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The Demonologist's page
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Hello,
This account is lingering from my teens and I would like to close it. Thank you!
Dark Thunderfall sounds real sick!
EDIT: better than anything I could've thought up haha
Hi guys!
Basically all of my characters electricity spells are black and I'm able to cast Fireball as lighting, which happens to be black.
The characters magical philosophy is bring the sky to the ground, as hes also a sorcerer with the deep earth celestial crossbloodline.
My Gm referred to it as black lightning bomb, but the word bomb outside of alchemists I find a little silly.
I at first referred to it as Black lightning Field, but teh "field" ruins the harshness and scariness of the spell.
Then I thought Black Skyfall, but he isn't James Bond or Pantheon.
So like, a little help pl0x?
Thanks :)
This seems a little weak... maybe a a couple thousand max...
Yeah, but constructs get SO MANY immunities. I think if I keep sprinkling them on, it'll be a good capstone... but I don't know how many is too many; or where I should stop.
Any ideas?
Here's The Vanguard of Law Docs Page.
So, don't worry about formatting and flavor details right this minute.
The iffies are the capstone and the lay on hands replacement (JUDGMENT MODE WOOO)
Looking for balance check (that's a pun and you'll find out why) and flavor advice. If you have an original idea for for the class's mechanics, there are a few bland loose ends that could use some shiny new features.
You fought the law, (the law might have been overpowered), and the- law won.
Also capstone actually makes no sense and I need it to.
THANKS
Okay, so I (being incredibly rude, and my actually ever so patient DM have been arguing my weapon.
I want to swing around a huge great axe. 18 str and barbarian level 1.
Logically and RAW is this possible?
Rules as I've read state that I can use a weapon and take -2 for each size larger.
so Great Axe +5 to hit (1 BAB)
Large great axe +3
Huge +1
Thats how I read it.
Just for clarity cause I'm sure people like being rediculous
Also, just so you know, its all going to get one big nerfing in the end to make it fair. but for now, were going to worry about conceptual stuff.
Hey +5 Toaster, you got some good ideas. Lemme add you to the doc so you can edit it without going through me. Cause I only check paizo once a day if at all.
@+5 Toaster and Big Lemon,
What if I made the Jotungrip into a "Shadow Weapon" working like the armor in every way. (it would come with a sheathe).
Then, if that weapon is 2-handed, he can wield it with one and take a minus 2 penalty, and at every 4 levels that penalty is reduced by 1 (-0 at 8)
EDIT: Hey +5 Toaster, I'll assimilate the shade idea when I next edit the class. Probably tonight.

Mkay,
@Wierdo, I that was an idea (about the schools of magic), but I could have sworn I killed that and replaced it with a once per day spell.
@Everyone, I guess you're right. It doesn't really do what the paladin does, and the inquisitor fills its role thematically, however It has med BAB and spells. The focus of the Black Knight was to have a very specific fighting style along with a little mystery in its own powers. You could say that its a melee-tank inquisitor, since it's as beefy as a fighter/paladin.
The image of the Black Knight comes out like this:
The heavily armored black clad knight with a huge sword in one hand, only swings with one hand, but right before he does, he uses his other hand to enhance his combat ability for that one swing(either pure damage or some misc ability).
Jotungrip is there so his image of a big sword in one hand doesnt end up being a bastard sword. I want it to be a little off-putting when people see that Knight's sword. Like "everyone has to use two hands to swing that properly, you must be really badass". or something along those lines. Its a bit of flavor I'd like him to have.
Asside from thematics, I was wondering, is this balanced?
@AtomicGamer, my goal for it to be balanced. I can see it isn't but that's partially why I wanted help from the community.
Ultimately, I kinda wish someone would play test it.
Also, I don't see how its so unbalanced. Instead of Smite Evil and Lay on hands, he gets a mixture of the two in Black Hand. All of the Shades of Black are one round abilities, so they can't be that broken. Some specifics on how it's unbalanced would be nice.
@Big Lemon, I see where you're coming from, but the class is, to the paladin, the "under-the-table" justice. Rules broken for the cause are insignificant. Lawful good works because the paladin is the officer of justice, so you could call the Black Knight a vigilante.
Thanks!
So this class is heavily inspired by the Black Knight from Fire Emblem.
Jotungrip is some flavor as: he holds a two handed sword in one hand and leaves the other hand open to enhance is fighting.
