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Stevemantis
2014-01-05, 02:19 AM
alright, I redid the set up as best as I though I could, I may have missed a thing here or there but I think I cleaned it up well enough. I am still having trouble working out the shoulder companions, I think its a cool consept but I don't think its seeing its full potential yet. tell me what you think and don't be afraid to critic it.

Janus are the offspring of a being of celestial origin and a one of a demon. Although most offspring that are produced by these strange couples are humanized by the gods will. Every now and again one is missed and is born a janus... something that puts fear and hope in immortals and mortals alike. Due to either order by a higher being, shame or disgust at its beginning form, most janus are abandoned at birth.
Favored classes: with the natural need to celebrate, janus have a certain skill at being a bard, this may appease their lighter half but the inner devil inside them craves conflict often, this is usually met by becoming a monk or fighter. Very few janus try to envelop into their blood powers and become a scorcerer but in not unheard of. Janus that are born on the streets as an orphan mostly become rouges in a vain attempt to search for their lost parents. Most classes fit a janus In one way or another, but none compare to the unending might of a barbarian

Appearance: due to the two opposing sides that constantly fight inside a janus, it's form may be in flux during most of the time. When a janus has its half's under control it appears human with slight hints to its origin, a side effect of the oppression would be a single horn sticking out of the head while having a small feathered wing clinging to their back. Another example would be a faint crescent floating above a janus head while a set of demonic fangs can clearly be seen in their mouth. Unfortunately when the event arises where they lose control of the built up emotional debate, the true form is revealed. A violent mix of both radicals appear. Every janus has at least 2/4ths of its blood Relations to humans, and that is more or less showing in paches on the skin like for a rash of normality.

Alignment: due to the extreme variance to a janus' s birthright, their morality is always in question. Most janus are completely neutral, some let go and let their own chaos reign. Others follow a strict, Lawful conduct to control their rivaling thoughts In some cases they will attempt to put down one of their half's to become either good or evil. Though it is extremely difficult.

Relations: being walking conundrums, most races do not know whether to love or hate a Janus. All other outsiders beings or fey will immediately dislike a janus condemning it as an abomination at first glance, given much time they can learn to cope with each other but the disdain will always be felt at a primal level. Gnomes have a complex relationship with the janus, but in a different way than most. on one hand they are wary of the conflict that is inside them. But on the other that is the most unique thing that most will ever witness, because of this combination. Most gnomes are wary at first, but become lifelong friends to the janus as they get to know each other . The only group that accepts them with full arms are the half elf and half orcs, to the point of glorifying them as role models as to face their own conflict. elves consider them abomination against nature and due to the missed matched look to them, openly mock or haurbor resentment towards them as well for their human blood, much like half elves. Humans are the opposite of the gnomes in this situation. Showing a vast amount of respect and signs of friendship at first, but they are always ready to throw some holy water in their eyes and pull out a dagger should the moment arise.

Culture: due to their extreme rarity, the majority of Janos live their full lives not knowing about their own kind, even thinking they are the only one. In what settlements that do exist, janos in these towns have a strange hierarchy, two distinct levels of class for each person, for example a begger may be treated with the utmost respect while a king may be spat upon for no reason, or a hero of the town could be given amazing gifts for their grand adventures but be forced to pay extra for no real reason. The most famous trait that all janus share is the constant need to celebrate near all holidays they hear about, to the best of their ability. They need to do this is a inborn instinct from the potent combination in their blood of human and outsider, as they have already displeased the gods by existing, even the most benign of holidays are fully presented in hopes of regaining their favor. Some janus find it to be a better quality that is openly enjoyed by all races, other janus might think of it as a chore, going as far to comparing it to a bowel movement, most definitely, one has not lived till you have seen a janus dance a lively jig with a mixture of contempt and disgust on its face. For the janus that are religious, they are so to a comical level. Out of a combination of powerful outsider blood and the fear of losing favor of the gods. A religious janus ' s prayers are done with the intention of the utmost respect and to then it is the highest honor they show. But in actuality, they are so ridiculous to most other races (especially gnomes) that they would need their utmost "will save" to keep from bursting out in laughter. Crowds are known to gather to all laugh at the janus give thanks for their personal gods. Unreligious janus tend to preform these same speeches, but in a mocking manner that is intentional.

