The Demoniser ============= taken from the "Net AD&D Players Supplement" by Dave Medvitz Demonisers are another magic using class who instead of casting spells to achieve an effect or aim, they summon a Baatezu, Tanar'ri, Yugoloth, or Gehreleth to carry out their bidding. They draw upon occult and dark powers to open a gate to the Lower Planes and then summon a being through the gate and control it. As with magic users, demonisers are weak in combat, however they can call on powerful fiends to fight for them. Demoni- sers may not wear armour of any sort but may use magical means of protection such as cloaks. Their first weapon pro- ficiency must be used for a staff which all demonisers carry. They may also use daggers and darts at higher levels as can wizards. A demoniser unlike magic users however does not draw on power from the positive or negative material planes but draws upon his own power to practice his art. The demoniser class uses a point system to reflect his power to summon beings from the Lower Planes. Instead of the standard re- search into magic that a mage might practice, a demoniser's study us devoted to researching the names of Lower Plane beings. These names are the actual individual names of beings, not their race names. Discovering the names of a fiend also grants the demoniser the knowledge of the incar- nations for protection from and control of the fiend as well as the ability to summon it. Each time a new level of experience is gained, the demoni- ser may add a few more names to his list depending on their hit dice. For example a first level demoniser would already discover the names of either 2 one hit dice fiends or 1 two hit dice fiends. When he advances to second level he gains 4 more names/hit dice, and so could discover the names of 4 one hit dice fiends or 1 three hit dice and 1 one hit dice or 2 two hit dice or 1 two hit dice and 2 one hit dice or of course 1 four hit dice being. These names should be created by the DM and recorded along with the relevant details of the being (1d4-1+HD pages/fiend). The demoniser should merely have access to the names. Table I: Demoniser Advancement Chart Level XP HD (d4) Title Names/HD 1 0 1 Researcher 2 2 2.500 2 Dabbler 2+ 4 3 5.000 3 Occultist 6+ 6 4 10.000 4 Incanter 12+ 7 5 20.000 5 Shaman 19+ 8 6 40.000 6 Controller 27+ 9 7 60.000 7 Summoner 36+10 8 90.000 8 Key Master 46+11 9 135.000 9 Gate Keeper 57+12 10 250.000 10 Demoniser 69+13 11 375.000 10+1 Lord of Manes 82+14 12 750.000 10+2 Lord of Imps 96+15 13 1.125.000 10+3 Lord of Lemures 111+16 14 1.500.000 10+4 Lord of Gargoyles 127+17 15 1.875.000 10+5 Lord of Cornugones 144+18 16 2.250.000 10+6 Lord of Succubi 162+19 17 2.625.000 10+7 Lord of Aishapra 181+20 18 3.000.000 10+8 Arch-Demoniser 201+21 thereafter: 3.750.000 XP/level and +1 HP/level If a particular being is destroyed on the Prime Material Plane, then it cannot be summoned for 5d10 years possibly putting it out of the game for good. Demonisers are not trained by other demonisers as they ad- vance in levels but must spend 1.000 gp/present level in research costs to gain the benefits of the next level. A demoniser will NEVER disclose the names of the beings that he has discovered to anyone as he will consider them to be his own personal property. At the 4th level the Demoniser may call a Fiend to him as familiar. The fiend exists in this plane as a true material form. The familiar has the same effect as a magic user's familiar upon the demoniser. The creature must be of 4 hit dice or lower (see Table II). The association is parasitic and hence treat this as a 'Find Familiar' spell for magic users. I.e. if the familiar dies then the demoniser must make a system shock roll or suffer the same fate. As far as the demoniser is concerned imps, gargoyles and any Lower Plane creature etc. are classified as fiends and he may therefor summon them. Because of the vast amount of research and learning asso- ciated with this discipline the demoniser cannot be multic- lassed as he would not be able to devote time to training in another discipline. Demonisers uses THAC0, gain proficiences and make saving throws as a magic user. The basic requirements for a demoniser are as followes: Races allowed: Human, Elb or Half-Elb Min ability scores: Strength none Intelligence 15 Wisdom 12 Dexterity none Constitution none Charisma 15 Intelligence and Charisma are the prime requisite. Alignment: Because of the dark occultist nature of this art the demoni- ser cannot be of a good alignment but can be neutral or evil in any respect Table II: Familiars roll on d20 HD of Familiar 1- 8 1 (Manes, Nupperibo) 9-14 2 (Death Dog, Dretch, Imp, Lemure) 15-18 3 (Quasit, Spingon) 19-20 4 (Abishai, Gargoyle, Mephit, Rutterkin) Summoning fiends: Summoning a fiend requires 1d4+2 rounds to accomplish and the methode for doing so consists three parts (1-2 rounds each). 