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Demonbinder

(Drow of the Underdark variant, p. 72)

The demonbinder draws the essence of demons into herself to acquire their power.

Requirements

Alignment: Chaotic evil

Race: Drow

Skills: Bluff 4 ranks , Knowledge (the planes) 8 ranks , Sense Motive 4 ranks

Language: Abyssal.
Invocations: Baleful utterance plus any two others.


Hit die

d4

Skill points

2 + Int

Class Features

Invocations Known: At each level above 1st, you gain new invocations as if you had also gained a level in the warlock class. You do not gain any other benefits a warlock would have otherwise gained.

Damnation Points (Ex): You gain a number of damnation points equal to your Charisma modifier plus your class level. You use damnation points to activate your demonbind abilities. You cannot spend damnation points when in the area of a consecrate, hallow, or magic circle against evil spell. You regain all spent damnation points after 5 minutes of rest.

Demonbind (Sp): Once per day per class level, you can spend damnation points to invoke the essence of a demon and bind it to your soul. This changes your general appearance (which has no significant game effect unless stated otherwise) and also grants you certain benefits. Binding a demon in this way is a full-round action and lasts for 10 rounds.

If you invoke a second demonbind when another is still active, the new one replaces the old one. Temporary hit points granted by a demonbind vanish when the demonbind ends (or is replaced by a new demonbind).

Some demonbinds allow you to spend additional damnation points to gain an extra benefit. You can use this option only when affected by the demonbind, and the benefit lasts until the start of your next turn or until the demonbind ends, whichever comes first. Any saving throw allowed has a DC of 10 + class level + Cha modifier.

When under the effect of a demonbind, you gain telepathy out to 100 feet (MM 316) and the evil subtype if you don't have it already. If you are targeted by a banishment or dismissal spell, you instantly lose your demonbind. If you enter an area protected by a hallow or consecrate spell, the demonbind is suppressed for as long as you remain in the area.

Each demonbind is the equivalent of a spell whose level equals the damnation point cost for invoking the demonbind.

Dretch (1 point): Your body becomes flabby and grotesque, and your limbs become thin and spindly.

You gain 5 temporary hit points and resistance to acid 5, cold 5, and fire 5.

Babau (2 points): A sheen of red ectoplasm covers your hands. You gain 10 temporary hit points and sneak attack +1d6 (as the rogue class feature).

In addition, you can spend 1 damnation point as a swift action to lace your eldritch blast with caustic slime, dealing an extra 5 points of acid damage.

Succubus (3 points): Small, useless black wings erupt from your back.

You gain 15 temporary hit points and the benefits of the tongues spell.

You can spend 1 damnation point as a swift action to gain a +5 competence bonus on Bluff and Diplomacy checks.

Yochlol (4 points): Your flesh takes on a slightly amorphous appearance, occasionally forming tiny vestigial tendrils that wave about as if searching for something.

You gain 20 temporary hit points, and you have a 25% chance to ignore the extra damage from a critical hit or sneak attack.

Also, you can spend one damnation point as a swift action to use gaseous form on yourself.

Bebilith (4 points): Your skin turns a dark shade of blue and your eyes redden. Six vestigial limbs that flap uselessly for the duration emerge from your ribs.

You gain 20 temporary hit points and the scent ability. You can spend 1 damnation point as a swift action to gain a climb speed equal to your land speed.

Vrock (5 points): A down of gray and white feathers covers your body. Your face twists and contorts, forming a hard beak in place of your mouth. As you move, puffs of harmless dust rise from your body.

You gain 25 temporary hit points.

In addition, you can spend 1 damnation point as a swift action to augment your eldritch blast with screeching sonic energy. A target struck by this eldritch blast takes an additional 10 points of sonic damage and becomes deafened for 5 rounds (Fort negates deafness).

Glabrezu (6 points): Your hands twist into crab-claws. You gain 30 temporary hit points and a +5 competence bonus on Bluff checks.

In addition, you can spend 1 damnation point as a swift action to gain the benefit of a true seeing spell.

Nalfeshnee (7 points): Your body swells with corruption, the skin stretching taut from the profound pressure created by the possessing fiend.

You gain 35 temporary hit points and resistance to acid 5, cold 5, and fire 5.

Additionally, you can spend 1 damnation point as a swift action to lace your eldritch blast with a nalfeshnee's smite. Non-evil targets with fewer HD than your character level who are struck by the eldritch blast are dazed for 1 round, overwhelmed by horrid visions (Will negates).

Marilith (8 points): An extra two sets of arms grow from the sides of your body, your legs fuse into a green serpent's tail, and your eyes burn with an unholy light.

You gain 40 temporary hit points.

Your original arms (if any) are your primary arms, and the new limbs are secondary limbs. You can wield extra weapons with these new limbs, but all such attacks are treated as off-hand attacks.

Also, you can spend 1 damnation point as a swift action to use one of your new limbs to fire an eldritch blast at a -5 penalty on the attack roll; you can't apply any eldritch essence or blast shape invocations (or any other modifications) to this eldritch blast.

Balor (9 points): Massive wings tear out of your back, and angry red flames wreathe your body. You gain 45 temporary hit points and a fly speed equal to your land speed (good maneuverability).

Also, you can spend 1 damnation point as a swift action to make a melee touch attack that deals fire damage equal to the damage normally dealt by your eldritch blast.

Damage Reduction (Su): Starring at second level, you gain damage reduction 2/good. At 6th and 10th level, your damage reduction improves to 4/good and 6/good, respectively.

Resistance to Electricity (Su): Beginning at 3rd level, you gain resistance to electricity 5. At 5th level, this resistance increases to 10. This resistance stacks with the energy resistance class feature gained by the warlock.

Immunity to Poison (Su): At 7th level, you gain immunity to all types of poison, even magical poison.

Immunity to Electricity (Su): At 9th level, your resistance to electricity is replaced by immunity to electricity.

Advancement

Level BAB Fort Ref Will Special Invocations Known
1st +0 +2 +0 +2 Damnation points, demonbind
2nd +1 +3 +0 +3 Damage reduction 2/good +1 level of existing class
3rd +1 +3 +1 +3 Resistance to electricity 5 +1 level of existing class
4th +2 +4 +1 +4 +1 level of existing class
5th +2 +4 +1 +4 Resistance to electricity 10 +1 level of existing class
6th +3 +5 +2 +5 Damage reduction 4/good +1 level of existing class
7th +3 +5 +2 +5 Immunity to poison +1 level of existing class
8th +4 +6 +2 +6 +1 level of existing class
9th +4 +6 +3 +6 Immunity to electricity +1 level of existing class
10th +5 +7 +3 +7 Damage reduction 6/good +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Disguise CHA no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Sense Motive WIS no no
Spellcraft INT yes no
Use Magic Device CHA yes no

Spells for Demonbinder

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