This is a variant of the Paladin. Like how the Ninja (Rogue), Samurai (Cavalier), and Antipaladin (Paladin) are.
EDIT: the alignment issue has been fixed. Either Neutral good or chaotic good.
Hey guys,
Demonologist with a homebrew I'll probably never get to playtest.
Ehh, its for the community, and I've wanted to make a successful version of this class for a while.
I'm completely open to suggestions, comments, praise, inquiries, and the such.
Basically, balance and and make it more interesting.
Please $ Thank you.
Here's a url.
This.
Go nuts and thanks.
EDIT: this is whack yo, it's not showing up, claiming its missing. Any help here? Your reward is this class. Tee-hee.
EDIT: FIXED
https://docs.google.com/document/d/1OW5ECbbHTmDCgtWyevr_x1z4we2fgoiFf_wDpnE oook/edit Heres a link to what I have so far.
I would like to post the original class, but I don't know if I'm allowed to. Someone let me know if I can either web link an online scribd pdf or copy paste it's table+abilities.
Ideally, I'd like to keep the flavor and perks the same, however it seems overpowered for 3.5 standards. I don't know how it stands in PF but lets see this mess (14 levels, confusing spellcaster leveling, and overall rediculous necromancy spellcasting)get fixed up.
I'm going to start on it now, and I'll post what I've got to be fixed
Demonologist
The first I'm gonna point out, is that you have Plane Shift at level 1, The mana situation is well... situational, and will vary in strength from campaign setting to setting.
I like the idea, and you are definitely on to something. I know my process for homebrew classes is very obscure (I start out with blatantly OP stats, and whittle it down draft by draft, keeping certain flavor elements I like.
I haven't read the whole thing and I'll get on it later, but please, don't give up on this one, it's unique.
Hey, slightly off topic, but still completely related:
Mother Cyst Feat+ Necrotic Spells.
Good as is, or does it need nerfing?
Oh, I just found it on the PFSRD, and I'd say it's a nerfed monk with some DR. I wouldn't really dig too deep unless you find it that interesting.
I guess I'm trying to scale it down... Same concept, same ideas, just on a much smaller board. I think a 30th Level Sage would equivocate to the original sage, and a 20th would be living madara or hashirama or orochimaru per say... But my goal is to get to be as strong as Nagato by 20th level.
Oh, and in case anyone wanted to know what the class is trying to achieve:
To build a team of undead that can carry out missions on their own. The sage himself is a chosen being from a deity/fate, said to bring great change to the world, either as a horribly evil necromancer, or a being of true good, ultimately giving his own life to undo the harm of a great evil. a 20th Level Sage of Six Paths should be almost impossible to kill, while (not exactly having a massive damage output), it would be a strategic game, using the paths and summons as pieces.
Also, would this be an OP combo: The deva path casting apocolypse from the sky (corrupt spell from book of vile darkness)

3.5 got SO MANY books out because of how narrow the topics were. Each book dived deep into whatever the subject. I think if PF gets to that many books, players would never EVER complain about a bad transfer from 3.5 to PF. I LOVE all of the prestige class and feat options from 3.5. It was the Bee's knees for sure. I want that from Pathfinder. Because I know they will do it with so much more pizazz (or however you spell that).
Another thing I want from Pathfinder is for when I prestige, I don't want my domain/school/wild shape/other single class abilities to become useless, honestly, it feels like wasted levels. Paths of Prestige was great! But even 30 won't compare to 3.5's selection.
I have yet to see a prestige class that focuses on such a strong spell like animate dead. A focused necromancer prestige class of 10 levels, is what I wanted from Paths of Prestige, but instead it gave me a whole bunch of Galorian stuff. I (not my fault) don't play in Galorian, so half of those prestige classes don't make much sense.
Pathfinder still has a lot of material to cover, whether they decide to in that deep is up to Paizo.
Because of the 3.5-> PF power jump, should the spells get a reduced "cost"?
Hey all, just wanted to see what the PF community thought about using these kinds of spells in PF. For those who forgot what books: Book of Vile Darkness and Book of Exalted Deeds.
Thoughts?
I'd say it has a high skill cap, and if used correctly, wont even hurt hurt you. This will probably go really well with Vital Strike and spells.
I'd also say that it's new and awesome. I WANT to play test it, and I think I will next time I'm around a Game Table.

