Drow Infernalist

The material below is Open Game Content

DROW INFERNALIST

‘Allies of my blood, allies of my house, I summon, stir and cull thee up! Come in some dreadful form!’

The drow infernalist specialises in one thing: the calling up of demonic powers. This is most often done in order to defend the world below against its myriad of enemies, or to defend one house against another. Infernalists are reclusive, intense individuals who busy themselves learning thousands of tongue-twisting names and copying out complicated seals by hand. They often have collections of macabre devices and ritual equipment of which they are very proud. Though they are loyal to their respective houses, they do not involve themselves overmuch in the politicking that so often goes on between drow dynasties. They have far more weighty matters on their minds. Even the Driestesses of the drow treat the infernalists with a degree of respect. Though the infernalists respect the priestesses’ authority, at high levels they and their demonic allies can be more than a match for them.

Hit Die: d6.

Requirements

To qualify to become an infernalist, a character must fulfil all the following criteria.
Alignment: Any evil.
Race: Drow.
Base Will Save: +6.
Skills: Knowledge (arcana) 8 ranks, Knowledge (demonology) 8 ranks, Knowledge (the planes) 8 ranks, Spellcraft 10 ranks.
Feats: Dual Casting and Iron Will.
Spellcasting: The infernalist must have the ability to cast 3rd-level divine or arcane spells.

Class Skills

The infernalist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (demonology) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). See the SRD for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Demon Summoning

Demon Summoning Ability Hit Dice of Demons Summoned
I One demon of 3 HD or less
II One demon of 4 to 6 HD or 1d3 type I demons
III One demon of 7 to 8 HD or 1d4+1 type I demons
IV One demon of 9 to 10 HD or 1d4+1 type I or II demons
V One demon of 11 to 12 HD, 1d3 type IV demons or 1d4+1 type I or II demons
VI One demon of 13 to 14 HD, 1d3 type V demons or 1d4+1 type I to type IV demons
VII One demon of 15 to 16 HD, 1d3 type VI demons or 1d4+1 demons of lesser type
VIII One demon of 17 to 18 HD, 1d3 type VII demons or 1d4+1 demons of lesser type
IX One demon of 19 HD, 1d3 type VIII demons or 1d4+1 demons of lesser type

The Infernalist

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1 +0 +0 +2 +2 Infernal Contract, Binding, Demon Summoning I +1 caster level
2 +1 +0 +3 +3 Demon Summoning II +1 caster level
3 +2 +1 +3 +3 Demon Summoning III +1 caster level
4 +3 +1 +4 +4 Demon Summoning IV +1 caster level
5 +3 +1 +4 +4 Infuse Demonic Essence, Demon Summoning V +1 caster level
6 +4 +2 +5 +5 Demon Summoning VI +1 caster level
7 +5 +2 +5 +5 Demon Summoning VII +1 caster level
8 +6 +2 +6 +6 Demon Summoning VIII +1 caster level
9 +7 +3 +6 +6 Demon Summoning IX +1 caster level
10 +7 +3 +7 +7 Infernal Insight, Infernal Transformation +1 caster level

Class Features

All of the following are class features of the infernalist prestige class.

Weapon and Armour Proficiency: Infernalists are proficient with all simple weapons. They are not proficient with any type of armour or with shields. If a keeper wears armour of any type or uses a shield, his spell-casting abilities are impeded as per the usual rules for arcane spell failure. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour and equipment carried

Spells per Day: At each new level of experience, the infernalist gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he took the prestige class. He does not, however, gain any additional benefits associated with advancement in that character class, such as additional feats. Effectively, the infemalist's new level is added to his spellcasting class level with regard to spells per day and caster level.

Abyssal Contact (Sp): The infernalist opens a channel of communication with the denizens of the great abyss. From lst level, he may draw upon the contact other plane spell once per day. This spell-like ability may be used one additional time per day at 3rd level, 5th level, 7th level and 9th level, to a maximum of 5 uses per day.

Binding (Sp): The first lesson any infernalist learns is how to keep his summoned demonic guests under control. From first level onward, the infernalist gains the power to use the various different versions of binding albeit to a limited degree and a limited number of times per day. This effect works only upon outsiders and does not work upon any other type of creature.

