Bonus - Demonologist (Playtest v2) PDF
Bonus - Demonologist (Playtest v2) PDF
Bonus - Demonologist (Playtest v2) PDF
Basic Attacks
Melee Attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: —
Ranged Attack
At-Will
Level-up Damage
Ability Bonus
Bonuses From
Demonologist Total Hit Ability
Level Points* Total Feats Score
(Avg. of Not affected ability
both modifier
Level 1 classes) x As 1st level
Multiclass 3 PC
(6 + CON ability
Level 1 mod) x 3 1 adventurer modifier
(6 + CON ability
Level 2 mod) x 4 2 adventurer modifier
(6 + CON ability
Level 3 mod) x 5 3 adventurer modifier
(6 + CON 4 adventurer +1 to 3 ability
Level 4 mod) x 6 abilities modifier
(6 + CON 4 adventurer 2 x ability
Level 5 mod) x 8 1 champion modifier
Level 6 (6 + CON 4 adventurer 2 x ability
mod) x 10 2 champion modifier
Level 7 (6 + CON 4 adventurer +1 to 3 2 x ability
mod) x 12 3 champion abilities modifier
Level 8 (6 + CON 4 adventurer 3 x ability
mod) x 16 3 champion modifier
1 epic
Level 9 (6 + CON 4 adventurer 3 x ability
mod) x 20 3 champion modifier
2 epic
Level 10 (6 + CON 4 adventurer +1 to 3 3 x ability
mod) x 24 3 champion abilities modifier
3 epic
also many spells and feats that include devotee Dicey Spells
bonuses. Dicey spells are a new usage type. Dicey spells
You can focus all three talents in one path if tend to be bonus spells (not one of the spells you
you like. You get an extra spell from your path choose at the beginning of the day) that are only
each day, which is probably not as much available to you half as often as daily spells.
spellcasting as you’d gain by being an initiate in When you have a dicey spell, roll a normal
a different path, but synergies and character save (11+) at the start of each day. If the save
concept may mean it’s a great choice. succeeds, you have that spell as a daily spell that
Curse Spells day.
Some of the demonologist’s spells create curses If the save fails, you don’t have access to the
that wait to be triggered by an enemy. The spell that day. It’s not considered expended, it’s
corruption path is full of such spells, but the fire just not available to you in any way.
and slaughter paths have a few as well (@update The demon summoning spells that
all this curse text when spell lists are final). The correspond to each path are dicey spells for
different demonologist paths tend to have initiates of the paths.. [[Playtest note: At the
different approaches to curse spells and abilities. moment, haven’t added other dicey spells to the
Most curse spells trigger off enemies’ paths, because it’s not a usage pattern I want to
natural attack rolls. A few trigger off enemies’ enforce as standard. If it was going to be
saves. Some curse spells give you the option of included, they would be bonus dicey spells
triggering the curse or waiting until a better attached to a talent, or something like that.]]
target later. A few curses apply to the next
enemy or a number of enemies that trigger the
Demon Summoner
curse.
If you have played other summoning characters,
One curse per roll: The major limitation on
the mechanics of demonologist summoning are
curse effects is that a specific d20 roll can trigger
more like the druid and necromancer
only one curse spell. For example, if you have
summoning in 13 True Ways than the wizard
cast both curse of the odd and whipping tongues of
summoning in the Summoning Spells issue of 13th
fire, you’ll choose one of the two to trigger the
Age Monthly or and the earth priestess and hell
next time an enemy has a natural odd attack roll.
mother summoning in 13th Age in Glorantha.
(Ordinarily you wouldn’t be forced to trigger
Most significantly, as a demonologist, you get
curse of the odd, but the curse created by whipping
superior summoned creatures that don’t require
tongues of fire triggers on the next odd attack roll,
you to spend actions to control them. That
so if you don’t trigger curse of the odd, you’ll
means we can skip all the rules that apply to
trigger whipping tongues of fire instead.)
creatures that have to be controlled by their
This rule also applies if there are two or summoner’s actions.
more demonologists in a group. If the players of
That’s the good news. The bad news is that
the demonologists disagree about who gets to
your summoned demon has a half-life, because
trigger a curse from a particular roll, each rolls a
every demon summoned by a demonologist
d20 and the high roll chooses.
takes special ongoing damage called
@@playtest: staying open to whether a degradation that can’t be saved against or
summoned imp’s curse aura is something else or stopped!
should also not be able to trigger along with
Degradation: Each of the demonologist’s
another curse!
summoned demons has its own degradation
statistic, usually expressed as something like
this: “At the end of each of its turns, the
summoned [demon] loses 2d6 damage.” If you
and your GM want to cut down on die rolls, use
the average result . . . but rolling at the end of Champion Feat: Subtract your level from the
each of your demons’ turns is more in the spirit degradation damage dealt to your
of the class. summoned demons.
