Demon Summoner

Demon Summoner

Negotiators who speak with monsters in order to recruit them to their team. They fight alongside their monster, referred to as a 'Demon', as if it were one of their allies.

HP & Defenses

Demon Summoners possess a d8 Hit Die, and they start the game with 40 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Demon Summoners can gain a Hit Die, increasing their Hit Points accordingly.

They also receive a +2 bonus to Fortitude Defense and Will Defense.

Stat Bonuses

Demon Summoners receive a +1 bonus to one of the following attributes; Strength, Constitution, or Charisma.

Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)

Attack Bonus

Demon Summoners receive a +1 Attack Bonus.

By spending 5 XP the Demon Summoner can increase their Attack Bonus by +1, to a maximum of +10.

Skill Points

Demon Summoners receive 1 rank in the following skills at character creation;

  • Awareness

  • Deception

  • Handle Animal

  • Knowledge (Dungeons, Magic, Dark Magic, Planes, and Religion)

  • Persuasion

  • Spellcraft

  • Use Computers

Demon Summoning Program

Demon Summoners utilize a program written by the elusive 'Stephen', allowing negotiation with demons in order to acquire them as allies, and giving them an easy place to 'store' them, as it transfers their bodies (made of Magnetite) into an electronic device.

Demons have Hit Points equal to half the Demon Summoner's HP plus double their Constitution modifier.

They have the Outsider type and the Magnetite subtype, and possess Outsider traits, except the Demon possesses an Attack Bonus equal to that of the Demon Summoner's. Their skills are up to the Demon Summoner, and they possess an amount of ranks equal to the Demon Summoner's Hit Dice.

The Demon possesses a natural attack of the Demon Summoner's choice, or can wield weapons. It is proficient in all of the same weapons the Demon Summoner is proficient with, and they can use Demon Summoner talents which are specified as being both Demon and Demon Summoner applicable.

Its stats are 4, 3, 2, 1, 0, distributed as the Demon Summoner wishes at character creation, and they receive a +1 racial bonus to a physical and a mental attribute. In order to alter these stats the Demon Summoner must abandon their Demon and can only acquire a new one after 24 hours have passed. Summoning and desummoning the Demon is a move action.

Magnetite

Demon Summoners utilize Magnetite (often abbreviated MAG) in order to summon Demons, as the MAG is what makes up a Demon - unlike normal Outsiders whose souls are what forms their body. This Magnetite strengthens both them and their Demon when there is an abundance.

The Demon Summoner receives a Magnetite Pool which starts at 0 each day, and has a maximum equal to 10 + Constitution or Charisma (whichever is higher). As a move action they can choose to gather Magnetite, gaining 1d6 to their Magnetite Pool. For every 2 points in their Magnetite Pool they receive a +1 competence bonus to one of their Defenses, chosen upon gathering.

As a standard action they can choose to transfer all of their Magnetite to their Demon, or absorb it into themselves. Doing so has one of the following effects (chosen upon taking the action);

  • Heals for 2d10 + Demon Summoner's Constitution or Charisma (whichever is higher) + their Magnetite.

  • Grants a competence bonus to attack and damage equal to the amount of Magnetite. This lasts until the end of the encounter, and cannot stack.

  • Grant the bonus to one Defense to all Defenses, and the bonus is now equal to the amount of Magnetite spent. This lasts until the end of the encounter.

Magnetite decays from their Magnetite Pool at a rate of 1 point per minute.