Call To Arms - Infernalist (v2)
Call To Arms - Infernalist (v2)
Call To Arms - Infernalist (v2)
9
CALL TO ARMS:
INFERNALIST
WRITING Introduction . . . . . . . . . . . . . . . . . . . 3
Alex Flagg
Take Heed! . . . . . . . . . . . . . . . . . . . . 3
ILLUSTRATION CLICKTHE
Ben McSweeney, Octographics DUDETO Infernalist (Expert Class) . . . . . . . . . . 3
HIDE Building the Infernalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
GRAPHIC DESIGN PAGEFRAMES Playing the Infernalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Steve Hough
Spellcasting Feats . . . . . . . . . . . . . . . 5
EDITING & LAYOUT Dark Ritual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patrick Kapera Spell Conversion: Alignment . . . . . . . . . . . . . . . . . . . . . . . . . 5
Spoils of Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PLAYTESTERS
Jon Andersen, Alex Andersson, Walter Christensen, New Class Ability NPC Qualities . . . . . . 5
Jacob Collins, Joshua Crisp, Loren Dean, Charles Etheridge-
Nunn, Travis Herron, Tyler Johnson, Evan McLeod, Steve OGL/OGC . . . . . . . . . . . . . . . . . . . . . . 6
Mileham, Mark Newman, Andy Normansell, Lee Reeves,
Kevin Ripka, Shaun Washington, Jimmy Taylor
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INFERNALIST
CORE ABILITY
The Infernalist is not for timid players, nor the faint of heart. Fire & Brimstone: You specialize in the magic of the nether
By taking levels in this class you’re bargaining with malevolent realms. Each time you spend an action die to boost a Spellcasting
forces of incredible power and risking your character’s long- check for a Fire spell, or a spell from the Calling or Shadow
term safety and security. Demonic blessings always come with Discipline, the saving throw DC increases by an equal amount.
a price — in this case permanent penalties with Will saves and
Charisma checks, representing your character’s gradual slide CLASS ABILITIES
into oblivion. Along the way, however, he gains access to powers Dark Pact I: You’ve forged a devil’s bargain with a supernatural
well beyond any other arcane spellcaster, including the Mage. power. At Level 1, once per scene, you may attempt to cast a spell
you know up to 2 levels higher than you can normally cast (i.e. if
INFERNALIST (EXPERT) you can normally cast Level 3 and lower spells, you may attempt
to cast a Level 4 or 5 spell). You also permanently gain 1 tainted
grade (see Fantasy Craft, page 325).
Tales abound of witches and warlocks who barter with evil Dark Pact II: At Level 6, you may use your dark pact I ability
forces for knowledge, love, and conquest. The Infernalist is 1 additional time per scene (total 2). Also, once per scene, you
one such individual, driven by dark desires to risk his greatest may attempt to cast any spell of any level you’re able to cast,
possession — his immortal soul — for ultimate arcane power. even if you don’t know it. You also permanently gain 1 additional
Depending on your campaign, an Infernalist could be… tainted grade (for a total of 2 grades from this class).
Dark Pact III: At Level 10, you may use your dark pact I
• A megalomaniacal wizard whose lust for power knows no ability 1 additional time per scene (total 3). Also, once per scene,
moral (or mortal) bounds you may automatically cast any spell you know, regardless of
• A sorcerer rescued from certain death at the price of eternal level, without making a Spellcasting check or spending any spell
damnation points (you must still spend spell points to modify the base spell,
• An adept seduced by vile forces beyond his understanding as normal). You also permanently gain 1 additional tainted grade
• A blood-mage tapping the power of death to fuel vile magic (for a total of 3 grades from this class).
• A witch consorting with the Devil to wreak terrible revenge Sympathy for the Devil I: You’ve learned the art of
on her enemies persuasion from inhuman counsel. At Level 2, you may make
• A tragic figure accepting a Pyrrhic bargain to save his true Haggle checks using your Intimidate skill bonus.
love Sympathy for the Devil II: At Level 7, you may make
Impress checks using your Intimidate skill bonus.
Party Role: Specialist. The Infernalist pays a heavy price Circle of Power I: At Level 3, you may cast Level 1 and
for his magical might and must make the most of it before his lower spells you know.
demonic debt comes due. Circle of Power II: At Level 5, you may cast Level 2 and
lower spells you know.