Alright here's a much weaker version, but I just want to say, a lot of the Overpoweredness was due to error, because I meant zombie lords instead of undead lords, and the square wasn't supposed to be permanently anti magic, it was supposed to move with the Preta Path.
Also: I need help with the Naraka Path's power. It relates to control over hell, and you can interpret that however you want, or I could have an entirely different path.
Anyway, here it is in Stage 2/3:
Prerequisites:
Animate Dead, the spell or spell-like ability
5 Ranks in Perception
"Master of Six" feat
Note: Feat: Chosen for Six:
Prerequisites:
Must have come in contact with undead.
Must have amnesia.
3 Ranks in Perception.
Benefit:
You gain the appearance of having the Rinnegan Eye.
Level BAB Fort Will Refl Special Spells Per Day
1 +0 +0 +1 +0 Deva Path, Rinnegan
Improved Necromancy
2 +1 +0 +2 +0 +1 Level of Spellcasting
3 +1 +1 +2 +1 Animal Path +1 Level of Spellcasting
4 +2 +1 +3 +1 +1 Level of Spellcasting
5 +2 +1 +3 +1 Asura Path +1 Level of Spellcasting
6 +3 +2 +4 +2
7 +3 +2 +4 +2 Human Path +1 Level of Spellcasting
8 +4 +2 +5 +2 +1 Level of Spellcasting
9 +4 +3 +5 +3 Preta Path +1 Level of Spellcasting
10 +5 +3 +6 +3 Naraka Path +1 Level of Spellcasting
Sage Magic: All Sage of Six Paths class abilities rely on
one Mental Attribute. You can pick Int, Wis, or Cha to be
the selected Mental Attribute. This is called the Sage
Stat. The DC for a Sage's or Path's ability is 10+Sage
Level+the Sage Stat.
Improved Necromancy: Sage of Six Paths count as two caster levels for the purposes
of how many undead HD you can control. All levels, including those you don't gain
spellcasting, count.
Paths: All Paths (Selected undead minions) get a makeover.
The sage can scupt them as if using sculpt corpse.
All Paths share sight and thought (including the Sage).
This means that if two Paths have sight of each other,
they cannot be flanked. If one path can see something,
they all see that thing. Other senses are not direct.
They can only be interpretted by relating the new sound/
feel/smell to something familiar or know. This way, new
sensations are not founded by the other paths.
The Paths
can be up to 2 miles/Sage level away from the Sage before
they fall and hit the ground, rotting quickly back into
skeletons. If a Path is destroyed, then a new one can
be selected once every full moon. Only one Path can be
replaced each full moon.
All undead minions of the sage have the eye of the rinnegan,
but don't gain any of the bonuses. It's purely cosmetic.
Only the Sage and the Deva Path gain the bonuses and
effects.
Each Path is a zombie lord variant of the zombie, and each
count as normal zombies toward the total HD count of the
Deva Path: The First Path of Pain is the the Deva Path.
It refers to its god-like powers, and becomes strongest
among the six paths.
At 1st Level the Deva Path gains the power to
transfer your spell as though the Deva Path was casting
it. Both the Deva Path and the Sage use up the appropriate
action. The highest level of spell the Sage can cast
through the Deva is equal to the Sage's class level.
As a move action (3+ Sage Stat/day) that doesn't provoke
attack of opportunity, the Path can pull or push up to 5 feet
per two class levels (Will save), assuming his selected
targets are within 60 feet.
Animal Path: The Second Path of Pain is the Animal Path.
It refers to its link to summoning.
At 3rd Level it also gains the ability to summon
any of the other Paths or undead minions under either
the command undead ability or animate dead. If the Sage
uses summon monster, that creature appears to have the
eye of the rinnegan and can be summoned by the Animal
Path. All summons are a full round action, but can
summon up to the Sage Level number of creature (paths,
the sage, summon monster summons, or familiar (if applicable).
Asura Path: The Third Path of Pain is the Asura Path.
It refers to it's link to war.
At 5th Level the Asura Path gains the construct
type instead of the undead type, but otherwise unchanged.
They gain DR/adamantine equal to your sage level,
and natural armor equal toyour sage stat.
Human Path: The Fourth Path. Linked to the mortal soul.
