|Douglas Muir 406|
|2 people marked this as a favorite.|
Okay, going to post some excerpts from my guides here. You can find the different pieces by searching, like so.
Entering this class after 5th level, while legal, is not as easy as it might seem. You'll need to buy a scroll of Lesser Planar Binding and probably a scroll of Magic Circle Against Evil as well. Assuming the scroll was cast at 9th level, you'll need to make a DC 10 caster level check, meaning you'll make it on a 5 or higher -- 80% of the time. But then the conjured devil must fail its Will save; must also fail a special Cha check (DC 15 + 1/2 your level + your Cha modifier); and then lose to you on an opposed Cha check to be forced into service. For this reason, you should swallow your pride and summon a lemure (+0 Will save, 5 Cha) instead of something like an imp (+4 Will save, 14 Cha). Yes, the imp is much cooler. But the lemure is much less likely to make its Will save or Cha check and disappear amidst a cloud of brimstone and a peal of mocking laughter, leaving you with a botched conjuration and a couple of painfully expensive wasted scrolls. So go with the lemure -- you'll be calling up cool things soon enough.
If you think you can hack it, go for it at 6th level. But starting the class at 7th is also okay. If you're going to wait until 8th, then -- as a wizard -- you might as well wait until 9th, since 8th level will give you a wizard school power.
Skills: Like most Paizo PrCs, the Diabolist is skill-starved, with a miserable 2+Int points per level. So if you're not an Int-based caster, and not human, you're going to be placing every skill rank with exquisite care. Here are some of the skills you may want to consider.
Spellcraft -- You need three ranks of this to enter the class. But keep piling on the ranks, because you have to make that DC 20 Spellcraft check every time you conjure something. (You can take 20, but then you're on your knees with that stupid powdered silver all the dang morning.) Once you hit 12th or 13th level and can consistently get +19 before buffs, you can ignore this.
Knowledge (Planes) -- You need five ranks of this to enter the class. After that... well, technically, you need this in order to make Knowledge checks about the creatures you conjure. As a practical matter, let's face it, you're going to have the stats for bearded devils memorized PDQ once you start running around with them. But this still gets a thumbs up, because you never know when the DM is going to throw you a curve with some bizarre new sort of outsider. Also, you can use it to research true names, which is a thing you should do.
Knowledge (Religion) -- You need five ranks of this to enter the class. Once you've got that, unless you're a cleric, walk away and never look back.
Diplomacy -- This skill works on evil outsiders just like everything else. And after all, you don't WANT to fill up the Outer Planes with creatures who nurse festering hatred and resentment towards you. As a practical matter, at the end of their service you want them reasonably content -- or dead. So dropping a rank or two in this isn't a waste, especially if you don't have a "face" character around to help you. And, hey, it's a class skill for Diabolists.
Intimidate -- The way this skill is structured makes it less useful to you than Diplomacy. Avoid.
Ride -- What is this doing here? It's not a class skill for diabolist, nor for any class that's likely to become a diabolist. On the other hand, there are a few conjurable outsiders that can be ridden. If you like the idea of commanding your fiendish minions from the back of a rearing nightmare, throw a rank or two at this.
Sense Motive -- Believe it or not, evil outsiders are not always perfectly forthright and honest when dealing with the spellcasters who are binding them to service. Catching one of your devils in a dangerous half-truth could be a literal lifesaver. Put some ranks into this, and use it regularly.
Bluff -- Lying to devils is probably not a great long-term strategy; at higher levels, too many of these guys have sky-high Sense Motive skills. But you may conjure up things other than devils, after all. Elementals, for instance, have zero Sense Motive, which means that even powerful ones are painfully easy to fool. And at midlevels, this can actually be quite useful even with devils. "Yes, I conjured you up to be my bodyguard going into the Temple of Horrendous Doom. A formality, really -- it's almost certainly entirely safe." If you manage to fool the creature, you should get be able to lie your way to a better check DC. (Of course, if you fail, you should get the worst DC possible.) This skill is also very useful if the campaign takes you into regions where devil-summoning is viewed askance. "No, I'm an optometrist actually."
If you can cover these and still have ranks left over, spend on skills as for a normal PC -- Perception, Knowledges, what have you.
Feats: If you're playing a blast-y Diabolist, then go and look at some of the guides for blasters. No rush, we'll wait. Meanwhile, here are some other feats you'll want to consider.
