A disciple of one of the nine Archdevils, these warriors wield Hellfire as a terrible weapon against their foes.
Those that worship the devils know what bargains they're signing up for. They might not understand just how they'll be abused for it later, but they clearly know that they're offered power and devilish magic in order for their devotion. They make their deals in blood and fire, wreathed in darkness and with the full knowledge of where they'll end up when they die. Most that take this path claim the Archdevils as their patrons. Deals are made with their servants among the Prime, either summoned or found in the deepest recesses of shady deal brokers. The ultimate deal that the Disciple makes is often sealed with blood, theirs and the willing sacrifice of an intelligent being, not unlike the Demonic Servitor.
The Disciple makes their deal not wholly unlike a Warlock, though their power is burned onto their soul, grafted in such a way that it can never be fully or wholly removed. Those that take the Disciple of Darkness feat can never remove it, no matter if they try to turn from their evil deity or not. They may Fall and lose their access to their hellfire-based magic, but their soul is irreparably damaged by the cruel bindings of the devils.
Most who find this sort of deal appealing are already evil, cruel souls who seek dominion over others. They're almost always lawful. Many are schemers and tyrants, who use the rule of law mixed with their own might to keep a hold on their own power. They lack consideration or care for those that they might hurt, or even their own selves, as long as they get what they want and how they want it.
In return for their devotion, most of the Diabolic Disciple's powers are based around the Hellfire which they have been metaphorically(and sometimes literally) branded. Normal fire becomes trivial to them, and the magic with which they're imbued can be directed outwards, either as a strike or added to their weaponry. Those that have been pacted for a time even learn how to sheath themselves in Hellfire, their bodies growing stronger and more resilient every time they tap into that infernal power.
There are very, very few people on Toril that can identify Hellfire, much less determine the source of this infernal magic. Most people who see a Diabolic Disciple just assume they are a Sorcerer, skilled beyond reason with fire spells. There are no easy tests to tell what a Diabolic Disciple is or how they operate. Most are caught(and often killed) by their own arrogance and penchant for the deepest, cruellest evil they can muster in search for ever more power over others.
| Lvl | BAB | Saves | Feats | HP | ||
|---|---|---|---|---|---|---|
| Fort | Ref | Will | ||||
| 1st | +1 | +2 | +2 | +2 | Hellfire Grasp, Exotic Weapon Proficiency | 10 |
| 2nd | +2 | +3 | +3 | +3 | Fire Resistance 10 | 20 |
| 3rd | +3 | +3 | +3 | +3 | Hell's Scorn | 30 |
| 4th | +4 | +4 | +4 | +4 | Hellfire Shield | 40 |
| 5th | +5 | +4 | +4 | +4 | Hellfire Resistance 10, Iron Skin | 50 |
| 6th | +6 | +5 | +5 | +5 | Fire Resistance 20 | 60 |
| 7th | +7 | +5 | +5 | +5 | 70 | |
| 8th | + 8 | +6 | +6 | +6 | Iron Within | 80 |
| 9th | +9 | +6 | +6 | +6 | Soulscar, Hellfire Resistance 15 | 90 |
| 10th | +10 | +7 | +7 | +7 | Fire Resistance 30, Dread Might | 100 |
Hellfire Grasp: A disciple can apply an On Hit: Cast Spell property to wielded weapons or worn gloves for 3d3+1/level hellfire damage. Does not stack with Elemental Weapon or other similar effects. Usable at will.
Exotic Weapon Proficiency: A diabolic disciple is proficient with all exotic weapons.
Fire Resistance: At 2nd-level the disciple becomes resistant to regular flame, gaining 10 Fire Resistance. This increases to 20 at 6th-level and 30 at 10th-level.
Hell's Scorn: A 3rd-level disciple can release a gout of hellfire from their weapon on their next melee hit, dealing an additional 1d6/2 levels hellfire damage 2x/day, 3 minute recharge.
Hellfire Shield: A 4th level Diabolic Disciple can shield themselves in flames for 2 minutes, damaging all those who hit them for 1d6 + 1 point per levels of fire damage. The caster also gains 50% immunity to fire. At 7th level, the flames damage turn to hellfire, and the 50% immunity protects from fire as well as hellfire. This ability recharges once every 5 minutes.
Hellfire Resistance: At 5th-level, the disciple gains a unique resistance to the infernal power of hellfire, gaining 10 Hellfire Resistance. This increases to 15 at 9th-level.
Iron Skin: Three times per day, a 5th-level disciple can shield themselves in an effect similar to Greater Stoneskin (at 2 CL / Diabolic Disciple level). Lasts 8 hours, until dispelled, or torn down.
Iron Within: At 8th-level the diabolic disciple's mental fortitude becomes nigh-invulnerable, granting them the Slippery Mind feat.
Soulscar: Once per 5 minutes, a 9th-level diabolic disciple is able to deliver a blow so fierce that it causes hellfire to tear out of its victim. Their next melee hit deals normal damage plus 9d8 hellfire damage which then chains to nearby targets up to 8 times. This can stack with Hell's Scorn.
Dread Might: Once per day, a 10th-level disciple can call upon the Archdevil they serve to gain +2 dodge AC, +2 AB, +4 magic damage & 10d8 Temporary HP for 20 rounds. 6 minute recharge.
Bonus Feats: The Diabolic Disciple earns bonus feats at 13, 16, and 20.
Epic Bonus Feats: Armor Skin, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Overwhelming Critical, Superior Initiative