Effects that end conditions can’t affect Epic Feat: You have a +5 attack bonus against
degradation. Nor can effects that move demons you summoned that are now out of
conditions around between creatures. Your control. Congratulations on cleaning up
summoned demon is stuck taking its your own messes.
degradation damage until it drops to 0 hit
points, and will continue to take that damage if <<insert sidebar>>
you lose control of it. Initiates, Devotees, and Summoning
Loss of control: Remember how we said you There isn’t necessarily one correct choice for
don’t have to use actions to control your demon, maximizing your demon summoning powers. If
the way wizards and earth priestesses do? The you spread your talents out among all three
bad news is that when your summoned demons paths, you’ll end up with between 0 and 3
drop to 0 hit points, there’s a chance they’re summoning spells each day. An average of 1.5
actually breaking free of your control and are means you’re mostly likely to have one or two.
about to become fanatic enemies. Spending your talents to become a devotee in
Roll an easy save whenever one of your one path and an initiate in another means you’ll
summoned demons drops to 0 hit points. If the have at least one summoned demon each day,
save succeeds, no problem, the demon is dead with a 50/50 shot at another. That looks a bit like
and banished. If the save fails, the demon gains the average of 1.5 demon summoning spells if
hit points equal to its staggered value plus its you’re an initiate in all three paths, but the
level. It’s no longer in your control and is now advantage of being a devotee is that your demon
an enemy! By preference it attacks its former summoning spell becomes a recharge 16+ spell.
summoner, but it may fight somewhat <<end sidebar>>
intelligently to do as much sadistic harm as
possible to the summoner and their allies.
The degradation damage the demon has Summoning Rules
been suffering from in the battle continues. [In the final book, this may go in as an appendix,
When the out of control demon finally drops to but for now, here’s a slimmed down version of
0 hit points again, it’s eliminated. the summoning rules that apply to you as a
Enemies, allies, and out of control demons: demonologist.]
Out of control demons usually aren’t allies of Note that these new summoning rules are
the player characters’ other enemies, but an out not meant to be used with the druid and
of control demon isn’t interested in helping its necromancer class from 13 True Ways.
summoner by fighting their enemies. Creatures Standard action spells: Casting a
that aren’t smart or evil enough to notice and summoning spell generally requires a standard
take advantage of that may still target the out of action. The creature(s) you summon appears
control demon, but the demon will focus on its next to you, though feats or powers might
true enemies. enable you to summon it nearby instead.
No healing: Unlike other summoned Four types (CHANGED): There are four
creatures, demons summoned by demonologists types of summoned creature, but the demons
can’t heal. you summon are all superior. Superior creatures
Adventurer Feat: You have a +1 bonus to the take their turns like any other creature.
save to avoid losing control of your Duration & death damage (CHANGED): A
summoned demons when they drop to 0 hit summoned creature fights for you until the end
points. of the battle, until it is dismissed, or until it
drops to 0 hit points. Other classes suffer and head items, if any. In other words, default
damage when their summoned creatures drop bonuses to AC, PD, and MD from magic items
to 0 hp, but we’ve already gone into your also apply to your summoned creatures.
control problems above! As with the attack bonuses covered above,
Action economy: The turn you summon it, this only applies to default bonuses. Bonuses
your demon takes its turn immediately after and abilities that come along with an item that
your turn in initiative order. The summoned are not default bonuses only apply to
creature continues to take its turn immediately summoned creatures if they specify that. At
after you (even if your initiative order changes) present, not many do.
until the end of the battle. Escalation die (CHANGED RECENTLY):
Simpler timing (NEW): Having summoned Summoned creatures use the escalation die.
creatures take their turn immediately after their There are creatures summoned by the druid and
summoner is the mechanically correct way to necromancer that don’t, but your demons do.
handle the timing. But in practice, we notice that Allies? (CHANGED after the Summoning
hardly anyone wants to play that way. Most Spells article): Summoned creatures generally
players want to mix their summoned creature’s count as your allies, but you can choose to treat
actions in during their character’s turn. If you them as non-allies when that’s better for you.