Age: although it was once assumed that a child of the two outsiders as these would become an immortal... The exact opposite occurs, due to the constant stress of dealing with the conflict within themselves the age in process is as long as a humans. Even the Physical appearance of aging begins as early as their 20th year, Grey hair or even wrinkles. Due to this they usually start their adventuring early in life, as young as 15 years.
Hight/weight: when in normal form, a janus has the same size as a human, but due to the compact energy inside, the janus are usually embarrassingly heavy, despite their apparent flimsiness, they are usually 200 pounds while their maximum can go to 300.


Janus
((Half tiefling half aasamir))

Speed: slow due to oddly shaped body, 20 feet

Size: medium

type : a janus is monsterous humanoid with the Outsider (native) subtype
Languages: all janus begin knowing common. Janus with a high intelligence can learn celestial, infernal, abyssal, dragonic, sylvan and gnome

+2 cha, +2 str -2 int, -2 con Role a d6, corresponding to the attribute (1 is strength, 2 is dex etc.) Add +2 to that attribute, role again and give -2 to another to the attribute attribute to represent the conflicted nature. They are social butterflies due to their inborn need for celebrating and strong from their physical control, but are slow learners from their strain to keep the thoughts controled and due to their unusual existence and conflicting nature, their bodies are compromised.

Cursed arm(ex): due to the strange dimensions of their hands, one hand is considered large and may equip a large sized weapon with no downsides. It can only be for one hand. any two handed weapons must be specially made and cost double or suffer a size penalty for it being too small.

moral dispute(sp): member's of this race with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—bleed ,deathwatch, stabilize. The caster level for these effects is equal to the user's character level. This can be selected instead of the Cursed arm.

Crooked halo(sp): Members of this race have a physical halo they are born with that floats above their head. they may at will as a light spell-like ability. This halo can be removed or placed somewhere else. If the GM allows it, the halo can be used as a chakram with the fragile trait. should the halo be lost or broken it will take 24 hours for a new one to be formed.

Dual blooded(ex): You gain a +2 bonus on saving throws against effects with the evil or good descriptor and on Constitution checks to stabilize when you are reduced to negative hit points(but not dead). Furthermore, each time you take. bleed or blood drain damage, each good subtype creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage. This counts as having the angelic blood feat, This trait replaces crooked halo

Light and Dark (su): Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Outsider touch(sp): at level 5 you gain a touch spell like ability that can be used two times a day. after touching the target, flip a coin if heads the target will gain a positive healing of 1d6 +2 bonus per 3levels. if tails: deliver negitive energy damage of 1d6 +2 bonus per 3levels. The first coin toss can cancled but prevents the second usage

Shoulder companions(ex): taking this replaces the light and dark trait and the outsiders touch trait. The constant rivalry inside of the janus combined with the astral energy inside them can give life and form to their conflicting personalities, becoming a miniature angel and devil that reside on the janus ' s shoulder. these shoulder beings cannot go far away from their host, they can go 10 feet away+ 10 feet extra per their level. If they move out of range, they are dragged with the host as though connected by a chain.. The two shoulder beings will take any place for summoner epoch or a animal companion for any class that uses them. The beings nature of creation they cannot keep their mouth shut, this allows for a -4 to bluffs and a -2 to stealth when ever they are 20 feet near you. they will also grant you +2 to perception and +1 to diplomacy to the janus when they are within the same square as their host. If they are not an epoch or animal companion, They manifest by the janus 3nd level and both levels are -2 the level of the janus. They are capable, if they have a high enough intelligence, to learn monster feats. If the host becomes unconscious or dying, both shoulder beings dissappear into the subconscious of the host. They will remain their until the host is awake or stabilized from dying. If the host should die, they must find a new host within 24 hours or they will fade away. The host Must have outsider heritage and willing to be bonded to the shoulder beings. If this bond occurs they loose all memories of the last janus and shape themselves to the newest hosts subconscious. Should their original host come back to life, they will automatically return to it. The two shoulder beings are considered linked to eachother, like if one takes damage so does the other, if one dies, so does the other. When they die, they are sent back into the subconscious of the host until they regain their strength, this takes 2 month. their stats and abilities are listed below

