View Full Version : Demonblooded Warrior [3.5 Base Class]

2010-09-25, 10:11 AM
I made this one some time ago, before even 3.5. Unfortunately, I haven't play-tested it extensively, but it should work. So, here we go...

Class: Demonblooded Warrior

They always existed. Bastard children of bastard bloodlines. Some consumed by the darkness, others by the cold embrace of a light they didn't understand.
Others yet never knew.
Demons are powerful outsiders. And their mingling in mortal affairs has been known. It is also known that in the most depraved civilizations or the most dire of circumstances demons have mated with mortals. And they give birth to half-bloods. And the half-bloods give birth to quasi-bloods and they to tieflings. But does the bloodline, the ancient curse, stop there? Is it merely a matter of generations before a sin is forgotten? No. The demonic blood goes on. It remains hidden, dormant, until it awakens. And when it awakens... it gives birth to the


The demonblooded are mortals like the rest of us. Humans or elves or half bloods or any of the races. But they have one major difference. The blood of demons runs through their veins. And with it demonic powers and intent. Demonblooded are people who can awaken their inner demonic power (usually at will but sometimes and especially the first through intense emotions gone haywire) and control it to bring death to their enemies. Heirs of demonic powers they struggle with the demon within every day. They risk life and soul every time they change. It is important to note that ANY race can be a demonblooded (except Aasimars unless you have a VERY good reason for it) even Tieflings who are a bit closer to their demonic kin than most of their race.
Demonblooded can come from all sorts of lives. Some are bred for war like dogs. Others are raised by powerful agents of evil as soon as their demonic heritage becomes obvious. Others live a mostly normal life until destiny knocks on their door.
While the power demonblooded harness is positively demonic and corrupted, demonblooded in themselves are not always so. Some of them are even oblivious to their heritage. However no matter why one uses such power their inner demonic spirit (referred to as inner demon henceforth, it is the 'spiritual' aspect of the demonic parent and the one that gives the power) will always try to take over. Either by cajoling, tempting or threatening the inner demon will always seek to do the most evil (DMs and players should roleplay conversations when applicable as the inner demon is literaly a different mind albeit one that knows the character best and is always trying to sway the character to more and more demonic deeds or take over directly). Demonblooded fight by literraly bringing their demonic side to surface and becoming demons themselves. Maybe not complete demons but very powerful demon-spawn in their own right. Every time a demonblood changes he/she risks falling under the effects of the inner demon. Most know when they should revert to their mortal aspects so as not to risk 'infection' but some either because of naivete, circumstances or just plain stupidity do not change in time. And it is precicely when the demon finds a chance to root deeper and deeper into the poor mortal's soul... It is the most feared and most certain time to come to each and every demonblood. The moment they loose themselves and become demons encased in flesh.
To escape that dreadful fate only two ways exist: either become so close to a demon in soul that the inner demon has no 'reason' to take over since you ARE a demon OR walk in the path of light with such belief and determination that you literally 'block' the inner demons attempts to convert you. It is of no surprise that most demonblooded pick the first path as it is the easiest to follow. However it doesn't mean that ALL demonblooded are evil, even though they are seen as demon-spawn when their identities are revealed. Which is why demonblooded usually lead a lonely life or stick to those few they can trust. IF they are lucky enough to find such people. It should be noted however that those lucky few to find people they can really trust tend to be good more often than evil. And they also tend to be very protective of their friends. To a terrifying extent.
Adventures: Demonblooded adventure for one of 2 reasons: either they don't belong and are searching for their 'home' or a purpose in life. Or they have been sent by the dark forces on an equally dark quest. In either case demonblooded are not welcome in towns,cities, castles or temples if their... heritage becomes known. In fact the only ones that would readily welcome one are those that could use the demonblood for their own causes or because they themselves are demonblooded. There is no known demonblooded community though.
Characteristics: Demonblooded are born warriors. Thanks to their inner demon they can be extremely powerful when they change into their 'battle forms'. Inner ferocity and battle instincts guide them to slaughter their enemies in a bath of blood and flesh. Even though demonblood battle forms vary greatly they are all known for their ferocity as well as using only their natural weapons to fight. Much like berserkers demonblooded fight in a red frenzy killing and maiming all in their path until every threat has been exterminated. Few are able (or willing in their state) to control the demonic urges and direct their attacks or show mercy. Even fewer can control it for more than a few seconds or revert the change once it has started. All demonblooded however have a very strong will. They have to lest they are consumed by the demon within and loose themselves. It should also be noted that the inner demon inside often 'advises' the character. Like a constant voice in their head it tries to control them and twist them into its own image. The most terrifying thing is that the inner demon IS the character. It knows all about him/her. The deepest fears, ambitions, shame and pride. And it seeks to twist the poor soul into a heartless demon. The 'voice' however seems to appear only after the demonic blood has become apparent. As if it were sealed or asleep the whole time before it.
Alignment: Demonblooded tend to chaotic evil. The demon within is hard to resist. Especially when one has grown to hate all around him/her. However it is no guarantee that a demonblooded is evil beyond proof or redemption. Quite the opposite. More than a few rebel against their inner demon and choose their own path.
Religion: Demonblooded don't worship any particular deity as a whole but gravitate to deities that fit to their alignement. A good aligned might worship Heironeus or Kord but an evil one probably gravitates towards Ner'ul or Hextor. Most however only pay lip service and don't truly believe.They see no reason to. Good aligned demonblooded do not believe in deities that didn't save them from this fate and evil demonblooded carve their own paths through all that stands before them.
Background: Demonblooded can come from all sorts of life. Even from the aristocracy. Quite a few are raised as beasts of war in the hands of vile magicians or demon-worshippers. Some are also said to have gained their power through forbidden rituals. Although these few individuals are only bastardized versions of a true demonblooded. In truth though most are simple people whose families once had run-ins with demons in ages long gone. Their power (or curse by most) becoming apparent for the forst time in a life-threatening event which ends in a bath of blood.
Races: All common races can be demonblooded. It is however extremely rare amongst dwarves and elves. It can also appear in a tiefling but not in a half demon. It is unheard of to appear in animals, abberations, dragons or magical beasts. It has however appeared in monstrous humanoids.
Other Classes: Demonblooded don't fit well with other classes. Especially with paladins(they always try to kill them), clerics (religious fanatics in their eyes), druids(druids consider them an afront to nature) and wizards (who always try to solve the mystery behind their birth). Some warriors, barbarians or rogues learn to welcome a demonblooded's ferocity in battle as well as their very intimidating aura but they prefer not to hang around demonblooded in any other case. Those few that gain a demonblooded's trust and become friends gain an invaluable ally. And the demonblooded gains another hold against the inner demon.
Role: Demonblooded are born warriors. Crude and bestial to other's eyes but extremely effective none the less. In order to avoid casualties from their allies' sides demonblooded spearhead attacks. A role that suits them fine since their abilities become apparent early on and intimidate most enemies into a hasty retreat.

Demonic Form: The demonblooded fight by shifting in a demonic grotesque form. This form is basically designed from the character's creation but evolves as the demonblooded gains levels or greatly changes his way of thought. It can mirror animals, fallen angels or demonic knights. The looks are upon the player but the DM must approve of an appropriately grotesque form. They usually have exposed flesh or bone to serve as armor. The form mirrors the character's view of himself or his needs. For example someone that lives in mountains is quite possible to have great claws that help him/her climb. In extreme circumstances the demonic form can change mid-combat, though it has to be approved by the DM and only in the direst of circumstance. It also carries a huge risk of infection. The demonblooded's demon form evolves as the demonblooded himself grows in power and grows closer and closer to the demonic 'ideal' of the character. When in demonic form the inner demon is much closer to the character tahn normal and in essense the character makes room for the inner demon to 'guide' and fight. Thus the character gains the full Base Attack Bonus, as in human form it is merely one-half. The skill Demonic Control can greatly help a Demonblooded control himself in combat, and outside. Transforming takes a full-round normally, but Demonic Control and Swift Transformation can speed it up considerably.

Infection: Infection is when the demonic part gains a stronger hold on the character's soul. Infection is on a scale from 0 to 10. All new characters who just discovered their powers or made minimal use of them start with an infection of 0 unless they decide to have more. At infection 10 the character loses himself to his inner demon and becomes a possessed beast forever lost. Thus characters with infection 10 become NPCs. Note that its harder and harder to resist the demonic part the more you fall to it. There are 5 states of being depending on your infection rating.
- 0 infection: Completely clean. The inner demon is mostly silent and you have no adverse effects.
- 1 to 3 infection: Minor infection. The demon is near you and you feel it though it still only has the power to advise you and not directly control you. You begin to have minor side effects. Also the concepts of kindness and friendship begin to lose importance.
- 4 to 6 infection: Moderate infection. The demon speaks to you even out of your demonic form. You begin to forget the meaning of kindness and friendship seems mostly alien to you. Also moderate side effects start affecting your body.
- 7 to 9 infection: Major infection. The demon can assume control if it wins in an opposed Will check (use your stats but not feats, you gain the benefit of I ron Will and an additional +4 if you possess more than 15 ranks in the Demonic Control skill). Your bastard lineage is obvious even in human form. You regularly go on bouts of all consuming wrath and the concepts of kindness love and friendship are now completely alien to you.
- 10 infection: Completely lost. You lose control of your character as he is forevermore absorbed by the inner demon.There are many ways to increase your infection but very few to actually decrease it. Your infection might increase if you: do an act of evil for evil's sake, stay in demonic form for too long or obey the inner demon's advise mindlessly. You can decrease it if: you stay out of demonic form for no less than 3 months (only for minor infection), you commit an act of self sacrifice (up to moderate), perform a cleansing ritual (up to major but extremely rare to come across or acquire the ingredients of it) or use a feat slot (any amount but you can use this solution only 3 times). Evil demonblooded have different ways of removing infection such as going through a rite of 'purification by fire' or striking a deal with dark creatures that take away their taint in return for favours.

Returning From the Fall: It is possible, yet extremely rare for someone to return from the hellish existence that is Infection 10. The reason is quite simple: the character doesn't even want to. It is possible however for the party and friends to redeem him. Such an adventure is up to the DM but at least should include the following: At least two sessions devoted solely to researching and looking for a way to save the fallen Demonblooded. This should include conflict with beings of the lower plains or their avatars on the mortal one. During that quest, the fallen character may roleplay his character against his former friends and the DM has the right to over-rule his decisions if he doesn't stick close enough to the new demonic persona. Even after the party has managed to appeal to and reawaken the character's humanity, he is still plagued by nightmares and his own personnal demon. Thusly, he is considered exhausted at all times and may not benefit from rest at all. During this time, the inner demon will try his best to lure the character back to the dark side and may call for constant Will checks to gain control. To get over this affliction, the character must partake a mostly solitary mission to find some way of confronting his inner demon and sealing it back into the deepest recesses of his soul. That can be done in one of two ways; either a full-out combat that is fought between the demon part and the character himself, where the DM may feel free to alter the rules of the engagement, or a series of roleplaying sessions coupled with Will saves to qwell and beat the demon in his own mind games (the second way is for more experienced players however). Even then, he must receive an Atonement spell to alter his alignment. Upon performing this quest, the character falls back to moderate infection which will go away in time as his body returns to normal. In this case of infection however, the character himself is mentally unaffected by it (in other words he can feel sympathy or empathize with people), but his overall behavious may become jaded due to the rigours of returning from his own personnal hell. Finally, note that this quest could and probably should leave the demonblooded about a level behind the rest of his party, them gaining experience while he was fighting them off. Lastly, those few demonblooded who have gone through the fall and came back now treat their Will as a good save, representing the sheer force of will that drove them to redeeming themselves.

