Demon General Magician

A Demon General Magician is a powerful caster whom has earned a military right to command. They dominate the battlefield and inspire fear and courage in enemies and allies. Using powerful and strange methods, they empower their magic and use the magic to defeat their foes.

(You cannot take levels in Demon General Magician if you have ever taken levels in the Demon General Warrior class).

**Role**: Demon General Magicians are Spell Casters and fill many different roles, depending on the type of spell caster they were before their move to this class.

**Alignment**: Any

**Hit Die**: d8

**Requirements**

To qualify to become a Demon General Magician, a character must fulfill all the following criteria.

**Race**: Demon or creature with the Demon Subtype

**Base Attack Bonus**: +3

**Skills:** Spell Craft 6 ranks, Knowledge Arcana 6 ranks

**Feats**: Spell Focus, Arcane/Divine Thesis, At least 1 metamagic feat

**Special:** You must be appointed as general to at least one army or platoon of demons by a higher ranked demon, or put together an army yourself and appoint yourself as a Demon General.

**Class Skills**

The Demon general magician's class skills (and the key ability for each skill) are Perception (Wis), Intimidate (Cha), Diplomacy (Cha), Bluff (Cha), Any two Martial Knowledge skills, Knowledge (Religion) (Int), any one knowledge skill.

**Skill Ranks at Each Level**: 4 + Int modifier.

**Class Features**

All of the following are class features of the Demon general magician prestige class.

**Weapon and Armor Proficiency**: A Demon general magician gains no weapon proficiencies.

**Techniques and Spells Readied**: At levels 2 and 4,  a Demon general magician gains the ability to ready martial techniques as if they had leveled up in it's previous class. At every level the demon general magician gains new spell slots and spells known as if it had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Devil Magic (Ex):** You gain a pool of Devil Magic points equal to 3+ a single mental ability score (Intelligence, Wisdom, or Charisma) selected at first level. When casting a spell, you can spend 2 points from the pool to increase the spell's caster level and save DC by +2. You can also spend these points to increase the save DC of any class ability granted by a spell casting class that uses the same spell casting ability score as the one you selected for this pool. At 3rd level the bonuses granted by this ability are increased by +1, and again another +1 at 5th level.

**Unholy Aura (Su):** You gain an aura of unholy energy out to 30 feet. Allies within this aura gain a profane bonus to saving throws against spells and techniques equal to your Demon General level. This does not include you in the aura's effect, Instead, you raise the save DC or attack roll of any ability that you utilize that deals unholy/profane damage by +2.

**Demon General Magician(Ex):** You gain the title of Demon General. As a Demon General you command respect from other demons around you, and as such demons whom don't have any personal problems or whom have never heard of or interacted with the Demon general begin with their attitude being one step higher than usual. In addition you gain a +2 bonus to all charisma based skill checks. This bonus increases by +2 for each level you possess in this class after 1st. Finally, you gain a spell feat as a bonus feat. This feat can be a metamagic feat, or any feat that grants bonuses to spells or an item creation feat. This feat is granted to your cohort and all of your followers if you possess them, however only if they meet the prerequisites for the feat. You gain 1 additional feat following these rules at 3rd level.

**Demon Skill:** You gain the use of a Demon Skill. Demon skills are abilities that Demon Generals use to their advantage. These abilities can increase the demon general's spell casting, or improve their ability to command the battlefield. The Demon General gains a Demon skill at 2nd, 3rd, and 4th levels.

*Demon General's Toughness (Ex):* You gain +2 hit points per overall character level.

*Demon General's Magica (Ex):* Select a single spell from any spell list, so long it is a spell of a level that you can cast. This spell is added to your list of spells. This can be taken multiple times, each time for a different spell.

*Demon General's Spell Expertise (Su):* Select a single school of magic. When casting a spell from that school of magic, the save DC of the spell increases by +2 and you gain a bonus equal to your demon general magician level to pierce spell resistance when using spells of that type. You can select this multiple times, selecting a new Spell school each time.

*Demon General Dispel (Su):* As an immediate action, you can attempt to cancel a spell or technique being cast on you. This spell must be a spell that will effect you. If the spell requires a saving throw, roll a spell craft check against the spell's save DC, and if it requires an attack roll, roll a spell craft check against the total bonus to hit the enemy rolled. If you surpass or beat the save DC or attack roll, you successfully end the spell's activation. You can use this ability once per day, as well as an additional once per day at 5th level. When using this ability, you can sacrifice any number of spell slots to gain a bonus to the spell craft roll equal to the number of slots sacrificed.

*Demon General's Survivability (Su):* You add your Demon general level to all of your saving throws as a circumstance bonus.

*Demon General's Attack Command (Su):* A number of times per day equal to your demon general level, you can sacrifice one of your attacks in a round, and as a swift action, grant one ally within 100 feet your attack action. This attack can be used on it's own or as a part of a full attack action. When doing this, the ally gains a bonus to the attack and damage roll equal to your demon general level. An ally can benefit from this once per turn.

*Demon General's Maneuvering Command (Su):* A number of times per day equal to your demon general level, you can sacrifice your move action and spend a swift action. If you do so, a single ally within 100 feet can move up to 1/2 of their move speed as an instant action. If this happens during a turn that you have attacked a creature and successfully damaged it, the ally takes no attacks of opportunity from that creature for any movement it makes.

*Demon General's Rally (Su):* A Demon General can rally it's allies for battle and call them to arms. As a full round action, you can grant all allies who can hear you a bonus to attack rolls, armor class, and saving throws equal to your Demon General level. This lasts for 1 round per demon general level. This can be used 3 times per day and it's effects never stack with themselves.

