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    Default Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium











    Spoiler: Quick menu
    Show
    INTRODUCTION

    CHAPTER ONE: CLASSES

    CHAPTER TWO: CHARACTER OPTIONS
    • Races
      • COMING SOON
    • Grafts
      • COMING SOON
    • Invocations
      • COMING SOON


    CHAPTER THREE: EQUIPMENT
    • New Materials
      • COMING SOON
    • Magic Items
      • COMING SOON


    CHAPTER FOUR: DENIZENS OF THE ABYSS
    • Post 38 - Monsters
      • Arachexia
      • Gyzzrah
        • Extaron
        • Gromlak
        • Hellnaut
        • Hultzimar
        • Stenriex
        • Skaruntiel
      • Hell Gorger
      • Tanar'ri
        • Ilchtinya
    • Other Notable Creatures
      • COMING SOON


    Current Version: 2.04
    Spoiler: Changelog
    Show
    V. 2.0 (08/02/2014)
    • General
      • Completely overhauled graphics and organization for better reading and manteinance
      • Temporarily removed some material until reworking

    V. 2.01 (08/05/2014)
    • Classes
      • Added the warden, a good-aligned cabalist class variant
    • Feats
      • Added the Blessing of the Pit feat

    V. 2.02 (08/11/2014)
    • Monsters
      • Introduced the gyzzrah subtype, with six new monsters

    V. 2.03 (08/15/2014)
    • General
      • Reworked base classes (a little) and prestige classes (much more) to give them a stronger classic D&D feel, improve playability, and increase balance
      • (Hopefully) fixed all CD/DC typos
    • Monsters
      • Added krum
      • Nerfed stenriex' Litanies of Power

    V. 2.04 (08/20/2014)
    • General
      • Fixed typos and grammar issues here and there
    • Monsters
      • Added arachexia
      • Added hell gorger
      • Added ilchtinya
      • Added malshanax
      • Added radiplob

    Spoiler: Abbreviation list
    Show
    Acronym Full name
    BoED Book of Exalted Deeds
    BoVD Book of Vile Darkness
    CAdv Complete Adventurer
    CArc Complete Arcane
    CD Complete Divine
    CW Complete Warrior
    FB Frostburn
    FC I Fienidsh Codex I
    FF Fiend Folio
    HoH Heroes of Horror
    LM Liber Mortis
    LoM Lords of Madness
    MM II to V Monster Manual II to V
    PHB II Player Handbook II
    SpC Spell Compendium
    SW Stormwrack

    While not official, a well made homebrew 3.5 conversion of Book of Vile Darkness and its supplements can be found here.

    All material contained in this book is nonprofit. Images used are borrowed by Magic: the Gathering Trading Card Game and are made by the respective artists. I do not own those images. © 1991-2014 Wizards of the Coast. All rights reserved.





    Ladies and gentlemen, I present you Ars Deamonica, the D&D 3.5 fiend-related homebrew compendium with tons of new material to run exciting games in the Abyss. An introduction will follow; for those who want to get immediately into action, just check the menu above!

    What in the Abyss am I reading?

    Ars Deamonica is a free homebrew handbook (still work in progress) for Dungeons and Dragons 3.5 edition that introduces new material and reworks and expands some of the already existing stuff about the lower plane of the Abyss and its inhabitants. It started as a rewrite of Fiendish Codex I - Hordes of the Abyss, my favourite D&D splatbook of all time, but soon evolved into something different. The ultimate goal for this project is to reach the size of a regular D&D handbook, or why not, even more.

    I need your help

    If you read until now, you may think the premises are ambitious. Well, they surely are. Furthermore, I'm not an expert homebrewer (let alone a good designer), so... I really need a hand, and that's why I'm turning to you playgrounders. In particular, my concerns are:

    • My english is very, very bad, as you can see. The whole book is full of syntax and grammar errors, my vocabulary is lacking and I struggle a bit to express the ideas i have in mind. I will be really grateful to everyone that help me find the inaccuracies and make this material more readable and enjoyable.

    • This is my first homebrew, and I know it can be done a lot better. Stuff could be unbalanced, monsters probably have myriad of errors in their stat blocks, and so on. Constructive criticism, even if harsh, is very appreciated. Also, I'm always looking for new input and suggestions for the next brew. If you have a request for something that could fit in this book, then do not be afraid to ask! When possible, I'll try to satisfy it.

    I thank you in advance for your support.

    What's left? Have fun!

    I really love homebrewing, and like all the other people here, I put all my efforts and passion in what I do. But what use have homebrew, if not shared? If you like my work, feel free to use it! Just let me know how it goes :D

    Have a pleasant reading

    Michael G.
    Last edited by Hipster Dixit; 2014-08-20 at 04:52 AM.

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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    TABLE OF CONTENTS



    Now, before diving into the actual stuff, this brief overview will help you getting a sense of what you are going to find.


    Post Category Name Description
    Base Classes Cabalist A practitioner of forbidden arts, the cabalist is a blend between a warlock and a necromancer, whose primary source of inspiration are H.P. Lovecraft's short stories and novels (such as The Case of Charles Dexter Ward). He is a capable caster with a few unique abilities that lets him summon powerful entities from afar, but pay attention, as this could turn against you if you are not careful...
    Class Variant -> Warden The warden is the cabalist's good counterpart, and uses his magic to preserve the spirits of the dead, which in return help them in their quest, and help others.
    Demonbrand The demonbrand is someone who has agreed to serve a mighty evil god in return for great power. Much like a warlock, he can cast spell-like abilities, but he is also an excellent warrior who can bring devastation to the battlefield. His abilities changes in relation to the demon lord he serves.
    Prestige Classes Blazing Warlord A veteran of war who fights with the strength of a meteor and leads his allies to victory. For worshippers of Ogrim.
    Living Nest A sneaky spy and trained assassin that gains the control of a swarm and spreads the contagion in the name of Alyorna.
    Soulkeeper A being who uses the souls of other creatures to gain various powers, and guards the Dead Gate for the demon lord Elimdal.
    Spellshaper A skillful crafter and a mighty wizard, he can achieve the supreme knowledge, thanks to the teachings of his patron Nephram.
    Feats Abyssal Hertior Feats Abyssal Hertior is a category of feats that made its appearance in Fiendish Codex I, and represent a character's link with the lower planes. They usually provide the characters with supernatural abilities, but always display a small physical change that helps other people to identify the character as a spawn of the Abyss.
    Vile Feats Vile feats are found in various handbooks, such as Book of Vile Darkness and Elder Evils. They are only for evil characters.
    Soulmelds Fiendish Soulmelds A new category of soulmelds, only available to meldshapers who tie their soul to the Abyss.
    Vestiges Abyssal Vestiges A new kind of vestiges, granted by demon lords.
    Artifacts Agnamelek, the Twin Suns Owned by the demon lord Ogrim, this pair of swords turn the wielder into a god of fire and an unstoppable war machine.
    Godslayer This weapon is so sharp that it can cut everything, even the flesh of a god. Inspired by the Angelwing Razor found in Book of Vile Darkness.
    Undying Mask Owned by the demon lord Elimdal, the wearer of this mask gains all the features of an undead and becomes unkillable.
    Deities Brakhvata and Nyurvata This section simplifies rules about godly entities, splitting them into two categories. A new template for god-like monsters and characters is also introduced.
    Monsters Arachexia Arachexia are giant insects who infest underground caves. Their saliva is highly corrosive.
    Gyzzrah Gyzzrah are a race of lawful demons who got corrupted by Baator, forsaking their chaotic nature in favor of order. They has been kept in slavery by devils for a long time before managing to escape
    -> Extaron Extarons are pit fighters and soldiers. They are seasoned warriors who do not fear any threat
    -> Gromlak The lowest-grade gyzzrah, they are employed for the hardest and more unpleaseant jobs. They powerful muscles allow them to lift any weight
    -> Hellnaut A sort of undead construct made by body part of dead gyzzrah, hellnauts are mighty war machines used to destroy the enemy soldiers and fortifications alike
    -> Hultzimar Perhaps the only gyzzrah who retained a spark of chaos, hultzimars are deceptive tricksters who master illusion magic
    -> Stenriex Stenriex represent the dominant cast in gyzzrah hierarchy. They are erudites and cunning diplomats, and have thaumaturgic powers thanks to an ancient and powerful kind of magic
    -> Skaruntiel Skaruntiel are elite agents and mighty warriors, adept in finding and killing demons.
    -> Skaruntiel Skaruntiel are elite agents and mighty warriors, adept in finding and killing demons.
    Hell Gorger Enormous, worm-like creatures that dwell into volcanoes and other very hot places. Their breath is a stream of incandescent fluids.
    Tanar'ri A race of wicked creatures native of the Abyss. Their cruelty is only outmatched by their selfishness.
    -> Iltichnya A demon of the depths. His ability to meld with the surrounding water makes his a dangerous threat.
    -> Krum One of the weakest demons, they are annoying pests who can actually cause troubles when in great numbers.
    -> Malshanax A sort of ice-themed balor caouterpart, malshanax are powerful demons who rule upon the frozen wastes.
    -> Radiplob Amphibious demons that live in marshes, they come equipped with an axe that conduct a virulent disease.
    Demon Lords Alyorna Alyorna is a female demon, whose body is made from a swarm of insects. She can switch between her normal form and a swarm form, and spreads a lethal disease. She is the patron of vermin and sickness.
    Cyndrazar Cyndrazar is a succubus who developed astonishing psionic cabalitites as a result of millennia of torture. The pain broke her mind, driving her mad. Her only desire is to inflict as much suffering as possible to others.
    Elimdal Elimdal is an agent of the god of death, Nerull, a being who has power over both life and death. He is the guardian of the Dead Gate, a door to the afterlife.
    Juiblex A rework of the classic demon lord, now with 150% more slime.
    Marzurg A demon plant who hates civilization and despoilers. Her spores destroy magic items while her powerful tentacles crush her enemies.
    Nephram The most erudite demon and a powerful wizard. His mastery of magic allows him to cast spells even inside dead magic zones.
    Niashtad The demon prince of sadness, Niashtad feeds on the depression of his victims. Hundreds of mouths scattered over his body allow him to snatch an unlimited number of enemies to suck away their life force.
    Ogrim Ogrim is a skilled tactician and an unbeatable fighter. He is the owner of Agnamelek, the Twin Suns.
    Thandarax Deep inside the abyssal forests, Thandarax and his mates hunt the strongest prey. His innate resistance to damage allows him to engage in brutal combat.
    Ulagresh Ulagresh is the lord of oceans and pollution. He can create hurricanes just by spinning his mighty tentacles.
    Vergron Once a revered earth elemental, Vergron is a tyrant who rules upon a frozen complex of caves. His presence alone is enough to make his opponents kneel down before him.
    Last edited by Hipster Dixit; 2014-08-20 at 04:28 AM.

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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    WHAT IS COMING NEXT?



    Ars Daemonica is an ever-growing project that gets regularly (when possible) updated with the latest fiendish goodies. If you are eager to know what's cooking in the abyssal pans, well keep reading!


    Demon Lord-related specific prestige classes

    Some of these are already up. The goal is to make a theurgic prestige class for every single demon lord presented in this book, to give an unique feel to characters that worship the evil gods. This is meant to replace the "Thrall of..." classes from Book of Vile Darkness.

    Options for good aligned characters

    Being focused on the lower plane of the Abyss, it's not surprising that this book offers a lot of material for evil characters. But to make a great shadow, a bright light is needed. New additions for good characters will include:

    • Zealot: A new, non-spellcasting base class for fiend, undead and aberration hunters. It will come with its own mini-system.

    New lords of the Abyss

    If the Abyss is endless like they say, there is room for an additional bunch of demon lords! Next on the list:

    • Dar'Gazak: A powerful desert fiend whose realm is an endless stretch of sand.
    • Krragerash: A dragon-shaped demon who rules among fiendish disnosaurs in a prehistoric land. His breath is molten lava.
    • Randalion: A strange being, Randalion is probably the only demon lord who is not inherently evil. The reasons behind his deeds are often inscrutable.

    Low-level campaigns material

    As it is, Ars Daemonica offers very little to low-level games. This will be addressed soon, with the addition of new regular demons for normal encounters, and unique demon lords servants to act as bosses or mini-bosses in low to mid-level campagins.

    Official stuff retool

    WotC material is good, but sometimes I feel it could use a little tuning. It surely is easier to work on already existing stuff that creating new one from scratch, so here's my plans:

    • Warlock class from Complete Arcane will be reworked with a stronger demonic feel and better overall abilities.
    • Some demon lords I am particularly attached to (Baphomet, Demogorgon, Lolth, Malcanthet, Pazuzu) will get a spa treatment, with respect to the original fluff. In addition, there are a lot of demon lords who just got a brief mention in splatbooks and are ready to receive stats and abilities.
    • Cool but subpar prestige classes (Acolyte of the Skin, Master of Radiance, and much more) will be redone so they won't be flavor-only choices anymore.

    More options

    What happens when a cabalist fails to resurrect a dead god? Unfortunately to him, undead gods are nothing to scoff at... and this is only the beginning. Exsisting material will be constantly improved to provide a better experience.

    Beyond the multiverse

    The multiverse, although really wide, is not infinite. They whisper about an endless space, populated by unspeakable creatures born from our worst nightmares... and that the bottom of the Abyss, the unattainable lowest layer, is a door to that world. While this could seem to scream "Far Realms", it will be actually an entire different world, inspired by phyrexia and tyranids. The invasion will bring:

    • Harbinger: A demonbrand variant that trades spell-like abilities with psionic powers and get new abilities related on the horros from beyond.
    • Pale Night: A re-imagining of the classic demon lord as an envoy of the endless space.
    • Grafts: New cyber-fantasy otherworldly grafts and rebalancing of the existing ones.



    And much more is coming. Stay tuned!
    Last edited by Hipster Dixit; 2014-08-05 at 04:34 AM.

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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    CHAPTER 1: CLASSES





    BASE CLASSES





    THE CABALIST





    Ezekiah, a cabalist



    What lies within the stars? What secrets are hidden beneath the endless, frightening night sky? Things beyond any comprehension. A knowledge so ancient that it could put the entire multiverse in a great danger. No one dares to study such a topic. No one, except those driven mad by whispers from afar, whispers of beings older than time that once ruled the entire multiverse. What they seek, is their return.


    Abilities
    Intelligence is the most important ability for a Cabalist, since it determines the DC of their spells and increases their knowledge, which they crave more than anything else. Constitution is also important, because it helps the Cabalist survive when a summoned spirit gets loose.

    Alignment
    Any Evil. Summoning the dead to disclose the secrets of the universe is a wholly blasphemous act, and the possibility of uncovering ancient knowledge that could endanger the very existence of the universe only lures the minds of the most mad and perverse people.

    Hit Die
    d6.

    Class Skills
    The cabalists's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), and Spot (Wis)

    Skill Points at 1st level
    (4 + Int modifier) * 4.

    Skill Points at Each Additional Level
    4 + Int Modifier.




    Table 1.1: The cabalist
    Level BAB Fort Ref Will Features Vileflame 1st 2nd 3rd 4th 5th 6th
    1st +0 +0 +0 +2 Black Grimoire, Darkblast, Wicked Alchemy 1d6 1 - - - - -
    2nd +1 +0 +0 +3 Tainted Confidant 1d6 2 - - - - -
    3rd +1 +1 +1 +3 Mark of Corruption 2d6 3 - - - - -
    4th +2 +1 +1 +4 Ritual of Calling 2d6 3 1 - - - -
    5th +2 +1 +1 +4 Darkblast (shape) 3d6 3 2 - - - -
    6th +3 +2 +2 +5 Silent Guardians (gravetouched) 3d6 3 3 - - - -
    7th +5 +5 +2 +5 Vile feat 4d6 4 3 1 - - -
    8th +4 +2 +2 +6 Ritual of Calling (ghost) 4d6 4 3 2 - - -
    9th +4 +3 +3 +6 Darkblast (ghost touch) 5d6 4 3 3 - - -
    10th +5 +3 +3 +7 Silent Guardians (any corporeal) 5d6 4 4 3 1 - -
    11th +5 +3 +3 +7 Vile feat 6d6 5 4 3 2 - -
    12th +6/+1 +4 +4 +8 Ritual of Calling (resurrect) 6d6 5 4 3 3 - -
    13th +6/+1 +4 +4 +8 Darkblast (channel spell) 7d6 5 4 4 3 1 -
    14th +7/+2 +4 +4 +9 Silent Guardians (double) 7d6 5 5 4 3 2 -
    15th +7/+2 +5 +5 +9 Vile feat 8d6 6 5 4 3 3 -
    16th +8/+3 +5 +5 +10 Ritual of Calling (outsider) 8d6 6 5 4 4 3 1
    17th +8/+3 +5 +5 +10 Darkblast (vile) 9d6 6 5 5 4 3 2
    18th +9/+4 +6 +6 +11 Silent Guardians (any) 9d6 6 6 5 4 4 3
    19th +9/+4 +6 +6 +11 Final Transformation 10d6 7 6 5 4 4 4
    20th +10/+5 +6 +6 +12 Ritual of Calling (elder evil) 10d6 7 6 5 5 5 5



    Class Features

    Weapon and Armor Proficiency
    Cabalists are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a cabalist’s movements, which can cause his spells with somatic components to fail.

    Black Grimoire
    A cabalist casts arcane spells, which are drawn from any spell list, but must belong to the Illusion or Necromancy school. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a cabalist must have a Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a cabalist’s spell is 10 + the spell level + the cabalist’s Intelligence modifier. Like other spellcasters, a cabalist can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. The cabalist's spell selection is limited. He begins knowing two 1st level spells at level 1, and learns two new spells at every level. He can also learn new spells by copying them from other spellbooks, or buying them for 25 gp per the spell's level.
    A cabalist writes his spells in a special book called Black Grimoire. To cast a spell, he must hold the grimoire in one hand. He can only cast spells written in the Grimoire. The grimoire can be sundered or disarmed as if it were a weapon, and can include a maximum of five spells for every cabalist level. Every time a cabalist gains a level, he can erase and rewrite an amount of spells from his Black Grimoire equal to his Intelligence modifier. A cabalist gains Eschew Materials as a bonus feat.

    Darkblast (Su)
    A cabalist is able to channel the pure essence of dark magic to wreak havoc. Darkblast is a ranged touch attack with a range of 60 ft. that deals 1d6 negative energy damage + the cabalist's Intelligence modifier, plus 1d6 for every two cabalist levels beyond the first. Undead creatures are not healed by Darkblast, instead taking no damage from it. Darkblast works as a weapon in some regards, and as a spell in others. A cabalist can make a full attack using his Darkblast if his Base Attack Bonus allows him to, and can apply feats related to a specific kind of weapon, such as Weapon Focus, to Darkblast. On the other hand, Darkblast is subject to Spell Resistance, and feats such as Spell Penetration and Ability Focus can be applied to it. When you make a melee or ranged attack with a weapon or your unarmed strikes, a cabalist may choose to channel his Darkblast through it as a free action. If the enemy is hit, he is subject to the Darkblast damage.

    At 5th level, a cabalist may choose to change the shape of his Darkblast. Instead of a ranged touch attack, it may become either a 30 ft. cone, a 10 ft. blast, or a 40 ft. line. The attack roll is no longer required, but creatures affected are entitled a reflex save (DC 10 + 1/2 the cabalist's HD + the cabalist's Intelligence modifier) to halve the damage. A cabalist cannout use this version of Darkblast to make a full attack.

    At 9th level, the Darkblast deals untyped damage and can hit incorporeal and ethereal creatures as a ghost touch weapon. It also gains a bonus equal to the cabalist's Intelligence modifier to overcome Spell Resistance.

    At 13 level, as a standard action, a cabalist may choose to channel a spell through his Darkblast. When he does, he may choose a spell he knows which targets a single creature. If the creature is hit by the blast, that creature is also subject to the spell (if the spell allows a saving throw or Spell Resistance, this applies as normal).

    At 17 level, the range of the Darkblast doubles (cone, line and blast radiuses are also doubled), and it does not require a ranged attack roll to hit anymore. It also ignores any concealment the target could have. All the damage dealt by the Darkblast is treated as vile damage. (vile damage is described in Book of Vile Darkness.)

    Wicked Alchemy
    Due to the cabalist's familiarity with strange potions and the materials used to preserve corpses, he gains a bonus on Craft (alchemy) checks equal to half his level.

    Tainted Confidant
    At 2nd level a cabalist obtains a familiar, in the same manner as a sorcerer does. The foul creature constantly whispers mysterious words in the cabalist's ears. While a cabalist is within 30 ft. from his familiar, he gains a +4 profane bonus on all Knowledge checks.

