Diabolist build for Hell's Vengeance


Advice


HELLO EVERYONE!

I'm really excited for the upcoming Hell's Vengeance, and I'm in love with the Diabolist class; but i could use some help from my more experienced peers. The idea is an ibrid conjurer/binder/blaster; probably not the best at anything but should be fun. I'm kinda set for the Arcanist but I could change my mind for some very compelling argument, or offerings in food and women.

BTW, what is the level cap? I'm going to assume at least 16 (at least i hope, I need greater planar binding), but less then 20. I don't own the adventure (for what is already published) and I can't seem to find this info anywhere else.

For now, i did this:

He Who Must Be Named middle age human Arcanist (School Savant- Teleportation) 13 / Diabolist 4
6 12 12 20 13 14 (all increases go to INT)

Traits: Magical Lineage (Fireball), Apprentice Devilbinder

Feats & Exploits

1 Arcanist 1- Spell Focus (Evocation)
1b- Spell Specialization (Burning Hands ->later Fireball)
3 Arcanist 3- Damned (or as soon as possible story wise)
5 Arcanist 5- Extra Arcanist Exploit (Familiar) -- Exploit: Potent Magic
7 Arcanist 5/ Diabolist 2- Maleficium I
9 Arcanist 5 / Diabolist 4- Intensified Spell
11 Arcanist 7 / Diabolist 4- Spell Penetration
13 Arcanist 9 / Diabolist 4- Maleficium II -- Exploit: Metamagic Knowledge (Quicken)
15 Arcanist 11 / Diabolist 4- Spell Perfection (Fireball) -- Exploit: Greater Metamagic Knowledge (Dazing) [retrain Spell Focus (Evocation) in Spell Focus (Conjuration) and Spell Specialization in Maleficium III]
17 Arcanist 13 / Diabolist 4- Augment Calling (Devils) -- Exploit: Quick Study

Thanks to Channel Hellfire, both Fireball (infused with Hellfire of course) and Planar Binding (when used to call evil outsiders) have the evil descriptor and count for Maleficium, and with Potent Magic DCs should be quite high. I got a passable CHA and bonuses from Infernal Charisma, Apprentice Devilbinder and Damned so that should be covered.

I still think that an Exploiter Wizard would be more powerful, but my GM dislike that archetype, and i like the Arcanist spellcasting mechanic more.

Any idea, help, critic or suggestion would be greatly appreciated, I don't worry too much about uber-optimization but i will be required to be useful (we have 3 players, not much space for slackers)

Thank you very much!

Cheers

P.s.: Also, many thanks to Douglas for his amazing guide!


No one? Really? Ok then... :(

Dark Archive

I too have been awaiting an AP like this for quite a while, this is mine that I've had sat around for it. Whilst it's focused on getting devils to summon as soon as possible it also should be able to manage well in melee combat and given that it's not concerned with making enemies save vs spells it can afford to drop points in Strength and Con allowing them to make a decent contribution when spells are gone (plus I really wanted to try out the Bless Equipment feat).

Separatist is needed to get access to Dark Tapestry, this means you not only have every summon monster spell but also every Planar Ally and every Planar Binding spell, giving you a ton of options which is vital for a true summoning Cleric build that can call devils from hell to serve it in my book, it also gives a nice once per day buff to something when needed.

Human Separatist Cleric of Asmodeus (Magic - Divine, Void - Dark Tapestry)5/Diabolist 7/Darkfire Adept 4

Traits - Fates Favoured, Magical Lineage (Divine Favour)