*Hell's Domain (Su):* Select a single Cleric domain, War Priest's Blessing, Witch Dominion, Inquisition, Wizard School, Blood Rager Bloodline, Oracle Mystery, or Sorcerer Bloodline. When you gain levels in this class, you increase that ability as if you had leveled up in the class that grants that ability. if you did not possess the ability, you gain it's first level abilities and learn it's abilities up to 5th level (For example a 5th level cleric, 5th level Demon General Magician with the Evil Domain, would treat herself as 10th level with the Evil Domain. Alternatively a 6th level Aberrant bloodline Sorcerer with 4 levels in Demon General Magician, can have 6th level aberrant bloodline abilities, and 4th level Cleric Domain abilities. This can be taken multiple times, each time selecting a new one from the list.

*Hexed Dominion (Su):* Select a single Witch Dominion and a single Witch Hex, you gain that hex. This hex cannot be level dependant. This can be selected multiple times, each time selecting a new hex from the list.

*Mysterious Mage (Su):*  Select a single Oracle Mystery and a single Oracle Revelation. You gain that revelation. This revelation cannot be level dependant. This can be selected multiple times, each time selecting a new revelation from that Mystery.

*Demon General's Conservation (Su):* Your level is treated as if it were 2 higher for the purpose of determining the strength of abilities granted by the Demon General class. For example, this would make the maximum bonus from Demon General's Survivability become +7 instead of +5.

*Demon General's Inherent Power (Su):* Your power as a demon general is unmatched. The maximum inherent bonus you can receive becomes +7 instead of +5 for a single ability score. This can be taken multiple times, each time for a new ability score.

*Demon General's Defense (Ex):* Add your Demon General level to your armor class as an untyped bonus. This does not apply if you are caught flat footed.

*Demon General's versatility (Ex):* You gain another spell based Bonus feat. This is also applied to your followers and cohorts and follows the limitations of the Demon General class feature. You cannot select this until you've received the Demon General Class feature. This can be selected twice, each time selecting a different feat.

*Demon General's Skill (Ex):* Select two skills, you can add your Demon General level to all skill checks made with those skills.

**Demon General's Will (Ex):** As a Demon general magician you have become the epitome of health and power. As such, you add your Demon General level to Will saving throws. Finally, once per day when an ability would ask for a Fortitude or Reflex saving throw, you can instead choose to make a Will saving throw.

**Ultimate Demon Specialty (Su):**

*Armored Spell Mastery (Ex):* You must possess Demon General's Defense to select this ability. You have mastered the art of armored combat even in situations where armor is usually a hindrance. You lose all arcane spell failure chance while wearing armor. Furthermore, your maximum dexterity bonus is increased by an amount equal to your Demon General level, and your armor check penalty is lowered by an amount equal to your Demon General Level.

*Demon General's Ultimatum (Su):* You must possess the Demon General's Maneuvering Command or Demon General's Attack Command to select this. This effect works similarly to the smite ability of a Paladin. You can use it three times per day as a free action against any enemy you can see. You give that enemy an ultimatum, to complete a task for you, or suffer your wrath. If the enemy chooses to suffer your wrath, you gain a bonus to attack rolls and armor class equal to your Charisma modifier against that enemy until they complete the task of your ultimatum or until you have slain them. Alternatively, it ends if you use it on another creature. You also gain a bonus to damage against the creature equal to your overall character level. Finally, you bypass all Damage reduction the enemy has, and cut their energy resistances by an amount equal to your Demon General level. If the creature accepts your demands, it is effected by a dominate person spell with no saving throw. This spell uses your overall character level to determine it's effectiveness.

*Demon General's Immortality (Su):* You must possess Demon General's Survivability or Demon General's Toughness to select this ability. You gain +2 hit points per hit dice, and in addition you can use mental and physical resiliency to avoid certain attacks. If you make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. This ability can only be used if the Demon General is wearing light armor, medium armor, or no armor. A helpless Demon General does not gain the benefit of the stalwart ability.

*Demon General's Inherent Mastery (Su):* This can only be selected if you have taken the Demon General's Inherent Power ability. The ability score you selected to increase can now be raised to +9 instead and another ability score's maximum becomes +7. If you already had another ability score that you applied this ability to, it increases to +9 as well. In addition, all weapons and armor that you wear increase their maximum potential for being enchanted by +2, making the maximum bonus +12.

*Demon General's Spell Disjunction (Su):* You must possess Demon General's Dispel to select this ability. When using Demon General's Dispel, you automatically gain a bonus equal to your Demon General level on your attack roll against the ability you wish to cancel. If you successfully cancel it, you deal damage equal to a normal attack with whatever weapon you are wielding to the creature, so long as your attack roll would hit their armor class. That creature must also make a DC: 10+ 1/2 character level+ relevant ability modifier Will saving throw or be effected by a Mage's Disjunction spell using your character level as the caster level.

*Demon General's Infusion (Su):* You must possess Demon General's Rally to select this ability. When using Demon General's Rally, you grant the allies effected +4 hit points per Demon General level, as well as the Bonus feat selected from your Demon General class ability. They gain this even if they do not meet the prerequisites. If they already possess the feat, they instead gain a further +2 bonus to attack rolls for the duration. If you possess the Demon General's Skill or Demon General's Versatility, you also apply these to the allies.

*Demon General's Spell Mastery (Ex):* You must possess Demon General's Spell Expertise to select this ability. Select a single school of magic. Saving throw DC's and attack rolls with that spell school increase in strength. You gain a +4 bonus to attack rolls and a +2 to save DC's with those spells, and you always add your Demon General level to damage dealt with spells of that category. You add your Demon General level to Armor class or saving throws when attacked by spells of that school, and are always considered to have succeeded on checks to cast defensively with spells of that school. Finally, once per day when damaged by a spell of that school, you can choose to 1/2 the damage dealt or take 1/2 of the effects duration.