    Mark of Corruption
    Summoning the dark powers is such a nefarious act it leaves a permanent sign on both body and soul. A 3rd level cabalist gains Willing Deformity (HoH) as a bonus feat. If he already has it, he gains another Deformity feat. For every Vile feat the cabalist possesses except Willing Deformity, the Intimidate bonus given by Willing Deformity increases by +2.
    At levels 7, 11 and 15 a cabalist gains an additional Vile feat he meets the prerequisites for.

    Ritual of Calling
    There are things in the universe that are best left alone. Secrets so ancient and ominous that just thinking of them makes even the most daring man shake with terror. Only those who seek to end the world have thirst for this kind of knowledge, and thus put themselves and the entire cosmos at danger through performing forbidden rituals. A 4th level, the cabalist may perform a ritual called the Ritual of Calling. The ritual must be performed at night, in a secluded place, preferably infested by ghosts or another malevolent presence. The cabalist must have prepared beforehand a special alchemical admixture in which he must put the pulverized remains of a non Good humanoid creature dead within 100 years per cabalist level of the performer. There is no need for the entire corpse (or, more likely, skeleton) to be intact, a piece of bone is sufficient. This admixture requires a successful Craft(alchemy) check with DC 10 + the HD of the creature, and costs 25 gp for every HD of that creature. The ritual requires four hours to complete. After that, the spirit of the creature which the performer puts the remains into the ritual components is summoned. The cabalist must now make a cabalist level check against DC of 10 + the HD of the summoned creature. If the cabalist fails, the summoned spirit overcomes his will and takes control of his body: he falls under the effect of Magic Jar, as the spell, until dispelled of otherwise ended. If the cabalist succeeds, he can ask questions to the spirit as per the Speak with Dead spell. He can ask one question for every cabalist level he has. The spirit is treated as having Knowledge(the planes) as a class skill and a number of ranks in that skill equal to the maximum amount allowed by his HD.





    A cabalist performing the ritual of calling



    At 8th level, a cabalist may perform the ritual to summon creatures dead within 500 years per cabalist level. If he fails the cabalist level check when summoning a spirit, he does not fall under the effects of Magic Jar, and instead the summoned creature is brought into the material world and appears in front of him. The creature is identical to her form before dying, except that her alignment is changed to Chaotic Evil and she has the Ghost template. The spirit wishes only to destroy and it is hostile to anyone, including (and especially) the one who summoned him. If he succeed on the save, though, on top of the benefits already granted, the cabalist may choose one feat or class feature that creature possessed when was alive. He gains the benefits of that feat or class feature, using his own level and abilities to determine variables depending on that. For example, using the ritual to summon the spirit of a famous blackguard, the cabalist may choose to gain the Smite Good class feature. In this case, when using Smite Good, his blackguard level is considered equal to his cabalist level, and the Charisma modifier added to the attack roll is equal to the cabalist's Charmisma modifier. The duration of this ability is permanent, though when a cabalist uses the Ritual of Calling to gain the benefits of a feat or a class feature, the benefits gained in the last ritual disappear. Feats and class features gained through this ability are not valid to qualify for feats, prestige classes, and the like.

    At 12th level, a cabalist may choose to fully restore to life the spirits he summons. If so, he does not make the cabalist level check during the ritual, and the cost of the ritual components become 300 gp per HD of the summoned creature. At the end of the ritual, the summoned creature is brought back to life, as through the Raise Dead spell. The creature's intentions and her attitude towards the summoner largely depend on her disposition and goals.

    At 16th level, a cabalist learns how to contact more powerful entities, things not of this world. Instead of summoning the spirits of the dead, he can call in any non mindless Evil Outsider or Aberration with HD not greater than his. Doing so requires appropriate components worth 100 Gp for every HD of the summoned creature. The summoned creature is not necessarily hostile to him, but is free willed and will not follow his orders unless forced to; in fact, they will probably try to give him orders and punish his disobedience. If the summoned creature finds her goals somehow related to that of the cabalist, they could freely accept to collaborate. If the cabalist wins the cabalist level check during the ritual, he can force the summoned creature to return
    to her home plane as a standard action, as per the Dismissal spell, with no save, at any time.

    At 20th level, a cabalist has finally discovered how to unleash the apocalypse on earth. He can perform two different versions of the ritual. Both require him to be helped by other cabalists, material components with cost equal to 1000 gp for every cabalist level of the creatures involved in the ritual, and a number of days to be completed equal to the cabalist levels of the creatures involved. At the end of the ritual, one of the following effects are produced (the choice must be made at the beginning of the ritual).

    • Summoning: A portal to another plane is opened, allowing the coming of a single non mindless Evil Outsider or Aberration, even a certain creature called by name (Demon Lords, Archdevils and Elder Evils are all good candidates). The summoned creature is chosen at the beginning of the ritual. To summon a creature this way, the amount of cabalist levels involved in the ritual must be at least equal to four times the HD of the creature. The summoned creature always comes accompanied by a number of servants from her home plane. The total HD of creatures summoned by this effect cannot be greater than the amount of cabalist levels involved in the ritual. All the creatures summoned by this effect are free willed and will try to accomplish their goals no matter what. No cabalist level check is required for this version of the ritual.
    • Resurrection: This version of the ritual must be performed at the proximity of the tomb of a creature with the demigod template (See chapter 4 for details). The amount of cabalist levels involved in the ritual must be at least equal to four times the HD of that creature. At the end of the ritual, the creature with the highest cabalist level involed in the ritual must make a cabalist level check with DC equal to 10 + the HD of the creature. If he succeeds, the demigod is restored to life, and appears right in the place where the ritual has been performed. Then, the resurrected creature must succed on a will save wth DC equal to 10 + half the cabalist with the highest cabalist level's HD + the cabalist with the highest cabalist level's Intelligence modifier, or fall under the cabalist's control, as per a Dominate Monster spell (this is not a mind-affecting ability). If the resurrected creature fail the save, she makes a new save every day, until she breaks free, or dies again.


    Silent Guardians
    At 6th level, a cabalist learn how to infuse corpses with dark energies and bind them to his will in order to build a small army of faithful soldiers. As a 1 hour-long ritual that must be performed at night, the cabalist may apply the Gravetouched Ghoul template (LM) to any creature that has not been dead for more than 1 day per caster level. The creature follows the cabalist's orders. A cabalist may control a total HD of creature equal to his level at the same time, the maximum HD a single undead can have is equal to either the cabalist's HD or his Intelligence modifier, whichever is lower. The ritual requires material components with a cost equal to 25 gp for every HD of the creature.

    At level 10, a cabalist may choose to create any kind of corporeal Undead with this ritual. He needs an adequate mass of corpses in order to do so, with each size category counting as 4 creatures of the next smallest size category. For example, to create a large Undead he needs four medium corpses or sixteen small corpses, and so on.

    At level 14, the number of HD of Undead a cabalist can control with this ability doubles. The maximum HD a single undead can have is unchanged.

    At level 18, a cabalist may choose to create any kind of undead with this effect.

    Final Transformation
    After decades of study, the cabalist finally unravels the secret of eternal life. At 19th level, by undergoing a 24 hours-long ritual that costs 20000 GPs in material components, he gains the Lich template (no level adjustment), but he does not craft a phylactery. He must choose the place in which he reforms after death, but it must be a graveyard, or some other location permeated with death. The only way to destroy such a creature is to reduce his HP to 0, then bring the corpse in an area under the effect of a Hallow spell and fully submerge it in acid while reciting a special prayer (DC 25 Knowledge (religion) to know the prayer).



    Ex-Cabalists

    A cabalist who ceases to be evil loses all his class features, except Wicked Alchemy, and cannot advance in the cabalist class anymore. Should he become evil-aligned again, this would be reverted. A cabalist that becomes good-aligned can, if assisted by a proper mentor, trade all his cabalists levels with warden levels (see below).



    Cabalist Lore

    Characters with ranks in Knowledge (arcana) or Knowledge (religion) can research cabalists to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    15 Cabalists are practitioners of evil magic who are often loathed by common folks. It is said they can summon spirits from hell
    20 Cabalists are skillful alchemists and can summon black flames to destroy their opponents
    25 Cabalists cast spells from a black book. Destroying the book would prevent them to cast spells
    30 The character gains knowledge about specific cabalists in the world



    Cabalist Variant: Warden

    Spoiler: Features
    Show


    Delia, a warden



    There are beings who spend all their life increasing their knowledge. While some do this to achieve power for themselves, others put their wisdom to use in helping the poor and indigent. Unlike cabalists, who defile the souls of the dead and call malevolent entities from afar to learn unspeakable mysteries, wardens respect and protect the ones who came before him, who in return help him in his matters. They guide the warden's actions by revealing him flashes of things to come, and shield him and his allies from the many dangers of the world.



    Alignment
    Any good. Wardens devote their life to attend the weak and the afflicted, and protect the victims of violence.

    Class Skills
    A warden loses Craft (alchemy) (Int), Decipher Script (Int) and Intimidate (Cha), and gains Diplomacy (Cha), Heal (Wis) and Sense Motive (Wis).

    Fountain of Life (Su) (replaces: Darkblast)
    A warden can release a stream of vital energy that alleviates the suffering of virtuous beings. As a standard action, the warden becomes the center of a 20 ft. range emanation. Every good-aligned creature in the area gains Fast Healing equal to the warden's level. If a creature affected by this ability already has Fast Healing, instead it is increased by an amount equal to the warden's level. A warden can keep this ability active by concentrating, otherwise its effects last until the warden's next round. Undead and other creatures that are damaged by positive energy are dazzled while they stay in the area, even if they would normally be immune to dazzling. A warden can use this ability for a number of rounds every day equal to his level, plus his Wisdom modifier.

    At 5th level, every time a creature is healed by this ability, she is also healed from the following conditions: dazzled, deafaned, fatigued, sickened, shaken. Exhausted creatures become fatigued, frightened creatures become shaken, and nauseated creatures become sickened while they stay in the area. The area is also under the effect of a Consacrate spell. Undead and other creatures that are damaged by positive energy are fatigued while they stay in the area, even if they would normally be immune to fatigue.

    At 9th level, every good-aligned creature in the area is under the effect of a Sanctuary spell, and gain Negative Energy Resistance equal to the warden's level. If the effect is broken, it reactivates when the creature regain HP thanks to this ability. Undead and other creatures that are damaged by positive energy take positive energy damage equal to the warden's level at the beginning of their round if they are inside the area.

    At 13th level, good-aligned creatures in the area are immune to death effects and negative energy. The area is under the effect of a Hallow spell. Like the normal version of the spell, the warden may choose to fix a spell to it, chosen from the ones he knows. If he does that, he needs a full-round action to activate this ability, instead of a standard action. Undead and other creatures that are damaged by positive energy are immediately turned (as per the Turn Undead cleric feature, using warden level instead of cleric level and Wisdom modifier in place of Charisma modifier). A given creature cannot be turned more than once every 24 hours by this effect.

    At 17th level, every time a creature is healed by this ability, she heals 1d4 damage from one of her ability scores, removes one negative level, and is also healed from the following conditions: confused, diseased, exhausted, frightened, nauseated, poisoned. Undead and other creatures that are damaged by positive energy that are turned by this ability are destroyed instead.

    Therapist (replaces: Wicked Alchemy)
    A warden is trained in assisting the wounded and providing first aid. He gains a bonus on Heal checks equal to half his warden level.

    White Scroll (replaces: Black Grimoire)
    A warden casts arcane spells in the same manner that a cabalist does, except he uses Wisdom in place of Charisma, and can learn spells belonging to the Abjuration and the Conjuration (healing) schools, as well as spells with the [Good] descriptor from any school.

    Words of Wisdom (Su) (replaces: Tainted Confidant)
    Wardens speak not to creatures' ears, but directly to their soul. Beginning at 2nd level, the warden is permanently under the effect of Tongues, as the spell, and gains a +4 bonus on all Charisma-based skill checks.

    Heavenly Radiance (replaces: Mark of Corruption)
    A 3rd level warden is always surrounded by a halo of light. He gains Nimbus of Light (BoED) as a bonus feat. For every other [Exalted] feat he possesses, the Diplomacy and Sense Motive bonuses provided by Nimbus of Light increase by an additional +2.
    At levels 7, 11 and 15 a warden gains an additional [Exalted] feat. He must meet the prerequisites.

    Ancestor's Guidance (Su) (replaces: Ritual of Calling)
    A warden learns to peacefully communicate with the spirits of the ancient sages, who show him the path to follow. He can use this ability as a full-round action, a number of times per day equal to his Wisdom modifier. At 4th level, he can duplicate the effect of an Augury spell, with 100% success chance.

    At 8th level, he can instead duplicate the effect of a Divination spell, with 100% success chance.

    At 12th level, he can instead duplicate the effect of a Commune spell. He contacts the spirits instead of a deity, but otherwise the effect is equal to that of the spell.

    At 16th level, by using this ability as an immediate action, a warden may duplicate the effect of a Foresight spell, with a duration of 10 minutes.

    At 20th level, a warden may choose to burn all the remaining uses of this ability, as an immediate action. He gains a +20 perfection bonus on all ability checks, caster level checks, skill checks, saving throws and AC, for 1 round per the number of uses burned.

    Guardian Spirit (Su) (replaces: Silent Guardians)
    Starting from 6th level, a warden gets under the special protection of a watchful spirit that keeps an eye on him and his allies. As a standard or move action, the warden may assign the spirit to a single creature within 60 ft., including himself. While the spirit is assigned to a creature, she gains a +4 sacred bonus on AC and saving throws. A Guardian Spirit offers his protection for a number of rounds equal to the warden's level, before disappearing until the next day.

    At 10th level, the creature is under the effect of a Globe of Invulnerability (lesser) spell, and gains a number of temporary HP equal to twice the warden's Wisdom modifier.

    At 14th level, if the creature would die, she instead gains the benefits of a Heal and Restoration spell. After that, the Guardian Spirit immediately disappears until the next day.

    At 18th level, the AC and save bonuses increase to +6, temporary HP provided by this ability doubles, the Globe of Invulnerability protects from spells up to 5th level, and when the creature to whom the spirit is assigned would die, each good-aligned creature within 60 ft. from her gains the benefits of Heal (mass) and Restoration (greater), as the spells.

    True Ascension (replaces: Final Transformation)
    The wisest wardens are eventually receive the blessing of the upper planes and are freed from mortal flesh. At 19th level, a warden's type becomes Deathless (BoED). He uses his Wisdom modifier in place of his Constitution modifier to determine HP. He also gains a +2 increment to all ability scores, except Constitution. Should he ever die, he can be resurrected through a 24 hours-long ritual, performed in an area under the effect of Hallow by either another warden or a good-aligned cleric, of at least 9th level. He cannot be resurrected if his soul is imprisoned (for example, as a result of a Trap the Soul spell) or destroyed. The ritual requires material components which cost no less than 100 gp.
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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    THE DEMONBRAND





    Raella, a demonbrand of Alzrius



    Demon lords are exceptionally powerful creatures, with the power to tear entire nations apart. Even they, though, need trusted servants in order to conduct their most importants tasks. Demonbrands are their patron's right arm, acting either as cunning diplomats, skillful warleaders, or whatever is required of them. They receive various gifts and powers from their fiendish patrons, which they use to destroy all enemies of their masters.


    Abilities
    A high charisma score is recommended for at least two reasons: first, the demonbrand is his patron's ambassador, and he must be able to bring people to respect the will of the demon lord; second, charisma is the key skill for the demonbrand's spell-like abilities and class features. A high constitution score is also useful to soak hits during the many battles against his patron's enemies. Finally, a good strength is suggested for melee focused demonbrands, while those who prefer ranged combat might want to increase their dexterity score.

    Alignment
    Any non Good. Committing himself to an evil quasi-deity is not a good act, since patrons will almost always ask their minions to perform vicious deeds for them.

    Hit Die
    d8.

    Class Skills
    The demonbrand's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha)

    Skill Points at 1st level
    (4 + Int modifier) * 4.

    Skill Points at each Additional level
    4 + Int modifier.




    Table 1.2: The demonbrand
    Level BAB Fort Ref Will Features 1st 2nd 3rd 4th 5th 6th
    1st +0 +2 +0 +2 Demon Form, Fiendish Arts, Thrall to a Demon 1+1 - - - - -
    2nd +1 +3 +0 +3 Envoy of the Archfiend 2+1 - - - - -
    3rd +2 +3 +1 +3 Abyssal Hertior Feat 2+1 0 - - - -
    4th +3 +4 +1 +4 Patron's Blessing (lesser) 2+1 1+1 - - - -
    5th +3 +4 +1 +4 Demon Form (DR) 3+1 1+1 - - - -
    6th +4 +5 +2 +5 Abyssal Hertior feat 3+1 2+1 0 - - -
    7th +5 +5 +2 +5 Blessed Gear 3+1 2+1 1+1 - - -
    8th +6/+1 +6 +2 +6 Patron's Blessing (greater) 3+1 3+1 1+1 - - -
    9th +6/+1 +6 +3 +6 Abyssal Hertior feat 3+1 3+1 2+1 0 - -
    10th +7/+2 +7 +3 +7 Demon Form (SR) 3+1 3+1 2+1 1+1 - -
    11th +8/+3 +7 +3 +7 Patron's Favourite 3+1 3+1 3+1 1+1 - -
    12th +9/+4 +8 +4 +8 Abyssal Hertior feat 3+1 3+1 3+1 2+1 0 -
    13th +9/+4 +8 +4 +8 Patron's Blessing (superior) 3+1 3+1 3+1 2+1 1+1 -
    14th +10/+5 +9 +4 +9 Demon Form (outsider) 3+1 3+1 3+1 3+1 1+1 -
    15th +11/+6/+1 +9 +5 +9 Abyssal Hertior feat 4+1 3+1 3+1 3+1 2+1 0
    16th +12/+7/+2 +10 +5 +10 General of the Abyss 4+1 4+1 3+1 3+1 2+1 1+1
    17th +12/+7/+2 +10 +5 +10 Patron's Blessing (final) 4+1 4+1 4+1 3+1 3+1 1+1
    18th +13/+8/+3 +11 +6 +11 Abyssal Hertior feat 4+1 4+1 4+1 4+1 3+1 2+1
    19th +14/+9/+4 +11 +6 +11 Demon Form (tanar'ri) 4+1 4+1 4+1 4+1 4+1 3+1
    20th +15/+10/+5 +12 +6 +12 Paragon of the Abyss 4+1 4+1 4+1 4+1 4+1 4+1



    Class Features

    Weapon and Armor Proficiency
    Demonbrands are proficient with any simple and martial weapon, and with any kind of armor and shield, except tower shields.

    Demon Form (Su)
    A demonbrand is fueled by the power of the Abyss. At levels 1, 3, and every three levels afterwards, a demonbrand gains an Abyssal Hertior feat as a bonus feat. He must meet the prerequisites. (Abyssal Hertior feats can be found here)

    At 1st level, as a swift action, a demonbrand can enter or exit a state called Demon Form. While he is in Demon Form, he ignores the drawbacks of any Abyssal Hertior feat he possesses. While he is not in Demon Form, all the Abyssal Hertior feats he possesses are suppressed, not providing their benefits nor their drawbacks. A demonbrand in his Demon Form always displays some change in his physical appearance, such as red skin, glowing eyes, smoke from the mouth, and the like, but these are only cosmetic changes that have no in-game effect.

    At 5th level, while in Demon Form, a demonbrand gains a +2 bonus on Strength, Damage Reduction/Good and Magic equal to half his level, and his attacks (both by natural and manufactured weapons) are considered Chaotic and Evil-aligned for bypassing Damage Reduction.

    At 10th level, while in Demon Form, a demonbrand gains an additional +2 bonus on Charisma, Spell Resistance equal to 10 + his HD and grows by one size. This ability does not stack with similar effects, such as an Enlarge Person spell.

    At 14th level, a demonbrand's type change into outsider and gains the chaotic and evil subtypes. He may choose at any time whether he is considered an Outsider or his previous type, taking whichever is more beneficial to him. In addition, after one minute of uninterrupted concentration, he may duplicate the effect of a Plane Shift spell, only to move between the material plane and his patron's home plane. While in Demon Form, a demonbrand gains an additional +2 bonus on Dexterity.

    At 19th level, while in Demon Form, a demonbrand gains an additional +2 bonus on Strength, Dexterity and Charisma. He also gains the tanar'ri subtype (he does not gain the Summon ability), and his Damage Reduction improves to /Cold Iron, Good and Epic. He may cast Teleport (greater) at will as a spell-like ability (self plus 50 pounds of objects only).





