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WeaselGuy
2017-11-02, 08:40 AM
So, as it says on the tin, I'm looking to play a Disciple of Asmodeus in about a year long campaign, starting after Christmas. We'll be starting around level 6, we get assigned stats to place as we see fit (10/12/14/16/16/18), Leadership is NOT banned, but not to be abused (DM is fine with us having a cohort, doesn't want us dragging around an army of commoner railguns), Evil alignments are ok, so long as we can work as a group, and we are allowed to use basically any published hardback 3.5 book (includes Dragon Compendium, no Dragon/Dungeon Magazine), along with WotC official web content, and the full SRD. No Flaws, no multiclass xp penalty.

I had the idea of starting off with Warlock, going into Ur-Priest, and finishing with Disciple of Asmodeus (using DoA casting advancements to progress Ur-Priest casting). What I've been having issues with is the diverse skill requirements: DoA requires Bluff (4), Diplomacy (5), and Sense Motive (4); Ur-Priest requires Bluff (6), Knowledge-Arcana (5), Knowledge-Religion (8), Knowledge-Planes (5) and Spellcraft (8), along with +3 Fort and +3 Will.

For feats, I need Disciple of Darkness, Evil Brand, Leadership, Iron Will, Spell Focus-Evil. I've been green-lit to use the Otyugh Hole to get Iron Will, and I'm also looking at the Hellsworn feat, from Exemplars of Evil. It requires Evil Brand, Weapon Focus (Ranged Touch is viable for this), and Knowledge-Planes (9).

I was originally thinking of starting with a level of either Monk or Archivist, for the skills and saving throws, and going Warlock 6/Ur-Priest 3/DoA 10, but I am open to other ideas and suggestions.

My basic goals for this character is to be a sort of sleeper agent, who slowly and subtly takes control of the group, probably through indirect influence, and then shifts the party's efforts towards fulfilling my own goals (making Asmodeus ascend to full godhood). My group never has a defined leader when we start, one just sort of emerges towards the end, due to group dynamic and role-play, so I'm not really stepping on anybody's toes here.

Fouredged Sword
2017-11-02, 11:32 AM
I suggest you hand out long term "buffs" in the form of planer bound fiends of possession. Let them slowly corrupt the party after the party pays you for the buff.

If you are having skill issues consider beguiler in place of warlock. Good skills, social, plenty of enchantment and illusion spells.

WeaselGuy
2017-11-03, 10:07 AM
So, this is what I've come up with so far. I still don't know what to take for my last 2 feats, and I decided to go with a Human, for the bonus feat and the extra skill point per level. Favored Class - Any also helps, sorta, in case the DM changes his mind about multiclass xp penalties, but I don't foresee that happening. Next up is deciding on which spells and invocations to focus on.





Attribute
Score
Modifier


Strength
10
+0


Dexterity
16
+3


Constitution
12
+1


Intelligence
18
+4


Wisdom
14
+2


Charisma
16
+3



Attribute bonuses from level all go into Wisdom.




Level

Class

HD

BAB

Fort

Ref

Will

Skills

Class Features

Feats


1

Archivist

6


2


2

Bluff (2); Concentration (4); Diplomacy (4); Kn-Planes (4); Kn-Religion (4); Kn-Arcana (4); Sense Motive (2); Spellcraft (4); Use Magic Device (2)

Dark Knowledge (Tactics) 3/day, Scribe Scroll

Disciple of Darkness, Evil Brand



2

Warlock

6


2


2

Bluff +3 (5); Diplomacy +2 (5); Spellcraft +1 (5); Use Magic Device +1 (3)

Eldritch Blast (+1d6), invocations (Least)




3

Warlock

6

1

2


5

Bluff +1 (6); Diplomacy +2 (6); Kn-Planes +1 (5); Kn-Religion +1 (5); Kn-Arcana +1 (5); Spellcraft +1 (6)

Detect Magic

Spell Focus (Evil)



4

Warlock

6

2

3

1

5

Bluff +1 (7); Diplomacy +2 (7); Kn-Planes +1 (6); Kn-Religion +1 (6); Kn-Arcana +1 (6); Spellcraft +1 (7)

Damage Reduction 1/Cold Iron, Eldritch Blast (+2d6)




5

Warlock

6

3

3

1

6

Bluff +1 (8); Diplomacy +2 (8); Kn-Planes +1 (7); Kn-Religion +1 (7); Kn-Arcana +1 (7); Spellcraft +1 (8)

