This character is just a little work in progress I worked on a while ago. It came about from a new campaign idea I had whereby, rather than being the goody goody all the time, who tries to instill peace across a land scarred by war, or whatever. How about a campaign where you are the bastard who is aiding the forces of evil to take over the land. It is your job to instill fear and pain to all who cross you. And to fight the battle against forces of good, and insure that peace and harmony to not win the war. From this simple idea came the Demonologist.
An ancient profession, demonology is a talent passed down from generation to generation. Due to the high levels of concentration required to control the dark forces from the underworld and those that dwell there, Demonologists are naturally introverted and untalkative, prefering their own company. They are a conduit from this world to the demon world and must ensure that the demons they invoke remain under their control at all times, although they can control a demon, it doesn't mean a demon will cooperate willingly. Demonologists are also adept at utilising the power of runes, dropping them in the field of battle go gain advantages for themselves and their party.
SAMPLE SKILLS.
(Still very much a work in progress I have left most numbers blank, and can be subject to change.)
Runic Arcana: Runic Arcana spells pretain to altering and changing the surrounding landscape, aiding or hindering through the power of runic inscriptions.
(They are dropped on the ground behind you, leaving a glowing symbol of various colours depending on the type of rune you use.)
Ionic Disturbance: For XX seconds foes near this dropped rune's AoE move 50% slower.
Lucifer's Greed: Any foes near this dropped rune's AoE suffer -2 health degeneration.
Familier's Gluttony :All allies near this runes AoE are blessed with a +4 health regeneration.
Pandemonium: Foes near this dropped rune's AoE are interrupted everytime they try to cast a spell.
Runic Prison: A ring of runic symbols surround an enemy. They are paralysed for XX seconds and cannot inflict or recieve damage.
Reaper's Pardon: Any fallen allies near this dropped rune are ressurrected with 50% max health and energy
Razor Earth: Foes near this dropped rune's AoE are crippled for XX seconds.
Demonics: These incantations utilize the powers and abilities of invoked demons to aid, hinder, curse or damage those on the battlefield.
Asmodeus' Aura: For XX seconds for every action you take, Asmodeus will deal an additional XX damage.
Astaroth's Claw: Target foe is struck for XX damage.
Astaroth's Hammer : Target foe is struck for XX damage and for XX seconds moves 25% slower.
Baal's Revenge: For 20 seconds this spell does nothing. When it ends, Baal's Revenge strikes all foes that struck you during that time for XX damage.
Behemoth's Might: For XX seconds target ally is blessed with XX % increased physical attack power.
Cheitan's Burden: Target foe suffers from exhaustion for XX seconds and loses -5 energy every time they attack.
Gorgon's Gaze: Target foe move 50% slower and suffers -2 health degeneration.
Leviathan's Envy: If target foe has more enchantments than you, they take XX ammount of damage per extra enchantment.
Mammon's Avarice: Steal XX energy from target ally. When Avarice ends both you and ally recieve twice the energy stolen.
Phantom Hex: This hex does nothing but if its removed by the target's ally, the target and the ally both recieve XX damage.
Seraphim's Palm: For XX seconds target ally is shielded by Seraphim and has a 50% reduction in damaged and cannot be hexed.
Possession: Possession spells directly affect a target's weaknesses and abilities causing them to behave in ways beyond their control.
Bane of a Warrior : For XX seconds enemy Warriors take twice as long to build adreneline.
Bane of a Ranger: For XX seconds enemy Rangers have twice the chance of their attacks missing.
Bane of a Monk: For XX seconds enemy Monks spells take twice as long to recharge.
Bane of an Elementalist: For XX seconds enemy elementalist magic takes twice the energy to cast.
Bane of a Mesmer: For XX seconds enemy Mesmer spells take twice as long to cast.
Bane of a Necromancer: For XX seconds enemy Necros Curses and hexes last half as long as normal.
Bane of a Ritualist: For XX seconds enemy Ritualists spirits expire 50% quicker.
Bane of an Assassin: For XX seconds enemy Assassins attack 50% slower.
Bane of a Dervish: For XX seconds enemy Dervish enchantments end 50% sooner.
Bane of a Paragon: For XX seconds enemy Paragons shouts have a 50% smaller area of effect.
Succubus' Lust:. For XX seconds target foe is unable to attack allies of the opposite sex.
Clouded Vision: For XX seconds enemys health bar will not change while being attacked. When this hex ends the real health level is revealed.
Gift of Oblivion: For XX seconds target foe recieves +2 health regeneration, when this spell ends foe recieves +4 degeneration for every second spell was in effect.
Puppet Master. For XX seconds target foe loses complete control of their actions and turns their attacks on their allies. Spell fails if foe is a higher level than you.
Forgotton Task: For XX secs target foe is unable to attack anyone on the battlefield.
Respite: For XX seconds ally with less than 30% max health will not be attacked by any foe.
The Spy Amoungst You: For XX seconds target foe is attacked by their adjacent allies.
Constructive Criticisims as always are welcomed.
