DMDM's Guide to the Diabolist


Advice

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Finally complete, the Guide can now be found right here, and Broken Zenith tells me it should be up in the Guides thread soon as well. This was published in installments here over several months, so thanks to everyone who commented on those threads.

A couple of notes about the current version. First, it's just a simple Word doc, with no illustrations or clever graphics. I respect people who can turn their guides into works of art, but my talents don't lie in that direction. Second, it was getting unmanageably huge until I realized that the Planar Binding stuff could and should be cracked out into its own guide. So, watch for DMDM's Guide to Planar Binding, out (I hope) next week.

So here it is! Comments are very welcome, I'd love to hear what you think.

cheers,

Doug M.

Sovereign Court

Ah being evil is so good. Too bad not that many campaign allowing evil characters.

Any plans to include the Arcanist?


You should probably link to your planar binding guide. Also, wands don't misfire


Eltacolibre wrote:
Ah being evil is so good. Too bad not that many campaign allowing evil characters.

That's why I added a paragraph on which APs might best support a Diabolist!

Quote:
Any plans to include the Arcanist?

Yes, the Arcanist will be included in future versions. My opinion is that the Arcanist makes a reasonably good Diabolist -- behind the other three primary spellcasters (witch, wizard, and sorceror) but ahead of everyone else. If you're going to play an Arcanist Diabolist, the Eldritch Font looks interesting, as their abilities are useful both for blasting and for dealing with conjured fiends.

Doug M.


Quote:
wands don't misfire

Can you give me a cite for that? My understanding is that anything activated by UMD can misfire if the check is failed by 10 or more.

CWheezy wrote:
You should probably link to your planar binding guide.

As I said in the original post, the Guide to Planar Binding should be out next week.

Doug M.


That is for activating blindly, which you are not doing. If you look under wands, it says that failing does not expend a charge, which means no mishaps


CWheezy wrote:
If you look under wands, it says that failing does not expend a charge, which means no mishaps

Interesting. Can you say where? I'm looking here and not seeing it.

Any other thoughts or comments?

Doug M.


Quote:
Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.
wand section of umd skill wrote:
Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.


I'm not sure I agree, but let's put that aside for another thread. (Really: I saw the thread on Brewster's excellent Guide to the Blockbuster Wizard get threadjacked by 100+ posts on a minor side rules question. Brewster was telling people how to blast their enemies into finely dispersed ash and have tremendous fun doing it, and it almost got lost thanks to three guys arguing over whether simulacra could craft items.)

If I'm wrong about this, I'll certainly fix it in future versions. Did anything else strike you as noteworthy?

Doug M.


if I may make a suggestion for an addition....

I think the value of augment summoning for free and without the prereqs is arguably the biggest appeal of going diabolist, at least for those who seek to be great summoners. For a normal caster to gain one of sacred summons or superior summons they need spell focus and augment summoning. A diabolist can simply take one of sacred summons or superior summons feats straight up rather than investing three feats because they meet the prereqs.

Your correct in that you are going to want to be conjuring more than summoning. However as a matter of economics it is often practical or desirable to summon because of the logistics of conjuring. Furthermore, there is nothing that I know of that says that you cant summon while your conjured folk assist you.

For these reasons and others of much lesser value I often look at going 3 levels of diabolist and letting it lie that way despite my still being damned.

Dark Archive

No mention of the UC story feat Damned? Since taking the class completes the feat, you end up with a bonus on charisma checks against evil outsiders and a +2 enhancement bonus to an ability of your choice (like intelligence for sorcerors).
Also, the layout appears to be broken for me, with the text being behind the text blocks.


This looks really informative, thank you. Will be back with more comments and feedback later; but for now (slightly burned out ex-DM speaking) I see alignment arguments in your future ("What do you mean 'looking more and more like an E'?! Yes, my character bathes in the blood of the innocent and eats babies, but you can do that and be Neutral - he'd only be Evil if he really enjoyed it!")...