Deceive Item

Iron Will - Otyugh Hole



6

Warlock

6

3

3

1

6

Bluff +1 (9); Diplomacy +2 (9); Kn-Planes +1 (8); Kn-Religion +1 (8); Kn-Arcana +1 (8); Spellcraft +1 (9)

Eldritch Blast (+3d6)

Leadership



7

Warlock

6

4

4

2

7

Bluff +1 (10); Diplomacy +2 (10); Kn-Planes +1 (9); Kn-Religion +1 (9); Kn-Arcana +1 (9); Spellcraft +1 (10)

New Invocations (Least or Lesser)




8

Ur-Priest

8

4

4

2

9

Bluff +1 (11); Kn-Planes +1 (10); Sense Motive +4 (4); Spellcraft +1 (11)





9

Ur-Priest

8

5

4

2

10

Bluff +1 (12); Kn-Planes +2 (12), Kn-Religion +3 (12); Spellcraft +1 (12)

Rebuke Undead

Weapon Focus (Ranged Touch)



10

Ur-Priest

8

6

5

3

10

Bluff +1 (13); Kn-Planes +1 (13), Kn-Religion +1 (13); Kn-Arcana +3 (12); Spellcraft +1 (13)





11

Disciple of Asmodeus

6

6

5

3

12

Bluff +1 (14); Diplomacy +3 (13); Kn-Planes +1 (13), Kn-Religion +1 (13); Kn-Arcana +2 (13); Spellcraft +1 (13)

Charm, Learn Secret




12

Disciple of Asmodeus

6

7

5

3

13

Bluff +1 (15); Diplomacy +2 (15); Kn-Planes +1 (15), Kn-Religion +1 (15); Kn-Arcana +1 (15); Spellcraft +1 (15)

Command

Hellsworn



13

Disciple of Asmodeus

6

8

6

4

13

Bluff +1 (16); Concentration +3 (7); Diplomacy +1 (16); Kn-Planes +1 (16), Kn-Religion +1 (16); Kn-Arcana +1 (16); Spellcraft +1 (16)

Learn Secret 2/week




14

Disciple of Asmodeus

6

9

6

4

14

Bluff +1 (17); Concentration +3 (10); Diplomacy +1 (17); Kn-Planes +1 (17), Kn-Religion +1 (17); Kn-Arcana +1 (17); Spellcraft +1 (17)

Summon Hellcat




15

Disciple of Asmodeus

6

9

6

4

14

Bluff +1 (18); Concentration +3 (13); Diplomacy +1 (18); Kn-Planes +1 (18), Kn-Religion +1 (18); Kn-Arcana +1 (18); Spellcraft +1 (18)

Lean Secret 3/week

*



16

Disciple of Asmodeus

6

10

7

5

15

Bluff +1 (19); Concentration +3 (16); Diplomacy +1 (19); Kn-Planes +1 (19), Kn-Religion +1 (19); Kn-Arcana +1 (19); Spellcraft +1 (19)

Evil Authority




17

Disciple of Asmodeus

6

11

7

5

15

Bluff +1 (20); Concentration +3 (19); Diplomacy +1 (20); Kn-Planes +1 (20), Kn-Religion +1 (20); Kn-Arcana +1 (20); Spellcraft +1 (20)

Learn Secret 4/week




18

Disciple of Asmodeus

6

12

7

5

16

Bluff +1 (21); Concentration +2 (21); Diplomacy +1 (21); Kn-Planes +1 (21), Kn-Religion +1 (21); Kn-Arcana +1 (21); Sense Motive +1 (5); Spellcraft +1 (21)

Summon Major Devil

*



19

Disciple of Asmodeus

6

12

8

6

16

Bluff +1 (22); Concentration +1 (22); Diplomacy +1 (22); Kn-Planes +1 (22), Kn-Religion +1 (22); Kn-Arcana +1 (22); Sense Motive +3 (8); Spellcraft +1 (22)

Greater Command, Learn Secret 1/day




20

Disciple of Asmodeus

6

13

8

6

17

Bluff +1 (23); Concentration +1 (223; Diplomacy +1 (23; Kn-Planes +1 (23, Kn-Religion +1 (23; Kn-Arcana +1 (23; Sense Motive +2(10 Spellcraft +1 (23); Use Magic Device +0 (3)

Dread Might

VisitingDaGulag
2017-11-18, 01:10 PM
Commoner railgun is free action abuse. A dozen level 2 NPCs are nothing to a level 20 character.

If your DM likes cohorts, just build a broken cohort. Now you are playing 2 characters. It's like doubling your CR for the cost of 1 feat.