At 7th Level the Human Path gains the ability to
use Trap the Soul, as the spell, sage stat per day on a
helpless victim. The target must be alive.
Preta Path: The Fifth Path. Linked to hunger.
At 9th Level the Preta Path current square becomes an
antimagic field. The square moves with him. He can use
this for 3+ Sage Stat rounds, and can activate it as an
immediate action.
Naraka Path: The Sixth and final Path. Linked to his
control over hell.
At 10th Level the Naraka Path ... I need help here.
Rinnegan (Su): At all times, the Rinnegan eye is active.
The appearance is a set of concentric circles with a purple
background.
A Knowledge (Religion) check of 30 knows everything about the
rinnegan, as the Sages of the Six Paths have been extinct for
a while, but their abilities has been well documented.
A pool of points can be used to abilities. This is equal
to the Sage Level+Sage Stat. You can activate the abilities
as a swift action.
At first level, the Sage has these abilities:
Constant: a +2 bonus to Perception (sight based)
1 Point: See invisibility for 1 minute.
1 Point: Arcane Sight for 1 minute.
At fifth level, the Sage has these abilities:
Constant: a +4 bonus to Perception (sight based)
4 Point: Greater Arcane Sight for 1 round.
4 Points: True Sight for 1 round
At Tenth level, the Sage gains these abilities:
Constant: a +6 bonus to perception (sight based)
6 Points: gains blindsense 60ft for 1 round.
Alright! Well, I apologize, it's just the way I do my custom classes (and thanks for the welcome). I start with what the concepts are, though heavily overpowered, I cut chunks of the "clay" off, and reshape it a few times until I have a perfect class.
In the end, I hope to have this guy slightly under powered, so I have a challenge, and therefore fun with it. I've had my share of overpowered characters that were core material. But if I homebrew a class, I feel like its my responsibility to make it fair, and I can't blame Paizo for some minor flaw in the design that was abused the mess out of. I'm going to work on a redo, and I ask, once more, you read it (it will be plenty shorter), and critic it once more.
Thanks lots Cheapy!
Oh, Btw, this is a Naruto connection, and the name of the class is Sage of Six Paths.

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Prereqs:
Able to use Animate Dead (spell, spell-like ability)
5 Ranks in Perception
Level BAB Fort Will Refl Special Spells Per Day
1 +0 +0 +1 +0 Deva Path,Rinnegan +1 Level of Spellcasting
2 +1 +0 +2 +0 2nd Deva Power +1 Level of Spellcasting
3 +1 +1 +2 +1 Animal Path +1 Level of Spellcasting
4 +2 +1 +3 +1 2nd Animal Power +1 Level of Spellcasting
5 +2 +1 +3 +1 Asura Path +1 Level of Spellcasting
6 +3 +2 +4 +2 2nd Asura Power +1 Level of Spellcasting
7 +3 +2 +4 +2 Human Path +1 Level of Spellcasting
8 +4 +2 +5 +2 2nd Human Power +1 Level of Spellcasting
9 +4 +3 +5 +3 Preta Path +1 Level of Spellcasting
10 +5 +3 +6 +3 Naraka Path +1 Level of Spellcasting
Sage Magic: All Sage of Six Paths class abilities rely on
one Mental Attribute. You can pick Int, Wis, or Cha to be
the selected Mental Attribute. This is called the Sage
Stat. The DC for a Sage's or Path's ability is 10+Sage
Level+the Sage Stat.
Paths: All Paths gain the a makeover. The Sage can make
them look like their original living selves or can make
them look like someone the sage holds dear, or can even
make them look like the Sage himself.
All Paths share sight and thought (including the Sage).
This means that if two Paths have sight of each other,
they cannot be flanked. If one path can see something,
they all see that thing. Other senses are not direct.
They can only be interpretted by relating the new sound/
feel/smell to something familiar or know. This way, new
sensations are not founded by the other paths. The Paths
can be up to 10 miles/Sage level away from the Sage before
they fall and hit the ground, rotting quickly back into
skeletons. If a Path is destroyed, then a new one can
be selected once every full moon. Only one Path can be
replaced each full moon.
All Paths have the eye of the Rinnegan, but can't use its
powers. Only the Sage and the Deva path can use it.
All Paths have the Sage's mental stats.
All Paths are the undead lord variant of the zombie, and
dont use double the HD, rather the regular amount.
