
7 | +3 | +2 | +2 | +5 | Fiendskin +3, Summon Familiar
8 | +4 | +2 | +2 | +6 | Advanced Learning, Fiendish Presence
9 | +4 | +3 | +3 | +6 | Fiendish Casting I
10 | +5 | +3 | +3 | +7 | Fiendish Resistance
11 | +5 | +3 | +3 | +7 | Fiendskin +4
12 | +6/+1 | +4 | +4 | +8 | Advanced Learning
13 | +6/+1 | +4 | +4 | +8 | Fiendish Legacy
14 | +7/+2 | +4 | +4 | +9 | Greater Spell Penetration
15 | +7/+2 | +5 | +5 | +9 | Fiendish Casting II, Fiendskin +5
16 | +8/+3 | +5 | +5 | +10 | Advanced Learning
17 | +8/+3 | +5 | +5 | +10 |
18 | +9/+4 | +6 | +6 | +11 | Greater Fiendish Legacy
19 | +9/+4 | +6 | +6 | +11 |
20 | +10/+5 | +6 | +6 | +12 | Advanced Learning, Fiendform
[/table]
Table 2: Spellcasting
{table=head] Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | 5 | 3 | - | - | - | - | - | - | - | -
2 | 6 | 4 | - | - | - | - | - | - | - | -
3 | 6 | 5 | - | - | - | - | - | - | - | -
4 | 6 | 6 | 3 | - | - | - | - | - | - | -
5 | 6 | 6 | 4 | - | - | - | - | - | - | -
6 | 6 | 6 | 5 | 3 | - | - | - | - | - | -
7 | 6 | 6 | 6 | 4 | - | - | - | - | - | -
8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | -
9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | -
10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | -
11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | -
12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | -
13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | -
14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | -
15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | -
16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -
17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -
18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5
[/table]
Hit Die: 1d6
Class Skills (4 + Int modifier): Bluff, Concentration, Diplomacy, Knowledge (arcana), Knowledge (the planes), Spellcraft, Use Magic Device.
Spellcasting: A Fiendlord casts arcane spells from the Fiendlord spell list. When he gains a new level that grants spell slots of a new spell level as per table 2, a Fiendlord knows all spells of that level on his list. Like a sorcerer, he can cast any spell he knows without preparation. A Fiendlord’s spell list is the same as the spells he knows. Through the advanced learning class feature, a Fiendlord can add new spells to his repertoire.
To cast a spell, a Fiendlord must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Fiendlord’s spell is 10 + the spell’s level + his Charisma modifier. The number of spells per level a Fiendlord can cast per day are given in table 2. These are adjusted by high Charisma (see the SRD).
Weapon and Armor Proficiency: A Fiendlord is proficient with all simple weapons and two martial weapons of his choice. A Fiendlord is not proficient with armor or shields.
Compel Fiend (Su): Three times per day, plus one time per Charisma modifier, the Fiendlord can try to gain control over an evil-aligned outsider. This is a supernatural ability that works much like the rebuke undead ability of a cleric.
Fiendskin: A Fiendlord’s body toughens, providing a +2 natural armor bonus to AC, which gradually increases (total of +3 at 7th, +4 at 11th and +5 at 15th level).
Fiendish Heritage: A Fiendlord starts to attune with his inner fiend, gaining the feat (see Complete Mage, 43)
Fiendish Focus: At third level, a Fiendlord makes a pact with the powers of the Nine Hells, the Abyss or the Gray Waste of Hades. Depending on the choice, the Fiendlord gains additional spells and abilities (see below).
Advanced Learning: At each stage of advanced learning, the Fiendlord can add a new spell to his list of known spells. The spell must be a conjuration or transmutation spell from the sorcerer/wizard spell list and of a level the Fiendlord already knows spells of.
Rapid Summoning: From 5th level on, a Fiendlord can cast a summon fiend spell as a standard action.
Spell Penetration: A Fiendlord gains a +2 bonus to caster level checks to overcome evil outsider’s spell resistance.