want to fudge the timing and allow this, it’s For example, when a monster’s attack is against
almost always fine. So our simpler rule is that one of its random enemies, it’s good for you to
you can mix the actions together if you want, have your summoned creature count as an ally
but if the GM decides it’s confusing or the rules of yours and an enemy of the monster. But take
are starting to have conflicts, the GM can enforce the case of the bard’s 3rd level spell, wild heal.
the ‘proper’ turn order. Odds are the bard PC in your group doesn’t
Superior creatures’ actions: During its turn, want to have to include your summoned
a superior creature can act like any other creature as one of the random allies that might
creature, taking a standard, move, and quick get to heal, so they can choose to ignore your
action. summoned creature as an ally.
Dismissal: Other summoners can dismiss A corollary to this is that if PCs have spells
their creatures. You can’t! You want your or effects that count the number of allies, count
demon gone? End the battle, or drop it to 0 hit all creatures summoned by a single PC as a
points and see if it will go out of control! single additional ally. This isn’t a hugely
Hit points: Each summoned creature stat important rule, but if it comes up in some weird
block indicates its base hit points. Starting hit corner cases, it’s sitting here in case the GM
points for summoned creatures are nearly wants to prevent tacky abuses.
always lower than hit points for non-summoned No nastier specials: If a creature you’re
versions of the same creature. Some class feats summoning sometimes has nastier specials
might increase the hit points of summoned when it appears as a monster, that’s not the
creatures. version of the creature you’re summoning …
Attack bonuses (CHANGED RECENTLY): unless you create a story with the GM
Summoned creatures use the default bonuses of explaining why this one time you have managed
their summoner’s magic weapon or implement, to summon the powerful version of the creature
if any. In other words, if you have an attack and that has the nastier special.
damage bonus from a magic weapon or Spell or creature?: When a summoning spell
implement, so do any creatures you summon. is cast, it’s definitely a spell. After casting the
Defense bonuses (CHANGED RECENTLY): spell, a summoned creature is a creature, though
Similarly, summoned creatures use the default if the GM is feeling puckish they might allow
bonuses of their summoner’s armor, cloak, and effects that generally only interact with spells to
Corruption initiates gain resist poison 12+, taking Adventurer Feat: If you have at least one
half damage from poison attacks unless the relationship point with the Diabolist, you
attack’s natural attack roll is 12+ roll saves against conditions caused by
For corruption path devotees, the power attacks against MD at the start of your turn
increases to resist poison 16+. instead of the end of your turn.
Champion Feat: When an enemy rolls a
Bonus summoning spell natural odd attack roll against your MD,
Corruption initiates gain summon corruption they take psychic damage equal to the attack
demon as a dicey spell (as explained in the class roll. Increase this damage to double the
features above). attack roll at 8th level.
Corruption path devotees instead have Epic Feat: You gain a +2 bonus to death saves.
summon corruption demon as a recharge 16+ spell.
@duplicating information for clarity, but final Inimical (Corruption)
version may be streamlined with better Enemy saves against effects created by spells
structure for the info you cast are more difficult. Easy saves require a
7+, normal saves require a 12+, and hard saves
Corruption Path Talents require a 17+.
Adventurer Feat: If you are a corruption path
Contagion
devotee, twice per day as a free action, you
You can use this power a number of times per
can choose a condition created by an ally’s
day equal to your Constitution modifier.
spell to gain the increase in saving throw
When an enemy suffering from a condition
difficulty you’d get from Inimical.
caused by one of your demonologist spells that
Champion Feat: You’re even more inimical
has a save ends effect drops to 0 hit points,
than most. Your spells’ easy saves require
transfer that save ends spell effect to a different
an 8+, your normal saves require a 13+, and
nearby enemy as an interrupt action.
your hard saves still require a 17+ (that’s
The save required for the new enemy to end hard enough).
the effect decreases; a hard save becomes a
Epic Feat: @@.
normal save, a normal save becomes an easy
save, and an easy save stays as an easy save.