{table]Class Level|BAB|Fort|Ref|Will|Special
1st|1|2|2|0|Demonic Form
2nd|2|3|3|0|Inhuman Mind
3rd|3|3|3|1|Touch of Ruin (Magic)
5th|5|4|4|1|Gift/Curse of Blood
6th|6\1|5|5|2|Touch Of Ruin (Silver)
7th|7\2|5|5|2|Fearless Warrior
9th|9\4|6|6|3|Touch of Ruin (Alignment)
10th|10\5|7|7|3|Demonic Resilience
11th|11\6\1|7|7|3|Improved Gift/Curse of Blood
13th|13\8\3|8|8|4|Demon's Eyes
14th|14\9\4|9|9|4|Extra Gift
15th|15\10\5|9|9|5|Touch of Ruin (Adamantine)
17th|17\12\7\2|10|10|5|Mental Backlash
18th|18\13\8\3|11|11|6|Extra Gift
19th|19\14\9\4|11|11|6|Indomitable Synergy
20th|20\15\10\5|12|12|6|Ascension, Touch of Ruin (Silver, Cold Iron)[/table]

HD: D10
Skill Points: 2 + Intelligence Modifier (x4 at first level)
Class Skills: Demonic Control (Wis), Concentrate (Con), Intimidate (Cha), Craft (Int), Knowledge (The plains) (Int), Profession (Wis), Jump (Str),

Class Features:

Weapons and Armor Proficiency: The Demonblooded Warrior gains proficiency with the quarterstaff, dagger, crossbow, club and mace weapons. He gains no proficiency for armor or shield.

Demonic Form (Su): The character may shift into his demonic form at will. However, each transformation may only last up to his class level + his constitution modifier before it begins to wear on the character's spirit and body, tainting him. Shifting into the Demon form of the character affords several benefits. First of all, his Strength increases by 4 and so does either Dexterity or Constitution (selected at creation, it cannot be changed thereafter). Also, his body hardens considerably, affording the character +4 natural armor. Additionally, the character selects two natural attacks that he can use, be they claws, bite, slam or gore, some times even creating weapons to fight with, weapons that are however part of the character's demonic body. These attacks, regardless of shape, deal 1D6 points of damage and possess 19-20,x2 critical statistics. His reach is only the five feet around him, again regardless of form. These abilities however increase considerably as the character nears more and more his own demonic ideal. He increases his Strength and the secondary stat bonus by four points for every four additional levels he possesses. Also, his natural armor increases by one every four additional levels. Moreover, his natural weapon damage also increases by one step every four additional levels. Finally, for every four levels above the first, the character may select a demonic gift for which he fulfills the requirements from the appropriate list. The feat Extra Mutations affords for more choices. Unfortunately, the force with which the character transforms prevents him from wearing any armor or shield, while the demonic half only assissts in the use of the form's natural weapons, making the use of any other weapon all but impossible (considering the lack of proficiency and the fact that it is considered an extended action to use it). Only amulets, rings and the like may be worn by a demonblooded in his demonic form.

Inhuman Mind: A mind-affecting effect that is allows for a Will save and is resisted is completely disregarded if it would be beneficial to the character. Due to the inhuman and near-aberrant thought processes of the character, if magic does not take effect in one fell swoop, then it is simply ignored.

Touch Of Ruin: A Demonblooded Warrior's mere touch brings ruin and destruction. Whenever in his Demonic Form, the character overcomes Damage Reduction as if his natural attacks were composed of the listed material.

Gift/Curse of Blood: Depending on the alignment of the character (neutral may select which they gain), the demonblooded gains a very potent ability, for his allies at least. Good-aligned demonblooded gain Gift of Blood. By giving them a little bit of his blood, usually enough to cause him one point of damage, he infuses them with a bit of demonic vigor. The imbibers may then activate the blood inside them, burning it to gain a benefit. Once ignited it either gives them a +1 bonus to either their Attack Bonus, Armor Class or saves for one round per five class levels the demonblooded possesses, or it burns quickly for a greater bonus, lasting only one round but granting a bonus equal to the demonblooded warrior's class level divided by five to their Attack Bonus, Armor Class or saves. Conversely, an evil demonblooded can use it as a contact or injected poison with the same results but negative (detracting instead of adding) and he may choose both when and how they activate. At level 10, the ability improves, granting the imbibers with either Fast Healing of the appropriate amount or dealing them the appropriate damage. One can only benefit from one Gift of Blood or Curse of Blood at one time. The blood is naturally digested after eight hours, loosing its potency. A Demonblooded must wish for this effect to take place; a good demonblooded does not have healing blood unless he wills it to and neither is every evil demonblooded full of poisonous blood.

Fearless Warrior: It is all but impossible to terrify one confronted with his own Inner Demon every waking hour. To that end, someone who has reached an understanding with his Inner Demon and is confident enough in his skills as a Demonblooded receives a bonus to all saves against fear effects equal to his class level minus 6, to a maximum of his HD divided by two.

Demonic Resilience: The user becomes much tougher to kill. He gains Fast Healing equal to his Constitution Modifier (including the transformation bonuses) and can regenerate from anything as long as he is still alive, though it hurts a lot to do so. When outside the demonic form, the effect still bleeds out, but each point of hit points healed counts as two and may heal up to his untransformed Constitution Modifier bonus. The user can also regenerate any lost limbs in a week (and through unbelievable pain) or re-attach a lost limb if done within five rounds of the dismemberment. Being decapitate does not bring the character back. The fast healing granted by this class feature may heal a number of hit points per day equal to one half the character's fully healed hit points in demonic form. The character decides when this ability is activated as a free action that can be made even out of turn. Surplus healing is not wasted.

Demon's Eyes: A Demon's eyes were made to pierce the ever-lasting abyss, what is an illusion before him? One who can synchronize with their Inner Demon to this extent can, while in Demonic Form receive a bonus against illusions of the glammer subtype equal to his class level divided by two.

Mental Backlash: Contact with a mind as split and yet connected, as inherently vile as that of a demonblooded is dangerous to say the least. Direct mental contact, such as telepathy, can be dangerous if resisted by the character. If the requisite Will save is made (or one placed by the DM in the case of normal telepathy such as from Illithid), the other side receives 2D6 damage as the mind of the Demonblooded Warrior lashes out harshly to the intrusion. This class feature provides no ability to contact another's mind nor can it act in an offencive manner; it is purely defencive.

Extra Gift: Your demonic form goes through a sudden bout of evolution, spurned not only by the harsh circumstances and enemies you face against but also from the ever-increasing synchronization with the demonic spirit within. As a result you gain the benefits of an extra demonic gift for which you fulfill the prerequisites.

Indomitable Synergy: Just as the character himself does his absolute best to resist domination by his Inner Demon, so does said aspect do its absolute best to resist being manipulated and controlled, by whatever means necessary. Accepting one's demonic side is not necessary; the combined desires of both mortal and immortal sides of the character combine into one, providing the character with a bonus against mind-affecting effects equal to the character's class level divided by two.

Ascension: The character attains ascension, depending on his alignment. If he is evil, he becomes a full-blown demon. Although his stats do not change, he becomes a native outsider of Evil and can claim his own part of Hell to rule. He is forevermore considered an outsider with all benefits and penalties thereof, including becoming immortal and gaining Darkvision 60ft, or improving his current by 30ft. Conversely, if he is of good alignment, he becomes a celestial and his/her demonic form shifts to accomodate such a mighty change, making him appear regal and noble as opposed to demonic and wretched. However, a select few reach True Ascension by maintaining their neutrality. They gain all benefits their new station affords them but, although outsiders, they are unaffected by protection spells of any kind and can be resurrected on any plane. Also, they are considered to be native to any plane, equally being accepted by all.

I hope you enjoy this class. On the next post are demonblooded gifts, their unique skill and three feats.

Major update. Please PEACH.

2010-09-25, 10:12 AM
Alright, these are the following class features, available for Demonblooded either through their own Bonus Feats or as normal every third level.

Swift Transformation [Demonblooded]
You have an affinity for quickly hopping into your demonic form.
Prerequisites: Demon Form class feature.
Benefit: You can transform into your demonic form faster than normal, as a move-equivalent action, leaving you a partial action to use, enabling you to attack, move or charge while transfoming.
Special: If you possess sufficient ranks in Demonic Control, you can change even faster. If you make the check, you transform as a free action, while even failing it means you need the standard now partial action to shift fully.
Normal: It takes a full-round action to change into your demonic form.

Extra Demonic Gifts [Demonblooded]
Your demonic form has more abilities than normal.
Prerequisites: Demon Form class feature.
Benefit: Select any two demonic gifts you fulfill the prerequisites for. You gain those two powers instantly as your demonic form goes through a quick evolution.

Reduce Taint [Demonblooded]
Your demonic taint has been reduced.
Prerequisites: Demon Form class feature, Infection 1+
Benefit: Reduce your Infection score by 1 point. This feat can be taken a maximum of three times, its effects stacking.

Extraordinary Transformation [Demonblooded]
Your transformation is no longer restricted by magic.
Prerequisites: Wisdom 15+, Demon Form class feature, Gift/Curse of Blood class feature
Benefit: Changing between your normal and demonic form is now an extraordinairy effect and thus unaffected by anti-magic effects.
Normal: While staying in demonic form is an extraordinairy effect, shifting is considered supernatural and therefore susceptible to Dispel Magic or Anti-Magic effects.

Poison Of Blood [Demonblooded]
Your Curse Of Blood just got a major upgrade.
Prerequisites: Curse Of Blood class feature
Benefit: Instead of choosing what aspect of your enemy your Curse Of Blood will affect, you now may instead to bestow all penalties at the same time. Therefore, instead of penalizing one of Attack Bonus, Armor Class or saves, you penalize them all.
Special: If you possess Improved Curse Of Blood, you also deal damage of the appropriate amount on top of the penalties.

Balm Of Blood [Demonblooded]
Your Gift Of Blood just got a major upgrade.
Prerequisites: Gift Of Blood class feature
Benefit: Instead of choosing what aspect of your ally your Gift Of Blood will affect, you now may instead to bestow all bonuses at the same time. Therefore, instead of enhancing one of Attack Bonus, Armor Class or saves, you enhance them all.
Special: If you possess Improved Gift Of Blood, you also heal damage of the appropriate amount on top of the bonuses.

Potent Blood [Demonblooded]
Your blood's power to enhance or destroy improves.
Prerequisites: Improved Gift/Curse Of Blood class feature
Benefit: When using your Improved Gift Of Blood or Improved Curse Of Blood class feature, double the amount of time the effects last or double the effects provided. The choice is made by the imbiber at the time the blood is used in the case of Improved Gift Of Blood or by the demonblooded in the case of Improved Curse Of Blood.
Special: You can take this feat more than once. Every time you take it, the user may decide to increase the amount of time or bonus/penalties provided once again. Taking it a second time, for example, could provide the bonus for three times as long or twice as long and twice as potently or three times as potently.

Ruinous Transfer [Demonblooded]
Your Touch Of Ruin isn't limited to touching any more...
Prerequisites: Touch Of Ruin class feature
Benefit: You may deal 2 points of damage to yourself to extract enough blood to cover a weapon of medium size. After doing so, the weapon stays coated with blood for one minute. During that time, the weapon deals damage as if affected by your Touch Of Ruin ability, surpassing Damage Reduction as you would.

Demonic Invulnerability [Demonblooded]
You are even harder to kill than other Demonblooded.
Prerequisites: Demonic Resilience, Con 19, at least four defencive gifts
Benefit: The amount of damage you can heal via your Demonic Resilience class feature is doubled.
Special: Every time you select this feat, you add yet again the amount of damage you can heal in a day by use of your Demonic Resilience class feature.

Second Demonic Form [Demonblooded]
You possess a second demonic form that, while weaker than your original, allows for versatility.
Prerequisites: Wis 15, Mental Backlash class feature.
Benefit: You may make a second demonic form to fight with. This secondary form is considered to have five less levels as Demonblooded Warrior when it comes to the gifts and powers available to it, reducing its natural armor and attacks respectively. If you have the Extra Demonic Gift feat, you do not grant it any extra gifts, but if you gain it later, you may choose which of your two forms the gift affects.
Normal: You only have one Demonic Form to shift into.