Spell Penetration and Greater Spell Penetration -- Is this even a question? Not only will you regularly be dealing with evil outsiders, but you'll inevitably sometimes be giving some of them reason to hate you. And spell resistance is one way a called creature can break out of your circle. You absolutely must have these feats. The only question is when to take them. I'd recommend taking SP at either 7th or 9th level, and GSP no later than 13th.
Spell Focus (Conjuration) -- You want this to crank up the Will save DCs on your Planar Bindings, especially at higher levels. And at middle levels there are lots of perfectly excellent spells that it works with, including web, glitterdust, sleet storm, hungry pit, and cloudkill. Take this at 3rd or 5th level and you'll get lots of use out of it.
Leadership -- If the other PCs aren't forthcoming with help in your conjuring rituals, go and get it yourself. See below for discussion of how this can play out.
Craft Wand -- Take this if you're doing the "wand-wielding imp companion" thing; you'll save a lot of money.
Extend Spell -- Consider either this feat or a Rod of Lesser Metamagic (Extend). The Rod is less of an investment and is probably your better bet, but OTOH this is one of the better metamagic feats... anyway: you want this at levels below 11th, so that you can cast buff spells with a duration that's longer than the casting time of your Planar Binding (10 minutes). Cast Extended Eagle's Splendor at 9th level, and you now have another +2 on your opposed Charisma checks (and on your Bluff and Diplomacy rolls, too, if you're going that route) all through the casting and for 8 minutes beyond. And then cast Extended Protection From Evil and Extended Shield on yourself and any helpers, just in case things go terribly wrong.
If you're a wizard, what schools are good, and what spells should you take?
Abjuration -- This is a weak school for most purposes, but for a Diabolist it's actually okay. You're going to be taking a lot of abjuration spells anyway. And if you take the banishment subschool, at 8th level you get the Aura of Banishment, which from your POV is a highly desirable safety buff. (Of course, this means you have to be a wizard for eight levels before starting on Diabolist.)
Conjurer -- Obvious, right? The Infernal Binder subschool, while not as great as you might hope, is pretty good for you... +3 to Knowledge (Planes), the chance to grab other peoples' summoned monsters, and an imp familiar. (Once you get the imp companion you end up with an imp on each shoulder. One serves you, the other serves Hell.) The teleportation subschool is also fine, though limited by the fact that it uses wizard levels, so your dimension door power will probably never get beyond 15'.
Divination -- This is almost worth taking just for the Prescience power of the Foresight subschool. You get to double-roll every Cha check, and things like rolls to overcome SR as well. This is huge. Throw in the ability to act in a surprise round and a nice little Init bonus, and this school is surprisingly strong for you. Of course, now you have to be a Diviner and take a bunch of Divination spells. Nothing's perfect.
Enchantment -- Not a strong school for a class that's blasting a lot and dealing with creatures with SR and high Will saves. Still, unlike most wizards you actually use Bluff and Diplomacy.
Evocation -- A fine school for you. The Admixture subschool is great for a blaster, and you'll end up with five types instead of four.
Illusion -- Thematic, but not a good choice mechanically. None of the school or subschool powers will help you do what you do best.
Necromancy -- See Illusion.
Transmutation -- +2 to Con or Dex by the time you become a Diabolist is pretty sweet. Then you take the Enhancement subschool and use Augment to buff your minions. If you take 8 levels of wizard, then the Perfection of Self power -- +4 to any stat for one round -- has all kinds of uses; check if your DM will allow it to affect opposed Cha checks.
Spells -- This is a partial list of spells that are likely to be of interest to you.
Protection from Evil/whatever -- Kind of a no-brainer.
Eagle's Splendor -- Once you're 11th level (or 6th with Extend Spell) you can cast this before casting Planar Binding and get the benefit of it on Cha checks.
Fox's Cunning -- As Eagle's Splendor if you're an Int-based caster.
Misdirection -- If you're living someplace where having an evil aura is an issue.
Owl's Wisdom -- As Eagle's Splendor if you're a Wis-based caster.
See Invisibility -- Many devils can go invisible at will. Once you have the money, pay the 5,000 gp to have Permanency cast so you have this at all times.
Agonize -- A spell to punish outsiders that... allows SR and a Fort save, which is most outsiders' best save. Still, worth a try, especially as it's the only spell that specifically addresses this need for you.
Haste -- I hate this spell; it's way overpowered for third level, which is why everyone uses it. Nonetheless, if you're leading a bunch of called creatures into battle, it's a very useful tactical mass buff.
Magic Circle Against Evil/whatever -- You must have this spell.