Shoulder angel/devil
Speed 30 feet (20 fly)
Tiny
Same base stats as janus original stats minus all racial bonuses and -2 to all stats
Gain the racial bonuses from a heritage roll from celestial or demonic heritage list
Telepathic link to other shoulder being
Can use all simple weapons and their respective skilled weapons ( the demon is skilled with the trident and the celestial is skilled with the flail)

Fear of judgement(su): whenever a janus discovers that it is within 30 feat of a religious alter or shrine, they become shaken for 1 turn.

dual minded: +2 on all will saving throws

Vengeful half: +2 resistance to negitive energy effects. The janus will also receive +4 resistance to positive energy effects.

Divine abomination: any character with a fey or outsider type that fights with a janus gains a +2 attack bonus.

Celebratory addiction: in addition to the need for food and sleep, a janus must also celebrate in some manner, it can be setting up a feast, listening to a bard song or praising a deity. Celebrations cost around 15g to set up. If not done, they will suffer the same downsides as moderate addiction.
Dual aura: the janus gives off an aura of both good and evil . Though what ever is its alignment become the more dominant half, this includes neutral. considered both good and evil when dealing with effects, smiting and spells that target the alignments.

Outsider duality: May select any feat from the aasamir or tiefling special feat list as their own at each feat selection as long as they meet the prerequisites.

Level adjustment: +2
Janus special items
Janus back mask
G2000
A increadibly detailed mask that looks identical to the wearers face. Worn usually during the celebrations janus often have, this mask is put on behind the head, making it appear as though there are two faces. While equipped, the janus can walk backwards 20 feet and preform normal actions at a -1 reduction. Any enemies that see this must have a intelligence of at least 12 or think that the mask is the actual face, while like this, a janus cannot be flanked.
Janus calender:
G1600
at the beginning of every week, role a d 8, if it lands on a 8, then nothing occurs. If it lands on 1, the janus must fast until he is famished. the If it is a 2-7 that week is devoted by the janus to prepare for a holiday, the date of which coordinating with the day of the week from the role (2=monday, 7=Saturday etc.) During off time the janus devotes its time preparing for the holiday, they must spend at least 1 hour a day doing this. on the corresponding day. The janus ' s party acts as a inspire courage preformance that lasts for the entire day. A janus that has this item does not suffer from celebratory addiction.
Humanizing bonds
G1500
A leather bracel or neckace, there are two strange jewels fitted in swirling metal brackets, one that creates a light and another that absorbs it. With this equipped on the wrist or neck, a janus fully gains control of their form. This allows them to appear humanoid (human) instead of humanoid monsterous. This is the Same as a change appearance spell except it only counts as human transformation, anyone who has already seen a janus in its normal for will recognize them.
If a janus uses let loose with Humanizing bonds equipped, They will break under the strain.
Racial class archetype
Unleashed Blitzer (barbarian)

Although some janus chose to repress their twin sides. Some embrace it fully, gaining the power to release them equally at their intentional level.

Let loose: as a quick action, you can release your true form while in your rage with some hefty effort and remain in control. For use of rage powers, you are still considered in the raged state. for 2+1 round per barbarian level you can stay in the janus let loose form, if attempted to stay longer in the state you must preform a will save equal to your own str, if it fails, your character becomes under the control of the GM, who may chose to act as though confused or act out through any alignment they choose. This rage continues for 2 turns and after reverts back to its original state, but unconscious. At any time the janus may revert to its original form, exept when out of control, this takes a full round action, the user exits the initial rage, becomes exhausted afterwards for 3 rounds, then fatigued. While in this form gains the listed abilities
+2 intimidation +2 per barbarian level
Anyone within 10 feet is fascinated for 1 turn, due to the sudden and strange transformation
+1 str +1 con, + 2 to all stats for every round in this form
For Every round the janus is in this form, it takes 2 damage and an additional 2 damage per each janus level, if hit die reaches 0 or below from this effect. The janus reverts back to its original form, becomes unconscious but stable, if the hit due reaches 0 or below in any other way in this form, normal dying effects apply. This replaces uncanny dodge and improved uncanny dodge

