Monday 13 March 2023

The Diabolist for RMFRP

 

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 

 

 

Outdoor-Animal 

3 

 

 

Outdoor-Environmental 

3 

 

 

 

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 

 

 

Spells-Restricted 

12 

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