Diabolist

A diabolist does not serve devils — she wants to be one.

**Skills:** Bluff 1 ranks , Intimidate 1 ranks , Knowledge (planes) 5 ranks

**Feats:** Evil Brand , Corrupt Spell

**Bave Save Bonus:** Will +5

**Special:** Must be able to cast *shriveling*.

**Special** The character must offer her soul-but not necessarily her loyalty-to the forces of hell in exchange for power. When the diabolist dies (permanently), her soul becomes the possession of a powerful devil. The devil uses the soul as it sees fit.

#### Class Features

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

**Weapon and Armor Proficiency:** Diabolist are proficient with no weapon, armor, or shields.

**Spells:** When a diabolist attains 1st level, and at every other level after that, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Lady Mandrake, a 9th-level sorcerer, gains a level in diabolist, he gains new spells as if he had risen to 10th level in sorcerer, but uses the other diabolist aspects of level progression such as base attack bonus and save bonus. If he next gains a level of sorcerer, making him a 10th-level sorcerer/1st-level diabolist, he gains spells as if he had risen to 11th level as a sorcerer.

If a character had more than one spellcasting class before he became a diabolist, he must decide to which class he adds the level of diabolist.

**Diabolism (Ex):** A diabolist can choose to grant one of her spells greater magical power once per day plus one additional time for every three class levels. Any spell the diabolist casts that affects a target or area (one that does not include herself) gains the evil descriptor and deals +1d6 points of unholy damage to any good character affected by the spell. For example, a *fireball* cast by a 6th-level wizard/1st-level diabolist deals 7d6 points of fire damage and 1d6 points of unholy damage. a *hold person* spell cast by the same diabolist holds a humanoid target motionless and deals 1d6 points of unholy damage if the target is good. At 5th level, the unholy damage increases to +2d6 points. At 10th level, the unholy damage increases to +3d6 points.

**Imp Familiar (Ex):** A 2nd-level diabolist gains an imp as a familiar, whether she wants it or not. If the diabolist already has a familiar, the imp devours it and takes its place. The imp is treated as a normal familiar, using the class level of the diabolist as the wizard's level (See the Familiars section in Chapter 3 of *Player's Handbook* for familiar abilities).

**Vile Diabolism (Ex):** An 8th-level diabolist can use her diabolism power to deal half the normal amount of extra unholy damage as vile damage (see Chapter 2 for an explanation of vile damage). For example, a *fireball* cast by a 6th-level wizard/8th-level diabolist deals 10d6 points of fire damage and 2d6 points of unholy damage. If the diabolist then rolls a 7 for the 2d6 points of unholy damage, she can (if she chooses) convert the unholy damage into 3 points of vile damage instead.