Ambrosian Blood [Demonblooded]
Your blood goes beyond mere healing and rejuvenation. It is ambrosia and nectar, the very source of life.
Prerequisites: Improved Gift Of Blood, Unchained Existence, Balm Of Blood, Potent Blood.
Benefit: Your blood's healing capabilities become unmatched. The bonuses granted by your Gift Of Blood are tripled and last for three times as long. Additionally, you can keep two 'charges' of your blood inside an ally and may even benefit from it yourself, though only once per day per point of Wisdom or Charisma modifier, whichever is greater. Repeated injections of your blood, at least once per day at the begining but later spread out to a max of once per month, may even stop the aging of those partaking of your blood. Rumours even speak of your blood actually being able to restore youth.

Next up is their skill; Demonic Control.

Demonic Control (Wis): This skill allows a demonblooded some control over his demonic form, which is usually completely focused in killing and combat. Without this skill, a demonblooded may transform unwillingly and cannot speak or even rationalize in his alternate form. Below are the ranks required to at least make these alterations possible:
1 rank - Speak in Demonic Form: The user must roll a Control check DC 20 every time he wishes to speak something more than a single garbled word. Even then, the voice is rough, but at least understandable.
3 ranks - Non-combat actions: The user must roll a Control check DC 25 every time he wishes to take a non-directly combat related action in demonic form. Add +5 to the DC if it includes not killing someone.
5 ranks - Faster transformation: The user may attempt to speed up his transformation by a control check DC 25, making it into a partial action, leaving another partial action. If he possesses the Swift Transformation feat, he may change it into a free action.
5 ranks - Resist/Suppress Taint: The demonblooded may attempt a Control check DC 25 to resist becoming tainted for another round, adding a +5 to the DC for every subsequent round. Similarly, he may attempt to hide his demonic taint by making a Control check with a DC equal to 10+5 per point of taint he possesses. Success suppresses all visible marks of taint for one minute.
7 ranks - Sustained Actions: The demonic part is quite impatient and does not lend well to any sustained action. By making a Control check DC 25, the character may make an extended action of up to one minute. Subsequent sustained actions require additional checks.
7 ranks - Resist transformation: Certain areas, effects and even dangers may force the user to transform involuntarily, or stay transformed far more than he/she may want to. In such a case, the user may make a Control check DC 25 to resist transforming or revert his transformation.
12 ranks - Partial Transformation: The character may transform only parts of himself, gaining benefits as if he was in Demon Form but only when related to that specific body part.Using partial transformations increases the time that can safely be spent in Demon Form, doubling it, but also increases the risk of taint, doubling the normal amount of taint that would be inflicted. Also, even if its used to form a natural attack, the user's Attack Bonus is not affected because it doesn't allow for full synchronization between the 'normal' character and the demon half. It could however be used to benefit from increased strength to burst a locked door or increase speed. Partial transformations cannot be sped up by Demonic Control checks.

And lastly, their mutations, divided by type, offencive, defencive, mobility, miscellaneous and demon-pact.

Offencive Gifts
The most offensive gifts a demonblooded can possess. Those directed to the destruction of his enemies in the fastest way possible. They include from additional weapons to poisons. Demonblooded with high offensive gifts tend to think that offense is the best defence and rarely get defencive about things. They also tend to be hot headed. Some gifts are marked as attack improves. Each natural weapon can only have 2 attack improve gifts though the character may have many more in other weapons.

Acidic Natural Weapon: Choose a natural weapon. It now drips acid made from your own blood. As such it doesn't affect you. The acid deals 1d6 damage the first round and 1d4 the next round. This is an attack improve ability. You can take this ability up to 3 times. Each time the damage increases by one step (only the primary damage) or it affects another natural weapon.

Acidic Spit: You can spit a glob of acid on your enemies with surprising accuracy. Range is 20ft and it deals normal primary damage in acid. You still have to succeed to a normal ranged attack to hit. Prerequisites: Acidic Natural Weapon (Teeth) or level 10+.

Additional Natural Weapon: The demonic form can use an additional natural weapon. The weapon can evolve on the demonic form or simply the control might improve enough to be able to use it as a weapon. In either case when a characters natural weapons are 3 or more he/she replaces two weapon fighting and ambidexterity with multi weapon fighiting and multi dexterity. The added weapon does damage one size less than a 'normal' primary does (always up to DM for changes and adaptations). The damage can increase as the demonblooded rises in power.

Debilitating Natural Weapon: Choose a natural weapon. Whenever it hits the enemy must make a fortitude save (DC equal to 12 + Strength modifier) or be dazed. If 2 or more saves are failed the target is stunned for one round or the duration increases. This is an attack improve ability. Prerequisites: The natural weapon must be Bludgeoning.

Keened Natural Weapon: Choose a natural weapon. Its threat range is doubled. This is an attack improve ability. Prerequisites: The natural weapon must be Slashing.

Maiming Natural Weapon: Choose a natural weapon. Its critical modifier is now increased by one. Prerequisites: either debilitating or keened or wounding natural weapon gifts.

Natural Weapon Damage Increase: Choose one natural weapon. Its damage increases by one size.

Natural Weapon Ranged Attack: Select a natural weapon. You can make a ranged attack with this weapon by detaching and throwing it towards your opponent. DM's discretion as to weapons selectable. Weapons thrown this way regenerate in 2d4 rounds or 1 day (again DM's discretion). The damage is 2 sizes lower than the natural weapons damage when not thrown. The range is 25ft. You can take this feat more times each time affecting a different weapon or adding 10 ft to the range. Lost limbs in this way are lost when one reverts to normal form. However there are no wounds or pain. And the limb will naturally regenerate over time as if one was in demonic form. Healing cannot speed it up but Regenerate can.

Natural Weapon Reach Increase: Choose a natural weapon. Your reach with this weapon increases by 5ft. DM's discretion on what you can select with this gift. It must also be justified. This gift can be selected 2 times per natural weapon. Effects stack.

Poison Mist: the demonic form can spew forth a vile poisoned mist made from blood poison. It affects all those that inhale it and can affect creatures underwater. The poison is the same as is the one in the mouth or teeth of the demonic form. It uses up 4 doses. Again the character can choose which poison to use. Also the DC goes down 4 but affects all in a 15ft cone. The mist disperses in 3 rounds with no wind. The mist is obvious because of a foul scent and its colour. However the demonblooded can eliminate these factors by gaining the gift multiple times. Each additional time take eliminates one of these factors. Prerequisites: Poisoned Natural Weapon (Teeth).

Poisoned Natural Weapon: Choose a natural weapon. It now drips with poison made from the characters blood. It deals 1d6 damage to one stat of the characters choice (chosen at selection, cannot be altered thereafter) both applicable times. The DC is the demonblooded's level plus the character's unmodified Constitution modifier (meaning no transformation bonuses). This is an attack improve ability. One can have more than one type of poison in a natural weapon but must chose the previous round which of the 2 will be used. No matter how many poisons one has available only one can be applied each attack. The demonblood has 5 doses of a poison inside and recovers one per hour. A dose not used is not wasted.

Ranged attack reload: Select a natural weapon that can be used at range. You are able to use it more often, either due to it returning to you or by regrowing it faster than it should. The 'recharge' speed is based upon the DM's discretion and the weapon used although it always takes at least a full round.

Wounding Natural Weapon: Choose a natural weapon. It now deals 1hp per round per hit for 10 rounds or until a Heal check or healing spell is administered. This is an attack improve ability. Prerequisites: The natural weapon must be Piercing.

Second Natural Attack: Select one of your natural weapons. You can attack a second time with it when making a full attack. Prerequisites: Base Attack Bonus +6

Third Natural Attack: Select one of your natural weapons enhanced with the Second Natural Attack gift. You can now make a third attack with it when making a full attack. Prerequisites: Base Attack Bonus +11, Second Natural Attack

Fourth Natural Attack: Select one of your natural weapons enhanced with the Third Natural Attack gift. You can now make a fourth attack with it when making a full attack. You can only gain this gift once. Prerequisites: Base Attack Bonus +16, Third Natural Attack, Unchained.

Enchanted Natural Attack: Select one natural attack. You may improve this attack as if adding a magical weapon enhancement of +3 or lesser bonus. This enhancement is a supernatural effect and may be suppressed by magical or supernatural means. The total bonus on any natural attack may not surpass one per four class levels. Prerequisites: Demonblooded level 4, Ensorcelled Form

Defencive Gifts
The defensive gifts a demonblooded can gain while in demonic form. Demonblooded with many defencive powers tend to stand firm and outlast an enemy. They are extremely confident that nothing can hurt them.

Defensive stance: You can enter a defensive stance that makes you almost invinsible by closing all gaps in your armor seamlessly. While in defensive stance you cannot attack or move. You are considered to be in full defense but the bonus is natural armor increase. You also gain an additional +5 natural armor AC and + 4 Fortitude saves but a -4 to reflex since you can't move. Prerequisites: Natural armor increase x2, CON 16+

Movable defensive stance: You can move while in defensive stance albeit very slowly. You gain a movement speed equal to 1/4 of your walk speed round up. The reflex penalty is reduced to -1. Additionally, you can attack while in defencive stance, but halving your attack bonus. Prerequisites: Defensive stance.

Natural armor increase: The demonic armor becomes tougher and harder to wound. Increase Natural Armor bonus by +1

Reflective Carapace: Your natural armor gains the ability to reflect spells back. You can only reflect ray and missile type spells that fail to pass your SR (or PR if using psionics). The spell is reflected back with an attack roll equal to the one that was rolled to hit you -5. Prerequisites: Spell Resistance

Spell Resistance: Your armor can naturally protect you from magical energies,deflecting and dispensing them harmlessly. In essence you gain SR (or PR in case of psionics) equal to your Wisdom+5. Prerequisites: Natural armor increase x2, level 15+, Wisdom 12+

Spikes: The demonic form sprouts spikes you can use when grappling. Deal an extra 1d6damage in grapples.

Energy Resistance: Your demonic form is extremely resistant to one form of elemental damage. You gain energy resistance 10 with one type of energy. This type of energy may not be a weakness to your regeneration, if you have it.

Deflecting Carapace: Your carapace has the ability to deflect attacks rather than simply block them. Be it by non-euclidian angles or a near-supernatural sleekness, weapons and attacks glance off you rather than strike you. Every time you gain this gift, you gain +1 deflection bonus to your AC.

Protective Vambraces: Your demonic form's arms are covered in thick bone, which you can easily use to block attacks. You can gain this feat up to seven times and each time you gain +1 to your shield AC.

Flaring Vambraces: Your demonic form's vambraces may open up and form a larger shield, granting you even better protection against missile fire. Activating this gift is a free action, but its effects need at least a move equivalent action to come into effect. While in effect, which is as long as you wish, you may act as if under full concealment; you may not abandon your shield, but you are safely hidden behind it. Otherwise,this functions much like a tower shield. Prerequisites: Protective Vambraces x3

Flaring Exoskeleton: Your demonic gift can unfold parts of your bony armor from your skin and flare them around you before locking them together, creating a protective barricade, shielding those who stand behind you. You may grant full concealment to you and to all behind you in a five foot radius. Prerequisites: Flaring Vambraces.

Unclear Anatomy: Your demonic form has an inhuman anatomy, which serves it well in avoiding crippling blows. Every time you take this gift, you gain 25% chance to ignore a sneak attack or critical hit. Prerequisites: Natural Armor Increase.