Protection from Energy -- Get it if you're regularly conjuring elementals or other creatures that use a particular energy attack.
Enervation -- A fine spell for dealing with difficult outsiders. You did take Spell Penetration, right?
Dimensional Anchor -- You must have this spell.
Lesser Planar Binding -- You must have this spell.
Scrying -- If you're sending your conjured creatures out on missions, you'll want to be able to keep track of them. Make sure you get a toenail clipping or something.
Planar Adaptation -- If you're planning to visit Hell at some point.
Planar Binding -- You must have this spell.
Dismissal -- This should be a great spell, but is merely an okay one, because it is affected by SR and also grants a Will save. That said, if something gets loose, this is a spell to have ready.
Antimagic Field -- Works on summoned creatures but not conjured ones.
Geas-Quest -- SR but *no* saving throw. Use this to make sure your creatures are staying in line, especially the high Will-save ones.
Contingency -- At 15th level, this can be used to auto-teleport you away from danger. At lower levels, it can be used to auto-activate a range of buffs and other helpful effects.
Legend Lore -- You can use this to get information on named individual outsiders.
Banishment -- More powerful version of Dismissal.
Greater Planar Binding -- You must have this spell.
Teleport Trap -- If you've made some enemies among outsiders (and by this point in your career, you probably have) cast this on your living quarters every couple of weeks. Be creative about what's waiting at the destination, but a permanent Alarm spell and some symbols or other outsider-affecting magical traps are probably good.
Trap the Soul -- Not actually that great unless you know the creature's name, or have lots and lots of money to burn on gems that shatter when the spell fails.
Binding -- A powerful bargaining tool. I'd rule that the demonstrated ability to bind outsiders of a particular type would give you a bonus on your Cha checks against outsiders of that same type -- "Do you want to end up like Bob here?" Check whether your DM agrees.
Dimensional Lock -- If you're high enough level, and don't care about whatever attention the "shimmering emerald barrier" attracts, cast this periodically to ward your quarters against unwanted visitors from other planes.
Euphoric Tranquility -- No Will save! Does get SR, unfortunately.
Moment of Prescience -- Win that Cha check!
Polar Ray -- Swap in hellfire to make this a very flexible ranged touch attack.
Sympathy -- If you cast this on your conjuring area, it can make the called creature happy to be there; I'd rule that this would move its attitude a step or two to the better. Unfortunately the creature gets a Will save and SR too.
The imp companion is one of the most popular class features of the Diabolist class, and with good reason. The imp is a useful tool to begin with – it can fly, turn invisible at will, is telepathic, has constant detect good and detect magic, and a number of useful SLAs including augury once/day and commune (6 questions) once/week. This alone makes it an excellent companion for low and mid-level PCs. But the diabolist’s imp scales with level – it gains HD, feats, skills, and new SLAs as you level up. And it advances according to your combined caster + diabolist levels. (Under the RAW, you could argue that it your diabolist levels count double, since diabolist is a caster class -- in other words, that a wizard 5 / diabolist 5 would get a level 15 imp familiar. But this seems to be one of the rare cases where sloppy language made it past Paizo editing. A companion who advances with your level is plenty good enough. Don't be greedy.)
One popular option is to give the imp a wand and useit to make wand attacks. Activating a wand is a DC 20 Use Magic Device check, with +2 on the check if the user has activated that particular device before. UMD is not a class skill for imps, and the creature’s Cha is only 14. So, if you want your imp to fly around delivering wand attacks, it may be worth investing one of the creature’s feats in Skill Focus: Use Magical Device. The DC does not scale with the power of the wand, so you can equip the imp with a “golf bag” of wands of various levels (fireball, grease, etc.) for use as needed. If you’re going this route, investing a feat of your own in Craft Wand is recommended.
Whether you go this route or not, make sure you have your imp cast augury and commune regularly – knowledge is power, and these are very useful spells.
CAUTION: Do not use your imp as a wand platform until its UMD bonus is up to at least +10, as otherwise you are in danger of a wand mishap – i.e., the imp fireballing your party instead of the enemy.
NOTE: If you lose your imp companion, the ritual to get a new one takes 24 hours of your time, but costs NO money. That’s right – replacing your imp is absolutely free! So unless you’re up against a clock with no chance to take a day off, don’t be shy about putting your little buddy in harm’s way… he’s expendable. Hard cheese for him but, hey, that’s life in Hell. And, really, what's more fun than greeting your new companion with a friendly, "I hope you don't fail me as pathetically as your late predecessor"?