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    Default The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    THE FIENDISH-LESSER DEMONS/DEVILS

    The Fiendish are a strange race, a form of minor fiend that bears the mixed blood of the devils and demons of the darker planes. They bear leathery wings, or sometimes feathery wings, like a mockery of celestials, and often bear horns upon their head and a superior smirk.

    TYPICAL FIENDISH
    Most Fiendish are a little arrogant, convinced of their own superiority to those around them. It rarely helps matters when it is pointed out that itís true. To no-oneís surprise, Fiendish have a slight tendency towards selfishness and evil, although to nowhere near the degree that most other races expect of them. Some Fiendish carry the prejudice of their ancestors-demonic and devilish fiendish that care for their ancestry rarely get on.

    PHYSICAL DESCRIPTION
    Most Fiendish have skin of a deep, bloody red, although some have darker colours, night-black or even human colored skin. They often have horns, albeit vestigial, and bear great wings upon their back. They are strong and fast, hale and hearty, and rarely seen without a grin. The Fiendish are hard to keep down, perpetually planning their next adventure.

    Relations With Other Races
    Most races find it difficult to look past the Fiendish heritage, and view them as a species ruled by the darkness of their blood. Often, they find themselves serving as merchants, spies or even assassins. Often, the slow contact afforded by such agents allows the true nature of their race to become apparent-while a little self-centred, they arenít really that bad.

    Alignment
    As is expected, Fiendish have a slight tendency towards evil. However, more of them are good than neutral-those that do not embrace the dark stereotypes tend to work against them. Both chaos and law are equally prevalent, as the Fiendish can bear heritage from both sides of the blood war.

    Lands
    Fiendish like the mountains, settling in higher, cooler places. Detractors claim that rocky terrain reminds them of the hellscapes of their ancestors. Sadly, this is likely true-some small groups of Fiendish do still live with their ancestors, and fulfil every stereotype the other races have of them.

    Religion
    As descendants of the varied lords of hell, many Fiendish ignore religion as a concept. Some worship the dark gods, while others pray to the gods of light and good.

    Language
    Many Fiendish speak simply in Common, but both Abyssal and Infernal see use among their number.

    Common Names
    Fiendish name are effectively a split between the pretentious-names such as Azrael and Beelzebub that glorify ancient ideals, and the mundane names common in more humanoid races.

    Adventurers
    The Fiendish love of adventure, and their commonly roguish nature, makes them excellent adventurers, capable of contributing in a myriad of ways.

    Racial Traits
    Abilities: +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha. The Fiendish are superior in many ways to most common species, capable of competing with them on a level base even at their specialities.
    Size: Medium
    Type: Outsider (Evil, Native). The Fiendish are not subject to spells and effects that only affect humanoids. Spells and effects always consider them evil, regardless of their actual alignment.
    Movement Rate: 30ft land, as well as 30ft flight (good).
    Skin of the Fiends: The Fiendish have natural Resist equal to half their ECL. This Resist is penetrated by evil, as well as one of either law or chaos, chosen at character creation.
    Resist is applicable to all forms of damage that do not penetrate all resistances. It fails to Force damage, as well as damage that penetrates DR or Energy Resistance.
    Fiendish Heritage: The blood of the fiends lies dormant in Fiendish. With time, they can unlock the secrets of their ancestors. At each Effective Character Level divisible by three, they may choose a single bonus Demonic or Devilish feat.
    Favoured Class: Cleric, Factotum or Fatetamer
    LA: +2

    Racial Feats
    Spoiler
    Show
    Devilish and Demonic feats: These all require a Fiendish racial feature, but a Half Fiend of the appropriate type would also fit, as would other fiendish creatures, as the DM dictates. They generally grant the Fiendish some mutation or ability fitting one of their ancestors. When they grant mutations, the Fiendish can often undo them. This is a fluff decision, not a mechanics one: The intention is that the Fiendish' use of dark powers is as safe as it can be. While stories of darkness on angst and not fitting in are interesting, they aren't what I wanted as a default for fiendish.

    Barbed Form (Devilish)
    Prerequisites: Con 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: The Fiendish has spikes and barbs growing from their body, having cultivated the heritage of the Barbed Devil. Any creature striking a Fiendish with this feat using handheld or natural weapons takes 1d4+Str mod points of piercing and slashing damage from their form. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
    As a full-round action, you may remove these spikes, returning to huggability, although it takes a full five minutes to regrow them.
    Special: The Fiendish may take this feat a second time, as long as their ECL is at least six. If they do, they gain the Improved Grab special ability, applying to any claw attacks, if they have them, or if not then unarmed attacks. IN addition, they may remove their spikes as a swift action, and regrow them as a full round action.
    Normal: If you have the heritage of the Barbed Devil, you cannot grow spikes with it.

    Rending Blades (Devilish)
    Prerequisites: Con 17, Barbed Form
    Benefits: You focus on the blood of your Barbed ancestors, enhancing your ability to use them in combat. Whenever they make a successful grapple check, they may deal 2d8+1.5Str mod points of piercing damage to a grabbed opponent.
    Normal: You canít effectively stab someone with your spikes while wrestling them.

    Infernal Strike (Devilish)
    Prerequisites: Str 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: As a supernatural ability taking a swift or move action, the character may imbue their next attack with the infernal power of their bearded ancestors. The enhanced attack causes a persistent wound. An injured creature loses a number of additional hit points each round equal to half the Fiendish' ECL. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devilís glaive must succeed on a caster level check, or the spell has no effect on the injured character. Both these check DCs are equal to 10+1/2 ECL+Str mod.
    A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.
    Special: This feat can be taken a second time, if the character has an ECL of at least 6. If they do, they may apply the effects of Infernal Strike to every attack they make.
    Normal: You donít strike with the power of hell.

    Beard Chills (Devilish)
    Prerequisites: Str 17, Infernal Strike
    Benefits: Any Infernal Strike the character makes also carries Devil Chills. Affected creatures must succeed on a Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is equal to 10+1/2 ECL+Str mod.
    Special: As a side effect of taking this feat, the character becomes immune to Devil Chills.
    Normal: You donít spread pestilence wherever you go.

    Devilís Sting (Devilish)
    Prerequisites: Wis 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: By drawing on the heritage of the Bone devils, you have either grown, or managed to gain control of a prehensile tail topped with a vicious sting that lies upon your rear, capable of striking with horrifying power. It is considered a secondary natural sting attack that deals 2d4+Str mod damage on a successful hit. If you already possess a tail attack, you instead increase its damage as if by a size increase, and modify its damage to include piercing.
    In addition, your tail attacks carry an unpleasant poison. This is an injury poison with 1d6 initial and secondary strength damage, with a save DC equal to 10+1/2 ECL+Wis mod.
    As a full-round action, you may hide the tail and/or sting, although it takes a full five minutes to regrow.
    Special: You may take this feat a second time, if your ECL is at least seventeen. If you do, your venom grows in potency to match that of the mighty Pit Fiends themselves. Its initial damage becomes 1d6 strength and 1d6 constitution damage, while its secondary damage becomes death.
    In addition, you may hide your tail/sting as a swift action, or regrow it as a full round action.
    Normal: If you have a tail, itís not weaponised.