Renegadeshepherd wrote:


I think the value of augment summoning for free and without the prereqs is arguably the biggest appeal of going diabolist, at least for those who seek to be great summoners. For a normal caster to gain one of sacred summons or superior summons they need spell focus and augment summoning. A diabolist can simply take one of sacred summons or superior summons feats straight up rather than investing three feats because they meet the prereqs.

That's a fair point. Now, for sacred summons you have to have the aura class feature, which usually means you're a cleric, and I don't think this class is an optimal choice for clerics. But it's not a *bad* choice either, and being able to summon augmented devils as a standard is pretty sweet.

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Furthermore, there is nothing that I know of that says that you cant summon while your conjured folk assist you.

True -- but it could get logistically challenging! Make sure you're fast and comfortable handling large numbers of monsters before you try this.

Doug M.


Jadeite wrote:
No mention of the UC story feat Damned? Since taking the class completes the feat, you end up with a bonus on charisma checks against evil outsiders and a +2 enhancement bonus to an ability of your choice (like intelligence for sorcerors).

[groan] I completely missed the Damned story feat! And, oh look, it's yet a third set of rules for handling damnation.

But, wow, you're right -- if you can agree on the rules, this feat is a no-brainer for would-be diabolists. It would be worth it for the Cha and DC bonuses alone, never mind the +2 enhancement at the end.

Quote:


Also, the layout appears to be broken for me, with the text being behind the text blocks.

Bother. Sorry, that seems to be an artifact of the shift to google docs. Will try to fix upon revision.

Doug M.

The Exchange

Pathfinder Rulebook Subscriber

Good read, and great guide. Take a look at how the formatting is displayed as the boxed texts are overlapping in parts of the document.


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Firstly, wow - great guide, lots of good ideas and things I hadn't thought of. I will definitely be using at least some of this to construct my budding evil wizard. Thank you. Thoughts & ideas below.

I look forward to reading your thoughts on planar binding.

MECHANICS:

Levelling: I really like the idea of going for level 1 Diabolist as early as possible: the major bonuses (imp companion, Cha boost for interacting with devils) are there straight off. I'd completely missed the fact that the imp companion is free to replace! Heh heh heh. Have to say though, that - for me - there's a certain 'meh' associated with achieving a prestige class via summoning a ... Lemure. Pretty sure that the other diabolists will be snickering up their sleeves at you, but that isn't an issue of mechanics. Who knows, maybe Asmodeus will be amused that your character found a way to game the system...

How far do you go and what do you lose? I'm not so sure that the level 2 & 3 bonuses are that good: if you're into summoning, are you not likely to have taken Augment Summons fairly early into your feat tree? And as you point out, if you're not casting Planar Ally then the level 2 bonus is less useful. The Cha bonuses are nice to have, but the next one isn't till level 4, and then level 7! What are you giving up in your 'normal' class to get those?

Well, if you're a cleric, not much: so you can't channel as effectively, ho hum. Given that you're most likely channeling negative energy anyway, not such a big deal. Your domain powers might not be quite as effective (call the waaaaahmbulance!). Also, the blast and teleport powers you get as a high-level diabolist start to look pretty good by comparison with what you could "achieve" using clerical spells (protip: if you took cleric to go pure blaster and utility teleport, you're probably doing it wrong). Any reason not to go diabolist all the way?

If you're a wizard, you're losing/delaying the bonus feats you get at levels 10, 15 and 20. Bigger deal than the cleric, but acceptable, although the PrC is pretty feat-starved. You're also losing out on the free spells you get at each new wizard level; how big a deal this is depends on how readily available research time (and/or other peoples' spell books) are in your campaign. You're also losing some effectiveness on your school powers - most of these aren't earth-shattering, though. Maybe grab the level 4 diabolist's charisma bonus and stop there? You can cast dimension door already, and the ray powers are nice but nothing you can't do without. Just don't die. If you're afraid to give up the comfort of getting to level 5 diabolist, maybe you're not cut out to meddle with the powers of hell?

