excerpt_20111202
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D E
M O N O L O G I S T
E r i c D
E s c h a m p
evel 11: Fulfill Contract You are not just an ordinary killer. You eliminate spe-cific targets for a very specific purpose. When you use
fulfill contract , you identify your target and commit yourevery resource toward eliminating it.
FulfillContract ContractKillerAttack11Singling out an enemy ensures your attacks land with the desiredaccuracy, so you can reap the rewards for completing your mission.
Encounter F MartialNoAction Special Trigger: Usig a at-will attack power, you make a attack roll
agaist a eemy that is gratig combat advatage to you.Effect: You gai a +3 power bous to the attack roll, ad
the eemy takes 2d8 extra damage if the attack hits. If theattack bloodies the eemy or drops it to 0 hit poits, yougai temporary hit poits equal to 3 + oe-half your level.
evel 12: Next to Die When you have settled on a target, you are inexorable.Only death can keep you from fulfilling your mission.
NexttoDie ContractKillerUtility12
You single out a target, pursuing it until it is no more.
Daily F MartialMinorAction PersonalEffect:Choose oe eemy that you ca see withi 5 squares
of you. Util the ed of the ecouter, you gai combatadvatage agaist that eemy, ad you take a –2 pealty toattack rolls agaist creatures other tha it util it drops to0 hit poits. I additio, wheever the eemy moves moretha 2 squares o its tur, you ca shift up to 2 squares as a
free actio.
evel 16: idden Threat
You skulk in the shadows, patiently preparing for theperfect opportunity to strike. Benefit: You gain a +1 bonus to attack rolls againstenemies from which you are hidden.
In addition, you can use fulfill contract twice perencounter, but only once per turn.
evel 20: Certainty of DeathScrutinizing a target that you have marked for deathreveals how best to exacerbate its injury.
CertaintyofDeath ContractKillerAttack20
A vicious attack from a hidden position gives you the opportunityto eliminate the target with a single strike.
Daily F MartialNoAction Special Trigger:You hit a bloodied eemy with a at-will attack power,
ad you are hidde from it.Effect: The triggerig attack deals 5d8 extra damage to the
eemy, ad it grats combat advatage util the ed of your ext tur.
DeMonologisT
“The power of the Abyss is mine to command. Demon,obey!”
Prerequisite: Any arcane class
You have nothing to fear from things you control. It’sthe things you can’t control that can ruin you. As ademonologist, you know this lesson well. When youlook into the eye of the Abyss, you have no doubt in your mind that you can learn to master it—one demonat a time, if need be.
You have never shrunk from looking into shadyplaces to serve your ambition. The longer you peer intodarkness, the more certain you become that the secretto overwhelming power is hidden in the Abyss.
As a consequence of your studies, you have gainedthe attention of a minor demon—a filthy quasit. Discus-sions with this companion have expanded your mindto grim new possibilities. At the same time, the les-sons have dissipated any reservations that perhaps youhave gone too far. The more you learn from this quasit,the greater the power you control. Thus far, you haveblithely ignored a nagging suspicion that somehowthings might go terribly wrong.
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t h o m a s m .
B a x a
evel 11: Demonic Companion You have bargained with the Abyss and called forth aminor demon called a quasit. This creature is bound toaid your work and to serve as your companion during your adventurers.
Demonic Companion Your demonic companion obeys your commands with-out hesitation as long as you are conscious and aware. Your bond allows you to communicate with the quasit,enabling you to work together toward mutual goals . Benefit: You gain a quasit companion. The quasit isa creature allied with you, but not with your allies.
You can communicate telepathically with the quasitas long as it is within 20 squares of you. You do notneed line of sight or line of effect to do so.
Your quasit’s level is equal to yours, and its hit points,defenses, and attacks are determined by your level, asnoted in its stat block.
The quasit shares your healing surges. Whenever an
effect requires your quasit to spend a healing surge, thesurge is deducted from your total. When you use yoursecond wind, your quasit also regains hit points equal to your healing surge value. At the end of a short rest, yourquasit regains all its hit points.
If you die or your quasit drops below 1 hit point, itdisappears. You have two ways of calling your quasitback.
F Minor Action: You take a minor action and lose ahealing surge. Doing so causes your quasit to appearin your space with hit points equal to your healingsurge value.
F Short or Extended Rest: You lose a healing surgeat the end of the rest. Doing so causes your quasit toappear in your space with full hit points.
Quasit Actions As a creature under your control, your quasit relies on you for strict guidance while you are within 20 squaresof it. You take actions so that it can act, and its initiativeis the same as yours during an encounter. Standard Actions: To take a standard action, yourquasit needs you to take a standard action to commandit to do so. Move Actions: Whenever you take a move action,
your quasit can also take a move action. Alternatively, you can stay put but take a move action to command your quasit to take a move action. Minor Actions: To take a minor action, your quasitneeds you to take a minor action to command it to do so. Free Actions: Your quasit can take free actions without you taking an action to command it. Triggered Actions: The quasit can take a triggeredaction only if you take the same kind of action to com-mand it to do so. For example, if an enemy adjacent to your quasit companion provokes an opportunity attackfrom it, you must take an opportunity action to com-mand the quasit to make the attack. Quasit Independent Actions: Your quasit serves you against its will. If you are in a situation where youcan’t give the quasit commands, such as when youare unconscious, stunned, dominated, or more than20 squares away from it, it acts under the DungeonMaster’s control as your enemy. When you can issuecommands again, the quasit comes under your controlonce more.