    Eternal Hatred, Endless Fear (Devilish)
    Prerequisites: Wis 17, Devilís Sting
    Benefits: By tapping into the heritage of the Bone Devils, you have attained the power to project an aura of fear. A Full round action is required to begin doing so, upon which the radius stretches for 5ft per two effective character levels. Foes within the radius must pass a will save at the beginning of their round, with a DC equal to 10+1/2 ECL+Wis modifier. Those that fail are shaken until you die or they flee from your sight, but those that pass are immune to your aura for twenty four hours. Turning the aura off requires a second full round action.
    In addition, your hatred against those that fear is immense and undying. You gain a +1 racial bonus to attack rolls against foes under fear effects (such as shaken), and a +1 dodge bonus to AC to attacks made by those foes.
    Special: You gain a +1 racial bonus to save against fear effects-you are fear.
    Normal: You neither radiate fear nor feed off of it.

    The Chains That Bind (Devilish)
    Prerequisites: Cha 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Tapping into the heritage of the Chain Devils, the Fiendish gains the ability to control chains to a limited degree. As a full round action, he may control two chains within 20ft of himself, making them attack or act as if he wielded them, including all of his statistics and abilities. As part of this ability, he may cause them to grow up to five foot longer, and/or grow barbs and spikes. Using two chains is considered two weapon fighting, and threatens an area as if he was in the spaces occupied by each of his chains. The chains are considered wielded as two-handed weapons.
    As an additional benefit, they may climb a chain they control at full speed without a climb check.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he may control up to four chains, and may do so as a standard action. A character with the second version of this feat qualifies for Multiweapon Fighting.
    Normal: You canít control chains with your mind.

    The Bonds That Break (Devilish)
    Prerequisites: Cha 17, The Chains That Bind
    Benefits: Tapping into the cruel power of the Chain Devils, the Fiendish learns how to bring pain to their foes with deceit and illusion. As a swift action, once per encounter, they change their face to that of a loved one or friend of a single foe. They must make a will save, with DC equal to 10+1/2 ECL+cha mod, or suffer a morale penalty to AC and attack rolls equal to your charisma modifier. This ability is an instinctive mimicry, and does not function against a character under the effects of Mind Blank. You won't know who you're mimicking, unless you have some form of mirror.
    Special: You are, at the very least, kind of a jerk for ever using this.
    Normal: You canít break peopleís sanity that easily.

    Spiritís Flame (Devilish)
    Prerequisites: Cha 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: You tap into the passion of the Erinyes, igniting your arrows with their flames. You may have any ranged attack roll you make deal bonus fire damage equal to your charisma modifier.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he may apply this fire damage to any attack, as long as it requires an attack roll.
    Normal: You canít set arrows on fire with willpower. Or hotness.

    Infernal Temptress (Devilish)
    Prerequisites: Cha 17, Spiritís Flame
    Benefits: Drawing deeper on the Erinyes heritage, you refine your appearance, gaining an unearthly beauty. You may gain a +2 racial bonus on any check in which you can reasonably apply romantic or sexual appeal-a diplomacy check against a compatible target, for example. In addition, once a day, plus number of additional times equal to your ECL divided by six, you may use Charm Monster as a spell like ability.
    Normal: Only Iím that hot.

    Beasts of Hell (Devilish)
    Prerequisites: Dex 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Invoking the form of the Hellcats, you slowly gain a pair of powerful claws on your hands. These are primary natural attacks dealing 1d6+str mod damage on a successful hit.
    As a full-round action, you may remove these claws, although it takes a full five minutes to regrow them.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he gains a secondary natural bite attack dealing 2d4+1.5str mod damage on a successful hit. If the Fiendish has Improved Grab, he may use this bite attack to activate it.
    In addition, you may hide your claws as a swift action, or regrow it as a full round action.
    Normal: You are not noticeably part devil-lion.

    Catcall (Devilish)
    Prerequisites: Dex 15, Beasts of Hell, ECL 6
    Benefits: Further thinking of the Hellcats, you unlock the power of telepathy. You gain telepathy, with a range of 20ft per point of Dexterity modifier. This telepathy is language dependent, and cannot be Ďaimedí any more subtly than speech can, nor can it be used to determine who or how many minds are in an area.
    Normal: You have to use words like the rest of us.

    Daylightís Foe (Devilish)
    Prerequisites: Dex 19, Beasts of Hell, ECL 17
    Benefits: Unlocking the greatest secrets of the Hellcats, you fade into invisibility until night falls. They become naturally invisible in any area bright enough for a human to see. In a darkened area, they still show up as a glowing outline, visible up to 30ft away (or 60ft for creatures with low-light vision), although magical darkness smothers the glow.
    As a full-round action, you may suppress this supernatural effect, returning to visibility, although it takes a full five minutes to become invisible again.
    Special: This feat may be purchased a second time, allowing a character to suppress their invisibility as a swift action, and re-enter it as a full-round action.
    Normal: You are visible, ESPECIALLY in daylight.

    Shock Troops (Devilish)
    Prerequisites: Str 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Drawing on the heritage of the mighty Horned Devils, you strengthen the power of your tail and your strikes. You gain a secondary tail slam attack dealing 1d10+1.5Str mod damage on a successful hit. If you already possess a tail attack, you instead increase its damage as if by a size increase, and modify its damage to include bludgeoning.
    In addition, your tail attacks have the ability to stun your foes. Whenever you hit with a tail attack, your foe must make a fortitude save with DC equal to 10+1/2 ECL+Str mod. Failure means they are stunned for a round.
    As a full-round action, you may hide this tail, although it takes a full five minutes to regrow.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he may apply his stun on any attack he makes, although only once per target per round.
    In addition, you may hide your tail as a swift action, and regrow it as a full round action.
    Normal: Your tail is not a mace.

    Lieutenants of the Pit (Devilish)
    Prerequisites: Str 17. Shock Troops
    Benefits: You draw now on the status of the Horned Devils, on their symbols and their ability to survive. You grow noticeable horns from your head, as well as gaining fast healing equal to your constitution modifier.
    Special: Your horns are NOT usable as natural weapons. Whatís up with that?
    Normal: When you get stabbed, you stay stabbed. Nor do you have head ornaments perfect for playing hoopla.

    Iceblade (Devilish)
    Prerequisites: Wis 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: With the long idle blood of the Ice Devils, you infuse your melee attacks with cold and frost. You may have them deal bonus cold damage equal to your wisdom modifier.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he may cause a slowing effect on those he strikes. A successful fortitude save negates this effect, and has a save DC equal to 10+1/2 ECL+wis modifier.
    Normal: You arenít that cold.