Summon Familiar: At 7th level or later, a Fiendlord can gain a familiar, which is either an imp or quasit (to be expanded).
Fiendish Presence: A Fiendlord further learns to use his inner fiend, gaining the feat (see Complete Mage, 43)
Fiendish Casting: Learning from fiends, a Fiendlord copies their innate magical abilities. At 9th level, he can cast his known spells of 1st through 3rd level as Spell-Like Abilities. At 15th level, this also affects his known spells of 4th through 6th level. This does not change the number of spell slots the Fiendlord can cast per day. It only affects that the spell is now used as a spell-like ability. The Fiendlord can still opt to use traditional spellcasting. The decision is made at the start of casting.
Fiendish Resistance: The Fiendlord gains the Fiendish template. His type changes to outsider (native).
Fiendish Legacy: A Fiendlord unlocks his inner fiend, gaining the feat (see Complete Mage, 43).
Greater Spell Penetration: A Fiendlord gains a +4 bonus to caster level checks to overcome an evil outsider’s spell resistance (this does not stack with Spell Penetration).
Greater Fiendish Legacy: Gains the feat (see below)
Fiendform: Eventually, a Fiendlord truly transforms into a fiend. His type changes to outsider, and he gains the Half-Fiend template, which replaces (does not stack with) the Fiendish template.
Fiendlord Spell List
O Level: acid splash, detect fiend1, detect magic, mage hand, message, read magic, resistance
1st Level: (12-14) alarm, babau slime (sc), benign transposition (sc), comprehend languages, devil’s tail (bovd), endure elements, mage armor, mount, nether trail (bovd), protection from evil (*), resist planar alignment (sc), summon fiend i
2nd Level: (12-19) alter self, animalistic power (ph2), baleful transposition (sc), balor nimbus (sc), chain of eyes (sc), cloud of knives (ph2), demoncall (bovd), eagle’s splendor, glitterdust, graz’zt’s long grasp (bovd), resist energy, rope trick, summon fiend ii
3rd Level: (8-20) anticipate teleportation (sc), avoid planar effects (sc), demon dirge (sc), demon wings (bovd), devil blight (sc), devil’s ego (bovd), devil’s eye (bovd), dispel magic, evard’s menacing tentacles (ph2), greater mage armor (sc), hamatula barbs (sc), haste, lesser telepathic bond (sc), magic circle against evil (*), protection from energy, spell vulnerability (sc), summon fiend iii, tongues, vipergout (sc, fiendish only)
4th Level: (11-13) abyssal might (bovd), assay spell resistance (sc), attune form (sc), black tentacles, condemnation (ph2), dimensional anchor, dimension door, dismissal, distort summons (bovd), hell’s power (bovd), lesser geas, lesser planar ally, polymorph, summon fiend iv, wall of chaos (sc,*),
5th Level: (11-15) baleful polymorph, call dretch horde (bovd), call lemure horde (bovd), call nightmare (bovd), contact other plane, field of resistance (ph2), fiendform (sc), greater blink (sc), gutsnake (sc), lesser planar binding, planar tolerance (sc), summon fiend v, zone of respite (sc)
6th Level: (8-9) alert bebilith (bovd), antimagic field, banishment, geas/quest, greater anticipate teleportation (sc), greater dispel magic, interplanar telepathic bond (sc), planar ally, planar binding, seal portal (sc), subvert planar essence (sc), summon fiend vi
7th Level: (7-8) antimagic ray (sc), energy immunity (sc), fiendish clarity (bovd), mass animalistic power (ph2), planar bubble (sc), plane shift, stun ray (sc), summon fiend vii
8th Level: (4-7) binding, dimensional lock, flensing (sc), greater planar ally, greater planar binding, greater plane shift (sc), maze, summon fiend viii, trap the soul
9th Level: (5-6) abyssal army (sc), etherealness, hellish horde (sc), gate, shapechange, planar perinarch (sc), summon fiend ix
The numbers indicate the spells beguiler or dread necromancer have at this level.
bovd = Book of Vile Darkness
ph2 = Players Handbook II
sc = Spell Compendium
(*) the Fiendlord can cast these in their evil, good, law, chaos versions.