Sorcerers probably have the most to gain - OK, your bloodline powers increase with sorcerer level, as do bloodline spells, but are they really that good? Given that Cha is your major stat (protip: if it isn't, you're probably doing it wrong), the level 4 and 7 diabolist bonuses might not be much - but the hellfire at level 2 is a bit of free (instantaneous!) metamagic and the infernal transport and hellfire ray are effectively free spells! Make your infernal bargain and take your chances. Any reason not to go diabolist all the way?

Thoughts on abjurant salt: In addition to teleportation, it's not clear whether a summoned creature could either brush it aside (probably not), or throw rocks at it (probably yes). Or blast it with fireballs. Or just pick up a bucket of water and use that - hey, not directly touching the salt!

Thoughts on planar ally: yes, mechanically inferior to planar binding - but the advantage (that they arrive well-disposed to help and have been sent specifically to assist) could be quite significant. We are, after all, dealing with Evil outsiders and specifically with devils, who will do their utmost to test the limits of any agreement: the fact that planar ally is less coercive should be a big deal. Perhaps this is less in the mechanics and more in the gameplay.

Large numbers of summons: this would seem to be an issue that PbP was almost designed to handle: a separate alias for each minion, with a link in the header section to its stat block and a reminder of what "Diabolist Dave's Minion #1" is this week. Also, you can have hours to plan out your strategy, if that's what floats your hell-raft.

FLUFF/RP IDEAS:

Diabolist is a PrC that has a vast potential for power. It also has vast potential for complicating the players' lives. You can't reflect that in the mechanics, but a DM could definitely have some fun:

Alice and Bob are not alone: So there you are, your summoned Barbazus Alice and Bob have happily carved up your enemies. Job done, they leave. End of the matter? Um, no. Alice and Bob have a supervisor (let's call them ... Eve). "Eve" is likely watching when Alice and Bob are on duty. What they learn, "Eve" learns. And "Eve" has a supervisor. And so does that supervisor. And so on, all the way to Asmodeus. If you call on the powers of hell often enough, you may attract significant interest. Maybe the powers of hell will call on you. A DM could make the PC pretty uncomfortable with that idea. Just a reminder, every now and again, that Asmodeus is the ultimate chessmaster and it's his pawns that you're playing with.

Alice and Bob aren't happy: They don't LIKE being summoned. You left them alive at the end of their service? Maybe they have ... not friends exactly, but allies. Maybe someone up the chain owes them a favour. Someone powerful enough to bother even a party of PC's. Maybe that someone sees an easy way to pay off that favour. Or... You deliberately let them die at the end of their service?! Maybe that gets noticed, too. Word gets around. Maybe Alice and Bob's replacements have an agenda of their own. Which leads us to...

Alice, Bob and the Xanatos pile-up:Uh-oh. While Alice and Bob were working for you, they were working for someone else, too! Maybe they were only pretending to serve you (the DM rolled the dice in secret, right?)... Or, maybe, while serving you, they messed up someone else's plans. Maybe that someone is a significant someone. Maybe that someone isn't happy with Alice and Bob. Maybe there's enough unhappiness to go round.

And Asmodeus laughs, long and loud.

Dark Archive

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Douglas Muir 406 wrote:
And, oh look, it's yet a third set of rules for handling damnation.

Should House Thrune have all the thrice-damned fun?

Occult Mysteries has a book that grants a +5 circumstance bonus on opposed charisma checks against devils after casting planar binding as well as instructions on creating more durable magic circles against evil.
For 2255gp that's a steal. The name is 'The inward-facing circle'.


Jadeite wrote:


Occult Mysteries has a book that grants a +5 circumstance bonus on opposed charisma checks against devils after casting planar binding as well as instructions on creating more durable magic circles against evil.
For 2255gp that's a steal. The name is 'The inward-facing circle'.

Googling on that title, all I find is "(When making Knowledge: [the planes] checks, this treatise grants a +2 circumstance bonus on checks concerning devils. Using the treatise in this way takes 1 minute.)" -- Which would be worth having by itself, to be sure.

Doug M.