Armored Exoskeleton: Your demonic form grows a hard, armored exoskeleton. While it is somewhat restraining, it also grants increased protection. When first gaining this gift, you gain light armor in the form of +3 armor bonus to AC at the cost of -3 Armor Check Penalty, a +8 maximum Dexterity bonus and a 15% spell failure. Gaining it a second time increases your armor bonus to +5 but also your Armor Check Penalty to -5, your maximum Dexterity bonus to +5 and the spell failure to 25%. Finally, getting it a third time provides a grand total of +8 armor bonus to AC but at the cost of -8 Armor Check Penalty, a maximum Dexterity bonus of +3 and a hefty 50% spell failure.

Armor Enhancement: Select one armor enhancement of +3 bonus or less. You gain use of this enhancement as a supernatural effect. The total enhancement bonus on your armor may not surpass one per four class levels. Prerequisites: Armored Exoskeleton, Demonblooded Level 4, Ensorcelled Form

Shield Enhancement: Select one shield enhancement of +3 bonus or less. You gain use of this enhancement as a supernatural effect. The total enhancement bonus on your armor may not surpass one per four class levels. Prerequisites: Protective Vambraces, Demonblooded Level 4, Ensorcelled Form

Damage Reduction: Your Demonic Form becomes significantly harder to wound. You gain DR 1/-. You may take this gift up to four additional times, each time it increases your DR by one point. Prerequisites: Constitution 22+, Natural Armor Increase x2

Mobility Gifts
Demonblooded powers focused on movement. Demonblooded that possess such powers can move extremely fast or in different ways such as becoming excellent swimmers or gaining the ability of flight. Of all the demonblooded these are the most likely to get defensive in an argument but only to come back stronger.

Climb: You gain climb speed equal to your movement speed. You need not make climb checks as per game rules.

Erratic Movement: You can charge and run in a non-straight live without a problem. You still have to charge at least 10ft straight to make a charge attack.

Flight: The demonic form sprouts fully functional wings. The demonblood can fly at normal speed carrying normal max weight with him/her with average manouevrability. Prerequisites: Glide, DEX 16+, STR 16+

Glide: The demonic form sprouts semi functional wings. They might not confer true flight but the character can glide slowly. Altitude falls 10 feet for every 40 feet traveled. Speed is normal. The demonblood can't carry more than half normal weight with him/her. The nature of the wings can differ but common choices include feathered and bat like wings although they can just as readily resemble beetle or gossamer wings. Prerequisites: DEX 14+, STR 14+

Move on walls/water: You move so fast you can literraly run on non-horizontal surfaces and water. You can use attacks or cast spells while on water or a wall but in order to maintain footing you must either run all round or end movement on a normal square. Example: you can run your full run distance on a wall for one round then on the next round cast a spell and hop down off the wall. If you had cast the spell on the first round while on the wall you'd have fallen off. The same happens while walking on water (only you sink instead of falling down of course). Prerequisites: Movement speed increase x 2

Movement Speed Increase: Movement speed increases by 10 feet each time this ability is selected. This feat can be taken up to 5 times. The effects stack. Prerequisites: None.

Shadowstep: You gain the ability to move impossibly fast for a short amount of time. You can instantly travel (not teleport although it seems so) your maximum walk distance/2 once every minute as a free action. You activate traps as normal but your speed renders them useless. Also you do not activate readied attacks unless you are somehow seen (impossible under normal circumstances). Attacking right after such a move can be considered flanking or even surprise attack under the GM's discretion. Prerequisites: DEX20+, Movement speed increase x 4

Swim: The character gains swim speed equal to his normal movement speed. He/she no longer needs to make checks to swim.

Pounce: When making a charge, you may make a full attack. Prerequisites: Dexterity 14+.

Burrow: You may burrow underground and move at your normal speed unhindered.

Trample: You may trample opponents two or more sizes smaller than you. To trample you need to move over their squares and make two attacks as if charging. Each attack gains +4 to attack and damage for every size category that you are larger than your target.

Pounce: While making a charge attack, your demon instinctively lashes out with all weapons on you. You may make a full attack at the end of a charge attack utilizing any and all natural weapons. Prerequisites: Second Natural Attack.

Mobile Defence: While moving in your demonic form, your speed lets you blur and move in unanticipated and unorthodox ways, granting you extra defencive capabilities. For every twenty feet of movement you make each round, you gain +1 AC bonus. Prerequisites: Movement Speed Inrease x 4.

Attack In Motion: For every 20 feet of movement you make in a round, you may attack once with one natural attack of your choice as long as you do not use a natural attack more times in a round than you are normally allowed. If you take this gift a second time, you need only travel 15 feet to attack and at the third time, you only need 10 feet of movement. Prerequisites: Dex 22+, Pounce, Movement Speed Increase x5, Unchained. Increase Dexterity prerequisite by four points and Speed Increase by two for every extra time to be taken.


More or less common abilities within demonblooded that any can show. They are the most diverse genre and one of the most widely common.

Breathe Underwater: You can breathe underwater with no problem. Also breathing very thin air is not hard either.

Fast Healing: You gain fast healing 2. You naturaly recover 2hp per round. You can take this feat another 3 times. Each time the amount you heal improves by 1. If reduced to -10 hp or lower you still die. Prerequisites: CON 20+

Regeneration: You gain Regeneration 2. Select 2 substances or effects (such as fire or acid) that deal you normal damage. The rest is converted into subdual. Lost limbs grow back in 1 week and if a lost limb is put back it reattaches in 3 rounds. You can take this one additional time and remove one normal damaging factor. Prerequisites: CON 22+, level 18+.

Powerful Build: The demonic form increases in size. From now on whenever in demon form the demonblooded is considered one size larger whenever it is best for him/her (i.e. damaging an enemy but not in size modifiers to AC). No changes to the stats are made.

Size Increase: Your demonic form's size increases considerably in size. From now on, your demonic form is one size larger than normal, incurring all benefits and problems thereof, including your ability scores. Prerequisites: Constitution 16+ (increase by 4 for every additional size increase but without calculating size bonuses to Constitution).

Sneak Attack: Your demonic half knows how to hit enemies where it hurts. As such you gain sneak attack +1d6 like a rogue. You can take this ability another 3 times. Each time you add 1d6 to the sneak attack damage. Prerequisites: Class level 9+, DEX 18+.

Seductive Form: Your demonic form is extremely seductive to those of opposite gender. Through whatever means, you are able to charm a humanoid of different sex as per spell of a caster level equal to half your class level, usable once per round to a maximum of once per point of charisma modifier per day. Prerequisites: Charisma 16+

Intimidating Form: Your demonic form is extremely intimidating to those around you. Whenever charging or landing a critical hit, your enemies must roll a Will save with a DC equal to your Charisma score+ your class level divided by four or be shaken. Prerequisites: Charisma 16+

Energy Wreath: Your demonic form is wreathed in some form of energy, such as fire or lightning. Regardless of how or what energy is used, enemies striking you suffer 1D6 points of damage for every five class levels. As an attack-improvement gift, it can also affect your natural attacks, however a creature can only be damaged by this ability only once per round whether it is used passively or offencively. This is a supernatural effect. Prerequisites: Intelligence or Charisma 16+

Energy Blast: Your demon form can throw fireballs or spit acid or even breath lightning. Regardless of how, you gain a ranged attack dealing energy damage equal to 1D6 per three class levels. It has a range increment of 30ft and is usable once per day per five class levels.This is a supernatural effect. Prerequisites: Intelligence or Charisma 16+

Energy Explosion: You can charge up an extremely large explosion of elemental damage. You can charge for a number of rounds equal to your class level divided by five. Each round of charging adds 1D6points of damage per 2 class levels and increases the range by 10ft. During charging, you may only take move actions, although the attack is unleashed at the begining of your round. Using this ability expends one use of Energy Blast per round of charging. This is a supernatural effect. Prerequisites: Energy Blast and Energy Wreath of the same type of element, Intelligence or Charisma 16+

Blurform: Your demonic form can be obscured at will, be it by smoke or bending of light, making it hard to hit. You gain the benefits of the Blur spell for a number of rounds equal to your charisma score each day. Prerequisites: Charisma 14+

Gasseous Form: Your demonic form can become insubstantial for a number of rounds equal to your charisma score each day. It still is visible however. Treat this ability as per Gaseous Form spell and therefore a magical effect. Prerequisites: Charisma 14+

Ensorcelled Form: While in demonic form, you may use a single spell a few times per day. You may select a single spell of third or lower level and use it as a sorcerer of one-half your class level. The spell is usable three times if it is level one, two times if it is level two or once per day if it is level three. Prerequisites: Charisma 15+, Gift/Curse Of Blood.

Rage: While in your demonic form, you may invoke a devastating rage. Usable once per ten class levels per day, as a free action made in your turn, you may initiate a bloothirsty rage. While enraged, you gain +4 to your Strength and Constitution scores but reduce your AC by two. While in your rage, you cannot use your Demonic Control skill as it requires concentration and control. Once initiated, the rage lasts for a number of rounds equal to your newly improved Concentration modifier. Prerequisites: Demonblooded level 10.

Greater Rage: When initiating your Rage, you may instead opt to further enhance the fury, gaining +6 to Strength and Constitution but cutting your AC by 3. You gain no further uses of your rage ability however. Prerequisites: Rage.

Physical Form Enhancement: While in your Demonic Form you gain a +2 inherent bonus to one of your physical stats. You can take this gift up to five times, the effects stack. Prerequisites: Gift/Curse of Blood.

Split Form: When in your demonic form, you manifest a second body in a space adjacent to your own. Each body is identical to your demonic form but has one half your hit points and counts as 'you', which means that only one of them needs to survive for you to live. When deactivating your demonic form, you choose which of the bodies will remain. Any effect that affects one body does not affect the others. When manifesting this gift (which is optional), you become one size smaller. You may take this gift another two times, each time you may maifest another body but your hp is divided equally amongst them and for every extra body you become one size smaller. Prerequisites: Unchained

Low-light Vision: You gain low-light vision while in your demonic form, seeing the world through eyes much more suited to darkness. You may see twice as far under conditions of low lighting.

Darkvision: You gain darkvision 30ft, able to pierce through the darkness when in your demonic form. Darkvision comes in hues of black and white and may not be used to distinguish color. Prerequisites: Low-light Vision (either as Gift or as racial feature).

Blindsight: You no longer need your eyes to see, long since having adapted to using your demonic form's immense though unnatural perceptive capabilities to see even when you normally couldn't. You gain blindsight 30ft. Prerequisites: Darkvision (either as Gift or racial feature), Unchained.

Horrendous Screech: You may emit a horrible shriek, demoralizing everyone in a short radius around you. Doing so affects everyone within 15 feet of you and forces them to make a will save. If they fail, they are deafened for one round and receive -2 to attack rolls and AC. If they succeed, they are unaffected. You can emit one screech every ten minutes.

Opposable Thumbs: You possess hands with opposable thumbs and able to use tools and weapons. You are considered to have two 'hands' but may take this gift additional times to gain the ability to use more hands.

Extra Arms: Your demonic form possesses more than two arms that you can use, instead of being simply decorational. This does not grant you extra natural attacks; whether or not they have the ability to attack, without the proper gift you cannot use them as such. However, these hands possess the Opposable Thumbs gift and therefore may be used to hold or use items. Prerequisite: Opposable Thumbs

Eldritch Form: Your demonic form may use a single invocation as if you were a dragonfire adept or warlock of one-half your character level. Unlike other invocation using classes, you may only use this invocation once per minute and to a maximum of twice your class level. You cannot use Eldritch Essense or Blast Shape invocations this way. Prerequisites: Charisma 15+, Gift/Curse Of Blood.

Demon Pact Gifts

Demonic powers gained through unholy pacts with otherworldy entities. While endangering the demonblooded's mind and soul many are confident or foolish enough to think that they can control their inner demon. Of all demonblooded these are the most positively evil ones. There is no room for doubt in their case. They have fallen to their demon half long ago and have no intention of rising ever again. Signing the demonic contracts proves there is no hope for these lost souls. Whether they become possessed beasts or utterly demonic in thought there is no salvation for these souls. And they know it. They know it before they sign the contract. But the lure of power takes many... Note that few even amongst the evil demonblooded take up these gifts. And it certainly isn't easy to contact a demon to get these powers from them... Each such gift increases the character's infection by 1 which cannot go away unless a feat slot is used (with the usual restrictions).