    Permafrost (Devilish)
    Prerequisites: Wis 17, Iceblade
    Benefits: You radiate an aura of intense cold, out to a distance of 5ft per two effective character levels. At the beginning of their round, any being within the radius is subject to the same effects that this featís prerequisite would impose on them on being struck. A fortitude save, with DC equal to 10+1/2 ECL+wis modifier halves the damage and renders them immune to the slow effect, if present. (Direct strikes still cause additional saves vs the slow, if present.)
    As a full-round action, you may suppress this supernatural effect, negating the harmful effects of your temperature, although it takes a full five minutes to regain the auraís potency.
    Special: This feat may be purchased a second time, allowing a character to suppress their aura as a swift action, and regain it as a full-round action.
    Normal: You need contact to deep freeze people.

    Irritantís Wings (Devilish)
    Prerequisites: Dex 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template), Flight
    Benefits: Drawing on the minor powers belonging to the imps, you learn how to better control your flight. Your flight speed increases by ten foot, and your manoeuvrability increases by one step.
    Special: This feat may be purchased a second time, as long as the Fiendish has at least ECL 6. If he does, he increases his manoeuvrability by a second step, and his flight speed is never lower than his land speed.
    Normal: Your flying is relatively clumsy, and monks run faster.

    Deceiverís Form (Devilish)
    Prerequisites: Dex 17, Irritantís Wings
    Benefits: Drawing once more on the heritage of imps, you gain the ability to make minor shifts to your form. Choose a single alternate form, no larger than medium, of the vermin, animal, or humanoid types, with a CR no greater than half your ECL. You may swap to that form or back as a full round action, and do not regain hit points when doing so. Besides these notes, this functions as the alternate form ability.
    Special: You may take this feat more than once to gain additional forms.
    Normal: Youíre stuck with the form you have.

    Lemureís Blood (Flaw, Devilish)
    Prerequisites: Int 12 or less, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Effect: Your racial modifier to intelligence becomes -4. (Dropping an Int 12 character to Int 6) However, you gain a +1 racial bonus to saving throws against mind affecting effects.
    Benefit: One feat.
    Normal: Youíre not THAT stupid.

    Lemureís Mind (Flaw, Devilish)
    Prerequisites: Lemureís Blood (Flaw)
    Effect: Your Intelligence score becomes one after all modifiers at level one, although it can still be raised. You suffer a -5 racial penalty to will saves and all checks to resist obeying any order given to you by devils, and a -2 racial penalty for orders given by any other non-demon. However, your racial bonus to saving throws against mind affecting effects becomes +4.
    Benefit: One more feat.
    Special: Youíre basically no longer a playable character at this point. Itís possible to play a loyal servant, especially with the next feat, but youíre really going to be making it difficult for yourself. You have a personality, but are obedient and unintelligent. If left alone in a pantry, youíd need a survival roll not to starve to death.
    Normal: NO-ONE is that stupid.

    Loyal Lemure (Trait)
    Prerequisites: Lemureís Mind (Flaw), One being to be loyal to
    Benefits: You always fail saves and checks to resist orders given by the chosen being. However, you gain a +10 morale bonus to pass tests and checks caused by other beings.
    Special: Youíre somewhere between servant and slave. Itís playable, at least. Make the other being someone whom you trust the player of.
    Normal: You obey ANYONE.

    Pit Mastery (Devilish)
    Prerequisites: Int 17, any three Devilish feats with the prerequisite: ĎSkin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)í
    Benefits: As a 1/day spell like ability, you may use an ability similar to Meteor Swarm as the spell, using your ECL as your caster level. Instead of a flat 6d6 fire damage per sphere, they each deal 1d6, plus another 1d6 per four caster levels.
    Special: Making that modification might make Meteor Swarm a better blaster? I dunno, do blaster-mages raise their CL about twenty somehow?
    This feat may be taken more than once, but each one requires three different prerequisite feats, and an Intelligence score one higher. (If you possess a single Devilish feat twice, it can serve as a prerequisite for Pit Mastery of Lord of the Pit twice, but cannot serve as two prerequisites for one.)
    Lemureís Blood counts towards this featís prerequisites.
    Normal: You donít get the most fun, underpowered blasterspell as a spell like ability.

    Lord of the Pit (Devilish)
    Prerequisites: Int 19, Pit Mastery, any three Devilish feats, each of which has a Devilish feat as a prerequisite.
    Benefits: You gain a single Outsider hit dice, along with hit points, increased attack bonus, and saves.
    Special: This hit dice does NOT increase your effective HD, ECL, or any other derived ratings, unless they are calculated by Fiendish racial feats, in which case it applies in full. It does not count as a level for the sake of feat or ability score increase progression, and is not combined with another class in gestalt.
    This feat may be taken more than once, but each one requires three different prerequisite feats, and an Intelligence score one higher.
    Lemureís Mind counts towards this featís prerequisites.
    Normal: You need to actually work for your HD, rather than just using all of your feats.

    Shadow Slime (Demonic)
    Prerequisites: Dex 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Drawing on the nature of the Babau, you begin to exude a thin red jelly that burns at those that touch it. Any weapon that touches it takes 1d4+Dex mod points of acid damage from the corrosive goo, and the weaponís hardness does not reduce this damage. A magic weapon may attempt a Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save. These save DCs are equal to 10+1/2 ECL+Dex mod.
    As a full-round action, you may suppress this generation, although it takes a full five minutes to continue.
    Special: You may take this feat a second time, as long as your ECL is at least six. If you do, increase the damage to 2d4+Dex mod, and successful reflex saves only halve the damage. In addition, you may now suppress the generation of slime as a swift action, and continue as a full round action.
    Normal: You are not acidic.

    Abyssal Assassin (Demonic)
    Prerequisites: Dex 17, Shadow Slime, ECL 6
    Benefits: Learning from the Babauís example, you learn how to strike from the shadows. You gain the Sneak Attack ability, as if a rogue. Your Sneak Attack deals 2d6 damage. If you already have Sneak Attack, such as from Rogue levels, add 1d6 to your sneak attack damage.
    Special: You may take this feat as many times as you like, each time requiring a Dexterity modifier one higher and an ECL three higher. Each feat after the first increases your Sneak Attack by 1d6.
    Normal: You need to take Rogue to sneak attack.

    Hellvenom (Demonic)
    Prerequisites: Con 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: You draw on the hateful outcasts of demonic society-the Bebiliths. Doing so, you develop a horrifying venom in your fangs.
    You gain a bite attack, dealing 1d4+Str mod damage. This is considered a secondary natural attack.
    If you already possess a bite attack, instead increase the damage of your bite as if by one size.
    Your bite attack delivers a vicious poison, dealing 1d4 con damage as an initial effect, and 1d8 as a secondary. Saving throws against this poison are against a DC of 10+1/2 ECL+con mod.
    As a full-round action, you may remove your terrifying maw, although it takes a full five minutes to regrow them.
    Special: You may take this feat a second time, as long as your ECL is at least six. If you do, you may spend a swift or move action to spit your venom onto a weapon you carry, which may be natural or manufactured. A successful hit with that weapon before the end of your next round delivers the poison. In addition, you may hide your maw as a swift action, and regrow it as a full round action.
    Normal: You arenít poisonous.