Adventurer Feat: Once per battle, if you are Impish Familiar (Corruption)
conscious when the escalation die reaches You have an infernal familiar, much like a
5+, gain another use of the Contagion power wizard's familiar (core 13th Age rulebook p. 150).
that day. Infernal familiars are usually imps of some
Champion Feat: Saves required against spell description, but might also take the form of
effects that you have moved using this toads, bats, insects, talking skulls, living flames,
talent no longer decrease; a hard save stays sinister oil paintings, or your own eerie shadow.
hard, a normal save stays normal. Impish familiars are always Talkative and
Epic Feat: Moving a condition with the possess one other power of your choice from
Contagion power is a free action for you those available to familiars. Usually Flight . . . .
rather than an interrupt action, so you’re not Use the wizard’s familiar rules on page 149-
limited to using it once per round. 150 of the core rulebook for now.@It’s possible
this could become more linked with the
Corrupt Beyond Degradation corruption theme; blight jet addition or Diabolist
You gain a +2 bonus to MD and resist 16+ psychic boost
damage.
MD 15
C: Foul belch +6 vs. PD (1d3 nearby enemies)—
2 poison damage, and target is dazed until the <<insert monster tile: vrock2.psd>>
end of its next turn.
Summoned Vulture Demon
Natural 1-5: Reroll the attack against a nearby
ally of the demon toad.
Limited use: 1d3 times per battle. 5th level spoiler [DEMON]
Initiative: +8
Dissssgusting: Attackers that roll a natural odd
melee attack roll against the demon toad take Filth-covered claws +10 vs. AC (2 attacks)—7
1d6 poison damage. damage, and 5 ongoing poison damage
Natural even hit: The vrock can make a demonic
Degradation: At the end of each of its turns, the screech attack as a free action.
summoned demon toad suffers 1d10 damage.
[Special trigger] C: Demonic screech +10 vs. MD
(1d3 nearby enemies), 3 psychic damage, and
AC 15
the target is vulnerable (attacks vs. it have crit
PD 14 HP 36 range expanded by 2) until the end of the battle
MD 11 Limited use: 1d3 times per battle, or any number
of times if the vulture demon is out of the
demonologist’s control.
Summoned Hopping Imp
Degradation: At the end of each of its turns, the Demonic stench: While engaged with this
summoned hopping imp suffers 2d6 damage. creature, non-demon enemies with 84 hp or
fewer are dazed (–4 attack) and do not add the
escalation die to their attacks.
AC 19
PD 13 HP 40
7th level spell 9d8 damage 9th level spell 240 hit point threshold
9th level spell 9d12 damage Adventurer Feat: If a creature confused by this
Adventurer Feat: Add this trigger effect to the spell drops an enemy to 0 hit points, the
attack: Natural even hit: As above, and confusion effect on it continues an
negative energy damage equal to your additional turn after it would normally end.
Constitution modifier (5th level: double your Champion Feat: On an even hit, the save to
Constitution mod; 8th level: triple) when end the confusion is hard (16+).
target misses with an attack (save ends). Epic Feat: Add 60 to the hit point threshold.
Champion Feat: @@
Epic Feat: @@. Spreading the Rot
Ranged spell
Diseased Blood Daily, or recharge 16+ after the battle for
Close-quarters curse spell corruption devotees
Daily, or recharge 16+ after the battle for Special: This spell can’t be affected by the
corruption devotees Contagion talent; it has its contagion-style effect
Free action, when a melee attack hits you. built in.
Target: The enemy that hit you (unlike a curse, Target: One nearby enemy.
this does not interrupt their attack, you’re Attack: Charisma + Level vs. PD
attacking after taking the damage). Hit: 10 poison damage, and target takes 5
Attack: Charisma + Level vs. PD ongoing poison damage; when the target
Hit: 4d12 + Charisma poison damage. saves against the ongoing damage or drops to
Miss: Half damage. 0 hit points, increase the amount of ongoing
poison damage to 10 and move the effect to a
3rd level spell 6d12 damage. nearby enemy as a free action. The spell’s
5th level spell 6d20 damage. effect doesn’t go beyond this second creature.
Miss: Regain the use of this spell.
7th level spell 9d20 damage.
9th level spell 4d8 x 10 damage.
3rd level spell 20 damage from the initial hit
5th level spell 30 damage from the initial hit,
Rabble Babble 10 ongoing that increases to 15 ongoing
Close spell 7th level spell 40 damage from the initial hit,
Daily, or recharge 16+ after the battle for 20 ongoing that increases to 30 ongoing
corruption devotees
9th level spell 70 damage from the initial hit,
Target: One nearby creature, or any number of 30 ongoing that increases to 50 ongoing
mooks in a mob with printed hit points of 30 Adventurer Feat: Add the current escalation
or less (in other words, ignore damage, this die to the ongoing damage.
only works against targets that start with low
Champion Feat: @@
hit points)
Epic Feat: @@.