Breath of Fire: You gain the ability to breath fire once per 1d10 rounds. You can either breath a 15ft cone or focus it in a 30ft long line. In either case you deal 1D6 fire damage per 2 class levels (reflex save DC equal to 15+your Constitution modifier to halve).You can also set flammable things aflame. Side Effects: your skin becomes hot as if having a fever. When in demonic form if someone looks down your throat he/she will see demonic flames brewing.

Cannibalize: You eat a corpse and also consume part of the spirit. Until you are killed the target cannot be returned to life. In addition you gain +5hp, +1 to Fortitude and Reflex saves and +1 to Strength per HD of the target. These bonuses go away at the rate of 1HD per day. You can hold a number of 'HD' equal to your character level. If you consume more than that you gain no bonuses but still the target cannot be brought back to life. It is quite possible that you'll be addicted way more than simply gaining the power. Weird teeth and a too-large mouth mark this power.

Death Throes: When you die you go in a blaze of demonic power that deals 1d12 damage per HD you have to all in a 200ft of you. A Reflex save with a DC equal to your class level+10 halves the damage. You glow with an inner fire the more you are hurt or angered.

Demonflame armor: You can wreath yourself in demonic fire 2 times per three levels per day for as long as you are in demon form. The flames deal 1D6 fire damage per 2 class levels to anyone that hits you and is within 5ft (reflex save 13+your Constitution or Dexterity modifier, whichever is higher, negates) and grant you +4 to saves against fire or cold effects. You deal the same amount of damage automatically while grappling. The flames are either black or a dark color. Even when inactive your skin is hot to the touch and the gaps in your armor lend others a glimpse of your demonic fire.

Eyes of the Pit: Once every 2 rounds you can fire a ray of energy from your eyes. The ray deals 1d10 energy damage/2 class levels as a touch attack with a range increment of 50ft. Your eyes glow with a demonic light.

Freezing Touch: Choose a natural weapon. It now deals an added 1D6 cold damage per 2 class levels. If you score a critical with this weapon then on top of the added damage your enemy is slowed as per slow cast by a wizard of your class level (no save). If more than 3 criticals are scored against the same target then he is frozen solid until one of them expires. While frozen physical attacks deal the target double damage. Your touch is extremely cold to the touch and plants wither at it while even water seems to freeze near it. In demon form your natural attack seems to be surrounded by a constant haze of cold air.

Life Drain: Choose one natural attack. This attack now drains half the damage it deals. In essense you restore hp equal to half the damage you caused. This does not restore lost limbs. Your natural weapon seems to drain the light away and crackles with demonic energy.

Demon Allegiance: You may use the equivalent of a Summon Monster spell as a sorcerer of your level. The level of the spell is the highest said class would be able to cast at your class level. You may only summon evil outsiders this way (fiendish and half-fiendish creatures qualify). You can use this ability a number of times equal to your Intelligence modifier per day and the caster level stacks with any sorcerer levels you may already possess. Flaming runes mark the taint of this power.

Demonic Empowerment: You gain some measure of power of the demon with whom you entered a pact. You either gain the eldritch blast feature of a warlock one half your caster level (stacks with other warlock levels) and can select one of the following invocations per caster level gained this way: Eldritch Line, Eldritch Cone, Eldritch Doom, Fell Strike, Eldritch spear, Hellrime Blast and Hellfire Blast. Alternatively, you gain the powers of a sorcerer half your level, but may only perform [Evil], Evocation and Necromancy spells (though you may use a scroll or other item that does not belong to that group).

Anyway, that's it, but innovative players are of course invited to make their own, but keep in mind that they must be somehow logical for a demonic being to have. Healing other people's wounds just doesn't cut it.

Adapting: This class can easily be adapted into Heavenblooded for those of celestial descent or even Beastial Warriors if you fancy getting real close to nature. It should be mostly a flavour change but their abilities shouldn't be altered too much.

I'm of course open to opinions on this class. Unfortunately, most of the people I play prefer a pokemon-happy world and can't deal with the depressing attempts at a demonblooded to maintain his sanity and soul...

Next time, I may even find a nice pick to add, I was thinking something out of DMC...

The Tygre
2010-09-25, 12:13 PM
This... is awesome. :smallcool: Have you already updated it to 3.5? You should really think about doing a revamp, filling up the dead class levels and such.

2010-09-25, 12:20 PM
I thought it was already 3.5. As for vacant class levels... That's intentional. I mean, think about it; every four levels he gets a strong improvement to his stats and a mutation to boot. Every now and then, he gets a bonus feat, which alone can afford him an extra two mutations... It's not really vacant.

To better explain myself, I'd need to explain about the balancing system in DnDWikia. It splits the class' power levels according to how powerful they are. Monks are lowest, followed by fighters, rogues and wizards in that order. I could make it a very strong class (a.k.a. wizard level), but I don't like to play such campaigns. Hell, if players spam 'save-or-die' effects, I penalize them (their fingers fall off with finger of death, they become mute by power word spells and you don't want me to start on their hallucinations from phantasmal killer and weird...). Therefore, I try to limit it to a rogue balance point, where they can easily deal with monsters their level and can deal with most threats one or two levels above their own if they work it out.

I would be happy to receive recommendations on strengthening the class though. Some people DO like playing extremely powerfull characters after all, and I'm sure they are put up against similarly greater odds. I just didn't think of such because my parties are usually filled with goody-two-shoes, so playing a powerful character would ruin it for them.

Here's a viable PC:

Johan (5Demonblooded)
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 10
HP: 32 (Normal)/40 (demon form)
Attacks: Bite; +12, 1D8+7+1D6 Con (DC12), 19-20/x2
Claw; +12, 2D6+1D6(acid)+7, 17-20/x3
Feats: Swift Transformation, 3xExtra Mutation(Keened Natural Weapon, Acidic Natural Weapon, Natural Weapon Damage Increasex2, Maiming Natural Weapon, Poisoned Natural Weapon)

The Tygre
2010-09-25, 01:26 PM
I can see that thar point. And sorry about mistaking it for 3.0. :smallredface:

2010-09-25, 01:36 PM
I know. Now imagine higher levels, getting not just more attacks but beauties like Huge Size, Speed Increase or Intimidating Form. Just charge on people, grapple them and tear them apart, since your natural weapons won't have a problem while grapping! Not to mention it could shake others, giving you an ever easier time. And let's not dwell into beauties like Improved Critical or my Combat Prowess feats (which I may add later on). Oh, and by the way, I assumed that the HD were an average of 6 on a D10, which is actually much less than what I usually roll. Not to mention, rolling stats, I usually hit things like 17,16,16,14,12,10. Now if only I was that lucky in attack rolls...:smallsigh:

I may have to add something about DR though... He may get it but he has nothing that helps pass it... Maybe a miscellaneous gift that every time taken improves his natural weapon as if it was magical->aligned->adamantine? Or should it scale with level? It may fill the dead levels...

2010-09-25, 02:21 PM
The Demon Pact gifts are no way near worth the infection cost, they are about on par with the normal gifts. I say just roll them in with the others.

I'd also say give players some way, even if it is hard, to come back after reaching 10 infection. Having your player arbitrarily taken away from you is never fun, especially if it is due to circumstances beyond your control.

To better explain myself, I'd need to explain about the balancing system in DnDWikia. It splits the class' power levels according to how powerful they are. Monks are lowest, followed by fighters, rogues and wizards in that order.

That sounds just like the Tier System, which the general majority of posters on these boards are familiar with.

2010-09-25, 02:32 PM
I know that the Demon Pact gifts aren't too strong, I was still a newb (relatively) to the thing. However, notice that they have no prerequisites. That means, even a first level demonblooded could get them (well hypothetically speaking). I will consider boosting them though. Any ideas on how to get on about it?

I see what you mean about the tier system. It's just that I haven't read anything about it, so I don't know what's stronger even, Tier 5 or tier 1? How do you rank? Things like that. So, I stay to what I already know, Rogue-Balance point. Good enough for me I guess.

About coming back from Infection 10... Yeah, I know, I hate it too. But, I just wanted to keep people on their toes, the heroic, if downhill, battle of the valiant commoner, trying to do good while his own demonic powers try to take over his soul. Things like that. Heck, even Infection isn't really that important, mostly there for flavor and for keeping players from spending all day in demon form and slaughtering halfling villages.

The whole point with high infection is that the character doesn't really want to get back. He likes it, enjoys it. Even those with no infection can't deny that going in a berserking fury is liberating. Though, I could see some of the character's friends trying to redeem him, give him a second chance so to speak.

Keep in mind that a full-infection character isn't mindless. He's just so full of hate and demonic passion that he just doesn't care about anything but himself. He could easily be made into a recurring villain for the party, forcing them to make harsh choices, especially in the case of paladins and others, before finally managing to redeem him. But in the end, I'd leave it to the DM to see it out. Maybe by saying that the character does something so horribly vile it shocks him out of his I'm-oh-so-evil phase, giving him a chance to redeem himself. Heh, now that you lit the fire, I may just make a prestige class especially for these people.

I'd be very happy to hear your suggestions about further gifts though. It's been quite some time since I played serious rpg, so I'm kinda out of my waters here.

2010-09-25, 02:53 PM
I know that the Demon Pact gifts aren't too strong, I was still a newb (relatively) to the thing. However, notice that they have no prerequisites. That means, even a first level demonblooded could get them (well hypothetically speaking). I will consider boosting them though. Any ideas on how to get on about it?

while it is true that they have no prerequisites, I would say they still aren't that much stronger than average at low levels. If you want to make them worth the infection cost, give them no prerequisites but make them scale. This stops it being horribly broken at level 1, but keeps them useful and doesn't make characters later wish they hadn't made the pact cos' now they've lost their character for some puny 1d6 fire attack.
I'd also take out the arbitrary alignment change/restriction.

I see what you mean about the tier system. It's just that I haven't read anything about it, so I don't know what's stronger even, Tier 5 or tier 1? How do you rank? Things like that. So, I stay to what I already know, Rogue-Balance point. Good enough for me I guess.

Tier 1 is the most powerful, this is where Wizards, Clerics and Druids go. These can break the game on a day-to-day basis.
Tier 2 Is Sorcerers and whatnot. While they have the same potential to break the game as Tier 1's they, usually due to limits on spells known, can usually only break the game in a couple ways, whilst a Tier 1 has hundreds.
Tier 3 is what many people consider to be the sweet spot. This is where your Rogue-Level goes, along beguiler, warlock and ToB classes. These classes are usually versatile and good at stuff, but without the potential to break the game.
Tier 4 is classes that can do one thing very well and not much else. The barbarian goes here for example, he is great at damage dealing, but not much else.
Tier 5's also are One Trick Ponies, but they don't have any back-up tactics at all. The Fighter goes here.
Tier 6 is for classes which aren't even any good at what they try to do, such as the Monk and CW Samurai.
Tier 7 is commoners.

About coming back from Infection 10... Yeah, I know, I hate it too. But, I just wanted to keep people on their toes, the heroic, if downhill, battle of the valiant commoner, trying to do good while his own demonic powers try to take over his soul. Things like that. Heck, even Infection isn't really that important, mostly there for flavor and for keeping players from spending all day in demon form and slaughtering halfling villages.

The whole point with high infection is that the character doesn't really want to get back. He likes it, enjoys it. Even those with no infection can't deny that going in a berserking fury is liberating. Though, I could see some of the character's friends trying to redeem him, give him a second chance so to speak.