Darkness Rising wrote:
Levelling: Have to say though, that - for me - there's a certain 'meh' associated with achieving a prestige class via summoning a ... Lemure. Pretty sure that the other diabolists will be snickering up their sleeves at you, but that isn't an issue of mechanics.

It's actually hard-ish to summon a lemure at 5th level! You have a 20% chance of failing to cast the spell off the scroll. Then the wretched lemure will autowin its Will save on a 20. Then you have to win an opposed Cha check -- and if you're a wizard with mediocre Cha (14, let's say), this is by no means a slam dunk; the lemure's likely to win that about 30% of the time. You can retry the Cha check every day, but if you roll a nat 1... Giving the lemure some porn helps, but even so you're looking at a nontrivial chance of the spell failing. (No, seriously: it's RAW that lemures like "alcohol, warm food, or pornographic illustrations", and offering them some gets you +2 on the Cha check.) Given that scrolls of 9th level spells are a major investment for a 5th level character, you're better off swallowing your pride and calling the lemure.

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I'm not so sure that the level 2 & 3 bonuses are that good: if you're into summoning, are you not likely to have taken Augment Summons fairly early into your feat tree?

Presumably you could retrain. And honestly, the plain vanilla Summon Monster spells are decent utility spells even without throwing feats into the mix.

Quote:
as you point out, if you're not casting Planar Ally then the level 2 bonus is less useful. The Cha bonuses are nice to have, but the next one isn't till level 4, and then level 7!

The Cha bonuses are actually a pretty big deal. Suppose you're calling an outsider that has the same Cha as you. He'll win the opposed check 55% of the time (you have to beat him, so he wins ties). That's not very good. But if you have +2 on the roll that drops to 43%, and if you have +4 it drops to 34%.

Basically the Cha bonuses let you keep up with ever more alarming outsiders as your power level rises. If you're a wizard starting with a 12 Cha, by the time you're 11th level you probably have a +4 booster item and another +4 from Eagle's Splendor for a total of 20. But without Infernal Charisma you'd still have a hard time binding the Cha 21 Erinyes; she could be sitting there blocking your circle for days. With IC, you've got a good shot.

Quote:
the blast and teleport powers you get as a high-level diabolist start to look pretty good by comparison with what you could "achieve" using clerical spells (protip: if you took cleric to go pure blaster and utility teleport, you're probably doing it wrong). Any reason not to go diabolist all the way?

If you're a cleric? Diabolist up to 7th level looks pretty reasonable IMO. Enter at 6th or 7th level, be done with it at 12th or 13th. Your channel and domain stuff will always be inferior, but you have an advanced imp companion and a bunch of neat powers to console you, and once you get Greater Planar Ally at 15th level the cost-benefit equation starts to swing strongly in your direction.

Doug M.


Darkness Rising wrote:
If you're a wizard, you're losing/delaying the bonus feats you get at levels 10, 15 and 20. Bigger deal than the cleric, but acceptable, although the PrC is pretty feat-starved. You're also losing out on the free spells you get at each new wizard level; how big a deal this is depends on how readily available research time (and/or other peoples' spell books) are in your campaign.

Agreed and agreed. Note that the pleasantly thematic Blood Transcription spell allows you to learn spells cheaply by drinking the blood of dead spellcasters.

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You're also losing some effectiveness on your school powers - most of these aren't earth-shattering, though. Maybe grab the level 4 diabolist's charisma bonus and stop there? You can cast dimension door already, and the ray powers are nice but nothing you can't do without. Just don't die. If you're afraid to give up the comfort of getting to level 5 diabolist, maybe you're not cut out to meddle with the powers of hell?

IMO Hellish Soul, Infernal Transport, and (especially) that last hit of Infernal Charisma are all worth having. The 8th level ray power is meh unless you started early and/or are optimized for blasting.