Demon Summoning (Sp): Even from his very first level as an infernalist, the character may cmploy his most feared and revered power - the ability to summon demonkind - once per day. The infernalists disdain traditional categorisations of the hordes of the abyss, preferring to use their own nine fold division system. For the purposes of this ability, a 'demon' is considered to be an outsider of an abyssal or fiendish nature. The drow infernalist may not summon devils or any other lawful evil outsiders with this ability.

It is important to note that this ability only summons the demon or demons. It does not grant any measure of control over what is summoned, nor does it protect the user or even permit communication if there is no shared language. A summoned demon nay well turn on the summoner if further actions are not taken. Fortunately for the infernalist, most demons are willing to negotiate. The infernalist may even cultivate a ‘stable’ of named demons upon whom he can rely to do his bidding without wasting time in negotiation.

The demon or demons remain summoned for one day per level of the infernalist. Upon the expiry of the effect, they return to their home plane. In all other respects, including casting time, this ability functions in the same way as a summon monster spell.

Consume Demonic Essence: At 5th level, the infernalist has become known among demons as a figure to be feared, all the more so because he may now use them up like so much fuel for his magic. He may now infuse any spell with the essence of a demon from type I to III (the demon must be present and within 30 feet) in order to amplify the power of the spell. This ability may be used once a day.

The spell is now treated as an evil or unholy spell as well as any other sub-type designations it may already have. Spells that previously inflicted ordinary or energy damage, such as fireball, now inflict profane damage instead. For instance, a resist elements spell would offer no protection against a fireball that had been infused with demonic essence. The spell also becomes more difficult to resist. A circumstance bonus is added to the spell’s DC, depending on the type of demon consumed in the casting of the spell. A type I demon adds a +2 to the bonus, a type II demon adds +4 and a type III demon adds +8. The same bonus is added to the caster level check when attempting to overcome spell resistance.

Spells cast using this ability have an effective caster level of the infemalist’s level plus twice the demon’s numeric ‘type’. So, if a level 5 infernalist used up a type II demon in casting a spell, the spell would have an effective caster level of 9. Any demon whose essence is consumed in this way is destroyed utterly and may never reform itself again. For this reason, drow infernalists are despised by the lower demonic orders, who see them as exploitative tyrants instead of masters who they will willingly serve.

In order to be consumed by use of this ability, a demon must first be helpless. No demon will voluntarily submit to being consumed unless under the influence of mind-affecting magic.

Infernal Insight (Ex): The infemalist’s protracted trafficking with demons has taught him all manner of things about the world and the creatures within it, bringing even the most obscure trivia within his grasp. He achieves a level of knowledge terrifying in its scope. He now receives +10 insight bonus to all Knowledge (demonology) slall checks and to all Knowledge (arcana) skill checks involving demons, their habitation and their deeds. He also benefits from a +3 insight bonus to any Knowledge check at all, irrespective of its field.

Infernal Mutation: The final development of the infernalist’s art is the consummation of dread pacts that enable him to become akin to those he commands. He undergoes a profound change in nature, changing his creature type to outsider forever more (drow, evil). In addition, his tough and finely scaled skin grants him a +5 natural armour bonus and damage reduction 5/magic, along with a +5 bonus to spell resistance.

Finally, he acquires the infemalist’s most coveted power: to command demons as an evil cleric commands undead. This is a supernatural ability.

Classic Play

This is a seriously deadly class. Drow are nasty enough at the best of times but when one of them is Ringing demonic adversaries with too many arms at you, it is perhaps time to reconsider your strategy. The only measure of balance is found in the infernalist’s relative lack of control over what he has summoned. Demons may be conjured into a melee and let loose to run amok to great effect; however, a canny party can take advantage of a demon’s chaotic nature and come up with ways to turn it against its original summoner. Only when the infernalist reaches loh level does he become a menace of epic proportions, very hard to bring down by weapons or magic and able to issue commands to demons as easily as an evil cleric commands an undead horde.

This material originated in a 3rd party source (Licence)

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.