A quasit acting independently can take a standard,a move, and a minor action on its turn. It can also takeopportunity actions and free actions, but cannot takeimmediate actions.
QuasitThe quasit is a hideous creature, standing no more
than a few inches tall. Thin to the point of gauntness, itambles about on spindly limbs. When it speaks, it doesso in a raspy, whispering voice, which seems to echo allaround you.
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D E
M O N O L O G I S TQuasit Companion
Tiy elemetal humaoid (demo)
HP your bloodied value Initiative equal to yours
AC 15, Fortitude 11, eflex 13, Perception equal to yours + 2
Will 15 (add your level to each defese) Darkvisio
Speed8
TO Tempter’sInfluenceF Aura 1
Eemies i the aura take a –2 pealty to savig throws.Sn Anm Bite (poiso)F At-Will
Attack: Melee 0 (oe creature); your level + 5 vs. AC
Hit: 1d6 + your Itelligece modifier + your Charisma modifier
damage plus 1d6 poiso damage.
Invisibility (illusio)F At-Will
Effect: The quasit becomes ivisible util it makes a attack roll.
Mn AnDemonicLore F Encounter
Effect: You gai a +4 power bous to the ext Arcaa, History, or
Religio check you make before the ed of your ext tur.
T An R VengefulTemptation(charm)F Encounter
Trigger: A eemy withi 5 squares of the quasit attacks you.
Attack (Immediate Reaction): Raged 5 (triggerig eemy);
your level + 3 vs. WillHit: The target is dazed (save eds). The effect also eds if the
target makes a attack agaist oe of its allies.
Str 8 Dex 21 Wis 14
Con 11 Int 10 Cha 16
Alignment chaotic evil Languages Abyssal, Commo
evel 11: Demonic ActionThe power of the Abyss infuses you. When you pushfurther than your normal limits, darkness swirls about you, helping you withstand enemy attacks. Benefit: When you spend an action point to takean extra action, choose acid, cold, fire, lightning, orthunder. Each creature adjacent to you takes 5 damageof the chosen type, and you gain resist 10 to that type
until the end of the encounter.
evel 11: Demonic Possession You can draw forth demonic essence and use it against your foes. A creature affected by demonic possession grows pale. Shadows circle its eyes, and blasphemousrunes appear on its flesh.
DemonicPossession DemonologistAttack11
You bind a demon to your enemy’s soul and bend the creature to your will.
Encounter F Arcane,Charm,ImplementStandardAction anged 5 Target: Oe eemy adjacet to your quasit compaio
Attack:Itelligece or Charisma vs. WillHit:You slide the target up to a umber of squares equal to
its speed. The target the makes a melee basic attack asa free actio agaist a creature you choose. The target hascombat advatage for the attack ad a +4 power bous tothe damage roll. If the attack misses, the attacker is dazedutil the ed of its ext tur.
evel 12: Unnerving Gaze You have peered into darkness so often that it haschanged you. Foes who confront you see the Abyssreflected in your eyes.
UnnervingGaze DemonologistUtility12
You turn toward an enemy and fix it with a disturbing stare.Encounter F Arcane,FearImmediateInterrupt Closeburst 3 Trigger:A eemy that ca see you hits you while withi 3
squares of you. Target: The triggerig eemy i the burstEffect: The target takes a –4 pealty to the attack roll ad
grats combat advatage to you util the ed of your exttur.
evel 16: Demonic SummonsThe creatures you summon hail from the Abyss. If notdemons, they share their characteristics. Benefit: Your quasit companion and any creatures you summon gain a +2 power bonus to damage rolls.In addition, these creatures gain resist 5 to one of thefollowing damage types (choose when the creatureappears): acid, cold, fire, lightning, or thunder.
evel 20: Demonic ordesDarkness’s hold on you is complete when you learn aspell that invites demons into the world. Demonic hordes tears reality so that the shadows of hordelings tumblefree to rend your enemies.
DemonicHordes DemonologistAttack20
You rip a hole in reality, letting loose a horde of minor demons that claw, rend, and trip your foes.
Daily F
Arcane,Implement,ZoneStandardAction Closeblast 5 Target:Each creature i the blast Attack: Itelligece vs. FortitudeHit:2d8 + Itelligece modifier damage, ad the target falls
proe.Miss: Half damage.Effect: The blast creates a zoe that lasts util the ed of the
ecouter. While the zoe persists, you ca take a stadardactio to cause each creature i the zoe to take 5 + yourItelligece modifier damage ad fall proe. If the creatureis already proe, it takes 5 extra damage.
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