1 Cleric 1: Level Feat - Spell Focus (Conjuration), Bonus Skill Focus - Diplomacy
2 Cleric 2:
3 Cleric 3: Level Feat - Power Attack
4 Cleric 4:
5 Cleric 5: Level Feat - Bless Equipment
6 Diabolist 1:
7 Diabolist 2: Level Feat - Quicken Spell
8 Diabolist 3: Bonus Skill Focus - Kn: Planes, Bonus - Augment Summoning
9 Diabolist 4: Level Feat - Superior Summons
10 Diabolist 5:
11 Diabolist 6: Level Feat - Divine Interference
12 Diabolist 7:
13 Darkfire Adept 1: Level Feat - Spell Penetration
14 Darkfire Adept 2:
15 Darkfire Adept 3: Level Feat - Greater Spell Penetration
16 Darkfire Adept 4: Bonus Skill Focus - Sense Motive

At 16th level Greater Planar Ally can call 20HD creatures (thanks to Darkfire Adept) so you can call... a Pit Fiend.

What can possibly go wrong? :D

I did ponder all the damned feats and such but given I'm going for a more martial build and ignoring SoS spells they don't really have the same appeal.


A big thing you've probably thought of is the 6 str... I don't know if you track weight in your campaign, but that's a light load of 20 pounds, which isn't all that much when you start having to bring loot back from your travels. I know you'll get a handy heaversac first chance you get, but those first few levels without one might be rough. Especially if you come across any climb/swim checks that need to be made. There's a good chance you'll be med load for a lot of your campaign.

Also, might want to grab a circlet of persuasion, I see no reason it wouldn't boost your checks when dealing with summons.

I've only used the diabolist once, and only for a one level dip to get the imp companion, but since we had a lot of downtime in our campaign it worked out nicely that he took item creation feats and became to party's Cespenar since we weren't allowed to buy many magic items. What ever you choose to do with it, the imp is pretty powerful, that said, do you need the second familiar?

As for the Maleficium feat, how are you getting the later versions of what it does, is there a class feature or something that I missed in your build? AFAIK you need to take multiple damnation feats to get the benefits?

For your conj. side have you considered getting the abyssal bloodline for the added summons? either through EH or the arcanist discovery?


Sutahinn, I'm afraid I don't see the usefulness of Darkfire Adept, makes you miss a caster level (meaning you don't actually have assess to Greater Planar Binding at 16) and the free Sacred Summons is not so appealing to a class with aura. Augment Calling let's you call two additional dice too, so you can still get horribly horribly smashed by a Pit Fiend (at least, that's my goal). Am I missing or misunderstanding something?

Yeah, 6 STR is going to be painful, but you're right that a Handy Haversack is the first thing I'm going to buy. Second is a slave to carry it. Because evil.

I'm not sure what to use the Imp for, except probably scouting ahed invisible and occasionally cast Form of the Dragon on it and burn down a village. Wand and UMD is a classic. Item Creations Feats could be useful. The familiar I'd take just for the initiative bonus.

I may have completely misread the Damnation Feats, I always assumed you take one (let's say Maleficium) and get the first bonus, then if you take it a second time you take the second bonus, then a third time and so on. On a second reading it looks like if you take one (let's say Maleficium) you get the first bonus, then if you take another (let's say Soulless Gaze) you get the first and second bonus of Maleficium and the first and second bonus of Soulless Gaze. And if you get a third different Damnation Feat you get the first three bonuses of the three feats and so on. Can i get a clarification on this?

Now I'm thinking I could drop the familar, postpone Spell Specialization a bit and take Focused Study as a human. Three Skill Focus could be worth it.

Dark Archive

Palmizio wrote:
Sutahinn, I'm afraid I don't see the usefulness of Darkfire Adept, makes you miss a caster level (meaning you don't actually have assess to Greater Planar Binding at 16) and the free Sacred Summons is not so appealing to a class with aura. Augment Calling let's you call two additional dice too, so you can still get horribly horribly smashed by a Pit Fiend (at least, that's my goal). Am I missing or misunderstanding something

Clerics get 8th level spells at 15, so you still get it at 16th with that build (without Darkfire and using Augment Summoning you could get it a level earlier than an Arcanist). It's obviously very different from the Arcane build you're going for, but I think that the option to use both Planar Ally and Planar Binding is definitely worth it. Not sure what you mean about Sacred Summons not being appealing to a class with Aura... that's exactly who it *is* appealing to? Also, Augment Calling wasn't out when I was initially putting this together, so thank you! Another fun feat to ponder, though I'm not sure there's any benefit going up to 22HD, the Pit Fiend at 20 is the toughest Devil I can think of, although maybe the GM might allow a template or class level or two :D

The later interpretation of the damnation feats is correct, you can only take each one once and each one grants you the abilities opened up by the total number of damnation feats you currently possess, so two of them grants the first two powers from each feat, etc.