Keep in mind that a full-infection character isn't mindless. He's just so full of hate and demonic passion that he just doesn't care about anything but himself. He could easily be made into a recurring villain for the party, forcing them to make harsh choices, especially in the case of paladins and others, before finally managing to redeem him. But in the end, I'd leave it to the DM to see it out. Maybe by saying that the character does something so horribly vile it shocks him out of his I'm-oh-so-evil phase, giving him a chance to redeem himself. Heh, now that you lit the fire, I may just make a prestige class especially for these people.

If you want this to be the case then add in a clause about how they can be redeemed, you can't leave it in the hands of the DM to come up with it themselves. Many DM's, especially new ones (although admittedly, new DM's shouldn't be letting their players use Homebrew anyway) will take the Rules as Written completely.

I'd be very happy to hear your suggestions about further gifts though. It's been quite some time since I played serious rpg, so I'm kinda out of my waters here.

I'll be glad to help out :smallbiggrin:

2010-09-25, 03:35 PM
The problem, and blessing, with this class, is that it's very open. You can play a tank, a damage dealer, an in-your-face warrior, whatever. So, making rules about stuff is somewhat difficult because I have to watch out so it doesn't tremendously unbalance the game. Still, I will try. I reduced the infection from demon pact feats and I will see into scaling them with level (demonblooded levels of course).

I'll also try to think a way to make 10 infection redeemable. A long quest, of about 2-3 sessions should do the trick no? It's long enough that it really portrays the harshness, but not so much as to make it pointless. During the quest, the player may very well play his character, as long as he sticks to his role. In other words, no metagaming I-don't-attack-my-former-friend things. Which of course should be natural for rp'ers, but you never know.

On a small idea on passing DR, what is your opinion? Make it a gift (possibly upgraded passively) or a class feature?

2010-09-25, 03:48 PM
The problem, and blessing, with this class, is that it's very open. You can play a tank, a damage dealer, an in-your-face warrior, whatever. So, making rules about stuff is somewhat difficult because I have to watch out so it doesn't tremendously unbalance the game. Still, I will try. I reduced the infection from demon pact feats and I will see into scaling them with level (demonblooded levels of course).

I can see your difficulty, but there's no harm in trying eh?

I'll also try to think a way to make 10 infection redeemable. A long quest, of about 2-3 sessions should do the trick no? It's long enough that it really portrays the harshness, but not so much as to make it pointless. During the quest, the player may very well play his character, as long as he sticks to his role. In other words, no metagaming I-don't-attack-my-former-friend things. Which of course should be natural for rp'ers, but you never know.

That should do the trick yes. Think the story arc to resurrect Roy in OotS.

On a small idea on passing DR, what is your opinion? Make it a gift (possibly upgraded passively) or a class feature?

I'd give it as a scaling class feature, it's a nice feature and is better if it doesn't take up an all-important gift slot.

And another thing I forgot to mention earlier is that this guy needs to get a lot more gifts, and those gifts need to be able to scale as well.

2010-09-25, 04:08 PM
Alright, I'll get down to the drawing board. I'll even try scouring my monster manuals (and Tome of Fiends) to get an idea on possible demon pacts. Hopefully, they will be enticing enough that even a good-aligned character will seriously think about getting one of them. Temptation is where it's at after all.

So, we go for an at least 2 session long quest, a major fight with the odds stacked against the players more than normal (their former friend wants to kill them, so he could very well give his new master hints, or even not give the hints to kill him when he's at his weakest, depends on the player). A fight between the normal character and his demon part, which however I'm considering passing off into only rp and Will saves for experienced players, but new ones should get to beat up their inner demon back to his place. Finally an atonement spell to make up for their fall (not to mention stick to DnD, damn alignment logical holes...). Then, I'll get into designing them a prestige class for the redeemed.

I'll give the damage reduction thing as a class feature then, mimicking the monk possibly.

Don't forget that with a single feat you get two gifts, not one. But I see your point, gifts are the most important things to the demonblooded after all. I just thought that with massive bonuses to strength, he wouldn't really need them. I'll add a bonus gift every 3-4 levels or so, that should be enough right? He anyway gets an extra gift when his demon form improves, unless of course I forgot to add that. Maybe adding two gifts every time the demon form improves? Possibly also improving the natural armor by +2 instead of +1...

About gift scaling... I'll see what I can do. Demon Pact scaling is easy, but the other gifts? Needs a little working. But I'll manage. Well, as soon as I get some sleep that is. Maybe some of these feats will scale (I mean, damage improving increases as you improve your demon form, gifts simply send it to overdrive). Honestly though, apart from gifts like poison (who's DC does scale) and Acidic natural weapon, it's hard to see out of the top of my head how to improve them.

Done and done. Demon Pact gifts are much stronger, made the rules for becoming redeemed and added another 2 demon pact gifts. Also, added Touch Of Ruin ability (think Ki Strike) to bypass DR and Bonus Gifts every now and then. Should be about Tier 2 or high Tier 3 I think now...

2010-09-26, 06:50 PM
I do so hate making this look like a bump... Anyway, for the sake of better presentation, I posting this here.

After a bit of work, here comes the Redeemed, for those hard-working groups that dragged their demonized friend out of the gates of hell, kicking and screaming, and showed him the light. It is not imperative that all who have returned become Redeemed, but it is the most common path, seeing as it gives the their power back, replacing Evil with Good.

Prestige Class: Redeemed

"Boy... I have seen the pits of hell, heard the cries of sinners and innocent alike tortured for eternity... Your pathetic attempts at intimidation fall inadequate to faze me." ~Johan, former farmer and fallen Demonblooded, humoring an aspiring necromancer with conversation before combat.

Redeemed are Demonblooded characters that fell to the demon within and, against all hope, belief or possibility, rose back up, ready to take the proper road again. Redeemed are very driven people, having seen what their lack of will put them, and their friends, through. They maintain their demonic forms, even going so far as to change them completely in appearence, denoting their new alliance with the forces of good. Having not merely seen but become demons encased in flesh, they have felt the worst, and done their best to make it even worse. Thus, some of them are jaded and aloof individuals, though all of them maintain a stoic if altruistic view on life.

BAB: +4
Alignment: Any good
Skills: Demon Control 11 ranks.
Special: Must have demon form, fallen to Infection 10 and have been successfully redeemed.

{table]Class Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Celestial Allegiance, Angel-blooded
2nd|+2|+3|+3|+3|Ignore Whispers, Bonus Feat
3rd|+3|+3|+3|+3|Radiant Aura
4th|+4|+4|+4|+4|Bonus Feat, Guardian of Light
5th|+5|+4|+4|+4|True Redemption, Bastion of Light[/table]

Heavenly Form: Your alternate form continues to advance in power as if you had gained a level in the Demonblooded base class. You do not gain any other benefits however, such as bonus feats, gifts or Touch of Ruin. Also, the Base attack bonus received from this class applies to both forms.

Celestial Allegiance: If you possessed a Demon Pact gift before or during your fall, you gain a Celestial variant of said gift. Additionaly, you may purchase Celestial Allegiance Gifts in place of normal gifts. However, you may not hide your allegiance to the higher forces, even at mortal form, have to abide by a strict code of conduct determined by which host of celestials 'adopted' you so to speak and should your alignment ever become non-good, not only do you loose all powers granted to you by this class but also become unable to ever join again. The Heavenly Host may provide for his own, but this IS your last chance at redemption.

Ignore Whispers: You can completely ignore the whispers of your Inner Demon, your willpower having long since tamed and caged it. Additionally, you gain your class level as a bonus to all Demonic Control checks.

Angel-Blooded: Your Demonic Form begins to shift from a manifestation of evil to a paragon of light. You may re-create your character's Demonic Form, which shall now be called Heavenly Form. You automatically qualify for exalted feats as far as alignment or goodness is concerned. The very fact you could return from the depths of hell makes you exalted. Also, your attacks count as Good aligned and Cold Iron/Silver for purposes of bypassing the Damage Reduction of targets with the [Evil] subtype. Lastly, if you possessed Curse of Blood, it now becomes Gift of Blood.

Bonus Feat: You receive a bonus feat for which you fulfill the prerequisites chosen from the Demonblooded, General or Exalted feat lists.

Radiant Aura: The Redeemed radiates a palpable aura of power and radiance. His is the power to judge and condemn, and others know. He becomes immune to fear and mind-affecting effects and provides a +2 bonus to all allies within 10feet of him. Finally, if an evil person enters your field, you automatically know that something is wrong with a Wisdom check DC20. It doesn't reveal the position, appearence or number of evil, but merely the fact that it is. It often manifests as goosebumps, cold sweat or a strong yet impossible to identify horrid scent.

Guardian of Light: The Demonblooded is a being of light and protection, shielding his allies when before he only brought ruin. If an ally is attacked within reach of a natural weapon, he may dedicate one natural weapon to defend him. In doing so he rolls his own attacks against the enemy's own and replaces his ally's AC with his result if it's better. Doing so prevents the use of that weapon for one turn and each natural weapon can defend a number of times (and with an attack bonus) equal to the attacks said character would be able to make in a full-round action. Therefore, if he has a Base attack Bonus of 13, he can only defend three times, one for 13, 8 and 3 respectively. If he uses another natural weapon to fight, he must take penalties to his Attack Bonus as per Two Weapon Fighting rules.

True Redemption: The Redeemed gains a unique ability most Celestials would go to hell for. He may grant his targets a second chance, one and only. In one single moment of purity and clarity, the target of this ability has a choice; stay on the path of evil or be redeemed. Only the most viscious, evil and downright wretched beings are immune to it (namely other Fallen Demonblooded and most Blackguards for example). The character is given an ultimatum; one choice he may make free of worldy burdens or compulsions (including mind-affecting effects or the fact that a Redeemed is standing above their head to take their life if they stay evil). Of course, this does not guarantee that all targeted will change, but merely that they receive the choice to. Using this ability is a sonic, mind-affecting ability that takes one full round to use and can only be used once per week and can affect a target only once in his lifetime. Those redeemed thusly do not need an atonement spell to change their alignment, the change stems from their very souls.

Bastion of Light: At this moment, the Redeemed has reached almost zealotry in defending the Light. Even though he believes that everyone can be redeemed, he understands that sometimes, it's best to kill someone and send his poor soul over to reincarnation. Levels in Redeemed prestige class count for the Demonblooded base class when determining if he reaches Ascension. Additionally, he gains DR 10/good, as evil powers cannot even come close to him. This bonus becomes 20/good if he attains Ascension.

Code Of Conduct: While it largely depends on the individual host that aids you, at general it goes like this: You may not take an innocent person's life. You may not lie (unless something very important is at stake). You must protect your friends at all times. You must search, root out and destroy evil in all its forms without compromises. You may never allow yourself willingly with an evil person for any reason. You must always promote the interests of the Light, even at personnal danger or detriment. Failing this code of conduct means that you fall from grace again but may never be redeemed again; it is your last chance.

Celestial Allegiance Gifts:
Celestial Allegiance gifts function much like Demon Pact gifts. Only instead of making a deal with the lower planes, you make a deal with a Celestial. Due to the Celestial's rather... elitist nature, it is impossible for a normal Demonblooded to gain these abilities, but a Redeemed could; he has already proven his will to be unshakeable.

Breath of Fire: Remains the same, but a heavenly glow can easily be seen stemming from your heart when in Heavenly Form.

Cannibalize: Replaced with Sacrifice. You may take up to 1D10 points of damage per two class levels of Demonblooded (including Redeemed) you have in order to heal 7+your Wisdom modifier hp per dice sacrificed to an ally (not yourself) as a standard action requiring touch. It channels positive energy which could be dangerous to Undead.

Death Throes: Remains unchanged, but instead of a balefull red-black glow, it is a just as harsh golden light.

Demonflame armor: Replaced by Heaven's Ward. It functions essentialy the same, but instead of fire, you deal Electrical damage.

Eyes of the Pit: Replaced by Eyes Of Heaven. Functions the same, but instead of an evil red glow, your eyes shine with a soft, but just as strong, blue-silver color.