Attack: Charisma + Level vs. MD
Hit: The target is confused (save ends).
Miss: The target is confused until the end of its
3rd Level Corruption Spells
next turn.
Epic Feat: A hit also cancels the use of the normal relationship maximums. This isn’t
attack or power that triggered this spell, necessarily with the Diabolist, but it’s
unless that makes NO sense! probably with the Diabolist, Great Gold
Wyrm, or Crusader, whatever will disappoint
the newly risen hero the most. And last and
Melting Flesh
most complicated: advantages used with this
Ranged Spell
icon always have complications!
Daily
Miss: You regain this spell after your next full
Target: A number of nearby enemies with a total
heal-up.
of 160 hp or less, targeting enemies with the
fewest hit points first.
Attack: Charisma + Level vs. PD 9th Level Corruption Spells
Hit: 5d8 + Charisma poison damage and the
target takes ongoing poison damage equal to Apocalypse Plague
triple your Constitution modifier and is stuck
Close-quarters spell
and hampered (save ends all)
Daily
Miss: Half damage.
Effect: Until the end of the battle, or until
unconscious, you and each nearby ally take 20
7th level spell 250 hit point total, 7d8 damage,
ongoing poison damage (but no save!). Also, if
ongoing damage equal to quadruple your
one of these allies fails to make an attack on
Constitution modifier
their turn they are confused until the end of
9th level spell 500 hit point total, 10d8 their next turn.
damage, ongoing damage equal to five times
When one of the targets of this spell hits an
your Constitution modifier
enemy with less than 250 HP with an attack, or
Adventurer Feat: @@. when such an enemy makes an odd attack roll
Champion Feat: If you’re a devotee, @@@. against an affected ally they are engaged with,
Epic Feat: @@. that enemy is infected (hard save ends 16+). An
infected enemy takes 20 ongoing poison damage
7th Level Corruption Spells and is confused. When one of the targets hits
one of their allies with less than 250 HP with an
attack, that creature also becomes infected (hard
Abyssal Bargain save ends 16+).
Ranged Spell Epic Feat: Choose one nearby ally (but not
Once per level yourself) that is not affected by the spell.
Special: You can only cast this spell once on You are subject to the confusion effect of this
each of your player character allies spell.
Target: One ally that has died since your last @@Playtest note: this is a crazy spell that is not
turn. really working yet; will need some sorting out!
Attack: Charisma + Level vs. MD, or automatic
hit against a willing target PATH OF FLAME
Hit: Instead of dying, the target spends a @@ittasteslikeburning
recovery and loses an icon relationship that’s
important to them. Demonologists invested in the path of fire gain
The character then gains an ambiguous access to fire path spells and a few special
relationship with an icon of the GM’s choice abilities. Fire path devotees that have chosen
(if they were unwilling), or perhaps a positive two or more talents from the path gain more
one (if they were willing). This can exceed the spells and greater talents.
Resist fire 16+: When a fire attack targets this <<insert monster tile: glabrezou3.psd>>
creature, the attacker must roll a natural 16+ on
the attack roll or it only deals half damage. Summoned Pincer Demon
Initiative: +14 Flight: Giant bat wings are good for something
besides looking tough.
Pincer +12 vs. AC—20 damage
Natural even hit: 10 ongoing damage Shadow and flame: When out of control, but not
before, the summoned lesser balor gains a +5
R: Painbolt +12 vs. MD (one nearby or far away bonus to all defenses against attacks by far
creature)—35 psychic damage away enemies.
C: Hellfire + 12 vs. PD (1d3 nearby enemies in a Degradation: At the end of each of its turns, the
group and any glabrezou allies engaged with summoned lesser balor suffers 1d10 x 10
those enemies)—25 fire damage damage.
Miss: Deal 5 ongoing fire damage to a random Miss: Damage equal to your level, and you
nearby ally. cannot target this enemy with flame shroud
again this battle.