For a build that really, really doesn't want to ever fail a Diplomacy check (and Kn: Planes is incredibly helpful for researching True names) I feel the Focused Study is well worth it as a human, if you were going to take one skill focus as a feat, take it instead and get two more for free essentially.


You're right, I got confused with the Arcanist slower progression.

What I meant is that Darkfire Adept gives you Sacred Summons for free, so it's very good for classes who lacks aura, and would never get it otherwise. Less so for a cleric, that can just get it as a normal feat. Still bonus feat are great. Probably going for Focused Study instead of Familiar, going first can't be THAT important, right?

Dark Archive

Gotcha, yeah it's definitely better for those who couldn't take it normally.

I think you've actually convinced me to drop the Darkfire Adept and go plain Cleric for those 4 levels. The human favoured class bonus for Cleric frees up Spell Pen. and Greater Spell Pen. essentially, allowing Augment Calling and still leaving a feat free! Plus slightly better spell, BAB and saves... an all round win! The Darkfire Adept might be more appealing if I was building a blaster cleric with the Fire domain, but given I'm looking at a more martial build I think Cleric levels win out.

Going first is definitely useful but I feel the Focused Study really holds its own against it, either or imo, I prefer the skill focus's personally.


Palmizio, glad you liked the Guide! There's a slightly updated version of it on the forums, but 95% of it is unchanged. Also, if you really want to dig deeply into calling things, check out DMDM's Guide to Planar Binding (still a work in progress) and DMDM's Mini-Guide to Gate.

Doug M.


We decided to run Way of the Wicked instead of waiting for the new AP to come out. I decided on a wizard, and I was going to go Diabolist, I just couldn't figure how it would be better than a straight wizard. In fact, the wizard ends up being just as good or better with some additional effort. Still, the charisma bonus probably does save you from needing to debuff your target devil a few times, so there is a small advantage.

I really can't see what the damnation feats do though, there is such a limited list of spells with the evil descriptor for which it would help.


I guess a big selling point of the class is the Imp as an Animal Companion instead of a Familiar (replaceable at no cost!), making it much more tough and expendable. As you said the charisma bonus is nice.

Hellfire Channel gives the spell the lawful and evil descriptor, making Maleficium interesting for a blaster. Planar Binding also has the evil descriptor when used to call an evil creature.

That said, there are very few things better than a straight wizard.


The imp companion scales with level. It also can fly, turn invisible, is intelligent, and has hands. So you can do all sorts of things with it, from buffing it into a rogue-replacing scout to using it as a wand-wielding mobile weapons platform.

Hellfire Channel is crazy fun if you're in a campaign fighting lots of good-aligned creatures, and there are several feats, items and racial traits that can combine with it to produce some excellent synergies. The Charisma bonus means you're bloody amazing at calling devils, and there are lots of different kinds of devils -- brutes, scouts, controllers, you name it.

If you build carefully, a Diabolist can be roughly as powerful as a full wizard, and situationally -- like when blasting a paldin with hellfire -- more so. And it's just extremely flavorful and fun.

Doug M.

Grand Lodge

How are you guys getting Diabolist at level 6?

Aren't you forgetting this requirement? You can't cast such a spell until you're level 7. So your first Diabolist level is at HD8. Basically you summon your own Imp.
Special: 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.

Edit: I suppose you can find a higher level scroll if the campaign allows such things..