Freezing Touch: Replaced by Touch Of Heaven. Functions the same.

Life Drain: Replaced by Celestial Reinvigoration. Functions the same, but the healing comes not from siphoning the life out of your target, but rather the Heavens themselves rewarding you with added vigour.

Demon Allegiance: Replaced by Celestial Allegiance. It functions the same, but it can only function as a [Good] spell, barring the use of neutral and evil creatures.

Demonic Empowerment: Replaced by Celestial Empowerment. Functions the same, but you may not choose whether to take sorcerer or warlock caster levels. Instead you gain the spellcasting ability of a cleric of half your level but the only allowed spells are from the Good, Light and Healing domains (DMs may rule in additional similar domains).

I may get to make a Prc for those who do not want to be affiliated with the Heavenly Host but have been redeemed. At some point at least.

2010-12-25, 02:53 PM
This is quite possibly the most awesome homebrew base class in a very long time. Well done.

2010-12-26, 06:10 AM
Eh, I try. It's not very well polished I think, but I believe it's viable and has a good enough flavour to make it attractive. Whether as a PC or as an antagonist (seriously, get a guy with 3-4 demon pact gifts and there's not much that would stop him or press the party into 'having' to defeat him). I wish there were more peaches on what to edit, but even now it's good.

Thanks for the nice words by the way :D Makes me feel all warm and fuzzy inside (no, I'm not joking or being sarcastic).

2011-03-26, 02:25 PM
I am quite aware this maybe thread necromancy, but I will post anyway, hopefully I won't get banned/blocked or anything such unfortunate.

Prestige Class: Unchained

Many have fallen to the Demon Within and some of them have even been redeemed by noble friends and allies, saved from the eternal torture, the sundering of one's own soul.

But some... some very few, very gifted individuals... some who have been cursed and abandoned or have abandoned... some of them were able to restore themselves to the light through an act of raw willpower and spiritual strength.

Those few become Unchained, unaffected by their Inner Demon, untouched by both the Divine and the Infernal. While not necessarily good or evil, they are the true manifestation of a mortal's strength of spirit, the proof that a single mortal's soul can overcome any obstacle.

Base Attack Bonus: +8
Feats: Iron Will
Class Features: Demonic Form, Gift/Curse Of Blood
Skills: Demonic Control 11, Knowledge (the planes) 8 ranks, Concentration 11 ranks
Special: Must have fallen to the Inner Demon, must recover on one's own strength though indirect interference from others is permitted.

{table]Class Level|BAB|Fort|Ref|Will|Special
1st|1|2|2|2|Unchained Body
2nd|2|3|3|3|Unchained Heart
3rd|3|3|3|3|Unchained Mind
4th|4|4|4|4|Unchained Soul
5th|5|4|4|4|Unchained Existence[/table]

HD: D12
Skill Points: 2+Intelligence Modifier
Class Skills: Concentration (Con), Craft (Int), Demonic Control (Wis), Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), Profession (Wis), Sense Motive (Wis)

Class Features:

Weapon And Armor Proficiency: Unchained receive no additional weapon or armor proficiency.

Unchained Body: An Unchained increases the abilities of his demonic form as if he had taken a level as Demonblooded every time he gains a level as Unchained. This improves his touch of ruin and Gift/Curse Of Blood abilities. Additionally, every level taken as Unchained improves the character's demonic form as if he had taken five levels as Demonblooded, granting increased natural attacks, ability scores, natural armor and extra gifts. Finally, Unchained no longer accrue Taint; they have already overcome that obstacle of their existence.

Unchained Heart: An Unchained has complete control of his self and all within. In conquering his Demon, he did not extinguish it, for doing so would be killing part of himself. Instead he accepted, embraced and 'absorbed' his demonic side, gaining many benefits in doing so. Even when not being in his demonic form, he still counts as if using it in terms of Base Attack Bonus or other benefits where it would benefit him. Additioally, besides no longer having a limit as to how long they can stay in their demonic form, since they no longer accrue taint, an Unchained may use any gift he has by making a Demonic Control check; the changes do not necessarily manifest themselves on him if they are not an integral part of the gift in question. For example, an Unchained with Unchained Heart could use the spells granted to him by Ensorcelled Form without any indication to the outside or even gain the full benefits of his fast healing. He would still need to manifest his natural weapons however to gain their natural attacks.

Unchained Mind: Once free of the Inner Demon's control, it is all but impossible to once again control an Unchained. Unchained become immune to mind-affecting effects of all kinds, be they illusions or enchantment effects. This includes compulsions and effects such as charm or dominate spells or even fear effects.

Unchained Soul: An Unchained can gain Demon or Heavenly Pact gifts without incurring taint or needing to ally oneself with either plane or power. The only restraint is alignment; good Unchained gain Heavenly Pacts while evil Unchained gain Demon Pacts, though neutral ones may gain either or both. Additionally, an Unchained by this level is immune to any effect that would affects his soul or spirit. Finally, the Unchained gains Spell and Power Resistance equal to his HD plus 10. If he has the Spell Resistance gift, he also adds his Wisdom modifier, though if the gift is stronger, it supercedes this ability.

Unchained Existence: An Unchained is finally free of the constraining mortality and the worldviews of others, reaching a summit of power that is all but deific, unconcerned with 'shoulds' and 'ifs'. The Unchained becomes immortal in almost every sense of the word; he no longer ages or receive penalties, though bonuses still accrue and becomes immune by death effects or time-affecting effects. On top of that, he can exist on any plane of existence as if a local denizen and is not affected by restraints placed normally in such cases. The Unchained has such control over his power that he may be considered as a humanoid, outsider or aberration as is most beneficial to him.

NOTE: The Unchained is NOT meant as a Player Class, which is why it is so damn powerful. It is meant as a great, nigh-untouchably powerful person that may come once in a millenia, under very specific and complicated circumstances. If anything, an Unchained could be a form of mentor to the characters or some sort of 'heavy artillery' or even Deus Ex Machina. He comes, he pwns, he leaves. Not meant for players to use, but he may be able to give them some serious amount of power (from immortality, to restoring their youth temporarily, granting them some of his blood via Gift Of Blood) or just be the 'hidden master' the characters must contact to fight off a great evil. You think about what an Unchained can be, but he is not a player character usually.

2011-03-26, 02:29 PM
Prestige Class: Heavenly Demon

Many join the Paladin orders and end up becoming zealous crusaders for the sake of justice and the light. Many of them fight and die to bring ruin to monsters that would shatter the hearts and minds of lesser men, risking life, limb and more often than not their very souls to perform deeds of great bravery. They become the very embodiments of knightly ideals.

Others however are not so lucky. Cursed and tainted through no fault of their own, within them flows the blood of demons and devils. Hunted and hated, despised and spat upon, they try to make a meager life, hiding their true power in fear of being hunted down like rabid animals and 'purified'.

And then... then there are others... others who while being taught as paladins or even many years in service... another terrible truth is revealed... that they were not what they seemed or even thought themselves to be... that within them, for all their purity and all their kindness and all the blessings of gods... within them flows the very blood of demons. Be they infected or born with it, some paladins have found out how quickly their order's benevolence turns to hunting orders.

But not all of them loose heart. Some continue on and prove their order wrong, prove themselves right and gain atonement. And with that, with their deity's approval, they gain new power, and a purpose that needs this power more than ever.

They become... Heavenly Demons. Paradoxes that are able to fight their enemies in their own house and bring down divine wrath that burns souls and cleanses planes.

Base Attack Bonus: +5
Feats: Iron Will
Class Features: Smite Evil, Lay On Hands, Demonic Form
Skills: Demonic Control 8 ranks, Knowledge (religion) 4 ranks, Knowledge (the planes) 4 ranks, Concentration 4 ranks, Heal 4 ranks
Special: Must have successfully gained atonement from the patron deity and performed rituals and or quests that prove purity and determination.

The Heavenly Demon:
{table]Class Level|BAB|Fort|Ref|Will|Special
1st|1|2|0|2|Heavenly Demon
2nd|2|3|0|3|Blessing Of Blood, Demon-reaving Smite
3rd|3|3|1|3|Armored Zealot, Pious Prayer
4th|4|4|1|4|Holy Avenger
5th|5|4|1|4|Heavenly Warrior[/table]
HD: D10
Skill Points: 2+Intelligence Modifier
Class Skills: Concentration (Con), Craft (Int), Demonic Control (Wis), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Any) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)

Weapon And Armor Proficiency: A Heavenly Demon gains no additional proficiency with weapons, armor or shield.

Spellcasting: Each level taken as Heavenly Demon also increases the character's spellcasting as if having taken a level as Paladin.

Heavenly Demon: Becoming a Heavenly Demon is a trying affair, but great rewards await those who succeed. Upon gaining the first Heavenly Demon class level, the character may fully redesign his demonic form, changing it to one more suited to his deity's service. Additionally, he may select one and only one Heavenly Pact gift, at the DM's approval. However the gift is not taken automatically; the character must wait until he comes to sufficient power and gains the appropriate approvals before attaining that power. Finally, each level as Heavenly Demon also counts as having taken a level as Demonblooded Warrior when it comes to the demonic form, though that confers no additional bonuses on its own such as Demonic Resilience, Touch Of Ruin or Gift/Curse Of Blood.

Demon-reaving Smite: A Heavenly Demon's smite attacks are all the more devastating against evil outsiders. Any smite attempt initiated against an Outsider with evil alignment considers all bonuses to be double. Additionally, the target, if successful, receives -2 to attack and damage rolls until the end of the round during which such a smite landed successfully.

Blessing Of Blood: A Heavenly Demon's blood brings much more succor to his allies than otherwise expected, or thought to. The Heavenly Demon gains the Gift Of Blood ability of a Demonblooded Warrior and, if he already possesses it or comes to possess it later on, further improves it. If it is improved, the bonuses conferred are tripled or the duration is tripled.

Armored Zealot: It is counter-productive to disrobe one's self before or, heavens forbid, during combat to transform almost as much a waste it is to constantly need to repair one's armor. The gods know this and the patron deity knows it and adapts her servant accordingly. From now on, if the Heavenly Demon takes more than a move-equivalent action to transform, he does not destroy the armor worn, but gains its benefits. However, the AC bonus from armor does not stack with natural armor granted by the demonic form, only the highest of the two values is calculated. Enhancement bonuses on armor however stacks.

Pious Prayer: A Heavenly Demon is no longer severed from his divine magic while in his war form. Now, despite being normally unable to utter the vows and prayers needed to call on his Patron's blessings, he may still call them, using his own pious soul as a beacon where mere words would fail to convey. Starting from level 3, a Heavenly Demon is no longer prohibited from using divine spells while in demonic form, he gains no ability to cast them silenced however; he must still utter the prayers and incantations as normal. He must still make the requisite Demonic Control check where applicable to do so however since it isn't a direct combat-related action.

Holy Avenger: The Heavenly Demon may select one natural attack that he possesses and once chosen it may not be altered except by the deity's express permission. This natural attack is considered to have the Holy Avenger enhancement confered upon it. On top of this, he gains use of Touch Of Ruin as a demonblooded of third level or increases his own Touch Of Ruin class feature as if he had gained three levels as Demonblooded Warrior.

Heavenly Warrior: The Heavenly Demon reaches the pinnacle of his power when it comes to combining his two powers. In doing so, he gains further power in a burst of inspiration and understanding. Because of that, his powers become a whole significantly stronger than its parts. From this point on, Paladin, Heavenly Demon and Demonblooded Warrior levels stack when it comes to all Paladin class features already in possession, such as Smite Evil, Lay On Hands and spellcasting. Additionally, the same happens with Demonblooded class features, such as Demonic Form and Touch Of Ruin, which was gained at fourth level.