3rd level spell 4d8 damage and 10 ongoing
damage 3rd level spell Even 16 damage, odd 11
5th level spell 6d8 damage and 15 ongoing damage
damage 5th level spell Even 25 damage, odd 19
7th level spell 8d8 damage and 20 ongoing damage
damage 7th level spell Even 36 damage, odd 28
9th level spell 12d8 damage and 30 ongoing damage
damage 9th level spell Even 62 damage, odd 47
damage
Everburn (Flame)
Ranged spell @@Playtest: the intent of whipping tongues of fire
is that an enemy that makes multiple natural
Recharge 16+ after battle
odd attack rolls in the same turn would be
Target: One nearby enemy
affected multiple times, at least until you run
Attack: Charisma + Level vs. PD
out of curses
Hit: 1d8 + Charisma fire damage, and the target
takes 5 ongoing fire damage and is vulnerable
(hard save ends both, 16+). Whipping Tongues of Fire (Flame)
Miss: Half damage, and the target takes 5 Close-quarters curse spell
ongoing fire damage and is vulnerable (save Recharge 16+ after battle
ends). Quick action to cast
Curse Effect: Deal 15 ongoing fire damage to the
3rd level spell 3d8 damage, 15 ongoing next few nearby enemies that attack with a
damage and in addition to being vulnerable, natural odd attack roll; the effect lasts until
the target can’t turn invisible or hide from you you’ve distributed a number of curses equal to
or your allies (save ends all). your Constitution modifier.
5 level spell 5d8 damage, 25 ongoing
th
damage and the target also can’t teleport (save 5th level spell 20 ongoing fire damage
ends all). 7th level spell 35 ongoing fire damage
7 level spell 7d8 damage and 35 ongoing
th 9th level spell 50 ongoing fire damage
damage.
9 level spell 10d8 damage and 50 ongoing
th
damage
3rd Level Fire Spells
Flame Shroud @@Playtest: this occupies a bit of the same turf as the
Close-quarters spell Flare Up talent, but seems compatible rather than
At-Will annoying
Target: 1 enemy you are engaged with
Keep Burning Please (Fire)
Attack: Charisma + Level vs. PD
Close-quarters spell
Natural even hit: 9 damage, and you can pop
Recharge 11+ after battle
free of target.
Interrupt action
Natural odd hit: 7 damage
Target: A nearby enemy that just saved against
ongoing fire damage
as a quick action 1d3 times each battle you Hit: 8d10 + Charisma modifier fire damage, and
cast the spell. 1/round only! 25 ongoing fire damage. Increase this ongoing
Epic Feat: If you are a flame path devotee, damage by 1d10 each time an enemy drops to 0
golden claw is now a recharge 16+ spell. hit points!
Miss: 25 ongoing fire damage.
@Playtest note: Earlier versions of the spell
below were at-will, but a spell that’s linked with 9th level spell 2d8 x 10 fire damage, 40
a summoned creature should not be at-will, or ongoing fire damage, and increase by 2d10
most of the time it gets used it won’t be living each time an enemy drops to 0 hit points
up to its reason-to-be.
SLAUGHTER PATH
7th Level Fire Spells Slaughter path devotees fight in melee, mostly.
At present they don’t get more hit points to
Pyres (Flame) support their more dangerous play style, but
they have some advantages.
Ranged spell
Daily
Armored Destroyer
Target: 1d3 + 1 nearby enemies
Your AC in light armor is 13.
Attack: Charisma + Level vs. PD
If you are a slaughter path devotee, you lose demon summoned by the spell is hit by an
the attack penalty for wearing heavy armor and attack with a natural odd attack roll, you take
using shields. damage equal to half the damage that the
Adventurer Feat: @@. summoned demon takes.
Champion Feat: @@@.
Epic Feat: @@. <<insert blue sidebar>>
The Math of It
Demonic Warrior Note that you’re not taking the damage instead
This feature only applies to slaughter path of the demon—your demon takes the damage
devotees. Initiates get nothing out of this. normally, then you take half that damage. On
You lose the attack penalty for using heavy average, you’ll take ¼ of the damage that
or martial melee weapons: you’re happy enemies deal to the demon you’ll summon using
swinging warhammers, flails, swords, and other this bonus spell. You don’t take anything from
nasty and spiky serious weapons. the degradation damage, and you stop taking
In addition, your basic melee attacks deal damage from the complication if the demon
damage equal to your level on a miss. drops to 0 hit points and goes out of your
control.