Quote:
Sorcerers probably have the most to gain - OK, your bloodline powers increase with sorcerer level, as do bloodline spells, but are they really that good? Given that Cha is your major stat (protip: if it isn't, you're probably doing it wrong), the level 4 and 7 diabolist bonuses might not be much - but the hellfire at level 2 is a bit of free (instantaneous!) metamagic and the infernal transport and hellfire ray are effectively free spells! Make your infernal bargain and take your chances. Any reason not to go diabolist all the way?

As noted, I think the capstone ability is cool but super situational. But going diabolist to 10th isn't a *bad* choice. As to the Cha bonuses, I think it makes sense to pile bonus upon bonus as much as possible -- you want to *win* those opposed Cha checks.

Quote:
Thoughts on abjurant salt: In addition to teleportation, it's not clear whether a summoned creature could either brush it aside (probably not), or throw rocks at it (probably yes). Or blast it with fireballs. Or just pick up a bucket of water and use that - hey, not directly touching the salt!

Heh. I think indirect attacks on the salt would be totally okay. But it's cheap, and a creature inside a circle doesn't have access to buckets of water. It won't be more than a speed bump for the more powerful creatures, but if it has to spend a standard using a spell to blast the salt away, that's a standard you can be using to counterattack or teleport away.

Quote:
the fact that planar ally is less coercive should be a big deal. Perhaps this is less in the mechanics and more in the gameplay.

I agree. But at middle levels, the cost of planar ally is still prohibitively high. At high levels, it does get a lot better, yes.

Doug M.


Here is a question: What about boon companion for your imp? It counts as an animal companion, and if you have a free feat slot it seems like a good choice for a more powerful imp


CWheezy wrote:
Here is a question: What about boon companion for your imp? It counts as an animal companion, and if you have a free feat slot it seems like a good choice for a more powerful imp

Good catch. The RAW is "similar to a druid's bond with her animal companion", and I think that's close enough.

This actually makes the imp a *lot* more powerful -- a Wiz 5 / Diabolist 1, for instance, would have an imp companion with 9d10 hit dice, BAB +6, and AC around 22. This guy could stay a player in combat through at least 10th level. Eventually the imp will fall behind, and of course it's competing with your conjured creatures. But yeah, this is a viable strategy. I'll add it to the feat list, colored green.

Doug M.

Dark Archive

Douglas Muir 406 wrote:
Jadeite wrote:


Occult Mysteries has a book that grants a +5 circumstance bonus on opposed charisma checks against devils after casting planar binding as well as instructions on creating more durable magic circles against evil.
For 2255gp that's a steal. The name is 'The inward-facing circle'.

Googling on that title, all I find is "(When making Knowledge: [the planes] checks, this treatise grants a +2 circumstance bonus on checks concerning devils. Using the treatise in this way takes 1 minute.)" -- Which would be worth having by itself, to be sure.

Doug M.

Occult Mysteries wrote:
His insights into the infernal mind give the reader a +5 circumstance bonus on opposed Charisma checks to negotiate with a devil after casting planar binding or a similar spell.

So, for 2,255 gp, you get

  • +2 circumstance bonus on Knowledge (planes] checks concerning devils
  • a focus to use plane shift to travel to a specific layer of hell
  • a spell book containing greater planar binding, planar binding, lesser planar binding, agonize, dimensional anchor, sacrifice, magic circle against evil, communal protection from evil
  • the option to create a permanent circle that isn't broken by footsteps or a gust of wind
  • a +5 bonus on charisma checks against called devils

It also contains the true name of some devils, but all of those are currently bound to House Thrune.


All very good comments, especially on the value of the Cha bonuses; I'm convinced. Duly taken on board for my wizard character. Thanks.

Two rules points: looks like planar ally spells are evil if you summon an evil outsider - makes the Maleficium damnation feat look even more attractive!

Second, to qualify for the PrC you "Must have conjured a devil using lesser planar ally or lesser planar binding (or a similar spell) and successfully coaxed the fiend into performing a task longer than 1 day."

Despite liking porn (great spot, BTW! Made me chuckle), lemures have no listed Int (you don't have to be sentient to enjoy some things) - can you therefore bargain with them?