    A demonbrand in demon form



    Fiendish Arts
    Demonbrands cast divine spells, which are drawn from the demonbrand spell list. A demonbrand automatically knows all the spells in his spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a demonbrand must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a demonbrand’s spell is 10 + the spell level + the demonbrand’s Charisma modifier. A demonbrand can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. A demonbrand may cast and additional spell per day for every spell level he has access to, but he can use that additional slot only to cast spells coming from one of his patron's domains (see the Thrall of a Demon class feature below). A demonbrand gains Eschew Material as a bonus feat.

    Spoiler: Demonbrand spells
    Show
    Level 1: Babau Slime (SpC), Bane, Benign Transposition (SpC), Cause Fear, Chill Touch, Command, Corrosive Grasp (SpC), Curse Water, Divine Favor, Disguise Self, Doom, Endure Elements, Inflict Light Wounds, Obscuring Mist, Mage Armor, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Persistent Blade (SpC), Portal Beacon (SpC), Protection from Chaos/Evil/Good/Law, Ray of Clumsiness (SpC), Ray of Enfeeblement, Resist Planar Alignment (SpC), Shield, Shocking Grasp, Sonic Blast (SpC), True Strike, Wall of Smoke (SpC)

    Level 2: Acid Arrow, Balor Nimbus (SpC), Battering Ram (SpC), Bear's Endurance, Blast of Force (SpC), Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Darkness, Darkvision, Death Knell, Detect Thoughts, Fog Cloud, Hold Person, Inflict Moderate Wounds, Eagle's Splendor, Ethereal Chamber (SpC), Fearsome Grapple (SpC), Fog Cloud, Infernal Wound (SpC), Levitate, Persistent Blade (SpC), Protection from Arrows, Resist Energy, Scale Weakening (SpC), Scorching Ray, Shatter, Silence, Sting Ray (SpC), Touch of Idiocy, Undetectable Alignment, Whispering Wind

    Level 3: Acid Breath (SpC), Analyze Portal (SpC), Avoid Planar Effects (SpC), Bestow Curse, Blade of Pain and Fear (SpC), Blink, Chain Missile (SpC), Contagion, Deeper Darkness, Diamondsteel (SpC), Dispel Magic, Displacement, Heroism, Inflict Serious Wounds, Keen Edge, Magic Circle Against Chaos/Evil/Good/Law, Magic Weapon (greater), Nondetection, Phantom Steed, Protection from Energy, Ray of Exhaustion, Reverse Arrows (SpC), Sleet Storm, Stinking Cloud, Sonic Lance (SpC), Spell Vulnerability (SpC), Suggestion, Vampiric Touch, Vipergout (fiendish only) (SpC), Wind Wall

    Level 4: Air Walk, Black Tentacles, Burning Blood (SpC), Confusion, Crushing Despair, Defenestrating Sphere (SpC), Death Ward, Discern Lies, Dismissal, Dimension Door, Dimensional Anchor, Energy Shperes (SpC), Enervation, Fear, Flame Whips (SpC), Force Missiles (spC), Forceward (SpC), Freedom of Movement, Globe of Invulnerability (lesser), Inflict Critical Wounds, Know Vulnerabilities (SpC), Minor Creation, Phantasmal Killer, Poison, Ray Deflection (SpC), Resilient Sphere, Sending, Solid Fog, Sword of Deception (SpC), Stoneskin, Vortex of Teeth (SpC), Wingbind (SpC)

    Level 5: Acid Sheath (SpC), Arc of Lightning (SpC), Baleful Polymorph, Cloudkill, Command (greater), Cyclonic Blast (SpC), Dispel Chaos/Good/Evil/Law, Fabricate, Feeblemind, Fiendform (SpC), Gutsnake (SpC), Inflict Light Wounds (mass), Interposing Hand, Ironguard (lesser) (SpC), Mind Fog, Prismatic Ray (SpC), Sending, Slay Living, Telekinesis, True Seeing, Vitriolic Sphere (SpC), Vulnerability (SpC), Wall of Force, Wall of Stone, Waves of Fatigue, Zone of Respite (SpC)

    Level 6: Antimagic Field, Banishment, Blade Barrier, Brilliant Blade (SpC), Circle of Death, Disintegrate, Dispel Magic (greater), Globe of Invulnerability, Eyebite, Flesh to Stone, Forceful Hand, Harm, Heroism (greater), Howling Chain (SpC), Inflict Moderate Wounds (mass), Opalescent Glare (SpC), Planar Binding, Repulsion, Ruby Ray of Reversal (SpC), Seal Portal (SpC), Suggestion (mass), Transformation, True Seeing, Wall of Iron, Word of Recall


    Thrall to a Demon
    At 1st level, a demonbrand gains Thrall of a Demon as a bonus feat. The patron must be a demon lord. (demon lords are described here)

    Envoy of the Archfiend
    Being the chosen of his patron, a demonbrand exerts a strong authority over common worshippers. At 2nd level, he gains a bonus on Diplomacy and Initmidate checks against members of his patron's church and other devotees equal to half his level. Such creatures become aware of his position as soon as they meet him, if the patron agrees. If the demonbrand needs help, they will provide him, happy or not, but they won't do anything that is not strictly necessary for the success of the demonbrand's mission.

    Patron's Gift (Su)
    Only the favourites of a Demon Lord gains his blessing, earned after a lot of missions completed. This blessing gives the demonbrand a tremendous power and marks him as a faithful servant of his patron. At 4th level, a demonbrand gains the first blessing from his patron. Blessings are all supernatural abilities. When required, their DC is equal to + 10 half the demonbrand's level + his charisma modifier. The entity of the gift is determined by the patron chosen upon taking the Thrall of a Demon feat.

    • Alyorna: Those who revere the plaguemother has nothing to fear from illness. The demonbrand gains immunity to all diseases. He can still carry a number of diseases in his body equal to his charisma modifier.
    • Cyndrazar: Devotees of the mad goddess can inspect the mind of other creatures. The demonbrand is permanently under the effect of Empathy, as the power, with a range of 30 ft. (concentration is not required).
    • Elimdal: Those who earn Elimdal's favor can administer life and death as they please. The demonbrand gains the Lay on Hands ability of a paladin of his level and may choose to channel either positive or negative energy with each use. Creatures damaged by this ability are entitled a fortitude save to halve the damage.
    • Juiblex: Juiblex gifts its champions with the ability to execrete a sticky goo from their body. Any creature that strikes the demonbrand with a melee attack must succeed in a reflex save, or her weapon sticks into the demonbrand's body and is yanked out of her grip. A creature using a natural weapon is automatically grappled if it gets stuck. A demonbrand can use this ability as an immediate action, once per day per point of Charisma modifier. Each use of this ability applies only to a single attack.
    • Marzurg: Those chosen by by Marzurg are always surrounded by wild vegetation. The area within 10 ft. from the demonbrand is permanently under the effect of Entangle, as the spell, even when he is not upon natural terrain.
    • Nephram: Those touched by Nephram earn a chip of his knowledge. The demonbrand gains the Bardic Knowledge ability of a Bard of his level.
    • Niashtad: Scions of Niashtad can exude waves of apathy. As a standard action, every creature within 100 ft. from the demonbrand must succeed on a will save or their attitude towards anyone is shifted to indifferent for 1d4 hours. This is a mind-affecting ability. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Ogrim: Ogrim's chosen are ruthless and never flee from battle. The demonbrand gains immunity to fear, and all the allies within 30 ft. from him gain a morale bonus on saves against fear equal to his Charisma modifier.
    • Thandarax: Thandarax' companions survive longer in a struggle the harder they are hit. At the beginning of your round, if the demonbrand took the minimum amount of damage required during the last turn, he heals one or more conditions. Conditions that can be healed and the minimum amount of damage required do to so are explained in the table below.

      Minimum damage Conditions healed
      12 Dazzled, deafened, sickened
      24 Fatigued, nauseated
      36 Confused, exhausted, stunned

    • Ulagresh: Those who receive Ulagresh's blessing are the masters of the sea. The demonbrand can breathe both air and water, and gains a swim speed equal to his land speed; if he already has a swim speed, it is increased by 15 ft.
    • Vergron: The blessed of Vergron strike as hard as stone. The demonbrand's attacks (both by natural and manufactured weapons) ignore hardness (but not Damage Reduction) as if they were adamantine, and deal double damage to objects.


    At 8th level, the patron blesses the demonbrand with a new, stronger power.

    • Alyorna: Those gifted by Alyorna gain a new tool to spread the contagion. The demonbrand gains a sting natural attack that deals 1d4 damage (for medium creatures), plus half his strength modifier. Once per day per point of Charisma modifier, a creature struck by this attack must succeed on a fortitude save or be affected by one of the diseases carried by the demonbrand. Incubation period is 1 round.
    • Cyndrazar: Cyndrazar blesses her servant with a telepathic field that hampers psionic powers. The maximum amount of power points that creatures within 30 ft. from the demonbrand can spend when manifesting a power is reduced by an amount equal to the demonbrand's Charisma modifier.
    • Elimdal: Elimdal's minions experience the embrace of undeath. The demonbrand is healed by both positive and negative energy, and mindless undead creatures perceive him as one of them. For the purpose of any effect, he may choose to be considered an Undead or a creature of his type, whichever is more beneficial to him. He also gains immunity to critical hits, poison, stunning, paralysis, death effects, non lethal damage and physical ability damage and drain. His Constitution score is permanently reduced by 4.
    • Juiblex: The bodies of Juiblex' favourites are gelatinous. The demonbrand gains immunity to bludgeoning damage.
    • Marzurg: The will of Marzurg punishes the foolish mortal for using artificial tools. Any metal object touched by a demonbrand or by a weapon held by him is subject to the Rust ability of a Rust monster. When the demonbrand strikes a creature that wears a metal armor, or he tries to sunder a metal weapon, that armor or weapon is subject to this ability. A given object can't be affected by this ability more than once per round. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Nephram: Nephram's champions have a deep familiarity with magic. The demonbrand gains the Imbue Item ability of a Warlock (CArc). In addition, as a standard action, they can take any amount of Constitution damage to restore the charges of a magic item they hold (such as a wand or a staff), at a rate of 1d4 charges for every point of Constitution damage. Alternatively, he can take 1 Constitution damage to gain one extra use of a magic item with limited per-day uses, such as a Circlet of Blasting.
    • Niashtad: The chosen by Niashtad can subtly instill doubt and discouragement among their foes. Every time a creature fails a save against any effect caused by the demonbrand, that creature must succeed on a Will save or be under the effect of Unluck, as the spell (SpC), for 1 round. This is a mind-affecting ability.
    • Ogrim: A soldier of Ogrim never fights alone. The demonbrand is always followed by a little shining demon that duplicates the effect of a Bloodstar spell (LM), with the following exceptions: The demon is immune to fire, and the area within 20 ft. from him is always under the effects of Daylight, as the spell. When the demon enters an area of magical darkness, the demonbrand must make a level check with DC equal to 10 + the caster level of the darkness effect. If he succeeds, the darkness effect is dispelled, as per a Dispel Magic spell. Otherwise, the demon is reduced to 0 HP. Whenever the demon is reduced to 0 HP, his body vanishes for 24 hours, before reappearing at full health within 5 ft. of the demonbrand.
    • Thandarax: Only the unrivaled hunters can join Thandarax' games. The demonbrand gains the Hide in Plain Sight ability of a ranger, but only when in a forest. In addition, when he strikes a creature unaware of his presence, the critical range of any weapon he wields (both natural or manufactured) doubles. This effect stacks with other effects thet provide similar benefits, such as the Improved Critical feat.
    • Ulagresh: Paragons of Ulagresh can make their enemies (and not only them) feel as if they are in the deepest depths of the ocean. Every creature within 20 ft. from the demonbrand take non-lethal damage equal to the demonbrand's Charisma modifier at the beginning of their round. Unconscious creatures in the area immediately begin to drown. Creatures that do not need to breathe are immune to this effect.
    • Vergron: Vergron's blessing allows the demonbrand to chill his enemies to the bone. Every weapon he wields (both natural and manufactured) gains the freezing property. Every time the demonbrand deals cold damage, the damaged creature must make a fortitude save or being slowed (as the spell) for 1 round. Creatures with cold resistance or immunity are immune to this effect.


    At 13th level, the demonbrand has further proved his loyalty to the patron and then receives a new reward.

    • Alyorna: No one can escape the plague. Creatures take a -4 penalty to their saving throws against the demonbrand's poisons and diseases. Creatures immune to poison and diseases are no longer immune to the demonbrand's poison and diseases, unless they don't have a Constitution score, but they don't get the penalty on saves.
    • Cyndrazar: The ones blessed by Cyndrazar can make others feel the unimaginable pain of the mad goddess. When the demonbrand takes lethal damage, any number of creature within 30 ft. from him must succeed on a Will save or be under the effect of Symbol of Pain, as the spell, for 1d4 rounds. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Elimdal: Elimdal bestows the gift to repel living creatures to those who are worthy. The area within 5 ft. from the demonbrand is permanently under the effect of Antilife Shell, as the spell. When a living creature is forced to enter the space, the effect does not end.
    • Juiblex: Scions of Juiblex can dissolve anything by merely touching it. As a standard action the demonbrand can make a melee attack with a weapon he wields (both natural or manufactured), or with his touch. The creature struck by the attack must succeed in a fortitude save or take an additional 1d6 acid damage per demonbrand level. Even if the save is successful, the creature takes 5d6 acid damage. A creature or object killed (or destroyed) by this effect is utterly dissolved, as per a Disintegrate spell. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Marzurg: Those who rever Marzurg slowly experience a transition in the vegetal world. The demonbrand gains Plant traits.
    • Nephram: Nephram's disciples can control the flow of magic as easily as they drink a glass of water. Whenever a demonbrand strikes a creature with a weapon (both natural or manifactured), the creature must succeed on a Will save or be subject to a Greater Dispel Magic spell (target), with a caster level equal to the demonbrand's level. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Niashtad: Paragons of Niashtad are surrounded by eerie whispers that drive the weak-minded mad. Every creature within 10 ft. from the demonbrand must make a Will save every round or take 1d4 Wisdom damage. This is a sonic, mind-affecting ability. This ability can be suppressed or reactivated as a swift action.
    • Ogrim: Ogrim's generals always lead their army to victory. When the demonbrand enters into battle, he and the allies within 30 ft. from him gain 2d10 temporary HPs, immunity to fatigue, and deal an additional 1d6 fire damage with weapon attack. When the demonbrand or an ally affected by this ability is reduced to 0 or negative HPs, he acts as if he had 1 HP for 1d6 rounds. These effects last until the end of the encounter.
    • Thandarax: Thandarax' mates can emit a powerful, belligerent roar. This is a 50 ft. cone and requires a standard action. Enemies in the area must succeed in a reflex save or fall prone, and in a fortitude save or being deafened for 1d4 hours. Allies that hear the roar gain a +4 on initiative checks for the rest of the encounter. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Ulagresh: Worshippers of Ulagresh are capable of breathing noxious clouds. As a standard action, the demonbrand can duplicate the effect of an Acid Fog spell. A demonbrand can use this ability once per day per point of Charisma modifier.
    • Vergron: Those gifted by Vergron need only to look at their enemies to make them tremble. The demonbrand gains a gaze attack that renders creatures shaken (Will negates) while they have line of sight with him and for 1d6 rounds afterwards. Once per day per point of Charisma modifier, by directing his gaze towards a creature as a standard action, he can duplicate the effect of a Hold Monster spell, with caster level equal to his level.


    At level 17th, the demonbrand receive the final, most powerful blessing from his patron.

    • Alyorna: The ones blessed by Alyorna have the support of a vicious swarm of infernal creatures. The area within 15 ft. from the demonbrand is treated as being occupied by an Hellwasp Swarm (the DC of its abilities is equal to the demonbrand's Patron's Gift DC). If the Swarm is damaged or killed, it returns at full health at the beginning of the next round. As a standard action the demonbrand can send forth the swarm in a 50 ft. long line: every creature in the area is damaged by the Hellwasp Swarm's swarm attack.
    • Cyndrazar: Everyone that comes too close to Cyndrazar's champion experience visions of a horrible world that break their minds forever. As a full-round action, every creature within 60 ft. of the demonbrand is forced to succeed on a Will save or suffer the effect of an Insanity spell. A demonbrand can use this ability once per day.
    • Elimdal: Elimdal's disciples learn how to destroy the link between body and soul and condense the latter into crystals for future use. Once per day per point of Charisma modifier, as a standard action, the demonbrand makes a melee touch attack against a living creature. He must make this attack with a weapon capable of dealing slashing damage. The creature must make a fortitude save or die. After that, a small azure crystal appears within the demonbrand's possession, storing a number of HD equal to the HD of the killed creature, and holding her soul as per a Trap the Soul spell. When casting a spell that requires XP component or crafting an item, or doing anything that requires XP to be spent, any creature can consume an amount of those crystals. Every crystal reduces the XP cost by an amount equal to 10 for every HD of souls stored in it. This effect cannot reduce the XP cost of any action by more than its half. Using those crystals is an evil act.
    • Juiblex: Juiblex' gift is the gift of eternal hunger. Its paragons can expand themselves to devour everything they see. When grappling, the demonbrand may choose to be considered two size greater. Also, he gains the Swallow Whole ability, with the following changes: he can swallow creatures up to two size categories larger than him. After swallowing a creature, the demonbrand increases his size to that of the swallowed creature if it is larger than he is. While the creature is inside the stomach, the demonbrand cannot move or swallow another creature, and loses his natural attacks and the ability to carry objects. All his equipment is fused into him, though armor bonuses still apply. He occupies the space of the swallowed creature and gains a slam attack that deals damage according to his size. Finally, he gains ooze traits. A creature inside the stomach takes 10d6 bludgeoning damage and 5d6 acid damage every round (fortitude halves). The demonbrand's stomach has 40 HP and AC 15. Every time the creature takes damage, the demonbrand heals 1 HP per point of Charisma modifier. If the creature dies or escapes the stomach, the demonbrand immediately reverts to his previous form.
    • Marzurg: Paragons of Marzurg earn the help of the powerful denizens of the Abyssal forests. Once per day, as a full-round action, the demonbrand can transform 2d4 trees within 100 ft. from him in the same number of Fiendish Treants. They follow his orders until destroyed. They crumble into dust after 24 hours.
    • Nephram: Nephram's protected shrug off spells like nothing. The demonbrand is permanently under the effect of Spell Turning, as the spell. The spell levels reflected refresh every 1d4 minutes.
    • Niashtad: The final blessing of Niashtad is the ability to deprive enemies of all their senses and make them feel alone and helpless. As a full-round action a demonbrand creates a 40 ft. area within 100 ft. from him. Creatures in the area are under the effect of Sensory Deprivation, as the spell (SPC), with no save, as long as they stay in the area. Creatures outside cannot see in the area even with effects like True Seeing. They only see a black screen. Creatures inside the area also take a -4 penalty on all saves. The demonbrand is immune to this ability. This ability can be used only once per day.
    • Ogrim: The weapon brandished by an elect of Ogrim unleashes a torrent of flame every time it is swung. When the demonbrand makes a melee attack, the target and every creature in a 30 ft. line behind him takes 5d6 hellfire damage (reflex halves). After the attack, the area is occupied by a Wall of Fire, as the spell, that lasts 1 round per level.
    • Thandarax: Those gifted by Thandarax revel in slaughter. The demonbrand permanently gains a +4 bonus on Strength and a +2 bonus on Constitution. Every time he kills a creature with HD at least equal to half his level, he heals a number of HP equal to the HD of that creature and he can immediately take an additional full-round action, or one move and one standard action. He can use this ability only once every turn.
    • Ulagresh: As a final gift, Ulagresh teaches to his servants how to control the foul seas of the Abyss. Once per day the demonbrand can cast Tsunami (SpC) as a spell-like ability, without needing to provide the material components. Half the damage dealt by this ability is acid damage.
    • Vergron: Vergron's champions always bring winter with them. The area within 20 ft. from the demonbrand is permanently under the effect of Sleet Storm, as the spell. The temperature in the area lowers by two steps and creatures in the area without cold resistance or immunity take 1d4 dexterity damage and 2d6 cold damage at the beginning of their round. A succesful fortitude save negates the Dexterity damage. The demonbrand is immune to this effect. He can use his gaze attack even if the creatures cannot see him because of the storm. This ability can be suppressed or reactivated as a swift action.


    Blessed Gear
    A demonbrand is gifted with powerful artifacts directly from his patron. By spending one hour in prayers, a 7th level demonbrand receive an amount of magic items useful to continue his quest. These are usually weapons and/or armor, but other magic items are allowed. The items are decided by the DM and must be strongly connected with the patron's sphere of influence. Generic magic items, such as Mantle of Resistance, should not be provided. Every time the demonbrand gains a level, he can perform the ritual again: the items previously granted disappear, and he is gifted with new. The total value that items granted by this ability can have is given in the table below.