1. The demoniser must inscribe a protective ring on the floor (usually a pentagram) and sprinkle arcane powders and incences in the ring. (1d10 x10 gp/HD, these will be decided by the DM dependant on the fiend. The DM will tell the pla- yer, what powders etc. are required when he gives the player the fiend's name.) The demoniser also chant powerful protec- tive incanations around the ring to protect himself from the fiend. He then steps into the ring and begins the second stage of summoning: opening and warding the gate. 2. Once the demoniser has completed the protections around himself, he will begin to open a gate to one of the Lower Planes, this requires 4 summoning points. However in so doing he also makes it possible for other stronger fiends to push their way into this plane. Therefor he also sets a ward on the gate which repels all but the fiend he calls essen- tielly creating a channel for one type of fiend to come th- rough to the present plane. The summoning of a fiend requires 4/HD summoning points. If the demoniser does not have the required number of summoning ponits then he is unable to keep the gate open and it slams shut before anything can enter this plane. Another risk is, that the ward has been badly created, due to the inexperien- ce of the demoniser, and that a greater fiend will push th- rough to this plane (cost is increased accordingly). The chance of this is shown on table IV.I and IV.II. Fiends will be pulled back to their own planes 15 rounds after being summoned, but the demoniser may opt to spend an additional 1 summoning point per HD of the fiend to maintain it on the prime material plane for each 15 rounds thereaf- ter. 3. Once a demoniser has successfully called a fiend (it may not be the one he wanted) he must strive to bring it under his control. There is a possibility that he may not be able to control the fiend dependant on how much more powerful the fiend is than he. The chance of controlling a fiend is based on the difference between its hit dice and the demonisers level, modified by the demonisers reaction adjustment due to his charisma as can be seen from table V (+1 = +5% etc.). Even if the demoniser is unable to control the demon he may then try to bargain with it in an attemp to get it to its bidding. (This section should be role played between DM and PC, however remember that fiends are bloodthirsty, cruel, never forget, and may not settle for a token payment.) If the bargaining fails and the fiend trys to attack the demoniser, it must first make a succesful saving throw vs. spell to break through the pentagram. The roll is modified by -1 for every 3 levels of the demoniser. This is not a magical effect however so magic resistance would not be ap- plicable. Only after defeating the demoniser, the fiend is free on the Prime Material Plane. If the demoniser leaves the pentagram in the presence of the fiend he has broken this protection and it cannot be re-established. Table III: Summoning Points Level Pts gained Pts Total 1 2d4+ 6 2d4+ 6 2 3d4+ 2 5d4+ 8 3 3d4+ 4 8d4+12 4 3d4+ 6 11d4+18 5 3d4+ 8 14d4+26 6 3d4+10 17d4+36 7 3d4+12 20d4+48 8 3d4+14 23d4+62 9 3d4+16 26d4+78 10 3d4+18 29d4+96 thereafter: 3d4+20/level Summoning points are regained at 1 per hour whilst light active, 3 per hour whilst resting and 6 per hour whilst sleeping. Table IV.I: Chance of Ward Failure HD-Level Chance of Failure -5 0% -4 1% -3 2% -2 4% -1 6% 0 8% +1 10% +2 15% +3 22% +4 30% +5 40% +6 55% +7 70% +8 85% +9 100% If the ward fails to operate consult the following table. Table IV.II: Fiend Summoned in the Event of Ward Failure % Roll Fiend Summoned is 01-50 Fiend Called 51-75 1 Hit Dice Higher 76-85 2 Hit Dice Higher 86-91 3 Hit Dice Higher 92-95 4 Hit Dice Higher 96-97 5 Hit Dice Higher 98 6 Hit Dice Higher 99 7 Hit Dice Higher 00 8 Hit Dice Higher Table V: Controlling Fiends HD-Level Chance to Control -2 Auto Control -1 85% 0 55% +1 30% +2 10% +3 0% +4 -10% +5 -18% +6 -25% +7 -30% +8 -34% >8 No Control Modify the %-chance with the demonisers reaxtion adjustment based on his charisma (+1 = +5%).