Dark Archive

If you ever do a trait section, these might be of interest:

Blood of Fiends wrote:

Dark Magic Affinity (Tiefling)

You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic.

Benefit Whenever you cast a spell with the [evil] descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects.

with Channel Hellfire

Ultimate Campaign wrote:
Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

for sorcerors.


I didnt notice if this had been added, but there i a new trait that might be useful:

Wicked Leader (Social)

Benefit(s): You gain a +1 trait bonus on Charisma checks against evil creatures.

If you select the Leadership feat or the Vile Leadership feat at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil.

The bonus on cha checks is notable.


Jadeite wrote:


So, for 2,255 gp, you get
  • +2 circumstance bonus on Knowledge (planes] checks concerning devils
  • a focus to use plane shift to travel to a specific layer of hell
  • a spell book containing greater planar binding, planar binding, lesser planar binding, agonize, dimensional anchor, sacrifice, magic circle against evil, communal protection from evil
  • the option to create a permanent circle that isn't broken by footsteps or a gust of wind
  • a +5 bonus on charisma checks against called devils

It also contains the true name of some devils, but all of those are currently bound to House Thrune.

This sounds very solid for a Diabolist (or indeed for any character that wants to use Planar Binding regularly). It's not in the PFSRD yet, though. Do you know of a link to it anywhere?

Doug M.


Darkness Rising wrote:


Two rules points: looks like planar ally spells are evil if you summon an evil outsider - makes the Maleficium damnation feat look even more attractive!

Ha, I missed that. Good catch. It also means the Orb of Abaddon gives you an extra day of service.

-- Are there any items, feats, or traits that give you +1 DC or ECL on lawful, chaotic, or good-aligned spells? Asking for the non-Diabolist planar binders out there.

Quote:

Despite liking porn (great spot, BTW! Made me chuckle), lemures have no listed Int (you don't have to be sentient to enjoy some things) - can you therefore bargain with them?

It says "coax into service". My dishwasher doesn't have an Int score, but damn if it doesn't need coaxing sometimes.

(The lemure has no Int score, but likes porn; the lemure is waiting for Hell to get internet.)

Doug M.


Jadeite and Williamoak, those are fine traits. I wasn't going to include traits (because there are *so* damn many of them now), but I will add these to the guide. Thanks! If you know of any more, send them along.

Doug M.


Douglas Muir 406 wrote:

Jadeite and Williamoak, those are fine traits. I wasn't going to include traits (because there are *so* damn many of them now), but I will add these to the guide. Thanks! If you know of any more, send them along.

Doug M.

No problem Doug! I happened across it while looking to make an evil "snow white" type character. She would sing to her imps rather than her woodland creatures.


Jadeite wrote:


{. . .}
Also, the layout appears to be broken for me, with the text being behind the text blocks.

At least this lets me know this isn't just my obsolete computer (had to pull a 2003 vintage computer back into service after my less obsolete computer fried).


I'm posting from phone now, so I can't link it to you, but "The inward facing circle" (the book in the previous posts) is on the Archives of Nethys.


Adahn_Cielo wrote:
I'm posting from phone now, so I can't link it to you, but "The inward facing circle" (the book in the previous posts) is on the Archives of Nethys.

It doesn't seem to be? (Mind, the search function at AoN does not inspire confidence.)

Doug M.

Liberty's Edge

Would love to read it, but large blocks of text are interposed on top of the main text and making a mess of things, what do you have this formatted for?

Also, Boon Companion would do nothing for the imp unless you had multiple non Diabolist classes, the feat will bring your companion up to your character level, which the imp already is if you only have one non Diabolist class anyway.


Douglas Muir 406 wrote:

Finally complete, the Guide can now be found right here, and Broken Zenith tells me it should be up in the Guides thread soon as well. This was published in installments here over several months, so thanks to everyone who commented on those threads.