    Level Maximum value
    7th 2,000
    8th 3,000
    9th 4,000
    10th 5,000
    11th 7,000
    12th 9,000
    13th 11,000
    14th 15,000
    15th 20,000
    16th 30,000
    17th 40,000
    18th 50,000
    19th 60,000
    20th 80,000

    Patron's Favourite
    As the demonbrand increase his influence among his patron, he is granted favors that the lesser minions can only dream of. At 11th level, when the demonbrand uses the ability granted by his Thrall of a Demon feat, he can instead duplicate the effect of a Limited Wish spell. He does not need to provide the XP cost.

    General of the Abyss
    At 16th level, the faith that the patron puts in the demonbrand is so great that he allows him to lead his armies into battle. This ability is similar to the Leadership feat, except that the cohort and followers must be either outsiders with the tanar'ri subtype, or creatures with the Thrall of a Demon Feat and the same patron as the demonbrand. The demonbrand's cohort and followers level is considered equal to either their HD or CR, whichever is greater. Once per day, with a 1-hour long ritual, the demonbrand may produce an effect similar to that of a Gate spell, except that the gate can only be used by your cohort and followers to join you if you are in a different plane, and vice versa.

    Paragon of the Abyss
    At 20th level, the demonbrand reaches the pinnacle of his fortune and strength. His patron finds in him his most trusted and mighty ally, ready to bring his will in every place of the universe. However, giving such a great power to a single being might not have been a wise choice, since now he has the power to challenge the gods face to face without fear. The demonbrand must choose whether he wants to remain loyal to his patron, or to betray him. The outcome is described below.

    • Loyal: If the demonbrand chooses to stay loyal, the patron opens to him all the vaults of power. When using his Thrall of a Demon feat, instead of the usual effect, a demonbrand may instead duplicate the effect of a Miracle spell. He does not need to provide the XP cost. A demonbrand that chosen this path may still betray his patron at any moment.
    • Betray: If the demonbrand chooses to betray, his patron brutally rejects him, and will never accept him again among his servants. Additionally, no other demon lord would ever accept to become his patron (See the Ex demonbrand section below for details). Although disowned by the patron, a demonbrand is now free and with a strong reputation through the multiverse, making him a super villain that underwent countless challenges to satisfy his patron. Because of this, he will most likely have his own personal crowd of worshippers. From now on, the demonbrand is permanently in Demon Form and cannot revert into normal form by any means. Also, his Demon Form becomes an Extraordinary Ability. He grows by one size (up to huge) and gains the Epic Leadership feat as a bonus feat, with the same rules of the Leadership feat granted by the General of the Abyss feature. He does not need to meet the prerequisites. Finally, he gains the nyurvata template (see here for additional details). He is now able to claim a layer of the Abyss as his personal domain and become to all intentions and purposes a new Demon Lord.






    By rejecting his patron, a demonrand can attain the power of a god



    Ex-Demonbrands

    A demonbrand that becomes good-aligned or deliberately betrays or opposes to his patron's will in any way loses the Thrall of a Demon feat, the Patron's Gift class feature and cannot perform the ritual granted by the Blessed Gear class feature anymore (though he can keep all the gear that the ex-patron already gave to him). He cannot advance in the demonbrand class anymore and cannot take the Thrall of a Demon feat again. If he becomes good-aligned, the cohort gained from the General of the Abyss class feature won't probably answer the demonbrand's call, nor follow his orders anymore. Patrons tend to be vengeful, longing to destroy those who dare to betray them: because of this, an ex-demonbrand is always in danger of being harmed by his old patron's servants. A demonbrand who fell into disfavor with his patron and wishes to repair, can use his Thrall of a Demon feat, only to ask his patron to forgive him. The patron may choose to answer or not; if he chooses to answer, he usually assigns to the demonbrand a particularly difficult task to perform. If the demonbrand succeeds, he is restored to his previous position and regains all the class features he lost. if the demonbrand betrays his patron more than once, there is no possibility for a new redemption. Should the demonbrand's patron ever die, the demonbrand won't lose his class features, as long as the patron is able to provide spells and vestiges to his worshippers (see the demigod template for details). All the patron's requests to the demonbrand will probably be directed to the patron's resurrection.



    Demonbrand Lore

    Characters with ranks in Knowledge (religion) or Knowledge (the planes) can research demonbrands to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    10 Demonbrands are beings who made a pact with a powerful demon in order to obtain power
    15 Demonbrands are gifted with unique abilities by their patron, and gradually assume fiendish features
    20 The most faithful demonbrands receive powerful magic items and lead their personaly army of demons
    25 The character gains knowledge about specific demonbrands in the world
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    PRESTIGE CLASSES




    BLAZING WARLORD





    Kamal, a blazing warlord, after using Comet Form



    Only those with fire burning inside them are chosen by Ogrim to be his soldiers. They must prove to be the strongest in battle, killing countless devils in the everburning battlefields of the blood war. The few who survive, the most cunning and powerful warriors, are blessed by the Scorching Star and become the generals of his troops, fighting alongside him against the threat coming from Baator, forever, or until death comes to honor their memory.


    Hit Die
    d10.

    Requirements
    To qualify to become a blazing warlord, a character must fulfill all the following criteria.

    • Intimidate 13 ranks.
    • Thrall of a Demon* feat. (patron must be Ogrim)
    • Veteran of the Blood War* feat.
    • Demon Form class feature.
    • Must know at least one 2nd level Desert Wind, Diamond Mind, Iron Heart or White Raven maneuvre.
    • Must be able to cast 2nd level divine spells.

    (*New feat, described here)


    Class Skills
    The blazing warlord's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Martial Lore (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)

    Skill Points at Each Level
    4 + Int Modifier.




    Table 1.3: The blazing warlord
    Level BAB Fort Ref Will Features Man. known Man. readied Stances known Spellcasting
    1st +1 +2 +2 +0 Battleborn, Burning Spirit stance (attack), Overheat 0 0 1 +1 level of existing spellcasting class
    2nd +2 +3 +3 +0 Comet Form (fire body) 1 0 0 +1 level of existing spellcasting class
    3rd +3 +3 +3 +1 Bonus Fighter Feat 0 0 0 +1 level of existing spellcasting class
    4th +4 +4 +4 +1 Burning Spirit stance (heat wave) 1 0 0 +1 level of existing spellcasting class
    5th +5 +4 +4 +1 Comet Form (swift movement) 0 1 0 +1 level of existing spellcasting class
    6th +6/+1 +5 +5 +2 Bonus Fighter Feat 1 0 1 -
    7th +7/+2 +5 +5 +2 Burning Spirit stance (fusion) 0 0 0 +1 level of existing spellcasting class
    8th +8/+3 +6 +6 +2 Comet Form (shooting star) 1 0 0 +1 level of existing spellcasting class
    9th +9/+4 +6 +6 +3 Bonus Fighter Feat 0 1 0 +1 level of existing spellcasting class
    10th +10/+5 +7 +7 +3 Paragon of the Twin Suns 1 0 0 +1 level of existing spellcasting class



    Class Features

    Weapon and Armor Proficiency
    Blazing warlords gain no proficiency with any weapon or armor.

    Maneuvres and Stances
    At each even-numbered level, a blazing warlord gains one new maneuvre known. At 1st and again at 6th level, he learns a new martial stance. You must meet a maneuvre's or stance's prerequisite to learn it. He adds his full blazing warlord levels to his initiator level to determine his total initiator level and his highest level maneuvres known. He may learn maneuvres and stances from the following disciplines: Desert Wind, Diamond Mind, Iron Heart, and White Raven.

    Spellcasting
    At every level, except 6th, a blazing warlord learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the blazing warlord level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a blazing warlord, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

    Battleborn
    A blazing warlord is a well-trained soldier; for him, a full plate armor is as comfortable as silk underwear. At 1st level, he does not get armor check penalties, reduced speed or maximum Dexterity bonus when wearing any kind of armor. He can also sleep in armor without penalties.

    Burning Spirit stance (Su)
    At 1nd level, a blazing warlord learns how to project his inner power to shape an avatar made of fire. While the blazing warlord is in a stance from any discipline he knows, he can forgo its normal benefit as a swift action to gain the effect of Burning Spirit stance. This ability lasts for a number of rounds equal to the blazing warlord's HD, but they do not need to be consecutive. He can stop using Burning Spirit stance and resume gaining the normal benefit of the stance as a swft action.
    While in Burning Spirit stance, a blazing warlord is surrounded by a flaming spirit, made in his own image. Each round, the spirit can make a full attack as a full-round action against a creature, using the blazing warlord's base attack bonus, and adding the blazing warlord's Charisma modifier to the attack rolls. It acts in the blazing warlord's turn, but separately from him, as it it were a different creature. It can use either a longsword or a longbow, and can switch between the two as a free action. Regardless of the weapon used, it deals only 1d6 fire damage, plus the blazing warlord's Charisma modifier, with each attack.

    At 4th level, once per round as a free action, the blazing warlord can command the spirit to slam the ground instead of making a full attack. If he does, creatures within 15 ft. from the blazing warlord take damage equal to the blazing warlord's Charisma modifier, and if they are within one size category from him (for example, if the blazing warlord is of medium size, this affects creatures of large size or lower), they are pushed 5 ft. back. Creatures damage by this effect are at risk of catching fire and must succeed on a fortitude save (DC 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) to avoid becoming sickened for one round due to the burst of heat.

    At 7th level, a blazing warlord may fuse with the spirit to become one again, doubling his power for a limited amount of time. Once per day as a swift action, while in Burning Spirit Stance, a blazing warlord can suppress the effects of the stance. If he does, he grows one size (up to huge). He gains the ability to conjure, as a free action, one longsword or one longbow of his size. Those weapons have a +5 enhancement bonus and are treated as having the Fiery Blast property, even if that would not normally be allowed for non epic weapons. The blazing warlord add his Charisma modifier to attack and damage rolls, and all the fire damage he deals is converted into hellfire damage. While this effect is active, the blazing warlord cannot exit from the stance, and every round passed counts as two rounds for the purpose of determining the remaining duration of Burning Spirit stance.

    Overheat
    A blazing warlord's fire directly comes from Ogrim and has nothing to do with common fire. At 1st level, every time he deals fire damage to a creature, that creature's behavior to fire is altered (only for that damage) as explained in the table below.

    Old behavior New behavior
    Fire vulnerability Takes 100% damage from fire
    Nothing Gains fire vulnerability
    Fire Resistance Nothing
    Fire immunity Gains Fire Resistance equal to her HD

    Comet Form (Su)
    A champion of Ogrim can crush his enemies with the power of a meteor. This ability replaces Demon Form. While in this form, a blazing warlord's body is ablaze, emitting fiery sparkles and dazzling light. At 2nd level, on top of the benefits already granted to him by Demon Form, a blazing warlord is under the effect of a Haste spell, and gains immunity to fire. A creature who is grappling with him takes fire damage equal to the blazing warlord's HD. The area within 20 ft. from him is under the effect of a Daylight spell.

    At 5th level, once per round, a blazing warlord may choose to move his speed as a swift action. If he does, he needs to move in a straight line, but ignores difficult terrain. Creatures that are in the blazing warlord's path are involved in an overrun attack as soon as they come in contact with him. The blazing warlord uses his Charisma modifier in place of his Strength modifier for this attack, and has an additional +4 bonus on the check. If the overrun attempt fails, the movement ends, and the balzing warlord falls prone as normal. Regardless of the outcome, creatures that are involved in the overrun check take damage as if they were grappling with the blazing warlord, and must make a fortitude save (DC 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) or become blinded for 1 round. A blazing warlord can use this ability once per day per point of Charisma modifier.

    At 8th level, once per day, as a full-round action, the blazing warlord can transform into a real comet and launch himself into the air. He travels at a speed of 20 miles and has no need to eat, drink, sleep or breathe. He may change the direction of his flight, though doing this requires a bit of time due the great speed not allowing quick maneuvres. A blazing warlord can breach the atmosphere when using this ability, allowing him to go into the astral plane and travel to other planes of exsistence. He can remain in this state virtually forever, if he wishes so; the effect ends only when he lands upon a surface.
    Once the blazing warlord reaches his destination, he lands with a tremendous impact. Creatures within 100 ft. from the impact point take 1d8 damage for every two HD the blazing warlord possesses, half bludgeoning, half hellfire. A succesfull fortitude save (10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) halves the damage. Creatures in the area are subject to a bull rush attack (the blazing warlord uses his Charisma modifier in place of his Strength modifier and is considered of huge size). If they are pushed back, they must also succeed in a reflex save (DC equal to 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) or fall prone. Finally, they must make another reflex saving throw to avoid being permanently blinded and deafened. Creatures within 50 ft. from the impact point instead take 1d8 damage per blazing warlord's HD, and the blazing warlord's size is considered colossal for the purpose of the bull rush check. The massive explosion generated by the crash moves up a cloud of dust and rubble: after the impact, the area within 100 ft. from the impact point is under the effect of an Obscuring Mist spell for 10d4 minutes, and the terrain becomes dense rubble.

    Bonus Fighter feat
    At 3rd level, and every three levels after, a blazing warlord gains an [Abyssal Hertior] or [Fighter] feat as a bonus feat. He is treated as having a fighter level equal to his HD for the purpose of qualifying for those feats. He must meet the prerequisites.

    Paragon of the Twin Suns
    At 10th level, a warrior of Ogrim can, for a limited time, gain the power to fight like his patron, vanquishing all the enemies in his path. When using his Thrall of a Demon feat, a blazing warlord he may, instead of the usual effect, ask Ogrim to lend him the Twin Suns. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. For 1d6 minutes, the blazing warlord effectively become the master of Agnamelek, the Twin Suns (see the here for details) and gains all the abilities granted by it.



    Blazing Warlord Lore

    Characters with ranks in Knowledge (the planes) or Martial Lore can research blazing warlords to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    10 Blazing warlords are Ogrim's personal agents and war veterans. They summon swords made of fire to smite their enemies
    15 A Blazing warlord can move with the speed of a comet, burning everything in his path
    20 The most powerful blazing warlords can gain the power of the Twin Suns for a limited amount of time
    25 The character gains knowledge about specific blazing warlords in the world



    LIVING NEST





    Chanassa, a living nest



    A demon lord needs secret agents, trusty servants who act in the shadows for their patron's interests. They steal valuable information, kill specific targets, and protect their patron from conspiracies. Being Alyorna a master assassin herself, there is no surprise in the fact that she has the most efficient and best trained hitmans: they have eyes everywhere and nothing splips away from them. They work unrelentingly to help their patron reach her ultimate goal: the infection of all the multiverse.


    Hit Die
    d6.

    Requirements
    To qualify to become a living nest, a character must fulfill all the following criteria.

    • Sneak Attack +3d6.
    • Gather Information 13 ranks.
    • Thrall of a Demon* feat. (patron must be Alyorna)
    • Demon Form class feature.
    • Must be able to cast 2nd level divine spells.

    (*New feat, described here)


    Class Skills
    The living nest's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)

    Skill Points at Each Level
    8 + Int Modifier.




    Table 1.4: The living nest
    Level BAB Fort Ref Will Features Sneak Attack Spellcasting
    1st +1 +0 +2 +0 Plaguebearer (blood), Unseen Spies +1d6 +1 level of existing spellcasting class
    2nd +2 +0 +3 +0 Hive Form (hide) +1 level of existing spellcasting class
    3rd +3 +1 +3 +1 Bonus Feat +2d6 -
    4th +4 +1 +4 +1 Plaguebearer (contagion) +1 level of existing spellcasting class
    5th +5 +1 +4 +1 Hive Form (inhabit) +3d6 +1 level of existing spellcasting class
    6th +6/+1 +2 +5 +2 Bonus Feat +1 level of existing spellcasting class
    7th +7/+2 +2 +5 +2 Plaguebearer (drain) +4d6 +1 level of existing spellcasting class
    8th +8/+3 +2 +6 +2 Hive Form (conduct spell) +1 level of existing spellcasting class
    9th +9/+4 +3 +6 +3 Bonus Feat +5d6 +1 level of existing spellcasting class
    10th +10/+5 +3 +7 +3 Paragon of Blight +1 level of existing spellcasting class



    Class Features

    Weapon and Armor Proficiency
    Living nests gain no proficiency with any weapon or armor.

    Sneak Attack
    At 1st level, and every odd level after, the damage done by a living nest's Sneak Attack increases by 1d6.

    Spellcasting
    At every level, except 3rd, a living nest learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the living nest level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a living nest, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

    Plaguebearer (Ex)
    A living nest is the embodiment of affliction, a being whose only desire is to infect the world for the sake of his patron. At 1st level, a living nest's blood becomes the vehicle of a terrible disease, known simply as the Scourge. The mere contact with the infected blood is enough to spread the disease. Any creature that deals slashing or piercing damage to the living nest with a melee weapon must succed on a fortitude save (DC equal to 10 + half the living nest's HD + the living nest's Charisma modifier) to avoid getting the disease. A creature that deals that damage with a manufactured weapon is also allowed a reflex save, with the same DC, to avoid getting splashed by the blood. Creatures immune to disease are not immune to the Scourge (as long as they have a Constitution score), but they get a +4 on saves against it.
    The Scourge is a very adaptive disease and can evolve to better suit the living nest's needs. It can either deal 1d8 Strength, Dexterity or Constitution damage. Every time a creature takes damage by the disease, she must make a fortitude save or get one of the following conditions: blinded, exhausted, or nauseated. The condition lasts until the creature makes the following saving throw against the disease, but can be healed separately. As a standard action, a living nest may choose what ability is damaged by the Scourge and what condition it is bestowed, although this has no effect on those who already got the disease or the doses already produced. He may also choose the incubation period, which must stay between 1 round and 1 day.
    As a standard action, a living nest can deal 1 damage to himself with a slashing or piercing weapon in order to spill his own blood. He can collect the blood into a flask that can be used in the same way as a poison, to infect creatures with the Scourge. The poison lasts a number of days equal to the living nest's Charisma modifier before becoming inert, and it becomes ineffective after one succesfull hit. Alternatively, as a swift action, he can deal 1 damage to himself with the aforementioned weapon to coat that weapon with the disease. In addition, you may produce a dose of antidote to the Scourge in the same way you produce a dose of poison. You may produce a number of doses of poison or antidote every day equal to your Charisma modifier. You are immune to the Scourge.

    At 4th level, the Scourge becomes terribly contagious. Every creature within 5 ft. from a creature that took damage from the Scourge in the last 24 hours must make a fortitude save (DC equal to the Scourge DC) or get the disease as well. Creatures infected this way do not become contagious: only those infected directly from a living nest's blood are.

    At 7th level, the Scourge reaches its final state. It deals damage to all three ability scores, and becomes ability drain. Creatures that take damage also get the selected condition without making an additional saving throw, and the disease can only be healed through Heal or effects of a similar level of power.

    Unseen Spies (Su)
    Alyorna's agents have a net of informers that is really hard to shut down. At 1st level, once per day per point of Charisma modifier, a living nest can use a full-round action to convince a small, flying insect (for example a fly, or a hornet) to become a spy. This works exactly as the spell Prying Eyes, with the following exceptions: range is not limited, the "eyes" are of the Vermin type, and the living nest can have a maximum amount of such spies equal to his living nest level, plus his Charisma modifier. After a number of days equal to the living nest's Charisma modifier, if an insect is not persuaded again using the same method, it returns free.

    Hive Form (Su)
    A living nest breeds a large number of insects in his body, which are useful for various tasks. This ability replaces Demon Form. In this form, the living nest grows large holes all over his body from which swarms of buzzing insects enter and exit. While in Hive Form, on the top of the benefits already granted to him by Demon Form, as a swift action a living nest can release the creatures inside his body. Treat this as a Locust Swarm, Rapture (FF), with the fiendish template applied to it. The swarm appears in the same square as the living nest, and every round the two take their actions simultaneously. As long as the living nest is in Hive Form, he can give simple telepathic orders to the swarm, as long as the distance between the two is not greater than 1000 ft., in which case the link is broken and the swarm becomes free. The swarm won't recognize his owner if he is not in Hive Form, and will act freely, even attacking him. A swarm that is in the same square of the living nest can enter in him as a swift action, if the living nest is in Hive Form. If the swarm dies, or becomes free, a new one grows in the living nest's body in 24 hours. A living nest is immune to every attack and ability of a swarm he controls.
    While a living nest and his swarm are in the same square, the swarm may suppress his Distraction ability and become perfectly silent. The living nest gains the Hide in Plain Sight ability of a ranger, except he can use it in any terrain, and also gains the benefits of the Darkstalker feat (LoM).

    At 5th level, a living nest can breed a new kind of swarm. Treat it as a Locust Swarm, Bloodfiend (FF), with the fiendish template applied to it. When the swarm enters in the living nest's body after being released, he immediately gets to full health. It cannot be released again until the next round. In addition, the swarm gains the Inhabit ability of a Hellwasp Swarm, except that it may choose to not deal Constitution damage to its host. A Swarm can use this ability once per day per point of the living nest's Charisma modifier.

