Those who seek to worship and gain power from a specific demon lord are known as demoniacs. Cultists, crazed mages, foul priests, and their kind delight in the adoration of demons and bargaining for their might. All demon worshipers understand that sinful mortal souls become demons once the Abyss digests them, but the demoniac simply cannot wait for death to begin this transformation, and instead begins the transformation while he yet lives. Depending on which demon lord a demoniac devotes himself to, his evil obedience, suite of powers, and resistance changes. Yet in the end, all demoniacs are damned, their souls transformed by the Abyss into demons upon their deaths. The drow are particularly fond of this prestige class, but typically refer to the demoniacs as demonic initiates.
Hit Die: d8
To qualify to become a demoniac, a character must fulfill all of the following criteria:
Alignment: Chaotic evil
Special: Must worship a demon lord.
Special: Must have been physically traumatized by a demon—either reduced to negative hit points by a demon’s physical attacks, taken a total of 10 or more points of ability damage or drain from a demon’s special attack (this total damage can be from multiple attacks as long as the total is 10 or more in all), or spent at least 1 day under a demon’s control (either via charm or compulsion effects or via demonic possession). Note that this demon need not be one encountered during an adventure—many would-be demoniacs simply summon a demon and command it to aid in fulfilling this requirement.
The demoniac’s class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex)
Skill Ranks at Each Level: 2 + Int modifier
All of the following are class features of the demoniac prestige class.
Weapon and Armor Proficiency: A demoniac gains proficiency with all simple weapons and with his demonic patron’s favored weapon. He gains no additional proficiency with armor or shields.
When a new demoniac level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a demoniac, he must decide to which class he adds the new level for purposes of determining spells per day.
When a demoniac is killed, his soul is instantly claimed by the Abyss. In time, the demoniac’s soul is transformed into a demon appropriate to the greatest sins the demoniac gloried in while he lived. Any character attempting to resurrect a slain demoniac must succeed at a caster level check equal to 10 + the demoniac’s level or the spell fails. That character cannot attempt to resurrect the demoniac again until the following day, though other characters can attempt to do so if they please.
A demoniac bears the sign of his chosen demon lord as a tattoo-like brand somewhere on his body. Once per day, a demoniac can call upon the profane power of this mark to power a spell as he casts it. Doing so causes the spell to gain the chaotic and evil descriptors, and causes the spell not be expended as it is cast, allowing the demoniac to cast the spell again at a later point in the day.
In order to maintain the abilities gained from this prestige class (including all spellcasting abilities that have been augmented by this prestige class), a demoniac must indulge in a daily obedience to his chosen demon lord. This ceremony is incorporated into whatever method the demoniac uses to regain spellcasting abilities (such as praying to a demon lord, meditating, or studying a spellbook).
Once per day at 2nd level, a demoniac can open his soul to a demonic spirit as a free action. This spirit possesses the demoniac for a number of rounds equal to his demoniac level, granting a +2 profane bonus to one ability score of the demoniac’s choice.
When the energumen ends, the demoniac becomes confused for a number of rounds equal to his demoniac level as the demonic spirit has its way with his mind. At the start of each round of confusion, the demoniac can make a DC 25 Will save to end the confusion effect immediately.
Energumen is a possession effect, and is negated by protection from evil or protection from chaos. A demoniac can prevent or end the confusion side effect by having one of these spells cast upon him when (or before) the energumen ends, but being affected by such a spell before the energumen has run its course also causes the benefits granted to end prematurely.
As a demoniac gains levels, he gains Boons from his demonic patron as his body and soul become increasingly infused with demonic energies. The nature of the Boons granted varies, depending upon the demoniac’s chosen demon lord. Each demon lord grants three Boons, each more powerful than the last. At 3rd level, the demoniac gains the first boon.
At 6th level, he gains the second boon, and at 9th level, he gains the third and final boon. Consult the Demonic Obedience feat and the various demon lord descriptions for details on demonic Boons. When a demonic boon grants a spell-like ability, his caster level for the spell-like ability equals his total character level. This ability allows a demoniac to access these Boons earlier than normal; it does not grant additional uses of the Boons once the character reaches the necessary Hit Dice to earn the Boons normally.
Once per day, starting at 4th level, a demoniac can use summon monster VI once per day to conjure one succubus, 1d3 babaus, or 1d4+1 brimoraks to serve him. At 8th level, the demoniac also gains the ability to use summon monster VIII once per day to conjure one hezrou, 1d3 vrocks, or 1d4+1 succubi to serve him.
When a demoniac reaches 10th level, he may undergo a temporary transformation into a unique demon. His type changes to outsider with the chaotic, demon, evil, and native subtypes. He gains damage reduction 10/good and cold iron, resistance to acid 10, cold 10, and fire 10, and telepathy to a range of 100 feet. When he gains this ability, he chooses one additional physical transformation from the following to gain when he transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting—damage inflicted as appropriate for the demoniac’s size). Once this additional physical transformation is chosen, it can never be changed. The newly created demon’s natural weapons, as well as any weapon it wields, are treated as chaotic and evil for the purpose of resolving damage reduction. The demoniac can remain in this form for a number of minutes per day equal to his caster level; this duration does not need to be consecutive, but it must be used in 1 minute increments. Returning to his normal form is a free action.
A demoniac whose alignment becomes anything other than chaotic evil, or who goes against the will of his demonic patron, loses all class features of this prestige class, in addition to all spellcasting ability that has been enhanced by levels of this class (even if that spellcasting ability comes from a class that normally does not rely on the approval of a divine patron). He cannot thereafter gain levels as a demoniac until he atones for his deeds (see atonement spell). This is the only route a demoniac can take to switch to a different demonic patron—the atonement must come from a worshiper of the new demon lord.
Pathfinder Campaign Setting: Lords of Chaos: Book of the Damned, Vol. 2. Copyright 2010, Paizo Publishing, LLC; Author: James Jacobs.