1 This spell functions as detect undead, but its effect instead applies to fiends.
Fiendish Focus
You gain a +2 bonus on Charisma checks or Charisma-based skill checks when dealing with your focused fiends. Also, when casting summon fiend to summon a focused fiend, you do so at +1 caster level.
In addition, as you rise in level, you gain the following spells known:
Table 3: Fiendish Focus Spells
{table=head] Level | Abyss | 9 Hells | Hades
3 |||
5|||
7|||
9|||
11|||
13|||
15|||
17|||
19|||
[/table]
Greater Fiendish Legacy (new feat)
Prerequisite: Fiendish Legacy, character level 13th, non-good alignment
Benefit: You can cast the following spells, as a spell-like ability, each once per day: greater teleport, insanity and power word stun. Your caster level equals your character level.
Design Comments
Looking for a full-career demonologist, I didn’t find a good solution. I know the demonologist from Book of Vile Darkness, but I think its separate spellcasting is problematic.
I like the spontaneous fixed list casters (beguiler, dread necromancer), so I’ve looked at creating something very similar with a fiendish conjurer theme.
I’ve made it Charisma-based, to support the fluff that force of personality brings the fiends to their knees, and also because this works well with Binders.
Design Questions
Summon Fiend: Suggestions for the list? Is there a complete list of evil outsiders somewhere so I do not have to read through all my books again?
Familiar: Other familiars worth taking in as options?
Fiendish Casting: Is this too strong? I’ve looked at the Shadowcaster for comparison, and delayed it two levels plus removed the (Su) part, but it might still be too strong. I’d like to keep it in, though, as I think it nicely fits the Fiendlord’s transformation and learning.
Balance-wise, especially compared to Dread Necromancer, is this class ok to you?
Please help me on the Spell List
Not all adventures will be focused on fiends, so the Fiendlord needs to be an acceptable choice in a standard campaign, as well.
The number of spells are spread a bit uneven over the spell levels. I’ve noted the same with the Dread Necromancer, but still, I’m not too happy about it… what do you think?
Any spells that should go out?
I think it is missing some more general spells, especially a few direct damage dealers. Should I include the Orb spells? (i.e. Orb of Fire etc.)
What about utility spells?
If you gaze into the abyss
the abyss also gazes into you.
(Friedrich Nietzsche)
http://www.wizards.com/dnd/images/fc1_gallery/98470.jpg
Some study the world and all its beauty and terror. Others fiddle with the concepts of life and death. There are some who master the elements and even others who mess with minds. Mastering magic in its many forms requires a sharp intellect, force of personality and a brave heart. But only a few ever dare to venture into the dark realms of the lower outer planes, where demons wreath havoc and devils plot their sinister schemes. Understanding that in the endless planar wars, nothing can withstand their might, the Fiendlord is drawn to this source, and the power he commands is fueled by the vile souls that call the Abyss, the Nine Hells their home.
A base class for 3.5 D&D, the Fiendlord is a master of demons and devils. Like a conjurer, he studies the outer planes, summoning and calling creatures or drawing from their energies. While the conjurer uses his intellect to thoroughly prepare complicated arcane texts, the Fiendlord relies on his force of personality and his magical talent.
Abilities: Fiendlords rely on their force of personality and their charm to compel or seduce fiends. Charisma is your most important ability, because it determines your maximum spell level, your spells' DC and your bonus spells, as well as your ability to compel fiends. Constitution is important, as fighting fiends is a dangerous business, and you need a strong body to let you keep your concentration in critical situations. Intelligence is not to be neglected, however, because fiend's are often tricky and looking for loopholes in the agreements you make with them, and knowledge of the planes is important for you to identify the fiends you are dealing with and their powers.