    At 8th level, the swarm bred by a living nest becomes equal to a Brood Keeper Larva Swarm (MM III), with the fiendish template applied to it. When the living nest releases the swarm, he may sacrifice an available spell slot, and choose a spell of that level he knows. Every time the swarm deals swarm damage to a creature, but not more than once per day per point of the living nest's Charisma modifier, that creature gets under the effect of the chosen spell. If the spell allows a saving throw or Spell Resistance, this applies as normal.

    Bonus Feat
    At 3rd, 6th and 9th level, a living nest gains a bonus feat. It must either be an [Abyssal Hertior], [Ambush] or [Luck] feat, or any other feat that requires Sneak Attack as a prerequisite. He must meet all the prerequisites. Alternatively, he may choose to learn two Skill Tricks for which he meets the prerequisites. (Ambush feats, Luck feats and Skill Tricks are found in Complete Scoundrel.)

    Paragon of Blight
    At 10th level, with the help of his patron, a living nest can unleash a horrible epidemic. When the living nest uses his Thrall to a Demon feat he may, instead of a usual effect, gain a 50 ft. emanation centered on him. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. Creatures in the emanation must succeed on a DC 30 fortitude save or contract a disease, chosen from the Contagion spell's list. The incubation period is 1 day. Creatures immune to disease are not immune to this effect. Once per round as a free action, a living nest can force each creature within 50 ft. from him that have contracted the disease to make another DC 30 fortitude save. If they fail, they immediately take the disease's damage, and are nauseated for 1 round. This effect lasts for 1d6 minutes.



    Living Nest Lore

    Characters with ranks in Knowledge (the planes) can research living nests to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    10 Living Nests are trained assassins and spies at Alyorna's service. They brew a powerful toxin in their blood
    15 A living nest grows a swarm of insects inside his body, which help him in battle
    20 The most powerful living nests can provoke a blight that affects a huge area
    25 The character gains knowledge about specific living nests in the world



    SOULKEEPER





    Kerwall, a soulkeeper, in Wraith Form



    Who follows the Path of the Soul inevitably bump into Elimdal, master of the afterlife. Those who do not care about morality are eager to follow his teachings, for no creature knows more about the soul than him. He gives great rewards to the ones that show faith to him, and the most loyal eventually join the ranks of the guardians of the Dead gate, tho door from which the spirits of the dead must pass in order to reach the aferworld.


    Hit Die
    d8.

    Requirements
    To qualify to become a soulkeeper, a character must fulfill all the following criteria.

    • Knowledge (the planes) 13 ranks.
    • Fiendish Soul* feat.
    • Thrall of a Demon* feat. (patron must be Elimdal)
    • Demon Form class feature.
    • Must be able to shape soulmelds.
    • Must be able to cast 2nd level divine spells.

    (*New feat, described here)

    Class Skills
    The soulkeeper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha)

    Skill Points at Each Level
    4 + Int Modifier.




    Table 1.5: The soulkeeper
    Level BAB Fort Ref Will Features Chakra Opened Meldshaping Spellcasting
    1st +0 +2 +0 +2 Open Chakra, Urn of Souls Arms +1 level of existing meldshaping class +1 level of existing spellcasting class
    2nd +1 +3 +0 +3 Wraith Form (concealment) Brow +1 level of existing meldshaping class +1 level of existing spellcasting class
    3rd +2 +3 +1 +3 Expanded Soulmeld Capacity (+1) - +1 level of existing spellcasting class
    4th +3 +4 +1 +4 Bonus Feat Shoulders +1 level of existing meldshaping class +1 level of existing spellcasting class
    5th +3 +4 +1 +4 Wraith Form (incorporeal) +1 level of existing meldshaping class +1 level of existing spellcasting class
    6th +4 +5 +2 +5 Expanded Soulemld Capacity (+2) Throat +1 level of existing meldshaping class -
    7th +5 +5 +2 +5 Bonus Feat +1 level of existing meldshaping class +1 level of existing spellcasting class
    8th +6/+1 +6 +2 +6 Wraith Form (rejuvenation) Waist +1 level of existing meldshaping class +1 level of existing spellcasting class
    9th +6/+1 +6 +3 +6 Expanded Soulmeld Capacity (+3) +1 level of existing meldshaping class +1 level of existing spellcasting class
    10th +7/+2 +7 +3 +7 Paragon of the Dead Gate Heart +1 level of existing meldshaping class +1 level of existing spellcasting class



    Class Features

    Weapon and Armor Proficiency
    Soulkeepers gain no proficiency with any weapon or armor.

    Open Chakra
    As the soulkeeper advances in level, he can bind soulmelds to his chakras. At 1st level, he can bind soulmelds to his arms chakra.

    At 2nd level, he can bind soulmelds to his brow chakra.

    At 4th level, he can bind soulmelds to his shoulders chakra.

    At 6th level, he can bind soulmelds to his throat chakra.

    At 8th level, he can bind soulmelds to his waist chakra.

    At 10th level, he can bind soulmelds to his heart chakra.

    Meldshaping
    At every level, except 3rd, a soulkeeper increases his meldshaper level, the number of soulmelds he can shape, the number of chakra binds he can create, and his essentia pool as if he gained a level in the meldshaping class to which he belonged prior to gaining the soulkeeper level. He does not, however, gain any other ability of that class. If he had more than one meldshaping class before becoming a soulkeeper, he must decide to which class to add each level for the purpose of determining his essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Spellcasting
    At every level, except 6th, a soulkeeper learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the soulkeeper level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a soulkeeper, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

    Urn of Souls
    At 1st level, a soulkeeper gains the ability to shape a new soulmeld, the Urn of Souls. This soulmeld is always shaped and does not occupy a body slot, nor it counts towards the limit of soulmelds the soulkeeper can shape every day. Differently from other soulmelds, a soulkeeper cannot invest essentia in the Urn of Souls. The save DC for this soulmeld is based on the soulkeeper's Charisma modifier instead of his Constitution modifier.
    A soulkeeper can bind the Urn of Souls to a chakra he opened. As a swift action, he can spend one soul point (see description) to bind the Urn of Souls to a free chakra. He does not gain the benefits of the chakra bounds if the number of soul points he has is 0.
    As long as you are not in Wraith Form (see below), the Urn of Souls is not visible from the outside.


    URN OF SOULS
    [Evil, Necrocarnum]

    A smoky, dark purple globe appears inside you, at the height of your solar plexus.

    Classes Soulkeeper
    Chakra Crown, Feet, Hands, Arms, Brow, Shoulders, Throat, Waist, Heart
    Saving Throw Yes

    Whenever a living creature dies within 30 ft. from you, she must make a will save. If she fails, her soul is imprisoned in this soulmeld (as per a Trap the Soul spell), and you gain one soul point. You can have a maximum of soul points equal to your soulkeeper level at any time.
    As a swift action, you can spend any number of soul points to gain one of the following effects. A soulkeeper can spend soul points a number of times equal to his Charisma modifier every day (this does not take into account soul points spent to bind the Urn of Souls to a chakra, as noted above).

    • You gain 1 point of temporary essentia for every soul point spent. You may immediately allocate this essentia. The temporary essentia last for 1d6 rounds.
    • You gain the benefits of a Consumptive Field spell (SpC). For the purpose of this effect, you are treated as having killed a number of creatures equal to the soul points spent.

    Chakra Bind(Crown)
    Your head becomes wrapped in a white, burning flame called soulflame, giving you a frightening look.

    You gain the Horrific Appearance ability of a ghost, with range 20 ft.
    As a standard action, you may spend any number of soul points. Every creature within 10 ft. from you, plus 5 ft. for every soul point spent, must make a will save or be under the effect of a Phantasmal Killer spell.

    Chakra Bind(Feet)
    Your feet are engulfed in soulflame, allowing you to travel in and out of the spirit world with ease.

    Every time you make a movement, you may instead teleport (as per the Greater Teleport spell) in the designated location.
    As a standard action, you may spend anu number of soul points to duplicate the effect of a Dimension Door spell, with range equal to 100 ft. for every soul point you spent.

    Chakra Bind(Hands)
    A sharp sword made by soulflame erupt for one of your hands. This weapon is capable to directly hit the soul while leaving the body unharmed.

    A longsword of your size materialize in one of your free hands. Every attack made with this weapon is treated as a touch attack. When used against living, corporeal creatures, this weapon deals no damage, and bestows 1d3 negative levels to the target. Creatures with negative energy resistance of immunity are immune to these negative levels. When used against incorporeal creatures, it is treated as a ghost touch weapon and deals damage normally. This weapon cannot be disarmed or sundered.
    As an immediate action, you may spend any number of soul points. The next time you succesfully strike an incorporeal creature with this weapon this turn, if that creature has a number of HD not greater than three times the number of soul points spent, she must make a will save or be under the effect of an Incorporeal Nova spell (SpC).

    Chakra Bind(Arms)
    Both your arms are burning with soulflame. You can shoot that flames to destroy your foes.

    You gain a ranged touch attack with a range of 60 ft. that deals 1d8 damage for every two HD you possess, plus your Charisma modifier, half cold, half negative energy.
    You can make this attack as a full-round action, spending any amount of soul points. If you do, this ability does not require an attack roll anymore, and it affects every creature in a 60 ft. line. Creature are entitled a reflex save to halve the damage. The area affected by this ability becomes under the effect of a Spiritwall spell (SpC), with both sides of the wall emitting the groan. The wall lasts for 1 rounds for every soul point spent.

    Chakra Bind(Brow)
    Your eyes become pure soulflame, allowing you to see the very soul of creatures.

    By seeing a creature, you know the exact amount of HP she currently have, her alignment, if she is controlled by someone else (such as per a Dominate Person spell), and if she has one or more of the following conditions: confused, energy drained, exhausted, fatigued, frightened, panicked, shaken.
    As a swift action, you may spend any number of soul points you become able to see through physical objects in a range of 100 ft. and gain 360° vision, becoming immune to surprise and flanking. You also are under the effect of See Invisibility, as the spell. This lasts 1 minute for every soul point spent.

    Chakra Bind(Shoulders)
    Soulflame set your shoulders ablaze, weaving a mantle you can use to protect yourself.

    You are under the effect of Spell Immunity, with caster level equal to your HD, and Death Ward or Life Ward (SpC), as the spells (chosen when binding the Urn of Souls to this chakra). If you choose the former, while this effect is active, you are healed by positive energy and damaged by negative energy, regardless of your type and abilities. If you choose the latter, you are healed by negative energy and damaged by positive energy.
    As an immediate action, you may spend 1 soul point to switch between Life and Death, and change the spells to which you are immune.

    Chakra Bind(Throat)
    Your throat shines with blazing soulflame, as you speak with the voice of the afterlife.

    You are under the effect of Speak With Animals, Speak with Plants and Tongues, as the spells. As a standard action you can duplicate the effect of a Speak With Dead spell, with caster level equal to your HD.
    As a standard action, you may spend any number of soul points to duplicate the effect of a Power Word spell which level is not greater than the number of souls spent. (Additional Power Word spells can be found in Races of the Dragon.)

    Chakra Bind(Waist)
    Soulflame intertwines a shroud that wraps your body and shields you from enemy attacks.

    You gain a deflection bonus to AC (that stacks with other deflection bonuses you might have) and DR/- equal to half your soul points. In addition, you are immune to force damage.
    As an immediate action, you may spend any number of soul points. For the next 1d4 minutes, you negate any lethal damage you would take. Any time you negate damage this way, creatures within 10 ft. from you take the same amount of damage (reflex halves). You can absorb a maximum of 6 points of damage for every soul point spent before this effect ends.

    Chakra Bind(Heart)
    Soulflame burns where lies your heart, pulsating along it. This drastically improves your regenerative abilities.

    You gain Fast Healing equal to your Charisma modifier.
    When you would make a fortitude save, you may insted spend 1 soul point. If you do, you automatically succeed on the save, and if you made the save against an effect that normally would have a lesser effect on a successful save, you instead completely negate the effect.


    Wraith Form (Su)
    At 2nd level, a soulkeeper's Demon Form is replaced by a new ability, called Wraith Form. In this form, his body becomes smoky and evanescent as he experiences the transition into the spirit world. When in Wraith Form, on top of the benefits already received by Demon Form, a soulkeeper gains concealment, a melee touch attack that deals 1d6 Constitution damage to living targets (fortitude negates), and a fly speed equal to tiwce his land speed, with average maneuvrability. As a downside, he is now vulnerable to turning and rebuking as if he were an Undead.

    At 5th level, the soulkeeper gains the incorporeal subtype and the Ghostly Grasp feat (LM). He loses concealment provided by the 2nd level version of this ability. His fly speed improves to good maneuvreability.

    At 8th level, if the soulkeeper dies when in Wraith Form, he gains the Rejuvenation ability of a Ghost. He loses this ability if his soul is imprisoned (for example, as a result of a Trap the Soul spell) or destroyed. His fly speed improves to prefect maneuvreability.

    Expanded Soulmeld Capacity
    At 3rd level, and every three levels after, the essentia capacity of every [Fiendish] and [Necrocarnum] soulmeld shaped by a soulkeeper is increased by 1.

    Bonus Feat
    At 4th and 7th level, a soulkeeper gains an [Abyssal Hertior] or [Incarnum] feat as a bonus feat. He must meet the prerequisites.

    Paragon of the Dead Gate
    At 10th level, the soulkeeper earns the final reward for his faith. He is given the two keys of the Dead Gate by Elimdal himself, and can use them to subvert the natural order.
    When the soulkeeper uses his Thrall to a Demon feat he may, instead of the usual effect, choose to open the Dead Gate. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. Upon doing this, the soulkeeper may call the name of 10d8 HD of dead creatures. Those creatures are immediately resurrected and appear within 100 ft. from the soulkeeper. A soulkeeper cannot resurrect creatures whose soul is trapped (as per a Trap the Soul spell), or destroyed. After that, the area within 10 miles from the soulkeeper gets under the effect of Desecrate and Unhallow, as the spells. The area becomes dark and cloudy, permanently falling under shadowy illumination, and every creature that dies in the area raises as a free-willed Wraith 1d6 rounds later. This effect lasts for 2d4 years and can only be dispelled though Miracle, a carefully worded Wish, artifact-grade magic items and/or epic spells.
    In addition, when you open the Dead Gate, you are pervaded by the essence of the afterworld, gaining additional benefits depending on the key you used. The benefits last for 1d6 minutes.

    • Key of Life: The soulkeeper is surrounded by a bright halo. Creatures within 15 ft. from the soulkeeper gain Regeneration 5, overcome by negative energy. The soulkeeper gains a melee touch attack that duplicates the effect of a Heal spell, with no caster level cap on effect (caster level 30). Undead and creatures damaged by positive energy are entitled a DC 30 will save against this ability; if they succeed, they take half damage, otherwise, they are outright destroyed. Liches, Ghosts, and other creatures with the ability to reform theirselves after death that are killed by this effect are destroyed forever.
    • Key of Death: Tendrils of dark energy wrap the soulkeeper's body. The soulkeeper gains a gaze attack that kills living creatures (DC 30 will negates). As a standard action, a soulkeeper may affect all creatures in a 50 ft. cone with this ability. This is a necromantic, death effect.




    Soulkeeper Lore

    Characters with ranks in Knowledge (religion) or Knowledge (the planes) can research soulkeepers to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    10 Soulkeeper are Elimdal's servants. Much like their patron, they can steal the soul of the dead to gain various powers
    15 A soulkeeper founds himself between the material and the spirit world, gaining ghostly features
    20 The most powerful soulkeeper may ask Elimdal to open the Dead Gate for a moment, causing either an avalanche of pure life or death
    25 The character gains knowledge about specific soulkeepers in the world
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    SPELLSHAPER





    Lyandra, a spellshaper, in Spellmaster Form



    Many people, when thing get harsh, turn to demons. What do they seek? Money, celebrity, a good position, revenge. Demons are eager to fulfill they wishes, and take their souls as payment. But, there is a small class of individuals who do not have such trivial desires. What they crave is the absolute power that comes with true understanding. In one word: knowledge. And no demon knows more than Nephram, the Whisperer of Secrets. He takes only the most talented mages, to teach them secrets beyond anyone else's grasp.


    Hit Die
    d4.

    Requirements
    To qualify to become a spellshaper, a character must fulfill all the following criteria.

    • Craft 13 ranks.
    • Thrall of a Demon* feat. (patron must be Nephram)
    • Demon Form class feature.
    • Must be able to cast 2nd level arcane spells.
    • Must be able to cast 2nd level divine spells.

    (*New feat, described here)

    Class Skills
    The spellshaper's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)

    Skill Points at Each Level
    4 + Int Modifier.




    Table 1.6: The spellshaper
    Level BAB Fort Ref Will Features Spellcasting
    1st +0 +0 +0 +2 Advanced Knowledge, Magicrafter +1 level of existing arcane class / +1 level of existing divine class
    2nd +1 +0 +0 +3 Spellmaster Form (pierce resistance) +1 level of existing arcane class / +1 level of existing divine class
    3rd +1 +1 +1 +3 Power Flow (restore) +1 level of existing divine class
    4th +2 +1 +1 +4 Bonus Feat +1 level of existing arcane class / +1 level of existing divine class
    5th +2 +1 +1 +4 Spellmaster Form (magebane) +1 level of existing arcane class / +1 level of existing divine class
    6th +3 +2 +2 +5 Power Flow (metamagic) +1 level of existing arcane class
    7th +3 +2 +2 +5 Bonus Feat +1 level of existing arcane class / +1 level of existing divine class
    8th +4 +2 +2 +6 Spellmaster Form (devour magic) +1 level of existing arcane class / +1 level of existing divine class
    9th +4 +3 +3 +6 Power Flow (overcharge) +1 level of existing arcane class / +1 level of existing divine class
    10th +5 +3 +3 +7 Paragon of Omniscience +1 level of existing arcane class / +1 level of existing divine class



    Class Features

    Weapon and Armor Proficiency
    Spellshapers gain no proficiency with any weapon or armor.

    Spellcasting
    At every level, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. At 3rd level, however, the spellshaper does not advance in the arcane spellcasting class, and at 6th, he does not advance in the divine spellcasting class. He does not gain any other benefit a character of that class would have gained. This essentially means that he adds his spellshaper level to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a spellshaper, he must decide to which class he adds each spellshaper level for the purpose of determining spells per day.

    Advanced Knowledge
    What's the secret the Nephram does not know? Step by step, his disciples learn how to know everything about anyone, before anyone else... and how to make profit by it. Starting at 1st level, a spellshaper learns an prepares spells from the divination school as if they were one level lower. To cast a spell this way, a spellshaper must prepare or expend two slots from the level immediately below the level of the spell to cast. For example, a spellshaper can prepare and cast Vision, a 7th level spell, as if it were a 6th level spell, even if the maximum level of spells he can cast is 6th. To cast Vision, that spellshaper must prepare or expend two 6th level spell slots. This ability applies separately to spells granted by different spellcasting classes.

    Magicrafter
    Spellshapers are master artisans, trained in the art of creating magic items by Nephram himself. At 1st level, when a spellshaper crafts a magic item, he reduced the crafting cost of that item (bot the gp and XP costs) by 10%, plus an additional 1% per spellshaper level. In addition, when crafting a magic item, the spellshaper's caster level is considered equal to his HD, plus his Intelligence modifier. A golem is considered a magic item for the purpose of this ability.

    Spellmaster Form (Su)
    A spellshaper is not simply attuned with magic. Magic flows into his veins, empowering him. At 2nd level, a spellshaper may enter in Spellmaster Form. This ability replaces Demon Form. While in this form, a spellshaper's body becomes azure and fluorescent, and emits crackling beams of energy. While in Spellmaster Form, on top of the benefits already granted to him by Demon Form, a spellshaper is under the effect of Arcane Sight, as the spell, and gains a bonus on Use Magic Device checks equal to his HD. Whenever he makes a caster level check in order to bypass Spell Resistance, he rolls tiwce and takes the better result. His caster level increases by 1.

    At 5th level, while in Spellmaster Form, as a standard action, a spellshaper can target a creature within 60 ft. from him that is capable of casting spells or spell-like abilities. That creature takes damage equal to twice her own caster level and loses her ability to cast spells or spell-like abilities for 1d6 rounds. A succesfull will save (DC 10 + half the spellshaper's HD + the spellshaper's Charisma modifier) halves the damage and negates the secondary effect. A spellshaper can use this ability once per day per point of Charisma modifier.