A couple of notes about the current version. First, it's just a simple Word doc, with no illustrations or clever graphics. I respect people who can turn their guides into works of art, but my talents don't lie in that direction. Second, it was getting unmanageably huge until I realized that the Planar Binding stuff could and should be cracked out into its own guide. So, watch for DMDM's Guide to Planar Binding, out (I hope) next week.

So here it is! Comments are very welcome, I'd love to hear what you think.

cheers,

Doug M.

Interesting guide, but I disagree on the Diabolist Capstone being situational.

Here is why: By the time that Ability kicks in(LvL 15-18), a well prepared Diabolist will have researched the name of at least one powerful go to go Outsider(also helps with a Will save).
In most cases there should have been one month to have done so. Pick one Cornugon or whatever and make it your go to go creature.

You'll always have this guy for back up.


Fomsie wrote:

Would love to read it, but large blocks of text are interposed on top of the main text and making a mess of things, what do you have this formatted for?

Apologies! Going to fix that in the next day or two.

Quote:


Also, Boon Companion would do nothing for the imp unless you had multiple non Diabolist classes, the feat will bring your companion up to your character level, which the imp already is if you only have one non Diabolist class anyway.

Right you are. My bad.

Doug M.


I3igAl wrote:


I disagree on the Diabolist Capstone being situational.

Here is why: By the time that Ability kicks in(LvL 15-18), a well prepared Diabolist will have researched the name of at least one powerful go to go Outsider(also helps with a Will save).
In most cases there should have been one month to have done so. Pick one Cornugon or whatever and make it your go to go creature.

You'll always have this guy for back up.

Okay, I see the force of that. But it's still somewhat situational, and even with the bonus there's always a 5% chance of rolling that nat 1 on your Cha check. So you wouldn't use it casually or regularly.

I don't say it's bad! It's a nice thing to have in your back pocket. The question is, whether grabbing those last two or three levels of Diabolist is worth what you might get from taking levels in something else.

Doug M.


This is an excellent guide. Particularly since I'm making a diabolist for WotW.
The formatting is fine for me - using Firefox and android.

One feat I'm considering is Esoteric Advantage to reduce the SR of a creature. Effectively getting another lot of Spell Penetration. It might not be needed, but it looks useful.


A thought-provoking guide. Thanks.

There's a bit in the inquisitor section that says they don't get the planar ally spell unless they get it through a domain, which is confusing, as inquisitors don't normally get bonus spells through their domain. That should be clarified or deleted.


Gilarius, Esoteric Advantage could indeed be useful. On one hand, it's a weaker form of SP because you need to make the check. On the other, your Knowledge (Planes) will likely be so high that you'll always make the check anyway, and you can pile it on top of the other SP feats to almost ignore SR. I'd color it green.

Keep Calm, I didn't realize that about the inquisitor! Thanks for pointing it out.

Doug M.


Additionally, if you could justify worshipping Desna whilst being a diabolist, taking her Deific Obedience feat as an Evangelist would give you your charisma bonus onto both concentration checks and rolls to beat SR - her 2nd boon of Starlit Caster. Plus a bit of extra damage on some spells. Guess who all future sorcerors and bards and Oracles of mine will be worshipping. ..


You could be a LN diabolist, which would give you access to LN, N and -- in theory -- LG gods. Desna is NG, though, so under RAW I'd say not.

Mind, if you're dealing with outsiders a lot, anything that piles on the spell penetration is a thing you want to have. Esoteric Advantage is a poor man's spell penetration feat, but even so it's worth considering.

Doug M.


Okay, a partial list of edits:


    -- Short discussion of the Arcanist
    -- Discussion of the Damned story feat
    -- Added feats: Conversion Channel, Diabolical Negotiator, Esoteric Advantage, Fast Study, Sacred Summons, Superior Summons
    -- Added (a few) traits
    -- Discussion of true names, why they matter and three ways to get them
    -- Added some spells: shared sacrifice, vision of hell, sacrifice, spellcasting contract
    -- Added some magic items: circlet of persuasion, hamatulatsu robe, Inward-Facing Circle (I still would really like a cite for this book... are you sure it's not 3PP?).
    -- Short discussion of PFS play

If nobody has any further suggestions, in a day or two I'll finalize and repost.