    Abyssal Webbing (Demonic)
    Prerequisites: Con 17, Hellvenom
    Benefits: Drawing deeper on the Bebilithís skills, you learn how to create powerful webbing to capture your foes. A number of times per day equal to your constitution modifier, you may launch a web as a ranged touch attack. This has range equal to ten foot for each fourth effective character level you possess. Escape Artist and Strength checks to escape the web are equal to 10+1/2 ECL+Con mod. The web has HP equal to your ECL+con mod, and fire resistance equal to your con mod.
    Special: You may take this feat additional times. Each time you do, add half your con modifier to the number of times per day you may project a web.
    Normal: You are not spiderman.

    Ironhide (Demonic)
    Prerequisites: Con 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: For whatever reason, you seek out the pitiful might of the Dretches-namely, their thick hide. You increase your Damage Reduction by two.
    Special: You may take this feat a second time, as long as your ECL is at least six. If you do, you add an additional two to your Damage Reduction. In addition, you remove one weakness-either losing the weakness to Good to have DR/Law or DR/Chaos, or losing the law/chaos weakness to have DR/Good.
    You may take this feat additional times after that, increasing your DR by two each time.
    Normal: Your wings are not like a shield of steel.

    The Hordes of Hell (Demonic)
    Prerequisites: Con 17, Ironhide, ECL 6
    Benefits: You learn the true power of dretches-numbers. Like a true demon, you may summon other demons to your aid. Your summoned demons may have a total CR equal to no more than half your ECL. You may use this ability a number of times per day equal to your ECL divided by three.
    Note that you may not use this ability to summon a demon still present from a previous summoning-if you summoned two dretches and a quasit, and one dretch is still alive, you may not summon another dretch, but you could summon three quasits.
    Summoned demons remain for one hour.
    Special: At ECL 6, you may summon a single Dretch or Quasit twice a day. At ECL 12, you may summon three Dretches and/or quasits, or a single Babau, and may do so four times a day. At a horrifying ECL 40, you could summon a Balor thirteen times a day.
    A character with a (Devilish) feat may also summon devils of the appropriate type.
    Normal: You need to cast spells to summon minions.

    Under My Claw (Demonic)
    Prerequisites: Int 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Your study of the Glabrezu results in a vicious pincer growing from your hand. Fortunately, you can remove it with effort.
    You gain a primary pincer attack dealing 2d6+Str mod damage on a successful hit, with a x3 critical damage modifier. If you have the Improved Grab ability, your Pincer can apply it.
    As a full-round action, you may remove this claw, although it takes a full five minutes to regrow.
    Special: You may take this feat a second time, as long as your ECL is at least six. If you do, you gain a second identical attack, and increase both claws to a 19-20x4 critical range. Whatís more, you may remove your claws as a swift action, or regrow them as a full round action.
    Normal: You donít have massive claws.

    Your Wish Is Granted (Demonic)
    Prerequisites: Int 17, Under My Claw
    Benefits: True to the heritage of the Glabrezu, you grant flawed wishes to mortals. You may apply a beneficial spell of no greater than second level to a willing recipient who requests it, even if you do not know the spell. (This spell can't be one with a duration longer than 1 hour/level, nor can it be one with an EXP cost) An hour after the spellís effect wears off, the victim is affected as if by Bestow Curse, and does not get a saving throw.
    Special: If you try to use this to grant beneficial spells to your allies, you are also affected by the curse.
    Normal: If wishes were fishes, weíd all live underwater.

    Mighty Claws (Demonic)
    Prerequisites: Str 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: The heritage of the Hezrou gives you powerful hands, and sharp claws. Your claw attacks are primary natural attacks dealing 1d6+Str mod damage. If you already have claw attacks, instead increase their damage as if by a size increase. Unlike most Fiendish racial feats, these natural weapons are both hard to notice, and permanent.
    Special: You may take this feat a second time. if you do, your claws deal 1d8+1.5Str mod damage instead.
    Normal: You are clawless, probably.

    Mighty Stench (Demonic)
    Prerequisites: Str 17, Mighty Stench
    Benefits: Your skin produces a horrifying smell in combat. Those within 5ft per two points of Str modifier while you fight must make a fortitude save, with DC equal to 10+1/2 ECL+Str mod, or be sickened until they leave the area.
    Special: This feat may be taken a second time, requiring an ECL of at least 15 and Str 19. If you do, your aura now causes Nausea on a failed save, and sickens even on a successful save.
    Normal: Although you may need a shower, it doesnít give you a combat advantage.

    Serpentís Coils (Demonic)
    Prerequisites: Dex 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Your study of Marilith ancestry has borne fruit with a serpentine tail replacing your lower half. You gain a +3 racial bonus to balance checks, and a tail slam attack dealing 1d6+1.5 Str mod damage. If you have the Improved Grab ability, your tail slam applies it.
    As a full-round action, you may regain your original form, although it takes a full five minutes to return to the serpentine form.
    Special: You gain the Improved Grab ability, if you didnít have it. If you had it already, you gain a +2 racial bonus to grapple checks. In addition, you gain the ability to Constrict for 2d4+Str mod damage. Finally, you can now regain your legs as a swift action, and lose them as a full round action.
    Normal: You have legs and walk places.

    Numberless Blades (Demonic)
    Prerequisites: Dex 17, Serpentís Coils, ECL 6
    Benefits: Continued meditation and study has bought you to the cusp of transformation with the growth of additional limbs. You gain two more arms, and all the benefits that implies. You also gain a +1 racial bonus on attack rolls made while using more than one weapon.
    As a full-round action, you may remove your additional arms, although it takes a full five minutes to regrow them.
    Special: You now qualify for Multiweapon fighting.
    This feat may be taken more than once. Each time requires an ECL five higher, Dexterity two higher, and grants two more limbs. The second feat also adds one to your racial bonus. In addition, you may now remove your extra arms as a swift action, and regrow them as a full round action.
    Normal: You have only two arms.

    Maw of Hell (Demonic)
    Prerequisites: Int 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: With the heritage of the Nalfeshnee, you can form a massive maw, tusked and fanged. This is a primary natural weapon dealing 2d6+1.5Str mod damage.
    As a full-round action, you may undo this change, although it takes a full five minutes to redo.
    Special: You may take this feat a second time, as long as your ECL is at least six. If you do, your maw gains a critical range of 19-20x4. In addition, you may undo your maw as a swift action, and regrow it as a full round action.
    Normal: You donít have a massive maw.

    Hellís Judgement (Demonic)
    Prerequisites: Int 17, Maw of Hell
    Benefits: You learn the mightiest power of the Nalfeshnee-the power to smite. A number of times a day equal to half your Intelligence modifier, you may force a single target within 60ft to make a will save, with DC equal to 10+1/2 ECL+Int mod. If they fail, they are dazed for 1d4 rounds as baleful energies wisp around them, showing them their darkest dreams.
    Normal: You are neither judge, jury, nor executioner.

