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Hello,

This account is lingering from my teens and I would like to close it. Thank you!


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 :)


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


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


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


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?


1 person marked this as a favorite.

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!