Races: Fiendlords can be found everywhere, as no race is immune against the alluring whispers of fiends. A large number of Fiendlords are Tieflings, as these seem to be drawn to their roots and have an easier time negotiating with their remote relatives. Among the power-hungry human societies, Fiendlords find a perfect place, and even in dwarven communities, Fiendlords have secretly worked to make their folk dig too deep. Elves rarely become Fiendlords, for the fair folk are naturally repulsed by the fiends' cruelty and terrifying appearance.
Sex: Males and females equally often choose the dark profession. A female Fiendlord is known as a Fiendlady.
Alignment: Negotiating pacts with evil outsiders is a dark business, and many Fiendlords are evil in alignment, and the longer a neutral Fiendlord draws his power from the lower planes, the more likely becomes he will eventually succumb to the lure of evil.
Starting Gold: 6d4*10 gp (150 gp).
Starting Age: As wizard (PH 109).
Table 1: The Fiendlord
{table=head] Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +0 | +2 | Compel Fiend
2 | +1 | +0 | +0 | +3 | Fiendskin +2
3 | +1 | +1 | +1 | +3 | Fiendish Heritage, Fiendish Focus
4 | +2 | +1 | +1 | +4 | Advanced Learning
5 | +2 | +1 | +1 | +4 | Quick Summoning
6 | +3 | +2 | +2 | +5 | Spell Penetration
7 | +3 | +2 | +2 | +5 | Fiendskin +3, Summon Familiar
8 | +4 | +2 | +2 | +6 | Advanced Learning, Fiendish Presence
9 | +4 | +3 | +3 | +6 | Fiendish Casting I
10 | +5 | +3 | +3 | +7 | Fiendish Resistance
11 | +5 | +3 | +3 | +7 | Fiendskin +4
12 | +6/+1 | +4 | +4 | +8 | Advanced Learning
13 | +6/+1 | +4 | +4 | +8 | Fiendish Legacy
14 | +7/+2 | +4 | +4 | +9 | Greater Spell Penetration
15 | +7/+2 | +5 | +5 | +9 | Fiendish Casting II, Fiendskin +5
16 | +8/+3 | +5 | +5 | +10 | Advanced Learning
17 | +8/+3 | +5 | +5 | +10 |
18 | +9/+4 | +6 | +6 | +11 | Greater Fiendish Legacy
19 | +9/+4 | +6 | +6 | +11 |
20 | +10/+5 | +6 | +6 | +12 | Advanced Learning, Fiendform
[/table]
Table 2: Spellcasting
{table=head] Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | 5 | 3 | - | - | - | - | - | - | - | -
2 | 6 | 4 | - | - | - | - | - | - | - | -
3 | 6 | 5 | - | - | - | - | - | - | - | -
4 | 6 | 6 | 3 | - | - | - | - | - | - | -
5 | 6 | 6 | 4 | - | - | - | - | - | - | -
6 | 6 | 6 | 5 | 3 | - | - | - | - | - | -
7 | 6 | 6 | 6 | 4 | - | - | - | - | - | -
8 | 6 | 6 | 6 | 5 | 3 | - | - | - | - | -
9 | 6 | 6 | 6 | 6 | 4 | - | - | - | - | -
10 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | -
11 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | -
12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | -
13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | -
14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | -
15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | -
16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -
17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -
18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5
[/table]
Hit Die: 1d6
Class Skills (4 + Int modifier): Bluff, Concentration, Diplomacy, Knowledge (arcana), Knowledge (the planes), Spellcraft, Use Magic Device.
Spellcasting: A Fiendlord casts arcane spells from the Fiendlord spell list. When he gains a new level that grants spell slots of a new spell level as per table 2, a Fiendlord knows all spells of that level on his list. Like a sorcerer, he can cast any spell he knows without preparation. A Fiendlord’s spell list is the same as the spells he knows. Through the advanced learning class feature, a Fiendlord can add new spells to his repertoire.