    Agony Hail (Demonic)
    Prerequisites: Dex 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: You seek out the knowledge of the relatively new Arrow Demons, learning how to utilise more than one bow simultaneously. You grow a second pair of arms, but may only use them to wield ranged weaponry. However, you may use more than one ranged weapon simultaneously, as if two/multiweapon fighting. (All Two Weapon or Multiweapon Fighting feats apply.) This feat grants the benefits of Two Weapon or Multiweapon Fighting for ranged weapons only, and counts as that feat for prerequisites. If you already/later gain Two Weapon or Multiweapon Fighting, you reduce the penalties by one.
    You may ungrow your additional arms as a full round action, but regrowing them requires five minutes.
    Special: You may take this feat a second time, as long as you have an ECL of at least six. If you do, you reduce TWF/Multiweapon penalties by two when using ranged weapons. In addition, you may now ungrow your extra arms as a swift action, and regrow them as a full round action.
    Normal: You have two arms and can only use one bow.

    Tactical Retreat (Demonic)
    Prerequisites: Dex 17, Agony Hail
    Benefits: Drawing deeper on Arrow Demon heritage, you learn how to teleport short distances. A number of times per day equal to your Dexterity modifier, you may use Dimension Door as a spell like ability, targeting only yourself and using your ECL as your caster level.
    Normal: You canít teleport without caster levels.

    Quasitís Flesh (Demonic)
    Prerequisites: Cha 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: Unlike most, you donít overlook the Quasits-they have an astounding resistance to damage, healing rapidly. You gain Fast Healing equal to your Con modifier.
    Special: You may take this feat a second time. If you do, you may regenerate missing limbs as if with regeneration.
    Normal: Healing is slow and requires hospitals.

    Abyssal Fear (Demonic)
    Prerequisites: Cha 17, Quasitís Flesh
    Benefits: You learn how to project a pulse of utter terror. A number of times per day equal to your charisma modifier, you may use a spell like ability that functions as Cause Fear, but with a save DC equal to 10+1/2 ECL+Cha mod.
    Normal: While scary, you donít make people want to run.

    Hunterís Gaze (Demonic)
    Prerequisites: Wis 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: To the frustration of demonologists everywhere, you somehow attain some of the powers of the Retrievers. As a standard action, you may launch a beam of power-often from your eyes. Itís effects are random.
    Roll a d4. On a one, it deals fire damage. A two deals cold damage, and a three electricity damage. All of these damages are equal to 1d4 for each two effective character levels you have. On a four, the enemy is turned to stone for a number of rounds equal to half your ECL. A successful reflex save halves the damage from the damaging effects, while a fortitude save negates the paralysis. All these saves are equal to 10+1/2 ECL+Wis mod.
    Special: You may take this feat a second time, as long as your ECL is at least twelve. If you do, then your damaging eye rays deal twice the damage-1d4/ECL. In addition, a number of times per day equal to half your Wisdom modifier, you may automatically fire a petrifying ray that, if the save is failed, has a permanent duration. Finally, you may launch an eye-ray as an attack action, no more than once per round.
    Normal: You donít have construct heritage.

    Perfect Tracking (Demonic)
    Prerequisites: Wis 17, Hunterís Gaze
    Benefits: By spending five minutes of concentration, you may know the exact direction to any single being or item you have touched, seen, or had a possession of in the last week. If they are on another plane, you know only the direction to an entrance to that plane. This does not tell you their location, only the direction..
    Special: You may take this feat a second time, as long as your ECL is at least seventeen and you have Wis 19. If you do, you may cast Discern Location as a spell like ability once per day.
    Normal: You canít find people without tracks.

    Shifting Form, Fixed Beauty (Demonic)
    Prerequisites: Cha 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: With the heritage of the Succubi, a Fiendish is eternally beautiful, whatever form they assume. Beings with no reason to dislike them always begin at least friendly, and they gain a +2 racial bonus on any check in which they successfully apply romantic or sexual appeal.
    Special: You may take this feat a second time. If you do, you gain the Succubiís ability to change shape, adopting the form of any small or medium humanoid. While this is a complete transformation, it does not change your abilities or physical abilities.
    Normal: No mortal is that hot.

    Iíd Sell My Soul For A Kiss (Demonic)
    Prerequisites: Cha 17, Shifting Form, Fixed Beauty, ECL 11
    Benefits: The power of the succubi is apparent in you. A number of times per day equal to your charisma modifier, you may drain power through a kiss. An unwilling target must first be grappled, and each kiss causes a single negative level. The save DC to remove this level is equal to 10+1/2 ECL+Cha mod.
    Special: You may take this feat a second time, requiring ECL 15 and Cha 19. If you do, you may use this effect on any kiss you make-no more than once per round.
    Normal: Your kisses do not drain life force.

    Growth Spores (Demonic)
    Prerequisites: Con 13, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template) OR Con 13, subject to the attack caused by this feat.
    Benefits: With the power of the Vrocks, you cultivate a symbiotic plantlife within yourself. As a standard action, you may release a cloud of spores within 5ft for each two effective character levels you possess. Any living thing besides you in that range must make a fortitude save or suffer 1d4 damage as the spores dig in. One round later, the spores grow explosively into vines and leaves, dealing 1d4 damage per round for a number of rounds equal to your effective character level. The initial save DC is equal to 10+1/2 ECL+Con mod, and negates all the damage.
    Special: While these vines die off embedded in most creatures, a victim may take this feat to adopt the vines as their own. In addition, in an area where enough light and water is available, the spores can grow in the ground.
    You may take this feat a second time, as long as your ECL is at least six. If you do, you may use your spore burst as a swift or move action, but no more than once per round.
    Normal: You arenít part-plant.

    Stunning Screech (Demonic)
    Prerequisites: Con 17, Growth Spores, Skin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    Benefits: With the heritage of the Vrocks, you may cause a terrifying Screech. A number of times a day equal to half your Con modifier, you may screech, with a range equal to 10ft per point of con modifier. Foes within range must succeed on a fortitude save or be stunned for one round. The save DC is equal to 10+1/2 ECL+Con mod.
    Special: A character with this feat can take part in a Dance of Ruin, as described in the Vrockís character entry. A Dance of Ruin requires a group of at least three vrocks to join hands in a circle, dancing wildly and chanting.
    At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take damage equal to 1d6 for 2/3 of their total ECL (Treat a vrockís ECL as being equal to its challenge rating of 9, giving it 18d6 damage). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Constitution-based.
    Normal: Your screams, however girlish, do not stun.

    Balorís Flame (Demonic)
    Prerequisites: Cha 17, any three Demonic feats with the prerequisite: ĎSkin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)í
    Benefits: Your delving into your ancestry has led you to the mighty powers of the Balors. You gain one of the following abilities:
    Whip of Flame: Any whip you wield becomes a +1 magical weapon with the Flaming property for the duration of the time you hold it. If it is already magical, it does not gain the +1, and if it already deals bonus fire damage, it is not increased. You gain the Improved Grab ability with whips, and grappled foes count as Entangled. You may grapple one foe with your whip and fight normally with other attacks, as if you were not grappled, and may even grapple another foe without penalty.
    Body of Fire: Any foe you grapple takes 1d6 fire damage for each three effective character levels you possess at the end of each of your rounds you grapple them in. Add a number of points of damage equal to the number of dice to your melee attacks as bonus fire damage. You may end or resume this ability as a full round action.
    Internal Furnace: When you reach zero hit points, you explode in a massive blast of flame, dealing fire damage equal to five times your effective character level to anything within 5ft per effective character level. Everything except you is allowed a reflex save for half damage, with DC equal to 10+1/2 ECL+Cha mod. Anyone or thing slain or destroyed by this effect is completely disintegrated.
    Special: You may take this feat more than once to gain additional benefits (Therefore, up to three times.)
    Normal: You WISH you were this badass.

