Last week, I showed off a new expert path and explored the design goals behind the path system. In addition to the expert paths added to the game, the Demon Lord Companion adds a dozen master paths.
Master Paths of Magic
Alchemist Alchemy spells
Demonologist Demonology spells
Entropist Death spells
Medium Spiritualism spells
Mind Bender Telepathy spells
Psychokinetic Telekinesis spells
Master Paths of Skill
Blackguard Fighting for evil
Corsair Swift weapons
Martial Artist Unarmed combat
Seeker Focusing the mind
Demonologists look into places the sane do not dare. Into the Void go these unhinged people, drawn by promises of power, answers to the great mysteries, and escape, perhaps, from the end of all things. For some, the path of the demonologist marks the culmination of a long and sordid career. For others, it is a misstep, a temptation to which one succumbs, inevitably tumbling into a darkness from which there is no escape.
Level 7 Demonologist
Attributes Increase three by 1
Characteristics Health +10, Corruption +1, Power +1
Languages and Professions You can speak another language or add an academic profession.
Magic You discover Demonology or learn one Demonology spell.
Demon-Bound A medium demon dwells inside your body, granting you 1 boon on Perception challenge rolls. In addition, each point of Corruption you gain during play grants you 1 boon to attack rolls and challenge rolls that lasts until you complete a rest.
When you go mad, you gain 1 Corruption. You then become compelled by the demon instead of the normal effects of madness. At the end of each round, roll a d6. On a 6, the madness ends.
Level 10 Demonologist
Characteristics Corruption +1
Magic You learn one Demonology spell.
Accustomed to Horror You are immune to the horrifying trait.
Demonic Compulsion Demons that appear from Demonology spells you cast are compelled for 1 minute.