In addition, and perhaps most significantly,
your basic melee attacks use your Charisma as <<end blue sidebar>>
their attack and damage ability score while you
are not staggered. Demonic Form
When you are staggered, your basic melee Special: You cannot take this talent if you have the
attacks revert to using your Strength, as normal. Tactics of Slaughter talent, and probably not if you
(See the Ravager talent below for another have a positive or conflicted relationship with the
melee ability connected to not being staggered.) Crusader!
When you move to engage an enemy you were
Resist melee damage not engaged with at the start of the turn, deal
Slaughter path initiates gain resist melee damage damage to that enemy equal to your
10+, taking half damage from poison attacks Constitution modifier (5th level: double your
unless the attack’s natural attack roll is 10+ Con mod; 8th level: triple your Con mod).
For slaughter path devotees, the power Drawback: One ally engaged with that
increases to resist melee damage 14+. enemy must roll an easy save (6+) or take half
Adventurer Feat: Your recovery dice are d8s the damage.
instead of d6s. Adventurer Feat: Eliminate the drawback.
Champion Feat: @@@. Champion Feat: If you eliminate a non-mook
Epic Feat: @@. enemy using this power, you gain an extra
standard action this turn
Epic Feat: One battle per day, sprout demonic
Slaughter Path Talents
wings and gain flight until the end of a
battle. You gain +2 to all your defenses
Blood & Slaughter (Slaughter) while using the power.
You have a bonus daily use of the summon
slaughter demon spell at your normal highest Tactics of Slaughter
level. Special: You cannot take this talent if you have the
This bonus casting of the spell functions Demonic Form talent.
exactly like your usual casting of the spell, but Use this power a number of times each day
with the following complication: when the equal to your Constitution modifier.
Level 6 2 5th level Effect: You summon a demon to fight for you
Level 7 2 7th level until the end of the battle as a superior (but
degrading!) summoned creature. The demon
Level 8 2 7th level
summoned is determined by the level you cast
Level 9 2 9th level
the spell at, as follows:
Level 10 3 9th level 1st level spell summon claw demon
3 level spell summon hungry maw
rd
Slaughter Path Devotee Level 5th level spell summon frenzy demon
Progression 7th level spell summon laughing demon
If you’ve invested all three of your talents in the 9th level spell summon marilith
slaughter path, add 1 to the number of spells
you choose each day. Summoned Claw Demon
Demonologist Slaughter Spell Level
Level Spells
1st level troop [DEMON]
Level 1 1 1st level
Initiative: +6
Multiclass
Level 1 2 1st level
Hooking claws +6 vs. AC (1d3 attacks)—3
Level 2 3 1st level damage
Level 3 3 3rd level
Level 4 4 3rd level Degradation: At the end of each of its turns, the
Level 5 4 5 level
th summoned claw demon suffers 1d6 damage.
Level 6 4 5th level
Level 7 5 7th level AC 17
Level 8 5 7th level PD 14 HP 24
Level 9 5 9 level
th MD 11
Level 10 6 9th level
@@Playtest note: fewer spells for the slaughter Summoned Hungry Maw
path because they get more power from being
devotees; balance needs to be worked out, so 3rd level blocker [DEMON]
feedback on play experience invited!
Initiative: +6
Slaughter Bonus Spell
Slaughter initiates gain summon slaughter demon Big chomp +9 vs. AC—12 damage
as a bonus dicey spell (“dicey” spells are Natural even hit: Target and hungry maw are
explained in the class features above). both stuck until the end of the hungry maw’s
Slaughter path devotees instead have next turn, or until they are not engaged with
summon slaughter demon as a bonus recharge 16+ each other.
spell.
Chomp and chew: If the hungry maw starts its
Summon Slaughter Demon turns stuck and engaged with a stuck enemy,
Ranged Spell it loses its standard action this turn but
automatically deals 8 damage and 4 ongoing
Usage explained above
damage to that enemy.
Special: @@
Raging frenzy: Whenever the frenzy demon R: Beguiling gaze +14 vs. MD (one nearby or
misses with a melee attack, it gains a +1 attack far away unengaged enemy)—As a free
bonus and deals +1d4 damage until the end of action, the target immediately moves toward
the battle (maximum bonus +4, +4d4). the marilith, attempting to engage it or get as
close as possible to it
Degradation: At the end of each of its turns, the Limited use: 1/round, as a quick action.
summoned frenzy demon suffers 4d6 damage.