2011-03-26, 02:34 PM
Prestige Class: Demonsteel Adherent


Many a warrior has felt fury in the heat of combat and often has he given himself to it willingly, full knowledge of the power and risk of doing so yet making the decision in the defence of whatever ideal or reason has brought him to combat.

However, few, very few could ever comprehend the burning fury, the unbridled rage, the vile mind of a demon and even fewer feel it within them, burning and urging them to loose themselves into the bloodlust.

Those who do however, those whose blood ignites in an inferno of malice and fury, those whose bodies can take on the form of the vilest and most malicious beings... those who also know not merely how to swing a sword but also how to fight, how to really fight... Those learn to combine their natural and their supernatural abilities, becoming hulking horrors in the midst of the battlefield, bringing terror and devastation wherever their battle takes them.

They become Demonsteel Adherents and woe betide the fools who spark their wrath.

Base Attack Bonus: +5
Feats: Proficiency with all Simple and melee Martial weapons, proficiency with light armor, proficiency with shields, Weapon Focus, Ruinous Trasfer
Class Features: Demonic Form
Skills: Demonic Control 8 ranks
Demonic Gifts: Opposable Thumbs

The Demonsteel Adherent
{table]Class Level|BAB|Fort|Ref|Will|Special|Man. Known|Man.Readied|Stances
1st|1|2|0|2|Bonding Transformation, Weapon Usage|1|1|1
2nd|2|3|0|3|Weapon Familiarization, War-mind Adaptation|2|1|1
3rd|3|3|1|3|Ruinous Blood, Touch Of Ruin|3|2|2
4th|4|4|1|4|Fell Armament|4|2|2
5th|5|4|1|4|Demonic Soul Resonance|5|3|3[/table]
HD: D12
Skill Points: 2+Intelligence Modifier
Class Skills: Concentration (Con), Craft (Int), Demonic Control (Wis), Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex)

Weapons And Armor Proficiency: Demonsteel Adherents gain no additional proficiency with weapons or armor.

Maneuvres: A Demonsteel Adherent learns maneuvres according to the table shown. Available disciplines are Black Heron, Jade Throne, Stone Dragon and Iron Heart. If the character belongs to an initiator class, every level taken as Demonsteel Adherent also increases his initiator level by one. If the character did not belong to an initiator class, he gains the ability to initiate maneuvres each readied maneuvre once per encounter without recovery and his initiator level increases by one per level.

Demonic Form: Each level taken as Demonsteel Adherent increases the abilities granted by the character's Demonic Form class feature as if he had taken a level as Demonblooded Warrior.

Bonding Transformation: The transformation, while no less inspiring or terrifying, no longer ruins armor and shields. Instead of bursting from under the bindings and thus ruining them, the transformation occurs so as to bind the two in one. However, the AC bonus from armor does not stack with natural armor granted by the demonic form, only the highest of the two values is calculated. Enhancement bonuses on armor however stacks.

Weapon Usage: The Demonsteel Adherent has by now learned how to combine his Inner Demon's warlike instincts with his own skill in combat, and that allows him to become all the more terrifying for it. At the cost of not being able to use a natural attack more than once per round per 10 points of Base Attack Bonus, he may use any weapon he is naturally proficient in as normal, which means he may perform his own attacks using Base Attack Bonus on top of his natural attacks.

Weapon Familiarization: While in Demonic Form, jaws and tails and claws become all the more terrifying. It would be a waste to not train with these abilities to the maximum possible potential. The Demonsteel Adherent now may consider his natural attacks as favoured weapons by any discipline he or she may have.

War-mind Adaptation: Though most try to drown out their demonic half, a Demonsteel Adherent knows how important its advice is, the battle instincts and knowledge it possesses can turn the tide of a battle quickly. Whether or not the character is in demonic form or not, they always retain full use of their Base Attack Bonus from Demonblooded class levels.

Ruinous Blood: Even damaging the Demonsteel Adherent is a bad idea. Not only is his blood strong enough to enhance his weapons for twice as long as normal, but also weapons that manage to wound him in his demonic form begin to rapidly degenerate. A piercing or slashing weapon that strikes a Demonsteel Adherent in his demonic form receives damage equal to his Demonsteel Adherent class levels plus his Demonblooded class levels, which is of course subject to hardness. If it was a natural weapon, then the user of the weapon receives the appropriate damage it halved and may make a Reflex save to avoid it altogether. The damage may not overcome damage reduction that is above what the Demonsteel Adherent can pierce through his Touch Of Ruin ability.

Touch Of Ruin: The Demonsteel Adherent may stack his Demonsteel Adherent class levels minus two with his Demonblooded class levels to determine the strength of his Touch Of Ruin class feature.

Fell Armament: A Demonsteel Adherent knows more than just to swing his weapons around. He may bind himself with one melee weapon per class level with an hour long ritual. When transforming, these items become more than just weapons. They become part of him, enhanced by his demonic essense. While in demonic form, the Demonsteel Adherent may not be disarmed of his weapons and if thrown, they gain the returning special ability, quickly returning to his hand only this ability is not limited by range; as long as there is a path from the weapon to the user, it will come. Additionally, they gain the ability to pierce damage reduction as if he had used the Ruinous Transfer feat, but without needing time or sacrifice of blood. Because of the returning ability, he may call them from wherever they may be as a free action, though they come to him after a full round as normal or even longer depending on distance or obstacles. Destroying or loosing such a bonded weapons is more of an annoyance; the character merely needs an hour long ritual to replace the lost weapon, though most are infuriated and will probably chace the one to ruin their weapon to the ends of the world.

Demonic Soul Resonance: At the pinnacle of is art, the Demonsteel Adherent may synchronize his mind with his demonic soul to enter a special state of mind, often mistakenly called 'Ashura form'. In this form, his Base Attack Bonus is increased to his HD+5, his physical stats gain a +6 profane bonus and he may make iterative attacks freely with his natural weapons even while using manufactured weapons. However this state is very taxing to the mind and soul of the user. This mode may only be activated while in demonic form and may last a maximum of one minute per day, though it need not be concecutive. However, for each round in this state, the Demonsteel Adherent receives 4 points of damage to all mental ability scores that cannot be mitigated, reduced or cancelled in any way, shape or form, even through the Ironheart Vestment soulmeld. If an ability score is reduced to 0 in this form or the time runs out, the Demonsteel Adherent may extend his time by two rounds at the cost of incurring two points of taint.

2011-03-26, 02:41 PM
Prestige Class: Demonblooded Mage

There are many sorcerers who claim their powers come from dragons. There are many warlocks who believe their powers come from pacts with fey.

Sometimes, the truth is much, much worse. Sometimes, no dragon or fey gave their blessing. Sometimes, a demonic fury ignites within the core of a spellcaster and gifts them with a body more powerful than ever yet more cursed than they could fathom.

And it is these particular individuals who strive to balance themselves between their own call of magic and their other side's call for war. Those who manage it... become forces to be reckoned with.

Feats: Iron Will
Class Features: Demonic Form
Spellcasting: Able to cast 3rd level arcane spells spontaneously or use lesser invocations
Skills: Demonic Control 4 ranks, Knowledge (the planes) 8 ranks, Concentration 8 ranks, Spellcraft 4 ranks
Demonic Gifts: Must possess at least three Gifts with supernatural or magical effects and Ensorcelled Form or Eldritch Form.

The Demonblooded Mage
{table]Class Level|BAB|Fort|Ref|Will|Special
1st|1|2|0|2|Infernal Spellcasting, Adaptable Magic
2nd|2|3|0|3|Blood Sacrifice
3rd|3|3|1|3|Superior Ensorcelled Form
4th|4|4|1|4|Infernal Extension
5th|5|4|1|4|Superior Adaptable Magic, Metamagic Ability[/table]
HD: D8
Skill Points: 4+Intelligence Modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Demonic Control (Wis), Intimidate (Cha), Knowledge (Any) (Int), Profession (Wis), Spellcraft (Int)

Weapons And Armor Proficiency: The Demonblooded Magus gains no additional proficiency with weapons or armor.

Spellcasting: Every level taken as Demonblooded Mage increase the caster level of one spontaneous arcane or invocation spell casting class the character belonged to before taking the level. In the case of multiple such classes, one is selected. Also, sorcerer and demonblooded mage levels count as full caster levels for purposes of Ensorcelled Form gifts.

Infernal Spellcasting: The Demonblooded Mage is no longer hampered when in his demonic form and may cast spells normally without even having to roll for Demonic Control checks as long as the spell is used to deal damage in a direct fashion. Even if it is not used for such, he need not roll to see if he can vocalize or make the motions properly, merely to reel in his demonic side enough to actually cast the spell.

Adaptable Magic: Why waste a perfectly good vessel of magical energy, even if it one's own body? The Demonblooded Mage may temporarily substitute the spell stored in his own Ensorcelled Form or Eldritch Form for another in his class list. Doing so lasts only for the day however and his caster level is halved again. The normal rules as to the time of uses per day must also be observed. Using this ability takes one hour and may be done at any point as long as the spell inside the Ensorcelled Form or Eldritch FOrm has not been used. In the case of invocations, the warlock may choose to use an eldritch blast complete with eldritch essense and eldritch shape instead.

Blood Sacrifice: A Demonblooded of any kind knows a simple yet profound truth; blood is power. Moreso in the case of a Demonblooded Mage. When casting a spell, a Demonblooded Mage may deal damage to himself equal to one half the spell's level, round up, to increase his caster level by one. He may do this repeatedly and increase his caster level as much as desired, with the appropriate risks of course but his caster level may not increase beyond his HD.

Superior Ensorcelled/Eldritch Form: A Demonblooded Mage's Ensorcelled Form or Eldritch Form increases dramatically in power, or one of them if he possesses the gift more than once. He may select one of the Ensorcelled Form or Eldritch Form gifts he possesses. The Demonblood Mage immidiately looses access to the spell or invocation conferred by the gift but instead may select a spell of any level he can cast. That spell/invocation is usable once per day if it is the highest level he can cast, twice if it is one level lower or three times if it is two levels lower than his maximum. After the Demonblooded Mage levels, if that grants him access to a new spell level, he may spend one day in a ritual to 're-select' his the spell of his Superior Ensorcelled/Eldritch Form. This spell's caster level is equal to the character's caster level plus his Demonblooded Warrior class levels and may be used in conjunction with Adaptable Magic.

Infernal Extension: One of the most hated abilities of a Demonblooded Mage and one of the most dangerous. If a Demonblooded Mage uses a touch spell, he may select to have it enhance any number of his natural attacks while in his Demonic Form. Doing so however costs a number of hp equal to the spell's level for every natural attack so affected. Additionally, he may choose to have the spell extend to the whole round, but doing so costs a number of hit points equal to the spell's level for each attack attempt, even if unsuccessful.

Superior Adaptable Magic: The Demonblooded Mage has reached a pinnacle when using his Adaptable Magic ability. He may now, after resting for eight hours and during the meditation to refresh his daily alotement of spells, or right after resting if lacking such an alotment, may decide to change the spell stored inside any of his Ensorcelled Form or Eldritch Form gifts for any other in his class list of equal level. This change lasts for the day and requires at least an hour of meditation.

Metamagic Ability: The Demonblooded Mage may now apply metamagic effects on his supernatural abilities and the spells stored inside his Ensorcelled Form or Eldritch Form. Doing so is the same as applying a metamagic effect on a spell and may change the use time of the ability. Examples include applying Empower Spell to Energy Blast. This ability however is usable only a limited amount of times per day; the Demonblooded Mage may use metamagic feats in this way that as a total that day do not force more extra levels than his Charisma score, with a maximum affecting each ability being five.

2011-03-26, 02:51 PM
End of Editing: I have revamped the class, made many new class features, changed some, made new gifts and fixed some others. Made several PrCs for various purposes.

That's all and I hope you enjoyed this class. If you still think it needs something (which it probably does), don't hesitate to post and review my work, as harshly as needed as long as there are no flames.