Master of the black art of demon summoning, the demonbinder keeps alive the sinister traditions. More than a thousand years ago an ancient empire grew mighty on the strength of its unholy mages and cruel priest-lords. Although its trafficking with demons contributed to its eventual downfall, secrets of the old lore still draw unscrupulous spellcasters who plunder buried vaults in search of knowledge — and power.
Demonbinders are most often clerics, sorcerers, or wizards. Bards and druids do not have access to the spells necessary to call up and command fiendish creatures, and the prestige class demands a fair amount of spellcasting skill simply to qualify.
Hit Die: d6.
Spellcasting: Ability to cast 4th-level arcane or divine spells, knowledge of at least one summon monster spell.
Alignment: Any nongood.
Feats: Iron Will, Greater Spell Focus (conjuration)
Skills: Intimidate 5 ranks, Knowledge (the planes) 10 ranks, Sense Motive 2 ranks.
The demonbinder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||4th||5th||6th||7th||8th|
|1st||+0||+0||+0||+2||Fiendish familiar, inimical casting||2||1|
The following are class features of the demonbinder.
Weapon and Armor Proficiency: The demonbinder gains no weapon or armor proficiencies.
Spellcasting: At each demonbinder level, the character gains spells per day according to Table 2-6. He must choose his spells from the demonbinder spell list, below. The demonbinder's caster level is equal to his demonbinder level plus his levels in one other spellcasting class of his choice. To cast a spell, the demonbinder must have a Charisma score of at least 10 + the spell's level. Demonbinder bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the demonbinder's Charisma modifier.
Demonbinders cast their demonbinder spells as sorcerers, and learn spells from the demonbinder spell list as shown below:
|Demonbinder Spells Known|
Fiendish Familiar: A Demonbinder can call a fiendish familiar. Doing so takes a day and uses up magical materials that cost 100 gp. The demonbinder may choose either an imp or a quasit as a familiar, just as if he knew the Improved Familiar feat and were an arcane spellcaster of the appropriate level. The fiendish familiar is magically linked to its master just like a normal familiar. The imp or quasit uses the basic statistics for a creature of its kind as given in the Monster Manual, with the following exceptions:
- Hit Points: One-half of the master's total or the familiar's normal total, whichever is higher.
- Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
- Special Attacks: The familiar has all the special attacks of its kind.
- Special Qualities: The familiar has all the special qualities of its kind.
- Saving Throws: The familiar uses the master's base save bonuses if they're better than its own.
- Skills: As normal for a creature of its kind.
Familiar Special Abilities: Use Table 3-19: Familiar Abilities in the Player's Handbook to determine additional abilities as you would for a normal familiar. The character may add any levels of sorcerer or wizard to his demonbinder class level for purposes of determining his familiar's special abilities.
Inimical Casting (Ex): The demonbinder knows how to employ spells that deflect the attacks of outsiders, regardless of alignment. When a demonbinder casts one of the spells listed below, he may choose a different effect.
- Magic circle against good can be cast as magic circle against evil, magic circle against chaos, or magic circle against law.
- Dispel good may be cast as dispel chaos, dispel evil, or dispel law.
- Blasphemy may be cast as holy word, word of chaos, or word of law.
- Unholy aura may be cast as holy aura, cloak of chaos, or shield of law.
Master Summoner (Ex): The demonbinder gains a +4 bonus on opposed Charisma checks to trap or compel creatures called through any planar binding spell.
Iron Sign: The demonbinder learns how to fashion a special token known as an iron sign. It requires 3 days and 1,000 gp in magical materials to create the sign. The token is the size of a large amulet. When finished, the demonbinder can use an iron sign in one of two ways:
Calling Diagram: The iron sign functions as a calling diagram (see Conjuration, under Schools of Magic in Chapter 10 of the Player's Handbook) that combines a magic circle with dimensional anchor. The demonbinder need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of the token and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram.
The iron sign can hold a called creature in its diagram for up to 1 day per caster level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).
Demon Trap: As a full-round action, the demonbinder can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into the diagram (Will save negates, DC 10 + class level + Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if the demonbinder had conjured it into a calling diagram.
When a trapped creature gets out of the iron sign diagram (because it was freed by the demonbinder, escaped on its own, or the duration of the iron sign lapsed) the iron sign crumbles into powder and is destroyed.
Brazen Sign: The brazen sign works exactly like the iron sign, except that the called creature cannot use its spell resistance to attempt to break out of the brazen sign or to resist being caught in the demon trap. A brazen sign requires 5 days and the expenditure of materials worth 2,000 gp to craft.
Infernal Certitude (Ex): Due to his long study of demons, devils, and such creatures, the Demonbinder gains a +4 bonus to spell penetration checks against any outsider.
Silver Sign: As the brazen sign, except that the DC for the called creature to break out with a Charisma check increases by 5, and none of its attacks or abilities can exit the diagram. A silver sign requires 7 days and the expenditure of 5,000 gp in materials to craft.
Baleful Energy (Ex): When the Demonbinder casts a spell that deals damage, one-half of the damage inflicted is derived directly from infernal power and is therefore not subject to being reduced by resistance to the energy type of the damaging spell. In the case of flame strike, the entire damage of the spell is derived from infernal power and is not subject to resistance (although targets are still permitted spell resistance and saving throws).
Demonbinder Spell List
Demonbinders know all spells on the following list.
4th level — Burning blood, dimensional anchor, dismissal, lesser planar binding, magic circle against good, summon monster IV, wall of fire.
5th level — dispel good, flame strike, plane shift, spell resistance, summon monster V.
6th level — banishment, fiendform, greater dispel magic, planar binding, summon monster VI.
7th level — blasphemy, fire storm, summon monster VII.
8th level — Flensing , greater planar binding, unholy aura, summon monster VIII.