To cast a spell, a Fiendlord must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Fiendlord’s spell is 10 + the spell’s level + his Charisma modifier. The number of spells per level a Fiendlord can cast per day are given in table 2. These are adjusted by high Charisma (see the SRD).
Weapon and Armor Proficiency: A Fiendlord is proficient with all simple weapons and two martial weapons of his choice. A Fiendlord is not proficient with armor or shields.
Compel Fiend (Su): Three times per day, plus one time per Charisma modifier, the Fiendlord can try to gain control over an evil-aligned outsider. This is a supernatural ability that works much like the rebuke undead ability of a cleric.
Fiendskin: A Fiendlord’s body toughens, providing a +2 natural armor bonus to AC, which gradually increases (total of +3 at 7th, +4 at 11th and +5 at 15th level).
Fiendish Heritage: A Fiendlord starts to attune with his inner fiend, gaining the feat (see Complete Mage, 43)
Fiendish Focus: At third level, a Fiendlord makes a pact with the powers of the Nine Hells, the Abyss or the Gray Waste of Hades. Depending on the choice, the Fiendlord gains additional spells and abilities (see below).
Advanced Learning: At each stage of advanced learning, the Fiendlord can add a new spell to his list of known spells. The spell must be a conjuration or transmutation spell from the sorcerer/wizard spell list and of a level the Fiendlord already knows spells of.
Rapid Summoning: From 5th level on, a Fiendlord can cast a summon fiend spell as a standard action.
Spell Penetration: A Fiendlord gains a +2 bonus to caster level checks to overcome evil outsider’s spell resistance.
Summon Familiar: At 7th level or later, a Fiendlord can gain a familiar, which is either an imp or quasit (to be expanded).
Fiendish Presence: A Fiendlord further learns to use his inner fiend, gaining the feat (see Complete Mage, 43)
Fiendish Casting: Learning from fiends, a Fiendlord copies their innate magical abilities. At 9th level, he can cast his known spells of 1st through 3rd level as Spell-Like Abilities. At 15th level, this also affects his known spells of 4th through 6th level. This does not change the number of spell slots the Fiendlord can cast per day. It only affects that the spell is now used as a spell-like ability. The Fiendlord can still opt to use traditional spellcasting. The decision is made at the start of casting.
Fiendish Resistance: The Fiendlord gains the Fiendish template. His type changes to outsider (native).
Fiendish Legacy: A Fiendlord unlocks his inner fiend, gaining the feat (see Complete Mage, 43).
Greater Spell Penetration: A Fiendlord gains a +4 bonus to caster level checks to overcome an evil outsider’s spell resistance (this does not stack with Spell Penetration).
Greater Fiendish Legacy: Gains the feat (see below)
Fiendform: Eventually, a Fiendlord truly transforms into a fiend. His type changes to outsider, and he gains the Half-Fiend template, which replaces (does not stack with) the Fiendish template.