    Master of the Abyss (Demonic)
    Prerequisites: Cha 19, Balorís Flame, any three Demonic feats, each of which has a Demonic feat as a prerequisite.
    Benefits: You gain a single Outsider hit dice, along with hit points, increased attack bonus, and saves.
    Special: This hit dice does NOT increase your effective HD, ECL, or any other derived ratings, unless they are calculated by Fiendish racial feats, in which case it applies in full. It does not count as a level for the sake of feat or ability score increase progression, and is not combined with another class in gestalt.
    This feat may be taken more than once, but each one requires three different prerequisite feats, and an Charisma score one higher.
    Normal: You need to actually work for your HD, rather than just using all of your feats.
    Last edited by Lix Lorn; 2013-03-26 at 06:45 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    (Reserve just in case)

    So yeah! Any balance suggestions would be helpful, as would locations of obscure demons/devils with interesting abilities.

    As a note, I'd consider making these feats Fighter feats, so a Fiendish fighter would end with masses of options...

    Also, I'd really appreciate any locations for Good outsiders like angels, archons, and... the... uh... the other ones. Guardinals and Eladrin! Yeah, them. They're harder to find, which will make the next one of these harder.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    I absolutely love the feats. I feel like that they're what all feats should be (not necessarily demonic/diabolical but incredibly cool and useful at all levels -- something that justifies the expenditure of such a limited resource).

    If you're looking for the good outsiders, your best bet is the Book of Exalted Deeds, which contains pretty much all of the information you need on archons, guardinals, and eladrins, as well as new ones like asuras (basically, they are fallen archons, but on the law - chaos axis rather than good - evil).

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Aww, thanks!
    And that's useful. :) Thanks again.

    I've been recommended that I should drop them to base LA 2...
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    +2 works I think.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Honestly, if you took away the damage reduction this would probably be good at +1 LA(Ignore the Aasimar and Tiefling). +2 to all attributes is handy, but it really isn't all that powerful. Basically anyone but a factotum will have at least 2 or 3 attributes it never uses anyway and as such doesn't care about. The strongest thing about it is probably that being an outsider lets it abuse alter self.
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    Quote Originally Posted by Lix Lorn View Post
    Barbed Form (Devilish)
    Benefits: The Fiendish has spikes and barbs growing from their body, having cultivated the heritage of the Barbed Devil. Any creature striking a Fiendish with this feat using handheld or natural weapons takes 1d4+Str mod points of piercing and slashing damage from their form. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
    As a full-round action, you may remove these spikes, returning to huggability, although it takes a full five minutes to regrow them.
    Are there non-natural non-handheld weapons? did you mean melee weapons perchance?
    Do they start regrowing automatically or not unless you want them too?
    Infernal Strike (Devilish)
    Benefits: As a supernatural ability taking a swift or move action, the character may imbue their next attack with the infernal power of their bearded ancestors.
    Why can dwarves not take this?
    Does this stack with itself? Are you aware that the caster level check scaling to Ĺ ecl+str and fixed hitpoint loss make this very deadly at low levels and rather trivial at higher ones?
    Devilís Sting (Devilish)
    As a full-round action, you may hide the tail and/or sting, although it takes a full five minutes to regrow.
    So, you're cutting off your tail to blend in? I'm not really sure if the removal option is necessary for this one. Yeah, it could get you chased out of town by a mob if you aren't careful, but that's part of the appeal of playing a fiendish character.
    Eternal Hatred, Endless Fear (Devilish)
    Benefits: By tapping into the heritage of the Bone Devils, you have attained the power to project an aura of fear. A Full round action is required to begin doing so, upon which the radius stretches for 5ft per two effective character levels.
    The activation time probably isn't necessary. People are just going to leave this on anytime they're expecting to be attacked anyway. Doubly so since it only affects foes.
    The Chains That Bind (Devilish)
    Benefits: As a full round action, he may control up to two chains within 20ft of himself, making them attack or act as if he wielded them, including all of his statistics and abilities. As part of this ability, he may cause them to grow up to five foot longer, and/or grow barbs and spikes.
    Does he take dual wielding penalties? Do they count as the two-handed weapons they normally would be for strength and power attack to damage? What sort of area do they threaten for attacks of opportunity?
    [quote]The Bonds That Break (Devilish)
    Benefits: As a swift action, once per encounter, they change their face to that of a loved one or friend of a single foe.
    Do you have to specify a loved one or do you just automatically turn into whoever they least want to hit?
    Beasts of Hell (Devilish)
    As a full-round action, you may remove these claws, although it takes a full five minutes to regrow them.
    They're cat claws... Shouldn't they be retractable?
    Catcall (Devilish)
    This telepathy is language dependent, and cannot be Ďaimedí any more subtly than speech can, nor can it be used to determine who or how many minds are in an area.
    Why? telepathy is a first level psionic power, it's useful but not exactly game breaking. And that's ignoring the groups which just talk out of character. Does that second clause mean you can't use it to take mindsight or just that it can't do that on its own?(I approve of the latter, less so the former)
    Pit Mastery (Devilish)
    Prerequisites: Int 17, any three Devilish feats with the prerequisite: ĎSkin of the Fiends racial feature (Or suitable substitute such as Half Fiend template)
    This would probably scale better if each level you made one of the spheres 1d6 bigger instead of 1d6 to all every 4 levels. Also, it amuses me that a lot of people will be using the Lemure line to qualify for this.
    Lord of the Pit (Devilish)
    Prerequisites: Int 19, Pit Mastery, any three Devilish feats, each of which has a Devilish feat as a prerequisite.
    Benefits: You gain a single Outsider hit dice, along with hit points, increased attack bonus, and saves.
    Huh. Well this is new. I honestly have no idea whether this is balanced or what to do about it if it isn't. The biggest thing to watch for is probably people using the skills and BaB to get into prestige classes early, though the feat tax is likely big enough to stop it from being a huge deal. Good luck with this one.
    Under My Claw (Demonic)
    As a full-round action, you may remove this claw, although it takes a full five minutes to regrow.
    Can you get both this and the hellcat one? Do you still have a hand under the pincer when you remove it? Again I don't really think the removing is necessary.
    Your Wish Is Granted (Demonic)
    Benefits: You may apply a beneficial spell of no greater than second level to a willing recipient who requests it, even if you do not know the spell. An hour after the spellís effect wears off, the victim is affected as if by Bestow Curse, and does not get a saving throw.
    Couldn't a party use this to buff themselves to the gills if they know they'll have one more fight and then nothing for a few weeks and just take the time off to remove them? And what if they use a permanent spell or one with an XP cost? I don't think there are any at that level but it might be a good thing to address.

