![]() But it's you have a fun ride with a devoted minion until it the timer runs out!Ĭhapter Two: Gamemastering Demons (12 pages) - If the last chapter was Player focused, the rest of the book is pretty much exclusively GM focused. This is probably the main thing that offers the class balance against other classes: you have limited summoning ability, and what you do summon is going to turn on you in short order. demons tend to get loose and run amok in fairly short order. Summoning demons is kind of the class' defining trait, and demons. Of course, there's also some caveats to the class. I do wonder, with all the options and builds available, that the Demonologist class is overpowered. Lots of customization options for players, all for a class that manages to feel unique to the 13th Age game and not a rehash of a D&D character class. ![]() Honestly, this chapter is the highlight of the book, almost worth the cost alone. So, do you want to be (for example) a fanatic of Slaughter, and have a damage resistance of 11+, wear armor and weapons without penalty, more Slaughter focused spells, and enhanced summoning of battle ready demons, or do you want to diversify across all three paths and have multiple options and spells and a sampling of powers from the different Paths? You could easily have a party of nothing but Demonologists, and they all play similarly-yet-different. And while there's a lot to be said for diversity, specialization gives perks too. So you could be an initiate of all three Paths, a devotee of one and initiate of another, or a fanatic in a single path. Pick three talents, and you're a fanatic of the Path (it's like being a devotee, but cranked up a notch or two). Pick two talents from a Path and you're a devotee, with better perks and more spell uses. If you pick any one talent from a Path, your character is an initiate of that Path, and has access to its spells, demon summonings (yes, each Path has multiple different demons it can summon), and other perks. Now, here's the kicker, each Path has multiple different talents. Each Path summons different demons, and has access to different sinister spells. The Paths consist of Corruption (curses and poisons), Flame (burn baby burn), and Slaughter (because you want your spellcaster to wear armor and get into melee too). Demonologist are built by players choosing one to three talents from three Paths. How does it do? Well.Ĭhapter One: Demonologist (28 pages) - Do you like new character classes? Do you like new character classes loaded with options, different builds, filling a cool niche? Look no further. Demonologist PCs, how to run demons, new demon stats, info on hellholes (and 6 sample hellholes), and info on the strongholds of the Crusader and Diabolist are the focus points of the book. To be more specific, it's a grab bag of different things related to demons in the 13th Age game and setting. There's a lot of neat ideas (which I'll get to in a moment), but most of them are framed in terms of 13th Age mechanics (as to be expected). And if you're looking for another Tome of Fiends or Book of the Damned to idea mine for other games, you'll probably be disappointed. if you hate 13th Age, this book probably won't change your mind. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below.Who Shouldn't Get This: Just like I wouldn't try to sell a vegetarian on a great steak, I like to try and spare the time of the people who I think would hate this book. You’ll also find rules for traveling in the Underworld-including ways to make travel montages more interesting (and hazardous!)-and advice for GMs who want to create adventures and campaigns set in the Underworld.
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