    At 8th level, while in Spellmaster Form, as a standard action, a spellshaper can target a single creature, magic item (non artifact), or ongoing spell effect within 60 ft. from him. The caster level of target spell effect, magic item, or every spell that affects target creature is immediately reduced by an amount equal to the spellshaper's class level, plus his Charisma modifier. After that, the spellshaper regains lost HP equal to half that amount. This effect lasts for 1 minute. A spell which level is reduced to 0 by this ability is immediately dispelled, while a magic item ceases to function for 1 hour. A spellshaper can use this ability once per day per point of Charisma modifier.

    Power Flow (Su)
    Spellshapers are so deeply connected with magic energy that can control the direction of its stream. To use this ability, a spellshaper must wield a staff or wand. He can use this ability a number of times per day equal to his Intelligence or Charisma modifier, whichever the highest. At 3rd level, as a full-round action, a spellshaper may decide to sacrifice any number of available spell slots to restore the charges of a staff or wand. The amount of charges restored is equal to half the total level of the spell slots sacrified. Alternatively, he may choose to drain an amount of charges from the same staff or wand to regain a single spell slot with level equal to the amount of charges drained.

    At 6th level, as a free action, a spellshaper may sacrifice an available spell slot to apply a [Metamagic] feat he knows to a spell he is casting from a staff or wand. The spell slot must be of level equal or greater than the metamagic level increment. Alternatively, a spellmaster may drain an amount of charges from the staff or wand to apply the feat to a spell he is casting. He must drain an amount of charges at least equal to twice the metamagic level increment of the feat. A spellshaper may only apply one feat to a single spell using this effect. He cannot apply feats with a metamagic level increment of +4 or more.

    At 9th level, as a full-round action, a spellshaper may sacrifice all his available spell slots to make a staff or wand explode with a tremendous force. The spellshaper must choose from which spellcasting class, among the ones who has levels into, sacrifice spell slots. The area within 60 ft. from the spellshaper is under the effect of a Mage's Disjunction spell (DC 10 + half the spellshaper's HD + the spellshaper's Intelligence or Charisma modifier, the highest of the two), and creatures in the area take damage equal to the total amount of spell slots sacrified. Creatures are entitled a will save (as before) to halve the damage. After this, the item is permanently destroyed. Differently from other uses of this ability, this can be used only once per day.

    Bonus Feat
    At 4th, and again at 7th level, a spellshaper gains one [Abyssal Hertior], [Item Creation] or [Metamagic] feat as a bonus feat. He must meet the prerequisites.

    Paragon of Omniscience
    Only Brakhvata has the perfect, complete knowledge, the ability to perceive the deepest secret of the universe. Yet, Nephram is very close to it.
    At 10th, level, when using his Thrall of a Demon feat, a spellshaper may, insetad of the usual effect, ask his patron to free his mind from the chains of ignorance for a limited amount of time. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. His brain becomes flooded with all the ideas and information conceivable by a mortal mind. The spellshaper gains a +50 perfection bonus on all Knowledge checks. In addition, he can expend an available spell slot from any of his spellcasting classes to cast a spell of that level or lower, from any list. He must provide material and XP components, if needed. This effect lasts for 1d6 minutes.



    Spellshaper Lore

    Characters with ranks in Knowledge (arcana) and Knowledge (the planes) can research spellshapers to learn more about them. When a character makes a skill check, read the following.

    Check result Knowledge acquired
    10 Spellshapers are arcane spellcasters and artisans of magic, trained by Nephram. Their mastery in the art of divination is unrivaled
    15 Spellshapers can control the flow of magic and draw power from staffs and wands
    20 The most powerful spellshapers can enter in a state of omniscience for a brief time, allowing them to do the impossible
    25 The character gains knowledge about specific spellshaper in the world
    Last edited by Hipster Dixit; 2014-08-15 at 07:35 AM.

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    CHAPTER 2: CHARACTER OPTIONS




    FEATS





    A brave knight confronts a mighty demon... who will prevail?



    Abyssal Hertior feats

    Abyssal Hertior feats first appeared in Fiendish Codex I - Hordes of the Abyss. They represent the character's connection to the Abyss, mostly thanks to one of his ancestors being a demon. Some of the feats found here are a rework of official WotC feats, wile others are brand new.


    Vile feats

    Vile feats are found in Book of Vile Darkness, Elder Evils and Heroes of Horror. They usually give supernatural abilities, and can be taken only by Evil characters.



    Table 2.1: Abyssal Hertior feats
    Feat name Description
    Abyssal Wayfarer You can orient yourself well in the Abyss
    Channel the Dark Power Your spell-like abilities are stronger against Good creatures
    Claws of the Beast You grow powerful claws
    Conduit of Vile Magic You gain spell-like abilities
    Demonic skin Your skin become harder, offering you more protection
    Eye of the Abyss You gain the vision of a fiend
    Fiendish Retribution Your blows inflict lots of damage to Good creatures
    Heart of the Nabassu You can absorb negative levels and release them in a deadly burst
    Noxious Talons Part of the damage you deal is vile damage
    Ocular Implant You grow the eye of a Retreiver
    Otherworldly Countenance Your appearance fascinates or nauseates creatures
    Precognitive Visions You experience visions from the future that halp you in combat
    Unleash the Bone Horror use your own bones as deadly weapons
    Vestigial Wings Grow small wings that could allow you to fly


    Table 2.2: General feats
    Feat name Description
    Fiendish Soul You can shape soulmelds with the [Fiendish] descriptor
    Mark of the Abyss You gain the tanar'ri subtype
    Pact with the Demon You can bind vestiges with the [Abyssal] descriptor


    Table 2.3: Vile feats
    Feat name Description
    Blessing of the Pit Your patron bless you with fiendish abilities
    Blood Magic You can sacrifice your vital energy to regain spells cast
    Bound to Wicked Powers You please the spirits with an offering
    By the Will of a Twisted Mind Your manifester ability improves when you are confused
    Deformity (hump) You grow a hump that sustains you without food and water
    Drunken in Fear Damaging feared creatures makes you regain health
    Pitch-black Soul The taint inside you corrupts your soulmelds
    Slayer of Innocents Your homicidal instinct inflicts bad conditions on enemies
    Symphony of the Night Your Bardic Music inspires dread and sorrow
    Thrall to a Demon You sacrifice your freedom to obtain power
    Veteran of the Blood War You inflict bonus damage to devils
    Worshipper of the Sacred Evil You learned how to earn the favor of your god




    Feats description


    ABYSSAL WAYFARER
    [Abyssal Hertior]

    You have a sort of internal compass that helps you orientating when travelling in the Abyss.

    Prerequisites: None.

    Benefits: While in the Abyss, you gain a bonus on Survival checks equal to the number of Abyssal Hertior feats you possess. If you possess at least seven other Abyssal Hertior feats, you may cast Find the Path as a spell-like ability once per day. The destination must be a place in the Abyss.

    Special: You are not familiar with the geography of other places. While you are outside of the Abyss, you gain a -2 penalty on Survival checks.



    BLESSING OF THE PIT
    [Vile]

    You awaken fiendish traits, thanks to a deeper connection with your patron.

    Prerequisites: Thrall of a Demon feat.

    Benefits: Your natural attacks are considered either made by cold iron or silver (chosen upon taking this feat) for the purpose of overcoming Damage Reduction. You gain Darkvision 30 ft. and Resistance 5 against an energy type of your choice. If you already have Darkvision and/or Energy Resistance, increase their values by those provided by this feat. If you possess the Demon Form class feature, the benefits provided by this feat are suppressed while you are not in Demon Form. A character that possesses this feat can qualify for feats and presitge classes as if he had the Demon Form class feature.



    BLOOD MAGIC
    [Vile]

    By mixing a bit of your own blood in a spell, you can prevent arcane energies to go away from you.

    Prerequisites: Con 16, Int or Cha 18, must be able to cast at least one 1st level arcane spell.

    Benefits: When you cast an arcane spell you can take damage equal to twice the spell level (spell level increase due to metamagic is taken into account). If you do, you immediately regain the spell slot as if the spell has not been cast. This damage cannot be healed by any means, except by natural healing due to rest.

    Special: You cannot use this ability if you are not a living creature, if you are immune to Con damage, or if you do not have blood.



    BOUND TO WICKED POWERS
    [Vile]

    Through a bloody sacrifice you earn the favor of vestiges you bind.

    Prerequisites: Cha 18, must be able to bind at least one Vestige.

    Benefits: When you make a pact, you can extend the duration of the ritual to twice and sacrifice a living creature with HD not lower than the level of the vestige your are trying to bound. If you do, you automatically pass the binding check and you gain a bonus to the DC of the abilities granted by that vestige equal to one-quarter the HD of the creature, rounded down (minimum 1).



    BY THE WILL OF A TWISTED MIND
    [Vile]

    After staring deep in the endless mind of mad gods, you grasp a glimpse of true perfection in what others call insanity.

    Prerequisites: Int, Wis or Cha 18, must be able to manifest at least one 1st level Psionic power.

    Benefits: When you are Confused (as the spell) you can do a full-round action to ignore the effects of confusion and manifest a Power you know, paying the maximum number of Power Points allowed. When you manifest a Power this way, every time you make a manifester level check to overcome power resistance you roll twice and take the better result.

    Special: You cannot use this feat if you are mindless or immune to confusion.



    CHANNEL THE DARK POWER
    [Abyssal Hertior]

    Creatures of Light stand defenseless against your magic as you are empowered by Fiendish arts.

    Prerequisites: The ability to cast spells or spell-like abilities.

    Benefits: You gain a bonus to overcome the Spell Resistance of Good creatures equal to half the number of Abyssal Hertior feats you possess.

    Special: Dark Magic is less effective against your siblings: Evil-Aligned and Chaos-aligned creatures get a +1 bonus on saves against your spells and Spell-like abilities.



    CLAWS OF THE BEAST
    [Abyssal Hertior]

    Your hands assume the shape of a claw, allowing you to deal more damage with your attacks.

    Prerequisites: None.

    Benefits: You gain a claw natural attack for every hand you have, that deals damage according to your size. For every three Abyssal Hertior feats you possess, your claws receive a cumulative +1 enhancement bonus to attack and damage rolls.

    Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Sleight of Hand checks.



    CONDUIT OF VILE MAGIC
    [Abyssal Hertior]

    The Abyss itself blessed you with a glimpse of its foul power.

    Prerequisites: Three Abyssal Hertior feats.

    Benefits: Choose a spell of the Evil or Chaos domain that a Cleric of level equal to your HD minus 4 could cast (minimum 1). You can cast that spell as a spell-like ability once per day, with caster level equal to your HD. Every time you take an Abyssal Hertior feat you can swap the spell granted by this feat with another spell, with the same restrictions. You can take this feat more than once, either choosing a different spell, or gaining an additional use of a spell-like ability you already have.

    Special: Since you are permeated with fiendish magic you receive a -1 malus on saving throws of spells and spell-like abilities of Good creatures.



    DEFORMITY (HUMP)
    [Vile]

    You grow a hump on your back. While not beautiful, it helps you to survive in difficult conditions.

    Prerequisites: Willing Deformity.

    Benefits: You can survive without eat or drink for a number of days equal to twice your Con modifier.

    Special: You get very clumsy, taking a -2 penalty on Tumble checks.



    DEMONIC SKIN
    [Abyssal Hertior]

    Your skin has rough, scaly patches that enhance your natural armor.

    Prerequisites: None.

    Benefits: You gain a bonus to your natural armor equal to half the number of Abyssal Hertior feats you possess.

    Special: Your thickened skin makes you less flexible, imposing a -2 penalty on Escape Artist checks.



    DRUNKEN IN FEAR
    [Vile]

    You relieve in causing terror to others.

    Prerequisites: Base attack bonus +7

    Benefits: When you deal weapon damage to a shaken creature, you heal 1 point of damage per four HD you possess. You heal twice that amount when dealing damage to a frightened creature and three times that amount when dealing damage to a cowering creature.



    EYES OF THE ABYSS
    [Abyssal Hertior]

    Your eyes glow a strange color. This glow strengthens your perception.

    Prerequisites: None.

    Benefits: You gain gain Darkvision 30 ft. and a bonus on Search and Spot checks equal to the number of Abyssal Hertior feats you possess. If you have at least four other Abyssal Hertior feats, you are permanently under the effect of See Invisibility, as the spell.

    Special: The glow in your eyes distracts other people. You gain a -2 penalty on Diplomacy checks.



    FIENDISH RETRIBUTION
    [Abyssal Hertior]

    You gain the ability to punish your foes for crossing your path.

    Prerequisites: None.

    Benefits: Once per day per Abyssal Hertior feat you possess, you can Smite as a paladin of your level. Unlike a paladin, you can Smite creatures of any alignment.

    Special: You prefer to solve problems straight. You gain a -2 penalty on Bluff checks.



    FIENDISH SOUL
    [General]

    Someone has the demon inside him, you have it in your very soul.

    Prerequisites: Non-Good alignment, Meldshaper level 1st.

    Benefits: Add all the Soulmelds with the [Fiendish] descriptor to the list of Soulmelds you can shape. The DC of all the abilities granted by your [Fiendish] Soulmelds increase by 1.

    Normal: you cannot shape Soulmelds with the [Fiendish] descriptor.



    HEART OF THE NABASSU
    [Abyssal Hertior]

    Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.

    Prerequisites: None.

    Benefits: Every time you would gain a negative level, you instead no not gain it. You can do this a number of times per day equal to the number of Abyssal Hertior feats you possess. When you have absorbed the maximum amount of negative levels for the day, you may choose to release the energies accumulated as a standard action: every creature within 20 ft. from you take 1d6 negative energy damage for every negative level absorbed. Creatures are entitled a fortitude save with DC equal to 15 + the number of Abyssal Hertior feats you possess beyond this to halve the damage.

    Special: Your barest tie to the Negative Energy Plane is offputting to animals. You take a -2 penalty on Handle Animal checks.



    NOXIOUS TALONS
    [Abyssal Hertior]

    Your weapons are corrupted with evil taint.

    Prerequisites: One or more natural weapons.

    Benefits: When you attack a Good creature with a weapon (both natural or manufactured), you ignore one point of Damage Reduction that creature possesses for every Abyssal Hertior feat you possess, and one point of natural armor for every two Abyssal Hertior feats you possess. In addition, whenever you deal damage with your natural weapons, an amount of that damage equal to the number of Abyssal Hertior feats you possess is considered Vile damage. (Vile damage is described in Book of Vile Darkness)

    Special: The taint exuded by your body hampers your ability to heal others. You gain a -2 penalty on Heal checks.



    MARK OF THE ABYSS
    [General]

    You get demonic features through an unspeakable ritual.

    Prerequisites: -

    Benefits: You gain the Tanar'ri, Chaotic, and Evil subtypes (your type do not change), your alignment shift one step towards Chaotic Evil, and you no longer age. Your soul becomes tied to the Abyss, and if you die you can never be restored to life except by Wish or Miracle.

    Special: You do not immediately gain the benefits of this feat upon taking it. To obtain them you must undergo a 24 hours long ritual performed by a demonologist, which requires appropriate components worth 100.000 GPs.



    OCULAR IMPLANT
    [Abyssal Hertior]

    One of your eyes has a mechanical enhancement.

    Prerequisites: Two Abyssal Hertior feats

    Benefits: As a standard action, you can fire a ray from your eye. This a ranged touch attack with a range of 60 ft. A creature struck by this ray must succeed in a fortitude save with DC equal to 15 + the number of Abyssal Hertior feats you possess beyond this, or experience one of the following effects (roll 1d4 to determine the effect).

    d4 Effect
    1 1d6 cold damage per Abyssal Hertior feat (save halves)
    2 1d6 electricity damage per Abyssal Hertior feat (save halves)
    3 1d6 fire damage per Abyssal Hertior feat (save halves)
    4 Paralyzed for 1 round per two Abyssal Hertior feats (save negates)

    Once you used this ability, you cannot use it again for the next 1d4 minutes.

    Special: The implant somehow hampers your vision. You get a -2 penalty on Search checks.



    OTHERWORLDLY COUNTENANCE
    [Abyssal Hertior]

    You become either beautiful or hideous, in a manner that is not possible for human beings.

    Prerequisites: None.

    Benefits: Upon taking this feat, you must choose between beautiful or hideous. If you choose the former, you gain a bonus to Perform checks equal to the number of Abyssal Hertior feats you possess, and every creature with HD equal or less to yours that see your face must make a Will save (DC 10 + half your HD + your Charisma modifier) or be fascinated, as the spell. If you choose the latter, you gain a bonus on Intimidate checks equal to the number of Abyssal Hertior feats you possess, and every creature with HD equal or less to yours that see your face must make a Will save (DC 10 + half your HD + your Charisma modifier) or be sickened. The effect of this feat lasts until the affected creatures have a line of sight with you. A given creature can be affected by this ability only once every 24 hours.

    Special: You have a really particular appearance, thus getting a -2 penalty on Disguise checks.



    PACT WITH THE DEMON
    [General]

    You praised the Demon Lords and so they agreed to lend you some of their power.

    Prerequisites: Non-Good alignment, Binder level 1st.

    Benefits: You can now bind Vestiges with the [Fiendish] descriptor. Once per day, as a full-round action, you may choose to unbind any number of Vestiges without the [Fiendish] descriptor and bind the same number of vestiges with the [Fiendish] descriptor. After 1d4 minutes, unbind all the Vestiges you bound with this effect and bind the Vestiges that were previously bound to you.

    Normal: You cannot bind Vestiges with the [Fiendish] descriptor.



    PRECOGNITIVE VISIONS
    [Abyssal Hertior]

    You experience visions of the future.

    Prerequisites: None.

    Benefits: You gain a pool of bonus points equal to the number of Abyssal Hertior feats you possess. Every time you make an attack roll, skill check, initiative check or saving throw, or you are attacked, you may expend any amount of bonus points to gain a bonus on that attack roll, skill check, initiative check, saving throw, or AC for that attack. Every 2d4 hours, the pool refills itself to the maximum.

    Special: Your visions create hallucinations. You gain a -2 malus on Spot checks.



    PITCH-BLACK SOUL
    [Vile]

    The taint in which you relieve corrupted your very soul.

    Prerequisites: Con 18, must be able to shape at least one Soulmeld.

    Benefits: When you shape the soulmelds of the day, choose one of them. The essentia capacity of that soulmeld is increased by one and it gains the [Evil] descriptor. If one or more of the abiliites granted by that soulmeld deal damage, the type of the damage is changed to negative energy, and all the natural weapons granted bt that soulmeld deal negative energy damage instead of their normal damage type. If one or more abilities granted by the soulmeld duplicate the effect of a Light or Daylight spell, they instead duplicate respectively Darkness or Deeper Darkness.



    SLAYER OF INNOCENTS
    [Vile]

    You inspire terror in the mind of the meek.

    Prerequisites: Str 18, Power Attack.

    Benefits: When you deal damage with a weapon, if the target has equal or fewer HD than you, must make a Will save with DC equal to 10 + 1/2 HD + Str or be subject to an effect determined by how much damage he took.

    Damage Effect
    0-10 Nothing
    11-20 Shaken
    21-30 Sickened
    31-40 Nauseated
    41+ Frightened

    You can use this ability only once per round. The effects last for 1 round. This is a mind-affecting ability. Creatures that pass the save are immune to this effect for the next 24 hours.



    SYMPHONY OF THE NIGHT
    [Vile]

    Your music inspire dread and sorrow instead of joy and greateness.

    Prerequisites: Bardic Music ability, Cha 18

    Benefits: You gain a +2 bonus on Perform checks and concentration checks during night or when near graveyards or other locations full of dark power. Your Bardic Music abilities change their effect as following (these are all mind-affecting abilities):

    • Song of Doom: When an enemy within 30 ft. from you makes a save against a Bardic Music effect or any other effect that relies on sound or deals sonic damage, he rolls twice and takes the lowest result. (Replaces Countersong)

    • Disgust: Each enemy within 30 ft. from you is sickened. (Replaces Fascinate)

    • Instill Fear: Each enemy within 30 ft. from you get a -1 morale malus on saving throw against Charm and Fear and -1 on attack rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). (Replaces Inspire Courage)

    • Cause Ineptitude: Each enemy within 30 ft. from you get a -4 penalty on skill checks with a skill of your choice. (Replaces Inspire Competence)

    • Enslave: After 1 minute of uninterrupted concentration and music you cast Dominate Person, with caster level equal to your Bard level. (Replaces Suggestion)

    • Melody of Weakness: Every enemy within 30 ft. of you get 1 negative level. At level 17, this increases to 2 negative levels. These levels are removed as soon as Melody of Weakness ends. (Replaces Inspire Greatness)

    • Maledict: As a Full-round action you can cast Bestow Curse, with caster level equal to your Bard level. (Replaces Song of Freedom)

    • Hero's Downfall: An enemy within 30 ft. gets a -4 morale malus on saving throws and a -4 malus to AC. (Replaces Inspire Heroics)

    • Domination: After 1 minute of uninterrupted concentration and music you cast Mass Dominate Person, with caster level equal to your Bard level. (Replaces Mass Suggestion)




    THRALL TO A DEMON
    [Vile]

    You committed yourself to a powerful evil creature in order to gain power. But power has a price...