Deva Path: The First Path of Pain is the the Deva Path.
It refers to its god-like powers, and is the strongest
among the six paths.
At 1st Level the Deva Path gains the power to
transfer your spell as though the Deva Path was casting
it. Both the Deva Path and the Sage use up the appropriate
action. The highest level of spell the Sage can cast
through the Deva is equal to the Sage's class level.
At 2nd Level, the Deva Path can pull of push
things at will. As a full round action that doesn't
provoke attack of opportunity, the Path can pull or push
up to 5 feet per two class levels, assuming his selected
targets are within 60 feet and fail the Will save.
They move as if falling due to gravity. It applies the
acceleration of gravity.
Animal Path: The Second Path of Pain is the Animal Path.
It refers to its link to summoning.
At 3rd Level the Animal Path gains the power to
use any of the Sage's summon spells as if they were his.
It also gains the ability to summon any of the other
Paths or undead minions under either the command undead
ability or animate dead.
At 4th Level the Animal Path can use
dominate monster <Sage Stat> per day. It has to be on an
animal that is at less than 1/4 it's total health. If it
makes the will save, it cannot be f@*$ed with ever again.
This dominate lasts indefinitely, but can be dispelled.
These animals gain the rinnegan eye, but cannot use it.
They also can be summoned by the Animal Path.
If the Animal Path is destroyed, the animals are freed
completely. If the Animal Path comes back somehow, the
animals are still lost.
Asura Path: The Third Path of Pain is the Asura Path.
It refers to it's link to war.
At 5th Level the Asura Path gains the construct
type instead of the undead type.
At 6th Level the Asura Path gains Supreme Smite
1/day.
Supreme Smite: This ability works like Smite Evil, except
it can work on any alignment so long as there is no
neutrality in it. Ex: LN is a no-no. LG or CE is a go-go.
In addition to the exception, all Charisma based stats
use the Sage Stat instead (can be Cha), and instead of
Paladin level for damage, it becomes the Sage of Six Paths
Level, and the Asura Path also gains DR/- and natural
armor equal to half the Sage level+1.
Human Path: The Fourth Path. Linked to the mortal soul.
At 7th Level the Human Path gains the ability to
detect thoughts at will on any helpless victim. No saving
throw, and the detect thoughts can be anything in his mind
, even if he himself doesn't remember it on the spot. The
target must be alive.
At 8th Level the Human Path gains the ability to
use Trap the Soul, as the spell, once per day on a
helpless victim. The target must be alive.
Preta Path: The Fifth Path. Linked to hunger.
At 9th Level the Preta Path's square becomes a
permanent antimagic field. If he touches a source of magic
it dissipates. He can make a touch attack, and if success
ful then he can remove a prepared spell or remvove a spell
slot from a spontaneous caster of the lowest level they
have spells left for. For example, if they are out of 1st
level spells, then you can remove a 2nd level spell.
He can also grasp a helpless foe and consume magic, one
spell per round, from the bottom up.
Naraka Path: The Sixth and final Path. Linked to his
control over hell.
At 10th Level the Naraka Path can reconstruct and
rejuvinate any other Path body that has been destroyed as
as ritual taking 10 minutes. This can be done once per day
and requires the remaining paths and Sage to be within
30 feet of the concentrating Naraka Path. In addition, the
Path can channel as an evil cleric of the Sage's class
level.
Rinnegan (Su): At all times, the Rinnegan eye is active.
A pool of points can be used to abilities. This is equal
to the Sage Stat + Sage class level.
At first level, the Sage has these abilities:
Constant: a +2 bonus to Perception (sight based)
1 Point: See invisibility for 1 minute.
1 Point: Arcane Sight for 1 minute.
At fifth level, the Sage has these abilities:
Constant: a +6 bonus to Perception (sight based)
2 Point: Greater Arcane Sight for 1 round.
2 Points: True Sight for 1 round
At Tenth level, the Sage gains these abilities:
Constant: a +10 bonus to perception (sight based)
3 Points: gains blindsense 60ft for 1 round.
So... Basically: advice, criticism, appreciation, legal notifications,
hate, love, trolling, commentary, awesomeness, improvements, balancing
are ALL ALLOWED and APPRECIATED.
Thanks!
Yeah... I'm not sure on it either... and considering this was asked in 2009, I think it's written somewhere... could someone point in the right direction?
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