Terrible swift swords: When the escalation die is
AC 20 even, the summoned marilith’s crit range with
melee attacks expands by a number equal to
PD 16 HP 70 the escalation die. If the summoned marilith is
MD 16 out of control, its crit range expands by a
number equal to the escalation die whether
the die is even or odd.
Summoned Laughing Demon
Degradation: At the end of each of its turns, the Blade Polished In Blood (Slaughter)
summoned laughing demon suffers 6d6 Close-quarters spell
damage. Once per battle
Quick action to cast
Special: You must have reduced a creature to engaged, hit an ally next to you and if no allies
zero hit points with a basic or at-will attack are next to you, hit yourself instead.
this turn.
Effect: You can spend a recovery. 3rd level spell Add 7 to the damage if the
Adventurer Feat: If you are a slaughter path attack hits.
devotee, you can cast this spell twice per 5 level spell Add 13 to the damage if the
th
Epic Feat: If you are still staggered after using attack hits.
the recovery, the recovery is free. Adventurer Feat: If you are a slaughter path
devotee, reckless slaughter is now a recharge
Hate (Slaughter) 6+ spell.
Close-quarters spell Champion Feat: @@.
Once per battle Epic Feat: @@.
Quick action to cast
Target: Yourself. The Rending (Slaughter)
Effect: If you hit with a weapon attack this turn, Close-quarters spell
add 5 to the damage. Recharge 16+ after battle
Target: 1 nearby or far away enemy
3rd level spell 8. Attack: Charisma + Level vs. PD
5th level spell 13. Hit: 3d12 + Charisma damage
7th level spell 20. Miss: Half damage, and you OR an ally engaged
9th level spell 33. with the target take half that damage.
Adventurer Feat: You can now cast hate twice
per battle. 3rd level spell 5d12 damage
Champion Feat: The bonus damage now also 5th level spell 8d12 damage
applies to your miss (some caution required, 7th level spell 2d8 x 10 damage
given the number of your attacks that may 9th level spell 4d6 x 10 damage
damage you or your allies).
Epic Feat: @@.
Adventurer Feat: In addition, add your @@this spell presently has no way of getting
Charisma modifier to the damage dealt by better as it rises in levels; which is mostly OK,
hits from your summoned creatures’ attacks because it’s good to start and it’s good all the
against enemies you hit yourself (5th level: way up
double your Charisma modifier; 8th level:
triple your Charisma modifier).
Champion Feat: @@.
Epic Feat: @@. 5th Level Slaughter Spells
7th level spell You can exclude one nearby ally demonologist. But as far as we’re concerned, not
from being a possible random target of the yet. Multi-path demonologists are bit like multi-
secondary damage. class characters already, and we’ll take a bit
9 level spell You can now exclude two
th more time with the demonologist before we try
nearby allies from being a possible random to outline how it interacts with the multiclass
target of the secondary damage. rules. When we create them, they’ll be available
for free on the Pelgrane Press website in the 13th
Age resources section. For the moment . . . .
<<end sidebar>>
<<insert sidebar>>
Where’s My Multiclass?
The demonologist’s level progression tables
include a multiclass row because theoretically
it’s going to be possible to create a multiclass
Quick flicking fire: Adds the escalation die to its Hooking claws +8 vs. AC (1d4 attacks)—5
disengage checks. damage
Pathetic bite +7 vs. AC—3 damage Festering claws +8 vs. AC—10 damage, and 5
ongoing damage
Chomp and chew: If the hungry maw starts its C: Foul belch +10 vs. PD (1d3 nearby
turns stuck and engaged with a stuck enemy, enemies)—8 poison damage, and target is
it loses its standard action this turn but dazed until the end of its next turn.
automatically deals 10 damage and 5 ongoing Natural 1-5: Reroll the attack against a nearby
damage to that enemy.
ally of the giant demon toad.
Limited use: 1d3 times per battle.
AC 18
PD 18 HP 52 Dissssgusting: Attackers that roll a natural odd
MD 14 melee attack roll against the demon toad take
2d8 poison damage.
Big Burner
AC 19
A serious demonically animate fireball.
PD 18 HP 84
5th level archer [DEMON] MD 15
Initiative: +11
Nastier Specials
Finding the range: Third and fourth hooking
claws attacks each turn, if any, also deal 5
ongoing damage.
AC 23
PD 20 HP 80
MD 17
Hungrier Maw
A recruitment system for a gullet..
AC 21
PD 21 HP 104
MD 117