    Prerequisites: Must have had a contact with a Demon Lord or a similar entity (from now on referred as 'patron').

    Benefits: By undergoing a 1-minute long ritual you can duplicate the effect of Commune, as the spell, with caster level equal to your HD, without paying the XP cost. You cannot use this ability more than once per day. You can use this ability only to contact your patron. Remember that since the patron is not a full deity, his knowledge is not perfect and because of his evil nature, he could seldom try to make you believe something that is not entirely true, for his personal gain. Once the spell ends, you get under the effect of a Geast/Quest, as the spell (no save). The task is chosen by the DM, although it usually involves doing something evil for your patron. The DM must choose a task that you are able to do alone in a realtively short timespan and is appropriate to your level. You cannot use the this feat while you are under the Geas/Quest. In addition, when you die your soul becomes personal possession of your patron and you can't be resurrected unless the creature who tries to resurrect you succeed in a DC 20 caster level check.





    A demonologist contacts his patron to receive knowledge



    UNLEASH THE BONE HORROR
    [Abyssal Hertior]

    You can cause your bones to erupt from your skin, increasing the lethality of your attacks.

    Prerequisites: None.

    Benefits: As a swift action you can make your bones emerge in the form of razor-sharp spikes. This process inevitably rips apart your skin and destroy your muscles, resulting in the loss of 1 HP for every Abyssal Hertior feat you possess. While in this state, your bones act as a Spiked Armor and Spiked Gauntlet. If you already wield a weapon in your hand (both natural and manufactured), the Spike Gauntlet damage is added to that of the previous weapon. Whenever you deal damage with your bones, they suck the marrow from the enemy through a tiny hole. If the damaged creature has a constitution score, You gain 1d4 temporary HPs for every two Abyssal Hertior feat you possess. The amount of temporary HPs that you can have with this feat cannot be greater than twice your HD. At the beginning of your round, if this ability is active, you lose 1 HP for every Abyssal Hertior feat you possess. This always make you lose your actual HPs, not your temporary. If you reach negative HPs due to this HP loss, you die normally. As a swift action, you can retract your bones back into your body. When you do so, you lose all the temporary HPs gained by this feat, and you heal a number of HPs equal to half that amount.

    Special: The constant manipulation of your body weakens your metabolism. You gain a -1 malus on saving throws against poisons and diseases.



    VESTIGIAL WINGS
    [Abyssal Hertior]

    You sprout wings that grow bigger as your heritage becomes more evident.

    Prerequisites: None.

    Benefits: You gain a bonus on Jump checks equal to the number of Abyssal Hertior feats you possess. If you have at least three other Abyssal Hertior feats, you gain the Slow Fall ability of a Monk of your level. If you have at least seven other Abyssal Hertior feats, you gain a fly speed equal to your land speed with average maneuvreability. For every two other Abyssal Hertior feats you possess beyond the seventh, the maneuvreability improves by one step and the Fly speed increases by 15 ft.

    Special: Your wings render you inadapt to swim. You gain a -2 malus on Swim checks.



    VETERAN OF THE BLOOD WAR
    [Vile, Fighter]

    You crossed the battlefield of the Blood War and survived, no one is better than you at slaying Devils.

    Prerequisites: Base Attack Bonus +5

    Benefits: Any weapon you wield is treated as having the bane property when used against creatures with the Baatezu subtype.



    WORSHIPPER OF THE SACRED EVIL
    [Vile]

    You learned how to please the dark gods and earn rewards for your faith.

    Prerequisites: True Believer (CD), Wis 18, must worship an Evil deity.

    Benefits: You can make a sacrifice to your deity that requires 1 hour to complete and 1000 gp in components. Once done, you gain a bonus equal to your wisdom modifier to Rebuke Undead and Intimidate checks, and a +2 to your caster level when casting divine spells. These bonuses lasts 24 hours.
    Last edited by Hipster Dixit; 2014-08-15 at 07:37 AM.

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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    SOULMELDS





    Soulmelds are spiritual energy given form through incarnum and fused with the soul of a creature. Those who are able to shape and use soulmelds are called meldshapers. All the details about soulmelds and meldshaping classes can be found in Magic of Incarnum.


    Fiendish Soulmelds

    The vast majority of the soulmelds presented in this book have the [Fiendish] descriptor. A meldshaper cannot shape those soulmelds unless he has the Fiendish Soul feat (see the Feat section for details).


    Table 2.4: Incarnate/Soulborn soulmelds
    Chakra Soulmeld Basic effect
    Crown Coat of the Lurking Thug Bonus on damage and attack rolls when flaking
    Veil of the Spider Queen Bestow malus on Will saves to male opponents
    Woeful Mask Bestow malus on attack rolls and skill checks to opponents
    Feet Firestride Greaves Increase land speed
    Hands Cloak of the Cruel Hunter Improve archery abilities
    Halo of the Fire Tyrant Gain DR/Cold Iron
    Arms Deepterror's Skin Gain swim speed
    Flesripper's Gloves Bonus on Grapple checks
    Brow Cloak of the Cruel Hunter Improve archery abilities
    Warmaiden's Hood Bonus on Intimidate checks against Evil outsiders
    Shoulders Flesripper's Gloves Bonus on Grapple checks
    Shadowwoven Mantle Gain various bonuses when in an area without illumination
    Throat Alluring Countenance Bonus on charisma-based checks against creatures of the opposite sex
    Stomach of the Slime Immunity to ingested poisons
    Waist Coat of the Lurking Thug Bonus on damage and attack rolls when flaking
    Deepterror's Skin Gain swim speed
    Shadowwoven Mantle Gain various bonuses when in an area without illumination
    Heart Halo of the Fire Tyrant Gain DR/Cold Iron
    Soul Veil of the Spider Queen Bestow malus on Will saves to male opponents
    Warmaiden's Hood Bonus on Intimidate checks against Evil outsiders


    Table 2.5: Totemist soulmelds
    Chakra Soulmeld Basic effect
    Feet Legs of the Crawling Worm Improve stability
    Arms Mane of the Dire Predator Gain frightful presence
    Shoulders Demonfly Wings Attack provokes wounds
    Throat Jaws of the Demoneater Gain bite attack




    Soulmelds description


    ALLURING COUNTENANCE
    [Evil, Fiendish, Mind-affecting]

    A thin layer of incarnum forms a semi-transparent mask on your face, shaped as the most beautiful man or woman ever seen by mortal eyes.

    Classes Incarnate, Soulborn
    Chakra Throat
    Saving Throw Yes

    You gain a +1 bonus on charisma checks and charisma-based skill checks for every point of essentia invested against Humanoid creatures of your opposite sex (and gay people).

    Chakra Bind(Throat)
    Your lips become swollen and seductive, so much that no one can resist your allure.

    You gain the Energy Drain ability of a Succubus. The DC is equal to the DC of this soulmeld.


    CLOAK OF THE CRUEL HUNTER
    [Fiendish]

    Classes Incarnate, Soulborn
    Chakra Brow, Hands
    Saving Throw None

    Incarnum forms a green mantle on your shoulders. While wearing it, you feel like the best sniper in the country.

    You gain the Rapid Shot feat, even if you do not meet the prerequisites. Essentia: if at least three points of essentia are invested, you gain the Manyshot feat, even if you do not meet the prerequisites.

    Chakra Bind(Hands)
    Your hands strike clear and precise as a layer of incarnum surrounds them.

    You deal additional damage with ranged weapons equal to your Dex modifier. This does not stack with effects that grant the same bonus.

    Chakra Bind(Brow)
    As incarnum fills your eyes, you are confident that you'll never miss a shot with a bow.

    You ignore partial Concealment when you attack with ranged weapons. Essentia: For every point of essentia invested, you gain +1 on attack rolls with ranged weapons.



    COAT OF THE LURKING THUG
    [Fiendish]

    Incarnum forms a layer of sticky jelly around your body that slowly tickles to the ground.

    Classes Incarnate, Soulborn
    Chakra Crown, Waist
    Saving Throw Yes

    You gain a +1 bonus per point of essentia invested on attack and damage rolls when flanking an enemy.

    Chakra Bind(Crown)
    The strange subsstance that covers your body gets a little translucent, and it is very difficult now to see you when you lurk in the darkness.

    When you succeed in a Hide check and you are in an area of shadowy illumination or lower, you become under the effect of Invisibility, as the spell, for 1d4 rounds. Essentia: for every point of essentia invested, increase the duration by 1d4 rounds. If at least 4 essentia is invested, it becomes Greater Invisibility.

    Chakra Bind(Waist)
    The goo becomes highly corrosive and punish everyone that is foolish enough to approach you.

    You are coated in green slime. Every time a creature strikes you in melee, he takes 2d4 acid damage per point of essentia invested (reflex negates).



    DEEPTERROR'S SKIN
    [Fiendish, Evil]

    Your hands and feet become webbed and a caudal fin makes its appearance on your back.

    Classes Incarnate, Soulborn
    Chakra Arms, Waist
    Saving Throw None

    You gain a swim speed equal to your land speed. Essentia: For every point of essentia invested, your swim speed increase by 5 ft.

    Chakra Bind(Arms)
    Your arms tremble with dark energies, eager to dispense pain and suffering among the righteous.

    Any scythe and sickle you wield gains the profane propriety. Essentia: For every point of essentia invested, you deal an additional point of damage with scythes and sickles against Good creatures.

    Chakra Bind(Waist)
    Scales cover your body, and a colorful crest appears on your head.

    You gain the aquatic subtype and the Amphibious special quality. While underwater you are under the effect of Freedom of Movement, as the spell, and you gain a +2 bonus on Str and Dex.



    DEMONFLY WINGS
    [Fiendish, Mind-affecting]

    A pair of beetle-like wings made by incarnum are shaped on your back.

    Classes Totemist
    Chakra Shoulders (Totem)
    Saving Throw Yes

    When you hit a creature with a melee attack, you inflict a wound. The wound deals 1 damage per round for 1 minute or until the creature is healed by at least 1 HP, or a DC 15 Heal check is made to stop the bleeding. Multiple wounds do not stack. Creatures immune to critical hits are immune to this effect. Essentia: For every 2 points of essentia invested, increase the damage dealt by the wound by 1.

    Chakra Bind(Shoulders)
    The wings on your back open: while they'll not make you fly, they have other interesting uses.

    As a standard action you can emit a buzz sound that put creatures to sleep. Creatures within 10 ft. must make a Will save or fall asleep for 1 minute. Once a creature has passed or failed the throw, is immune to this effect for the next 24 hours. Once you used this effect, you cannot use it again for the next 1d4 + 1 rounds. Essentia: For every point of essentia invested, increase the range by 5 ft.

    Chakra Bind(Totem)
    Your skin becomes black and filthy, you grow a huge pointy nose and your eyes are now so big they cover half of your face. Your nose act like a syringe, allowing you to suck blood from your victims.

    You gain the Blood Drain ability of a Vampire, with the following exceptions: you gain actual hit points instead of temporary hit points, and you can heal only an amount of hit points equal to twice your level per point of essentia invested every day.



    FIRESTRIDE GREAVES
    [Fiendish]

    Classes Incarnate, Soulborn
    Chakra Feet
    Saving Throw Yes

    Incarnum forms a pair of fiery boots on your feet.

    You land speed is increased by 5 ft. Essentia: For every point of essentia invested, increase your land speed by an additional 5 ft.

    Chakra Bind(Feet)
    The fire around the boots grows more intense and crackles loud.

    When you move you leave behind you a trail of flame. All the squares in which you move are on fire, and every creature that passes through that squares take 2d4 fire damage for every point of essentia invested (reflex halves). The trail lasts for 1 round before disappearing.



    FLESHRIPPER'S GLOVES
    [Fiendish]

    Classes Incarnate, Soulborn
    Chakra Arms, Shoulders
    Saving Throw None

    Incarnum shapes these red gloves, as hard as stone. The strength of your grip improves and so do your wrestling skills.

    You gain a +1 bonus on Grapple checks. Essentia: For every point of essentia invested, increase the bonus by 1.

    Chakra Bind(Arms)
    The gloves start glowing with a menacing light, making you even stronger and capable to choke enemies to death.

    When you win a Grapple check, if it is the second consecutive grapple check you win against that creature, that creature immediately begins to drown and cannot breathe until he escapes the grapple.

    Chakra Bind(Shoulders)
    Your muscular tone substantially improve, veins get larger and are more visible on your skin. You feel like you could crush a boulder between your fingers.

    You gain the Powerful Build special quality of a Redcap (MMIII).



    HALO OF THE FIRE TYRANT
    [Fiendish]

    As you shape this soulmeld you get surrounded by the everlasting fire of the Abyss, shaped as a burning halo.

    Classes Incarnate, Soulborn
    Chakra Hands, Heart
    Saving Throw Yes

    You gain DR 1/Cold Iron and Good per point of essentia invested (it stacks with itself).

    Chakra Bind(Hands)
    Your hands are ablaze and become red and muscular, while your nails grow fierce.

    As a move action you may conjure a masterwork whip in your hand. The whip has 5 Hit points, it deals lethal damage and you are proficient with it. You gain the Entangle ability of a Balor when you use this whip. [/I]Essentia: For every point of essentia invested, the enchantment bonus of the whip increases by 1 and her HP increase by five. You may choose to apply a property to the whip instead of the flat bonus (flaming[/I] or [/I]flaming burst[/I] only).

    Chakra Bind(Heart)
    A little burning fire shines very bright on your chest, where lays your heart.

    When you get to -10 hit points you explode in a violent burst of fire. Creatures within 15 ft take 2d10 damage (reflex half) and you are brought to 0 hit points and stable. This ability can trigger only once per 24 hours. Essentia: For every point of essentia invested, increase the damage by 2d10 and range by 10 ft.



    JAWS OF THE DEMONEATER
    [Fiendish]

    Classes Totemist
    Chakra Throat (Totem)
    Saving Throw None

    Incarnum forms a huge insect-like mandible in your face, strong enough to tear apart even the most resistant metal.

    You gain a Bite natural attack that deal 1d6 damage on medium creatures. Essentia: For every two points of essentia invested, your bite attack deals damage as if it were one size category larger. If at least four essentia are invested, it count as adamantine for the purpose of overcoming Damage Reduction and Hardness.

    Chakra Bind(Throat)
    Inside your mouth you find a new organ that allows you to spit nearly unescapable webs.

    Once per day per point of essentia invested, you can use the Web ability of a Bebilith.

    Chakra Bind(Totem)
    Your skin is covered by a black sturdy exoskeleton, while your arms ad legs become thinner, and a thousand little teeth form upon the surface of the jaws, allowing you to shred parts of their equipment while you crush the weak body of your enemies.

    When you hit an enemy with your bite, you can attempt to destroy his armor. As part of this action you make a grapple check against your enemy as a free action: if you win, you deal 4d6 + Str damage to the armor he is wearing.



    LEGS OF THE CRAWLING WORM
    [Fiendish]

    Classes Totemist
    Chakra Feet (Totem)
    Saving Throw Yes

    Incarnum forms a pair of boots with a myriad of little insect-like pods attached to them. Thanks to the boots, you feel very stable on the ground.

    You are treated as a quadrupedal creature whenever it would be more beneficial to you.

    Chakra Bind(Feet)
    The pods on the boots grow larger and start crawling on their own, giving you the ability to climb any surface without effort.

    You are under the effect of Spider Climb, as the spell.

    Chakra Bind(Totem)
    Your face becomes completely white, blank and smooth, without nose or lips, and your eyes are now two holes without eyelids. Your breath is very lethal for living creatures.

    As a standard action you breathe a fetid cloud in a 30 ft. cone. Enemies in the area must make a fortitude save or take 1 Con damage and be nauseated for 1 round for every point of essentia invested. Once you use this ability, you cannot use it for the next 1d4 + 1 rounds. Essentia: For every two points of essentia invested, increase the Con damage by 1.



    MANE OF THE DIRE PREDATOR
    [Fiendish]

    Classes Totemist
    Chakra Arms (Totem)
    Saving Throw Yes

    A huge orange mane envelops your shoulders and back, making your enemies tremble as you prepare to attack them.

    You gain the Frightful Presence ability of a Dragon. Essentia: If at least four points of essentia are invested, creatures that failed the throw against this ability are frightened instead of shaken.

    Chakra Bind(Arms)
    Your arms are enveloped by two leonine arms made of incarnum, granting you the ability to swipe with the speed of a feline.

    You gain Two-Weapon Rend as a bonus feat, even if you do not meet the prerequisites.

    Chakra Bind(Totem)
    You grow brownish fur all over your body, your eyes become yellow and your canine become fangs. When battle comes, you can't wait to rush recklessly into it.

    When you charge, you get an additional +2 bonus on attack roll and an additional -2 penalty on AC. You also gain the Pounce ability of a Lion.



    SHADOWWOVEN MANTLE
    [Darkness, Fiendish]

    A cloak woven with the purest darkness wraps your figure.

    Classes Incarnate, Soulborn
    Chakra Shoulders, Waist
    Saving Throw None

    You gain a +1 bonus on attack rolls and initiative checks for every point of essentia invested while in an area of shadowy illumination or lower, and you gain Darkvision 60 ft. You are dazzled while under normal light and blinded within strong illumination, like that of a Daylight spell.

    Chakra Bind(Shoulders)
    A faint black mist leaks from under the mantle and scatters in the air.

    You can cast Darkness as a Spell-like ability at will, with caster level equal to your meldshaper level. Essentia: if you invested at least 4 essentia, you instead cast Deeper Darkness.

    Chakra Bind(Waist)
    The mantle twists around you and overlaps perfectly to your body. Now your entire person seems made by pure darkness.

    As a swift action you become Ethereal. You can remain in this state for a maximum of 2 rounds per day. This rounds do not need to be consecutive, and you can revert to normal as a swift action. You can use this ability only in an area with shadowy illumination or lower. While Ethereal, all the weapons you wield (included natural weapons) gain the ghost touch
    property. Essentia: For every point of essentia invested, increase the maximum duration of this ability by 2 rounds.



    STOMACH OF THE SLIME
    [Fiendish]

    You seem engulfed in a semi-transparent black ooze.

    Classes Incarnate, Soulborn
    Chakra Throat
    Saving Throw None

    You are immune to ingested poisons and can never contract diseases by food.

    Chakra Bind(Throat)
    A sort of stilyzed digestive system made by incarnum is drawn from your throat to your belly.

    Once per day per point of essentia invested you can spit a slimy substance from your mouth. Within the next minute, it grows until becomes a Black Pudding. The Pudding follows all your orders until it dies. When you use this ability, all the Black Puddings you previously summoned through this ability instantly die.



    VEIL OF THE SPIDER QUEEN
    [Evil]

    Classes Incarnate, Soulborn
    Chakra Crown, Soul
    Saving Throw None

    Incarnum forms a veil around your head, similar to that of a braid, but black and with the weave shaped as a spider web.

    Male creatures get a -1 malus to saves for every point of essentia invested against your mind-affecting spells, powers and abilities.

    Chakra Bind(Crown)
    [I]Incarnum leaks into the silk filaments of the veil permeating it with a faint glow.

    You can Rebuke spiders like an evil cleric rebukes Undead, with level equal to your meldshaper level. You can do this 3 + charisma modifier times per day. Essentia: For every point of essentia invested, you gain +2 to the Rebuke check.

    Chakra Bind(Soul)
    The part of the veil that covers your face is removed and everyone can see you in your eyes, turned into pools of anuniform, ebony black. Thanks to the wisdom of the Spider Queen no one can keep their secrets anymore.

    You are under the effect of True Seeing, Discern Lies and Detect Thoughts, as the spells.

    Special You cannot shape this soulmeld if you are not female.



    WARMAIDEN'S HOOD
    [Fiendish]

    Classes Incarnate, Soulborn
    Chakra Brow, Soul
    Saving Throw None

    Incarnum takes the form of a black hood that partially covers your face. Althouh your countenance is hidden, a frightening glare erupt from your eyes and your voice is mighty and imperious.

    You gain a +2 bonus per point of essentia invested on Intimidate checks against Evil Outsiders.

    Chakra Bind(Brow)
    No change is visible from the outside, but inside, your brain works frantically thinking up a new strategy to destroy your opponents.

    You can use all Knowledge skills untrained, but only to identify monsters and their vulnerabilities. Essentia: for every point of essentia invested, you gain a +2 bonus on Knowledge checks made to identify monsters and their vulnerabilities.

