There is a Remastered version
here.
Demonologist
Demonologists can pull a creature from the Abyss and bend it to their will... for a time.
Legacy Content
CE Medium Human Humanoid
Source Gamemastery Guide pg. 231
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 22 • Humanoid (Society)
Perception +13
Languages Abyssal, Common
Skills Academia Lore +12, Arcana +14, Demon Lore +16, Diplomacy +9 (+11 with demons), Religion +13
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Abyssal Temptation (divine, enchantment, mental) Demonic study has garnered the attention of at least one demon that is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (permanently on a critical failure).
Items spell book (Fiendish Hypotheses and Protections from Same), +1 longspear, material component pouch, scholarly robes
AC 20; Fort +11, Ref +10, Will +13
HP 80
Speed 25 feet
Melee [one-action] longspear +15 [+10/+5] (magical, reach), Damage 1d8-2+9 piercingArcane Prepared Spells DC 24, attack +16 (-4 dmg); 4th clairvoyance, lightning bolt, resilient sphere; 3rd fireball, glyph of warding, slow, stinking cloud; 2nd acid arrow, blur, hideous laughter, see invisibility; 1st fear (x2), fleet step, mending; Cantrips (4th) acid splash, daze, detect magic, light, read aura
Breach the Abyss [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Abyss into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1-7 acid, 8-9 cold, 10-11 electricity, 12-18 fire, 19-20 negative.Demon Summoning The demonologist can cast a 5th-level summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-level prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.All Monsters in "Mystics"
Source Gamemastery Guide pg. 228Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.
Dark Rituals
Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.
Forms Of Fortune-Telling
Anthomancy: Flowers.
Astrology: The cosmic caravan.
Demonomancy: Asking demons.
Harrowing: Harrow card readings.
Haruspicy: Entrails.
Ichthyomancy: The next fish caught.
Mazomancy: A nursing babe.
Oneiromancy: Dreams.
Tyromancy: Coagulation of cheese.
Mystic Cadres
Golarion has several mystic groups.
The Church of Razmir offers a plan of 31 steps to divinity. The
Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel.
Knights of the Aeon Star search for secret lore. Followers of
Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.
Mystic Rituals
The following are rituals sometimes cast by mystic groups. Those from the
Bestiary are available only to appropriate celestials and fiends within the organizations.