It's been clarified that you can conjure your devil using a scroll, which means you can enter as early as 6th level. The drawback, of course, is that scrolls are expensive and you have a 15% chance of scroll failure.

Also, trying to summon an imp is not a good idea -- they're relatively difficult to summon and bind. A lemure is less dramatic, but gets the job done under RAW and is much less likely to make its Will save or its opposed Cha check.

For details, google DMDM's Guide to the Diabolist, DMDM's Guide to Planar Binding, and -- if you really want to play up to high levels -- DMDM's Mini-Guide to Gate.

cheers,

Doug M.


I would move the feats around to get augment calling at level 11. Maybe something like

Lv7 Spell Pen Lv11 Augment Calling Lv13 Maleficium I Lv17 Maleficium II

Contract Devils(bestiary 3) at level 12 is pretty amazing. In addition to the mechanical advantages, it bumps at least 1 damnation feat until after you have made your deal with the devil

What are you getting for your familiar? Another imp is a great option as you would have a devil on both shoulders :D. Otherwise maybe a Cacodaemon for free soul harvesting

As a last note if your combining summoning and binding there is going to be a lot of paperwork. Get some note cards with the stats of common minions. Also try to keep it to a maximuim of 3 types of minion active at one time


Dastis wrote:

What are you getting for your familiar? Another imp is a great option as you would have a devil on both shoulders :D. Otherwise maybe a Cacodaemon for free soul harvesting

Oh, two imps can take you some very interesting places. Just a sec... ah, here we go.

The Two-Imp Debuff:

Play a caster with a familiar. Throw a feat at improved familiar to get an imp. It's helpful, but not necessary, if you're human and choose the Eye for Talent alternate racial (+2 on any ability score for familiars and companions.) Max out your ranks in Intimidate. Your imp familiar gets to use these ranks.

Now dip a level of Diabolist. Hey, you just got an imp companion! Now you have two imps, one one each shoulder.

Unfortunately, Intimidate is not a class skill for imps. And worse yet, as Tiny creatures imps will suffer -4 on their Intimidate (demoralize) checks against all larger creatures. That sounds pretty bad. But on the other hand, two imps means you get to check twice! Leverage this. Let's say you took Eye for Talent -- +2 Cha for each imp. And then have each imp take Skill Focus (Intimidate).

How does this play out in practice? Well, at level N each imp will have N ranks. So up until 10th level, their Intimidate checks will be at N+2 (+3 for their 16 Cha, +3 for the feat, -4 for their size). At 9th level, that's two checks at +11. What are some typical demoralize DCs for monsters you might face at this level? Rakshasa, 21; nosferatu, 22; young adult black dragon, 25; frost giant, 26. With two checks at +11, your odds of demoralizing these guys are, rakshasa - 80%, nosferatu - 75%, dragon - 51%, and giant - 44%.

That's actually pretty good -- especially when you keep in mind that the imps are doing this on their own time, without burning any of *your* precious actions. And once you hit 10th level and your imps pick up an additional +3 from the feat, your odds get very nice indeed. You have a comfortably better than even chance of demoralizing any monster of your CR, and a near certainty of success against large groups of lower level (CR-2 or 3) mooks. I wouldn't say this is a fantastic tactic; it requires a bit of planning and investment. But it's definitely viable, especially at level 11 and up. Intimidate is a fine debuff (-2 on attacks and saves) that ignores SR and all other defensive abilities. And of course, there's the visual: you walk into a room full of monsters, and your two imps start jumping up and down on your shoulders, screeching like insane apes, and all the monsters become demoralized and cringe in fear...

Quote:
As a last note if your combining summoning and binding there is going to be a lot of paperwork. Get some note cards with the stats of common minions. Also try to keep it to a maximuim of 3 types of minion active at one time

Firm yes to both of these. If you're going to have a lot of monsters running around under your control -- do your homework. It will make the other players appreciate your cleverness (as opposed to getting annoyed at you for slowing down the game while you desperately flip through the Bestiaries).

Doug M.

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