Doug M.

Dark Archive

The inward-facing circle if from Occult Mysteries


I searched it again and again, but it's not on the Archives anymore. :/
I swear it's in Occult Mysteries though (just checked my PDF!).


I think you are missing a class/choice that is VERY good for the PrC. Divine CHA caster.

Oracle, Outer Rifts Mystery, Skills, Spells and notable Revelations wrote:

Skills: An oracle with the Outer Rifts mystery adds Fly, Intimidate, Knowledge (arcana), and Survival to her list of class skills.

Bonus Spells: endure elements (2nd), resist energy (4th), vermin shape I (6th), confusion (8th), lesser planar binding (10th), planar binding (12th), insanity (14th), greater planar binding (16th), imprisonment (18th).

Dread Resilience (Ex): You have been hardened by exposure to the otherworldly energies of the Outer Rifts, and you just keep getting tougher. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four oracle levels gained thereafter. You must be at least 9th level to select this revelation.

Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain either the mildly chaotic-aligned or mildly evil-aligned planar trait for a number of rounds equal to your oracle level. Lawful creatures in a chaotic-aligned area take a –2 circumstance penalty on all Charisma-based checks, as do good creatures in an evil-aligned area. At 11th level, the infusion makes the area strongly aligned, which causes the –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that lacks the matching alignment component (these penalties stack with those from the lower-level effect). You must be chaotic or evil to select this revelation, and you can only infuse an area with an alignment that matches a component of your own alignment.

Rift Magic (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of chaotic outsiders and evil outsiders.

Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of demons and angels. You must be at least 11th level before selecting this revelation.

As a dip class of 4 levels, this would allow the Oracle to still grab up the Greater Planar Binding spell as well as save some feats on Spell Penetration for working on the creatures you call.

Also, one of those feats saved would get you Divine Protection, +CHA to all your saving throws.

One more thing to look into, if you are going CHA caster, Deific Obedience for Calistria. Eventually gets your CHA mod to AC as well as your DEX mod.


Oracle does work, but Planar Infusion doesn’t help a diabolist much. One of the class requirements is having an alignment of LN, LE, or NE. Therefore you can't infuse an area with anything detrimental to Devils. It's useful against other creatures, though.


Gilarius wrote:
Oracle does work, but Planar Infusion doesn’t help a diabolist much. One of the class requirements is having an alignment of LN, LE, or NE. Therefore you can't infuse an area with anything detrimental to Devils. It's useful against other creatures, though.

That is exactly the point, it opens up your choices. The entire reason for Planar Binding being better than Planar Ally is being able to pull the right creature for the job. Being able to pin a -4 penalty onto a LG creature when you make that opposed CHA check, possibly as high as -8 (at 11th level) makes things much more likely to go your way. The class is stacking the deck vs Devils already, this just opens up your repertoire. I'd say that helps immensely.

Dark Archive

Skylancer4 wrote:
Gilarius wrote:
Oracle does work, but Planar Infusion doesn’t help a diabolist much. One of the class requirements is having an alignment of LN, LE, or NE. Therefore you can't infuse an area with anything detrimental to Devils. It's useful against other creatures, though.

That is exactly the point, it opens up your choices. The entire reason for Planar Binding being better than Planar Ally is being able to pull the right creature for the job. Being able to pin a -4 penalty onto a LG creature when you make that opposed CHA check, possibly as high as -8 (at 11th level) makes things much more likely to go your way. The class is stacking the deck vs Devils already, this just opens up your repertoire. I'd say that helps immensely.

LG outsider would only be at -2. He would need to be chaotic for a chaotic infusion and would lose his Diabolist abilities.

It's also *either* chaotic or evil, not both.


I'd allow a CE oracle to infuse once vs Good, and then the following round infuse vs Law, thus achieving both. A diabolist version could only get the Evil infusion.

Rift Magic is useful. I looked at this build for my diabolist but I simply like playing wizards.

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