Fiendlord Spell List
O Level: acid splash, detect fiend1, detect magic, mage hand, message, read magic, resistance
1st Level: (12-14) alarm, babau slime (sc), benign transposition (sc), comprehend languages, devil’s tail (bovd), endure elements, mage armor, mount, nether trail (bovd), protection from evil (*), resist planar alignment (sc), summon fiend i
2nd Level: (12-19) alter self, animalistic power (ph2), baleful transposition (sc), balor nimbus (sc), chain of eyes (sc), cloud of knives (ph2), demoncall (bovd), eagle’s splendor, glitterdust, graz’zt’s long grasp (bovd), resist energy, rope trick, summon fiend ii
3rd Level: (8-20) anticipate teleportation (sc), avoid planar effects (sc), demon dirge (sc), demon wings (bovd), devil blight (sc), devil’s ego (bovd), devil’s eye (bovd), dispel magic, evard’s menacing tentacles (ph2), greater mage armor (sc), hamatula barbs (sc), haste, lesser telepathic bond (sc), magic circle against evil (*), protection from energy, spell vulnerability (sc), summon fiend iii, tongues, vipergout (sc, fiendish only)
4th Level: (11-13) abyssal might (bovd), assay spell resistance (sc), attune form (sc), black tentacles, condemnation (ph2), dimensional anchor, dimension door, dismissal, distort summons (bovd), hell’s power (bovd), lesser geas, lesser planar ally, polymorph, summon fiend iv, wall of chaos (sc,*),
5th Level: (11-15) baleful polymorph, call dretch horde (bovd), call lemure horde (bovd), call nightmare (bovd), contact other plane, field of resistance (ph2), fiendform (sc), greater blink (sc), gutsnake (sc), lesser planar binding, planar tolerance (sc), summon fiend v, zone of respite (sc)
6th Level: (8-9) alert bebilith (bovd), antimagic field, banishment, geas/quest, greater anticipate teleportation (sc), greater dispel magic, interplanar telepathic bond (sc), planar ally, planar binding, seal portal (sc), subvert planar essence (sc), summon fiend vi
7th Level: (7-8) antimagic ray (sc), energy immunity (sc), fiendish clarity (bovd), mass animalistic power (ph2), planar bubble (sc), plane shift, stun ray (sc), summon fiend vii
8th Level: (4-7) binding, dimensional lock, flensing (sc), greater planar ally, greater planar binding, greater plane shift (sc), maze, summon fiend viii, trap the soul
9th Level: (5-6) abyssal army (sc), etherealness, hellish horde (sc), gate, shapechange, planar perinarch (sc), summon fiend ix
The numbers indicate the spells beguiler or dread necromancer have at this level.
bovd = Book of Vile Darkness
ph2 = Players Handbook II
sc = Spell Compendium
(*) the Fiendlord can cast these in their evil, good, law, chaos versions.
1 This spell functions as detect undead, but its effect instead applies to fiends.
Fiendish Focus
You gain a +2 bonus on Charisma checks or Charisma-based skill checks when dealing with your focused fiends. Also, when casting summon fiend to summon a focused fiend, you do so at +1 caster level.
In addition, as you rise in level, you gain the following spells known:
Table 3: Fiendish Focus Spells
{table=head] Level | Abyss | 9 Hells | Hades
3 |||
5|||
7|||
9|||
11|||
13|||
15|||
17|||
19|||
[/table]
Greater Fiendish Legacy (new feat)
Prerequisite: Fiendish Legacy, character level 13th, non-good alignment
Benefit: You can cast the following spells, as a spell-like ability, each once per day: greater teleport, insanity and power word stun. Your caster level equals your character level.
Design Comments
Looking for a full-career demonologist, I didn’t find a good solution. I know the demonologist from Book of Vile Darkness, but I think its separate spellcasting is problematic.
I like the spontaneous fixed list casters (beguiler, dread necromancer), so I’ve looked at creating something very similar with a fiendish conjurer theme.
I’ve made it Charisma-based, to support the fluff that force of personality brings the fiends to their knees, and also because this works well with Binders.
Design Questions
Summon Fiend: Suggestions for the list? Is there a complete list of evil outsiders somewhere so I do not have to read through all my books again?
Familiar: Other familiars worth taking in as options?
Fiendish Casting: Is this too strong? I’ve looked at the Shadowcaster for comparison, and delayed it two levels plus removed the (Su) part, but it might still be too strong. I’d like to keep it in, though, as I think it nicely fits the Fiendlord’s transformation and learning.
Balance-wise, especially compared to Dread Necromancer, is this class ok to you?
Please help me on the Spell List
Not all adventures will be focused on fiends, so the Fiendlord needs to be an acceptable choice in a standard campaign, as well.
The number of spells are spread a bit uneven over the spell levels. I’ve noted the same with the Dread Necromancer, but still, I’m not too happy about it… what do you think?
Any spells that should go out?
I think it is missing some more general spells, especially a few direct damage dealers. Should I include the Orb spells? (i.e. Orb of Fire etc.)
What about utility spells?