    Chakra Bind(Soul)
    A layer of snake-like scales cover your body and you become the unrivaled master of the battlefield as you are filled with the true power of the Tanar'ri.

    You grow four additional arms, equal to the arms you already have. Essentia: if you invested ad least 4 points of essentia, you gain the Multiweapon Fighting feat, even if you do not meet the prerequisites.



    WOEFUL MASK
    [Fiendish, Evil, Mind-affecting, Sonic]

    Classes Incarnate, Soulborn
    Chakra Crown
    Saving Throw None

    As you shape this soulmeld, a mask covers your head. The mask represents a very stilised face, filled with sorrow, and emits en eerie sound that makes people feel weak and demotivated.

    Every enemy within 30 ft. from you takes a -1 morale malus on attack rolls and skill checks. This is a sonic effect. Essentia: for every 2 points of essentia invested, the malus increases by 1.

    Chakra Bind(Crown)
    As the mask is filled with incarnum, thin tendrils of a dark substance emerge from who hears the sound of the mask and feed you with their sadness.

    While there is at least one enemy under the effect of this soulmeld, you gain 5 temporary HPs and 1 temporary essentia per point of essentia invested in this soulmeld. You can immediately allocate this essentia when you gain it.
    Last edited by Hipster Dixit; 2014-08-15 at 07:38 AM.

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    Default Re: Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium

    VESTIGES





    Vestiges are entities trapped by the gods in a sort of limbo between life and death. Through a mysterious ritual, they grant powers to special creatures known as binders. Additional information about pact magic and binders can be found in Tome of Magic.


    Demon lords as vestiges

    The Cursed Ones are not the only beings available to make a pact. Nyurvata (see here for details) can project their soul outside of the body and reach binders to grant them a bit of their power. The level of a demon lord vestige is determined by the number of followers he has: the larger his cult, the greater the power he can grant.
    Demon lord vestiges have a special descriptor: [Abyssal]. Vestiges with the [Abyssal] descriptor cannot be bound unless the binder has the Pact with the Demon feat.


    Table 2.6: Vestiges by level
    Level Vestige Binding DC Special Requirements
    1st Juiblex 15 Yes
    2nd Cyndrazar 18 Yes
    2nd Niashtad 20 No
    3rd Thandarax 20 No
    3rd Ulagresh 21 Yes
    4th Marzurg 24 Yes
    5th Alyorna 26 Yes
    6th Vergron 27 No
    7th Ogrim 31 No
    8th Elimdal 35 No
    8th Nephram 33 Yes



    Vestiges description


    ALYORNA, THE PLAGUEMOTHER
    [Abyssal]

    Vestige Level 5th
    Binding DC 26
    Special Requirements Yes.

    Alyorna is the queen of insects and illness. Her minuscule servants provide silent death to those foolish enough to challenge her power.

    Special Requirements
    You must put a nest of flying insects (such as an honeycomb) on the seal before beginning the ritual. In addition, you cannot bind Alyorna if Marzurg is already bound to you.

    Manifestation
    A cloud of buzzing flies come out from the nest, slowly froming the shape of a woman with four scorpion stings exiting from her back. Her voice is similar to the drone of a thousand insects.

    Sign
    A myriad of little humps, constantly moving, emerge on your skin as a result of a myriad insects swarming inside you.

    Influence
    Your main concern becomes to spread malady among the largest amount of creatures possibile, and you always look for the chance of infecting healthy people during your adventures.

    Granted Abilities
    • I Am the Swarm: You gain Medium Fortification and the Distraction special quality of a Swarm. Distraction also applies to all creatures adjacent to you. You do not gain this ability if you do not show Alyorna's sign.
    • Immune Carrier: You gain immunity to diseases.
    • Rebuke Vermins: You rebuke creatures of the Vermin type as an Evil cleric rebukes Undead, with cleric level equal to your binder level. You can use this ability a number of times equal to 3 + your Wisdom modifier every day.
    • Unleash the Plaguespreaders: As a full-round action you can duplicate the effect of an Insect Plague spell, with caster level equal to your binder level. Whenever a creature summoned by this effect deals at least 1 lethal damage to another creature, the latter must make a fortitude save or be under the effect of a Contagion spell. You can use this ability once per day for every three binder levels you possess.




    CYNDRAZAR, THE MAD GODDESS
    [Abyssal]

    Vestige Level 2nd
    Binding DC 18
    Special Requirements Yes.

    Once a beautiful woman craved by mortals and immortals alike, centuries of torture transformed her in a horrible mask of pain and madness that inspires the worst atrocities ever seen.

    Special Requirements
    When you bind Cyndrazar, you must voluntarily perforate your own eyes with a sharp tip. This deals 1 damage to you. When Cyndrazar is no longer bound, your eyes immediately return to their previous state.

    Manifestation
    An ear-piercing scream erupts from the seal, as the figure of a naked impaled woman appears. Your mind is crowded by chaotic voices and whispers, and as the link between you two forms, you understand the true meaning of insanity.

    Sign
    Your eyes disappear leaving your ocular holes empty and bleeding. You are blind. Immunity to blindness does not negate this effect.

    Influence
    You become mad and paranoid, always talking to yourself at low voice. You relieve in other's pain and you never lose the opportunity to torture someone, be it an animal or a person. You gain a -2 malus on saving throws against confusion.

    Granted Abilities
    • Brainshock: As a standard action you can duplicate the effect of Mind Thrust, as the power, with manifester level equal to you binder level. The number of power points spent is considered equal to your binder level (though this does not increase the DC). Once you used this ability, you must wait 5 rounds before you can use it again.
    • Mental Projection: You gain Blindsense 60 ft. and Blindsight 5 ft.
    • Psisense: You are permanently under the effect of Detect Psionics, as the power, with manifester level equal to your binder level.
    • Unavoidable Fate: You cannot choose to suppress Cyndrazar's sign.
    • Vision of Torture: Every time you take at least 1 point of lethal damage, the creature that damaged you must make a will save or being affected by Inflict Pain, as the power, with manifester level equal to your binder level. This effect lasts for 1 round.




    ELIMDAL, MERCHANT OF SOULS
    [Abyssal]

    Vestige Level 8th
    Binding DC 35
    Special Requirements No.

    Elimdal is the gatekeeper of the dead. He rules equally among the three realms of life, death and undeath.

    Manifestation
    Lots of tormented souls come out from the seal, each one with a lugubrious look on its face. Then Elimdal appears, and as soon as he makes a simple gesture, all the souls enter into you from your nose, mouth and ears.

    Sign
    Tendrils of a semi-transparent matter flow around you, sometimes breaking the silence with a gloomy lament.

    Influence
    Your soul is committed to Emlidal. If you die while bound to Emlidal, your soul is taken by him as if you failed a check against his Essence Trap ability (see Emlidal, Merchant of Souls in Chapter 4 for details).

    Granted Abilities
    • March of the Forsaken Souls: You are permanently under the effect of Desecrate, as the spell, with caster level equal to your binder level, you acting as an altar of an evil deity. You are considered Undead by this effect. In addition, every time a creature dies within the range of this ability, if it has at least 5 HD, there is a 20% chance that it will raise as a free willed Wraith 1d4 rounds later from the corpse. Creatures that meet this fate are considered under the effect of a Trap the Soul spell, but instead of a gem, their soul is trapped into the Wraith born from them. If a creature with at least 16 HD becomes a Wraith, there is a 50% chance that it becomes a Dread Wraith instead. Undead created by this effect are never hostile to you. You do not gain this ability if you do not show Elimdal's sign.
    • Open the Dead Gate: You can use the power granted by the Death Domain like a cleric with level equal to your binder level, at will. In addition, once per day, you can duplicate the effect of a Raise Dead spell, without providing the material components.
    • Undead Mastery: As a standard action you can duplicate the effect of a Control Undead spell, with caster level equal to your binder level. You cannot control more than 2 HD of Undead for every binder level you possess at any time. After you used this ability, you must wait 5 rounds before you can use it again.




    JUIBLEX, THE FACELESS LORD
    [Abyssal]

    Vestige Level 1st
    Binding DC 15
    Special Requirements Yes.

    Juiblex is the king of Oozes, whose only occupation is to eat and consume everything it can reach with its slimy tentacles.

    Special Requirements
    Juiblex' seal must we written with a special viscous ink that can be easily found in most vile magic stores, with a price of 1 SP per use.

    Manifestation
    A huge shapeless body slowly rise from the seal, muttering an incomprehensible cry. Then countless eyes open upon all its surface and start looking feverishly in every direction. Its voice is very cavernous, and it's difficult to understand what it says.

    Sign
    A greenish substance constantly perspires from your body. It is higlhy corrosive, though for some reason it does not harm your clothes and equipment.

    Influence
    You feel the urge to eat everything that seems even remotely edible to you, and you can oppose to it only with a great mental effort. You need to consume three times the amount of rations normally required every day.

    Granted Abilities
    • Acid Body: Anything that comes in contact with you takes 1 Acid damage for every two binder levels you possess (minimum 1). You do not gain this ability if you do not show Juiblex' sign.
    • Ooze Friend: Mindless creatures of the Ooze type whose HD are not greater than yours never adopt an aggressive behavior against you unless you harm them.
    • Slimy: You can squeeze into holes and tight passages as if you were two size smaller. In addition, creatures take a -4 penalty to confirm critical hits against you.




    MARZURG, THE ROTTEN BLOSSOM
    [Abyssal]

    Vestige Level 4th
    Binding DC 24
    Special Requirements Yes.

    Deep in the festering woods, Marzurg always seeks for victims to beguile. Her inebriating smell made many seasoned adventurers fall into her clutches.

    Special Requirements
    You can make the binding ritual only in the middle of a forest. In addition, you cannot bind Marzurg if Alyorna is already bound to you.

    Manifestation
    A bud appears on the seal, of a shimmering tonality of red-purple. Then the bud opens into a gorgeous mass of soft petals and a charming smell spreads from it, though in the centre, the flower is putrefying and invaded by mold. The voice that comes out of the rotting mass is warm and sweet, articulating promises of pleasure.

    Sign
    Your skin becomes green as clorophyll fills your veins and sharp thorns exuding poison grow all over your body.

    Influence
    You hate civilization and cities, and seek refuge in a forest as soon as your duties allow you to.

    Granted Abilities
    • Friend of Nature: While you are in a forest, you gain a +10 bonus on Survival checks.
    • Pheromones: Every creature within 10 ft. from you must make a will save or being affected by Charm Person, as the spell, for one minute per binder level you possess. Once a given creature rolled a save against this ability, he cannot beaffected again by it for the next 24 hours, be the roll a success or a fail. A creature that passes the save sense something really dangerous about you and his initial attitude towards you shifts two steps closer to hostile. This is a mind-affecting ability. Creatures that do not breathe are immune to it. You do not gain this ability if you do not show Marzurg's sign.
    • Poison Thorns: Any creature that comes in contact with you takes 1d4 piercing damage and must make a fortitude save to avoid being poisoned. You do not gain this ability if you do not show Marzurg's sign.
    • Poison: Injury; primary and secondary damage 1d4 Dex.




    NEPHRAM, WHISPERER OF SECRETS
    [Abyssal]

    Vestige Level 8th
    Binding DC 33
    Special Requirements Yes.

    Among demons, Nephram is the most erudite being. He is familiar with almost any trade, but what really puts him aside is his knowledge of magic. No sorcery is beyond his comprehension, and no artifact is too difficult for him to craft. By paying the right price, he can provide you with any information, spell, or item.

    Special Requirements
    You must put on the seal a book containing information you do not know.

    Manifestation
    The book opens, and its pages start turning one after another. The figure of Nephram appears, with the hands pointed towards the sky, and while the pages turn you are filled with knowledge and power.

    Sign
    You become very skinny, so much that pretty much every single bone is visible from outside. Your eyes become azure and emit a dim glow.

    Influence
    You become obsessed with knowing everything about anything, you can't help asking question and doing research about things that you do not already know. You gain a -2 penalty on listen and spot checks due to you being constantly lost in thoughts.

    Granted Abilities
    • Lorekeeper: All the Knowledge skills become class skills for you, and you are treated as having a minimum number of ranks equal to half your binder level in those.
    • Dweomer Perception: You are permanently under the effect of Arcane Sight (greater), as the spell, with caster level equal to your binder level. You do not gain this ability if you do not show Abraxas' sign.
    • Neutralize: As an Immediate action you can do a counterspell, without expending a spell slot. After you used this ability, you must wait 5 rounds before you can use it again.
    • Shape Spell: When you bind Nephram choose a spell of 4th level or lower from the Sorcerer/Wizard spell list. As a standard action, you can duplicate the effect of that spell. If the spell has a XP cost or material components worth more than 50 GPs, you must provide them. After you used this ability, you must wait 5 rounds before you can use it again. By concentrating for a minute, you can make a special binding check against the DC of Nephram; if you succeed, you can swap the spell granted by this ability with another spell fitting the requirements. After that, you cannot do it again for the next 1d4 hours.




    NIASHTAD, THE HOWLING SORROW
    [Abyssal]

    Vestige Level 2nd
    Binding DC 20
    Special Requirements No.

    Seeking only to extirpate all the joy and glee existing, Niashtad barely remembers how much he chased those feelings when he was mortal.

    Manifestation
    The area around the seal is covered in shadowy illumination as any light seems to run away. A faint music begin to play, a tune full of melancholy and sorrow, as a profile vaguely human in shape appears in the dark.

    Sign
    A large amount of mouths with sharp teeth spread on your skin.

    Influence
    You are unable of feeling positive emotions, and you always see the worst side of things. Deep inside you, you envy all the happy creatures in the universe and wish only sadness and suffering for them.

    Granted Abilities
    • Chorus of Dismay: You gain the Aura of Despair ability of a Blackguard with level equal to your binder level. This is a sonic, mind-affecting ability. You do not gain this ability if you do not show Niashtad's sign.
    • Eat Depression: Whenever a creature within 20 feet from you fails a check, you heal 1 HP per four binder levels you possess (minumum 1). This ability does not work if the creature fails the check on purpose or because he tried to do something that is clearly impossible for him.
    • Ghastly Tune: As a swift action you can duplicate the effect of Ghost Sound, as the spell, with caster level equal to your binder level.
    • Jaws: You gain Improved Grab. You do not gain this ability if you do not show Niashtad's sign.




    OGRIM, THE SCORCHING STAR
    [Abyssal]

    Vestige Level 7th
    Binding DC 31
    Special Requirements No.

    Ogrim is a warlord, winner of uncounted battles in the Blood War. His army possess a discipline unusual for demon standards and even the mightiest demon lords fear his tactical ability and martial prowess.

    Manifestation
    A shining blaze erupt from the seal, so bright that no one could look into it. After a moment, the tremendous figure of Alzrius emerges from the flames and speaks with a voice that would give the chills even to the bravest hero.

    Sign
    While bound to Ogrim you are surrounded by a mantle of flames that dance around you and radiate a dazzling light.

    Influence
    Those under the influence of Ogrim can express themselves only in the middle of the battlefield. They take a -4 penalty on Charisma while out of combat.

    Granted Abilities
    • Death Star: You are permanently under the effect of Daylight and Fire Shield (both Warm and Chill), as the spells, with caster level equal to your binder level. Creature within 10 ft. to you take Fire Shield damage as if they attacked you in melee at the beginning of their turn (reflex halves). You do not gain this ability if you do not show Ogrim's sign.
    • Fires of War: When you bind Ogrim choose a Desert Wind maneuvre or stance with level not greater than the maximum level a Warblade or your level could know, minus two, ignoring all the prerequisites. You can freely use that maneuvre or enter that stance. After you used a maneuvre granted by this ability, you cannot use it again for the next 5 rounds. (Maneuvres and Stances are described in Tome of Battle - Book of Nine Swords)
    • Hands Ablaze: Every weapon you wield and natural weapon you possess gain the flaming burst property.
    • Scorching Flames: Whenever you deal fire damage, you ignore 1 point of fire Resistance for every binder level you possess.





    THANDARAX, HEADHUNTER
    [Abyssal]

    Vestige Level 3rd
    Binding DC 20
    Special Requirements No.

    Undisputed king of the jungle, Thandarax is a primitive warrior that feels at home only in the most savage environments. His favourite occupation is hunting, which performs with his most trusted companions. The stronger is the prey, the more exciting is the hunt.

    Manifestation
    The mighty figure of Thandarax appears on the seal, fiercely shouting on you and beating his spears one into the others, brutally asking for action.

    Sign
    Your hair grow similar to the mane of a lion, bright red in color, and woven in big braids and dreadlocks.

    Influence
    Your mind regress into that of a primitive man, and the thing you fancy more is the brutal excitement of the fight for survival. You are treated as having an int score of 6 when making Int checks and Int-based skill checks, and you become illiterate.

    Granted Abilities
    • Beastly Rage: You gain the Rage ability of a barbarian of your level, except for the following: when you enter in a rage, you become under the effect of Enlarge Person, as the spell, you gain one claw natural attack per hand and one bite attack, that deal damage according to your size. At binder level 11th, you gain the benefits of Greater Rage. At binder level 17th, you gain the benefits of Tireless Rage. In addition, your whole appearance changes and you become very similar to a jaguar or tiger, even though you're still bipedal (This only a cosmetic effect and does not alter your abilities). You can use this ability once per day per three binder levels you possess.
    • Hunter in the Forest: You gain Scent and Woodland Stride. You also gain Track as a bonus feat.
    • Savage Leap: You gain Leap from the Heavens (PHII) a bonus feat, even if you do not meet the prerequisites. When you charge, you may choose to make a Jump check. If the result of the check allows you to reach you target, you can move in every direction instead of in a straight line. This allows you, for example, to charge an enemy jumping on him from a tree, provided the result of the Jump check is enough.




    ULAGRESH, SOVEREIGN IN THE DEEP
    [Abyssal]

    Vestige Level 3rd
    Binding DC 21
    Special Requirements Yes.

    Ulagresh rules over a vast underwater realm in the Abyss. His foul presence is enough to contaminate any water within many miles from him.

    Special Requirements
    The surface on which you draw Ulagresh's seal must be submerged by water.

    Manifestation
    The water that covers the seal becomes muddy and polluted. Then, six tentacles emerge from it, while a voice that seems to come from the bottom of the earth starts talking.

    Sign
    Your skin transforms into black, fish-like scales, your nostrils close as gills appear on your shoulders, and you grow fins on legs and arms.

    Influence
    You lose interest into everything that is not related to the ocean depths and how to pollute them.

    Granted Abilities
    • Deep Dweller: You gain the Aquatic subtype and a swim speed equal to your land speed. You lose the ability to breathe air, and you can stay out of water for a maximum number of rounds equal to your Constitution modifier before you start drowning. You also gain Darkvision 90 feet. You do not gain this ability if you do not show Ulagresh's sign.
    • Jet: As a full-round action that do not provoke attack of opportunities, you can move at ten times your swim speed. You must move in a straight line. You can use this ability only when underwater.
    • Toxic Tide: You gain the Ink Cloud special ability of a Kraken, except for the following: the range of the spread is equal to 5 feet per two binder levels you possess, and every creature inside the spread must make a Fort save or be sickened until they leave the area and for 1d4 rounds afterwards.
    • Under Pressure: As a standard action you can duplicate the effect of Pressure Sphere (SW), as the spell, with caster level equal to your binder level. After you use this ability, you must wait 5 rounds before you can use it again.




    VERGRON, THE WINTER GIANT
    [Abyssal]

    Vestige Level 6th
    Binding DC 27
    Special Requirements No.

    Vergron is the tyrant of an immense subterranean kingdom the the arctic wastes of the Abyss. His authority is so strong that very few dare to challenge it.

    Special Requirements
    None.

    Manifestation
    An Enormous rock appears from the seal, surrounded by a thick, cold mist. Then the rock moves, shaking the earth near it, and starts speaking with a cavernous voice.

    Sign
    Your skin becomes similar to stone, with light blue-ish veins.

    Influence
    Those under the influence of Vergron hate hot places. They take a -1 penalty on all charisma-based checks while they are in an area which temperature is above 40° F.

    Granted Abilities
    • Fist of the Mountain: You gain Improved Unarmed Strike and Superior Unarmed Strike (ToB) as bonus feats. Your unarmed strikes are considered adamantine for the purpose of Damage Reduction and deal and additional 1d6 cold damage with every attack.
    • Hard Rock: You are permanently under the effect of Stoneskin, as the spell. You do not gain this ability if you do not show Vergron's sign.
    • Presence of the Giant: You gain a bonus on Intimidate checks equal to half your binder level.
    • Winter Wanderer: You gain the Cold subtype. You do not gain this ability if you do not show Vergron's sign.
    Last edited by Hipster Dixit; 2014-08-15 at 07:44 AM.

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