First off, an apology for yet another prolonged hiatus between posts: there's been lots going on recently - some of which has been fairly major, and left me feeling more or less unable to think about other things. In the meantime, here's a bit of filler from the current RMFRP campaign: the Diabolist profession presented below is the result of a cross-fertilisation of the Heretic class (from Heroes of Might & Magic III), RM2's Evil Alchemist and me reading about Demons of Golarion. They're not exactly stand-up fighters, but they are nasty foes when adequately prepared - with weapons poisoned, foes incapacitated by fear and sorcerous circles ready to trigger, perhaps to summon Demons, perhaps to drain away the power of enemy casters.
DIABOLIST
A Semi-spell user of Essence, the Diabolist is a villainous sort who prefers to let others do the hard work. To that end, Diabolists deal with Demons, using them for information and as aid in combat. In keeping with this approach, they also drain magical power, and wield both fear and poison to incapacitate their enemies.
Diabolist Spell Lists
Diabolists learn the following six Base Lists and can learn Open and Closed Essence Lists at a higher cost.
Circle Mastery: (Essence Companion, p.98) drawing powerful circles, in which spells may be imbedded.
Dark Contacts: (Spell Law – of Essence, p.62): communicating with demons to gain information of various kinds.
Dark Summons: (Spell Law – of Essence, p.63): summoning and controlling demons.
Poison Mastery: (Spell Law – of Mentalism, p.49) understanding, using and altering poisons.
Power Leech: (Arcane Companion, p.92) draining and absorbing the magical power of others.
Terror: (Arcane Companion, p.94) manipulating and inflicting fear upon enemies.
Prime Stats: Quickness and Empathy
Armor-Heavy | 11 | Power Awareness | 2/7 |
Armor-Light | 9 | Power Manipulation | 4/10 |
Armor-Medium | 10 | Power Point Development | 8 |
Artistic-Active | 2/5 | Resistance | 3/8 |
Artistic-Passive | 2/5 | Science/Analytic-Basic | 3/6 |
Athletic-Brawn | 5 | Science/Analytic-Specialized | 12 |
Athletic-Endurance | 3 | Self Control | 4 |
Athletic-Gymnastics | 2/7 | Special Attacks | 12 |
Awareness-Perceptions | 3/10 | Special Defenses | 25 |
Awareness-Searching | 2/5 | Subterfuge Attack | 6 |
Awareness-Senses | 2/6 | Subterfuge-Mechanics | 3/8 |
Body Development | 10 | Subterfuge-Stealth | 2/6 |
Combat Maneuvers | 10 | Technical/Trade-General | 3/7 |
Communications | 2/2/2 | Technical/Trade-Professional | 8 |
Crafts | 4/10 | Technical/Trade-Vocational | 5/12 |
Directed Spells | 10 | Urban | 3 |
Influence | 2/5 | Weapon-1 | 3/7 |
Lore-General | 1/3 | Weapon-2 | 6 |
Lore-Magical | 3 | Weapon-3 | 9 |
Lore-Obscure | 3/7 | Weapon-4 | 12 |
Lore-Technical | 2/5 | Weapon-5 | 12 |
Martial Arts-Combat Maneuvers | 10 | Weapon-6 | 15 |
Martial Arts-Striking | 5 | Weapon-7 | 15 |
Martial Arts-Sweeps | 5 |
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Outdoor-Animal | 3 |
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Outdoor-Environmental | 3 |
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Everyman Skills: Poison Lore, Summoning, Using/Removing Poison.
Occupational Skills: Demon/Devil Lore.
Restricted Skills: Channeling.
Profession Bonuses
Communications | +5 | Power Manipulation | +10 |
Influence | +5 | Power Point Development | +5 |
Lore Group | +10 | Spell Group | +5 |
Power Awareness | +5 | Subterfuge Group | +5 |
Spells-Arcane Base Lists (Other) | 40 | Spells-Own Realm Closed | 10/10 |
Spells-Arcane Closed | 18 | Spells-Own Realm Open | 8/8 |
Spells-Arcane Open | 12 | Spells-Own Realm Other Base | 25 |
Spells-Other Realm Base | 80 | Spells-Own Realm Own Base | 6/6/6 |
Spells-Other Realm Closed | 45 | Spells-Own Realm TP List | 6/6/6 |
Spells-Other Realm Open | 30 | Spells-Other Realm TP List | 12/12 |
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| Spells-Restricted | 12 |