Circle of Power III: At Level 7, you may cast Level 3 and
lower spells you know.
Circle of Power IV: At Level 9, you may cast Level 4 and
lower spells you know.
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CALL TO ARMS
Devilish Heritage: Your dalliance with infernal forces has Suggested Species: Elf, Human, Rootwalker
left its marks. At Level 4, you gain the Devilish Heritage feat (see Suggested Human Talents: Intelligent, Ruthless, Savvy
Fantasy Craft, page 100). Suggested Specialties: Aristocrat, Shaman, Sorcerer,
Imp: At Level 4, you gain control of an imp as an additional Swindler, Wizard
character (see Fantasy Craft, page 271). This imp is a special Suggested Entry Classes: Channeler (Spellbound), Mage,
character with a Threat Level equal to your Career Level minus Priest (with Path of Magic)
4 (minimum 1). It gains no action dice, but you may spend your
action dice on its behalf. If the imp dies or is dismissed, you lose PLAYING THE INFERNALIST
Reputation equal to your Career Level and the imp is replaced The Infernalist personifies absolute magical power, selling
with a new one at the start of the following adventure. slices of his soul for access to progressively greater (and in every
At Level 8, your imp’s Threat Level increases to your Career case unrivaled) spellcasting ability. Dark pact and an aggressive
level minus 3. circle of power progression are the backbone of this trade-off,
From Hell: Unholy forces watch over you and your friends. vastly amplifying the Infernalist’s arcane prowess and flexibility
At Level 8, you and each teammate who can see or hear you gain by making him vulnerable to mind-altering affects and — in a
Damage Reduction 2/divine. game with the corrupting magic campaign quality (see Fantasy
Craft, page 325) — running the risk of him succumbing entirely
BUILDING to the will of his malicious masters.
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INFERNALIST
Beyond the requisite mage’s pouch, the Infernalist should SPOILS OF EVIL
seek gear that lets him exploit his combat-oriented caster role, Sometimes being bad feels so good.
preferably from a distance. Melee weapons with Reach and Prerequisites: Spellcasting 1+ ranks, Wisdom 15+
powerful ranged weapons are common, and those that inflict Benefits: You may substitute your Wisdom bonus for your
stress damage can also be useful. Armor should be light so it Charisma bonus when determining your Lifestyle. You also learn
doesn’t impact his maneuverability, and poisons may come in 1 spell from the Shadow School and the spell point cost for you
handy when fighting dirty. to cast any Shadow spell decreases by 1 (minimum 1).
Suggested Feats: Black Cat, Casting Basics, Dark Ritual (see
below), Glint of Madness, Iron Will, Spell Conversion: Duration,
Spell Conversion: Effect, Spell Library, Spoils of Evil (see right) NEW CLASS ABILITY
Suggested Adventuring Equipment (248s): Bullwhip, 5
candles, partial leather armor with light fittings, light crossbow NPC QUALITIES
+ 20 barbed bolts, mage’s pouch, 7 days’ rations, sheaf of paper
and common ink, 3 vials (doses) of agonizing poison The following Infernalist abilities are available to NPCs using
the class ability NPC quality (see Fantasy Craft, page 231).
DARK RITUAL
The blood of your enemies fuels your spellcasting.
Prerequisites: Spellcasting 1+ ranks
Benefits: You gain a trick.
Bloodletting (Coup de Grace Trick): When you perform a
Coup de Grace on a standard NPC, you gain 1 temporary spell
point. When you do so against a special NPC, you gain a number
of temporary spell points equal to the adventure’s Menace. These
temporary spell points are lost at the end of the scene.
SPELL CONVERSION:
ALIGNMENT
You’ve mastered the magic of conviction.
Prerequisites: Casting Level 1+, Alignment
Benefits: You gain 2 tricks.
Align Spell (Spellcasting Trick): When casting an unaligned
spell, you may pay 1 additional spell point to add the Aligned
term. The spell’s variable effects increase by 50% (rounded up) if
the target(s) possess an opposing Alignment.
Confident Spell (Spellcasting Trick): When casting an aligned
spell, you may double the Casting Time and reduce each of the
spell’s variable effects to 1/2 standard (rounded down) to reduce
the spell’s level by 1 (minimum 1).
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CALL TO ARMS