    I mostly commented on the problematic things but I really do like this overall. It's what the tiefling should have been.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Saidoro View Post
    Honestly, if you took away the damage reduction this would probably be good at +1 LA(Ignore the Aasimar and Tiefling). +2 to all attributes is handy, but it really isn't all that powerful. Basically anyone but a factotum will have at least 2 or 3 attributes it never uses anyway and as such doesn't care about. The strongest thing about it is probably that being an outsider lets it abuse alter self.
    +1 seems a bit too strong, however inefficient it's many boosts may be.
    Replies in italics.

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    Are there non-natural non-handheld weapons? did you mean melee weapons perchance?
    Do they start regrowing automatically or not unless you want them too?
    I copy pasted that from the devil's rules. You could have spiked boots maybe? Gauntlets are technically not handheld?
    Only if you want them to.


    Why can dwarves not take this?
    Does this stack with itself? Are you aware that the caster level check scaling to Ĺ ecl+str and fixed hitpoint loss make this very deadly at low levels and rather trivial at higher ones?
    If you play an infernal dwarf, I'll tell your DM it was okay. ;P
    1/2 ECL+Attribute is a pretty standard save formula. (Okay, so standard is 1/2 HD, but I don't like nerfbatting things, especially singe I originally thought they'd have higher LA)
    I'd imagine it DOES stack, although I feel I should buff the hitpoint damage. Perhaps make it do 1/2 ECL damage rather than two.


    So, you're cutting off your tail to blend in? I'm not really sure if the removal option is necessary for this one. Yeah, it could get you chased out of town by a mob if you aren't careful, but that's part of the appeal of playing a fiendish character.
    I think I shall add a note that removing all the 'turn this off' stuff is perfectly viable as a grittier plan, but I wanted to make a race who use the shiny powers of darkness, not a race that angst about not fitting in.

    The activation time probably isn't necessary. People are just going to leave this on anytime they're expecting to be attacked anyway. Doubly so since it only affects foes.
    Good point, but equally, what do they lose by being able to turn it off?

    Does he take dual wielding penalties? Do they count as the two-handed weapons they normally would be for strength and power attack to damage? What sort of area do they threaten for attacks of opportunity?
    They take dual wielding penalties, not sure, good question. I'll work those ones out.

    Do you have to specify a loved one or do you just automatically turn into whoever they least want to hit?
    You don't know who it is unless you have some form of mirror, it's instinctive.

    They're cat claws... Shouldn't they be retractable?
    Maybe they retract very slowly.
    While they may be (giant) cat claws, they come with paws.


    Why? telepathy is a first level psionic power, it's useful but not exactly game breaking. And that's ignoring the groups which just talk out of character. Does that second clause mean you can't use it to take mindsight or just that it can't do that on its own?(I approve of the latter, less so the former)
    Unlimited telepathy is much more than a first level power, and they can use it whenever. And groups talking out of character doesn't factor into my balancing at all. You may as well say 'What about the groups that punch their DM if he doesn't give them unlimited feats?' It's cheating either way.
    The second clause means it can't do it on its own.


    This would probably scale better if each level you made one of the spheres 1d6 bigger instead of 1d6 to all every 4 levels. Also, it amuses me that a lot of people will be using the Lemure line to qualify for this.
    Very true, but not sure how to do that neatly. And if they can work out how to get an Int 17 feat from a base int of 6, I honestly think they deserve it.

    Huh. Well this is new. I honestly have no idea whether this is balanced or what to do about it if it isn't. The biggest thing to watch for is probably people using the skills and BaB to get into prestige classes early, though the feat tax is likely big enough to stop it from being a huge deal. Good luck with this one.
    Hee, thanks.

    Can you get both this and the hellcat one? Do you still have a hand under the pincer when you remove it? Again I don't really think the removing is necessary.
    Yes, yes, and intentional. As I said, while you can tell a lot of interesting stories with obvious demonic features, they tend to be darker than the ones I'm trying to tell.

    Couldn't a party use this to buff themselves to the gills if they know they'll have one more fight and then nothing for a few weeks and just take the time off to remove them? And what if they use a permanent spell or one with an XP cost? I don't think there are any at that level but it might be a good thing to address.
    Hmmmm. I guess they could, but if they do that it's the DM's job to not let them sit around for a few weeks.
    That's a good point though.

    I mostly commented on the problematic things but I really do like this overall. It's what the tiefling should have been.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    I made a race like this once. The Kilzecru. They are only a +1 LA though and are considered lesser baatezu.

    Yours has feats though. lots and lots of nice feats :D
    You put a lot more effort into yours than I did, also you have a kickarse illustration. Very good work :)

    I might be stealing and adapting your feats for my race in an upcoming campaign setting, if that's alright with you.

    Edit: The more I think about it, the more I think that your race might be better than mine for what I want to do. I'll run it past my players and see what they think.

    Edit edit: I'll be using your lesser centaurs too I believe
    Last edited by Jarrick; 2012-06-05 at 05:50 PM.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    +2 la looks fair. maybe +1 if you cut away the DR, as three +2 stats (only class I can think of off the top of my head that uses more than 3 is monk, and that effectivly comes with a natural -5la modifier, so...) aren't that amazing in most cases.

    I love the feats, and will give them better critisisms soon. just wondering, you mind if I borrrow a few of them for hollow abilities in bleachD20?
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Jarrick View Post
    I made a race like this once. The Kilzecru. They are only a +1 LA though and are considered lesser baatezu.

    Yours has feats though. lots and lots of nice feats :D
    You put a lot more effort into yours than I did, also you have a kickarse illustration. Very good work :)

    I might be stealing and adapting your feats for my race in an upcoming campaign setting, if that's alright with you.

    Edit: The more I think about it, the more I think that your race might be better than mine for what I want to do. I'll run it past my players and see what they think.

    Edit edit: I'll be using your lesser centaurs too I believe
    The feats took me SO long...

    Quote Originally Posted by BlackestOfMages View Post
    +2 la looks fair. maybe +1 if you cut away the DR, as three +2 stats (only class I can think of off the top of my head that uses more than 3 is monk, and that effectivly comes with a natural -5la modifier, so...) aren't that amazing in most cases.

    I love the feats, and will give them better critisisms soon. just wondering, you mind if I borrrow a few of them for hollow abilities in bleachD20?
    Yeah, anyone feel free to use everything. That's why I posted it!
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    This is incredible work. I'm especially fond of the 'Normal' descriptions on the feat lines. Well done!
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Wow, thanks! I've always subscribed to the school of thought that 'normal' is a place primarily to make sarcastic comments.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    I'm honestly not a big fan of the DR and think it could be replaced with almost anything else. Question: how do they fly? Big ol' wings? Take to the air like a WIZARD?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Lord_Gareth View Post
    I'm honestly not a big fan of the DR and think it could be replaced with almost anything else.
    It seemed the most obviously generic fiendish ability to grant.

    Question: how do they fly? Big ol' wings? Take to the air like a WIZARD?
    Yes.
    ...

    Either. As I've said, the race is intended to allow for any fiendish idea, thus the slew of options.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Well, at the barest minimum it needs to be reworded to, "Fiendish characters have DR X/Good, Lawful, or Chaotic, where X is half of their equivalent character level."


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Why would it need to be reworded like that?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Lix Lorn View Post
    Why would it need to be reworded like that?
    Clarity of wording, mostly.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    That seems less clear to me, since DR X/Good, Law or Chaos means Good, law, or chaos, not good and law or chaos.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    This damage reduction is penetrated by good, as well as either law or chaos.
    This does not make your intent clear. If you want it to be penetrated by all three, my wording is what you need. If you want it to be Good AND one of the other two, you'd need, "DR X/Good and chaos or law".


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    I want to play this race.

    But unfortunately at LA +2 I never will unless we ignore level adjustments. Level Adjustments are the single thing I hate most about d&d.
    LA Races never give anything that would put them over a normal race with the same in class levels. Especially class levels as a Sorcerer/Wizard/Cleric/Druid.
    So I'm pretty biased against LA things.

    Rare exceptions are significantly larger boosts to ability scores, potent abilities that aren't usable barely once a day, or interesting immunity.


    The only thing I can think of for this gal' would be flight. I might play it as is if I'm creating a character and design it around that feature.

    Otherwise, I'm pretty sure LA +1 is the most I'd give up for this. I'd just go play a lesser tiefling and steal the fluff from this and pretend they count for your sexy looking feats- Which are feats, not granted racial abilities so I'd have to further wait and pay out of normal levels to obtain which isn't so bad, its just when you already paid two entire levels for it...


    This much is just an idea, but you could make a small suggestion window below the racial traits.
    LA+0, Choose two scores to make +2, remove flight.
    LA+0, Choose one score to make +2, remove flight, give a bonus devilish feat.
    LA+1, remove flight.
    LA +2, as is. Maybe a single bonus devilish feat.


    I wouldn't be commenting if I didn't love the race :3 Its very nice, and I might tweak it just a mite bit and play it in whatever my next game is.
    In fact, the more I type the more I like it. For its fluffybits.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Hey Cipher - LA buyoff is a thing. The buyoff on +2 is pretty cheap.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    They DO have flight. xD 30ft (good) flight.
    It's there under movement speed.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Lord_Gareth View Post
    Hey Cipher - LA buyoff is a thing. The buyoff on +2 is pretty cheap.
    LA is evil. Evil I tell you!
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Lix Lorn View Post
    That seems less clear to me, since DR X/Good, Law or Chaos means Good, law, or chaos, not good and law or chaos.
    Actually, it does. Lack of a comma in front of Law connects Law and Chaos, while the comma before Law is indicative of a placeholder for and. Thus, without a comma after Law, it actually does mean Good, and Law or Chaos
    Last edited by Shadow Lord; 2012-06-06 at 01:19 PM.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Shadow Lord View Post
    Actually, it does. Lack of a comma in front of Law connects Law and Chaos, while the comma before Law is indicative of a placeholder for and. Thus, without a comma after Law, it actually does mean Good, and Law or Chaos
    Is that so? Huh.
    Well, if I don't know it, then probably other people wouldn't know, so it could stand to be clearer.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Like the picture. Nothing like a well dressed evil to brighten my day.

    I don't like the thought of LA but seeing as I don't play as much as I'd like I don't have a lot of experience with it.

    There are two things I would like to see, but only because I am greedy when it comes to flavourful homebrew.
    1st- could you make a higher level version of that 'flawed wish' ability I find it awesome.

    Second what is the best way to get the most feats possible? Owthro(?) made 'licids' long ago and he had it that at certain HD amounts you would gain additional feats. Granted it was a different idea but I like racial feats and abilities.

    This would have been a nice addition for the Race Race Base Class Challenge. It would have taken a little more time but it would have been an awesome addition.

    I like your work Lix Lorn and I am glad that you along with other awesome hombrewers are giving Races some homebrewing love.

    Oh! One more thing. Where can I find that FateTamer base class you mentioned. My google fu is weak.

    *wishful thinking*

    I would also love to see your other homebrew see some sunshine again. Maybe make a thread of your collected races / or a thread where everyone can post their races. I would like to see if you could find a picture that goes with the mimette as well as consider creating some feats for your other homebrew.

    *Wishful thinking*
    Last edited by Merchant; 2012-06-07 at 06:46 AM.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    So its basically a build your own demon ruleset. Nice.
    I think you should detail the LA buyoff, maybe give each ability its LA adjustment so that it is more official than "DM's should consider..."

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Quote Originally Posted by Merchant View Post
    Like the picture. Nothing like a well dressed evil to brighten my day.

    I don't like the thought of LA but seeing as I don't play as much as I'd like I don't have a lot of experience with it.
    LA is admittedly unpleasant in low level games, but it mostly balances out at high levels. Unless it stops you getting 9th level spells. >_>

    There are two things I would like to see, but only because I am greedy when it comes to flavourful homebrew.
    1st- could you make a higher level version of that 'flawed wish' ability I find it awesome.
    Hmmm. I could tryyy...

    Second what is the best way to get the most feats possible? Owthro(?) made 'licids' long ago and he had it that at certain HD amounts you would gain additional feats. Granted it was a different idea but I like racial feats and abilities.
    Well, as I said earlier, I'd consider making demonic and devilish feats count as Fighter feats. Fighter becomes more interesting when you get covered in shiny demonic abilities.

    This would have been a nice addition for the Race Race Base Class Challenge. It would have taken a little more time but it would have been an awesome addition.
    I don't really do the challenges... too slow. xD

    I like your work Lix Lorn and I am glad that you along with other awesome hombrewers are giving Races some homebrewing love.

    Oh! One more thing. Where can I find that FateTamer base class you mentioned. My google fu is weak.
    Races are too rare!
    Fatetamer. Most homebrew classes and stuff I mention will be from the playground.

    *wishful thinking*

    I would also love to see your other homebrew see some sunshine again. Maybe make a thread of your collected races / or a thread where everyone can post their races. I would like to see if you could find a picture that goes with the mimette as well as consider creating some feats for your other homebrew.

    *Wishful thinking*
    Pretty much all of my homebrew is in my extended signature. I would love to get a pic for the Mimette, but sadly couldn't find one that fit my mental image without breaking board rules.

    Quote Originally Posted by eftexar View Post
    So its basically a build your own demon ruleset. Nice.
    I think you should detail the LA buyoff, maybe give each ability its LA adjustment so that it is more official than "DM's should consider..."
    Well theoretically, they're all balanced with another. I'd probably say +3 LA is worth two feats, maybe five feats for +4, nine for +5, etc.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Shiny. I'll have to try this race out sometime (I'm seeing if a DM will accept it for a PbP now, actually).

    Agreed on loving the "Normal:" bits of the feats, though.
    Last edited by Volthawk; 2012-06-07 at 10:58 AM.
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    Default Re: The Fiendish [3.5 Race] Demonic Heritage and Masses of Feats

    Heh, good luck and thank you.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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