True heritage:. Starting level 1, Roll a d6 twice, one for the demonic and Celestial heritage traits, you gain those traits whenever you are in this form. Every 4 levels afterward, Role a d% twice, one for the celestial veritable ability and one for the demonic, take the veritable trait and add them to your traits whenever you are in your let loose form. This replaces trap sence

Blood rest : every day, a janus must meditate 2 hours in order to gain restraint to their conflicting sides. If their rest is interrupted at any time they receive double the penalties of lack of rest and lose the ability to control the let loose skill that day, if used by the janus, he will automatically will lose control and become confused.

No other totem may be selected other than the demonic totem. Demonic totem greater deals damage to both good and evil alignments

At level 17, when a janus uses let loose, he will get fatigued instead of exhausted. This replaces tireless rage

Debihuman
2014-01-06, 08:54 AM
Interesting but I'm seeing quite a few missteps with this. Janus is a two faced Greek god. I have a Janus golem, so right away this resonates with me. You should note that this is for Pathfinder not 3.5.

You have 2 Types: Monstrous Humanoid or Outsider (Native); it cannot be both. It can look like a monstrous humanoid (but that belongs in fluff not in Type).

A half-tiefling/half-aasimar would be Outsider (Native) as are both their parents. These are far more powerful than both their parents and I think you failed to take that into account.

Why are the offspring slower than both of its parents? Tieflings and aasimar have 30-foot land speeds. The tiefling's land speed is only slower in the stat block only because it is wearing armor.

I hate arbitrary ability modifiers. Races should balance. If it is a social butterfly than give it Cha +2 and Int -2 and then leave it alone. "They are social butterflies due to their inborn need for celebrating and strong from their physical control, but are slow learners from their strain to keep the thoughts controlled." This is all that needs to be said about them.

It has far too many special abilities. Each special ability adds to its CR so there is no way this is only LA +2.

Please use bolding to make your text easier to read. I'm editing as I go

Cursed Arm (Ex): Due to the strange dimensions of their hands, one hand is considered large and may equip a Large one-handed weapon normally. Any two-handed weapons must be specially made and cost double or suffer a size penalty for it being too small. At creation, a janus has either a cursed arm or it has spell-like abilities (see below).

I like this a lot. Flavorful but not too overpowered and there is a drawback. Nicely done. My first thought was oh no, too much Hellboy, but I got over it. :-) However, since januses can have either cursed arm or moral dispute, you need to add text to this. Fixed it for you.


Moral Dispute (Sp): Members of this race with a Charisma score of 11 or higher may gain the following spell-like abilities: 1/day—bleed, deathwatch, stabilize. The caster level for these effects is equal to the user's character level. This can be selected instead of the Cursed Arm.

First, this is a terrible name. There's no "moral dispute" even hinted at by this ability. I have no idea why you didn't just make these normal spell-like abilities. Second, they are overpowered if you include bleed.

Please cite to material that isn't core as well. Bleed can be found in Complete Champion and stabilize is from Spell Compendium. Not everyone has access to non-core material.

Last of all, you need to make it clear that they have cursed arm or spell-like abilities but not both.

This is how it should look.

Spell-like Abilities (Sp): Instead of having a cursed arm (see above), some members of this race have spell-like abilities instead. Januses with Charisma scores of 11 or higher gain the following: 1/day—deathwatch, stabilizeSpell Compendium

Crooked Halo needs game mechanics and citations. Fixed below. It is not based on a spell so it is a Supernatural ability. Since a janus can have either crooked halo or dual

Crooked Halo (Su): Members of this race are born with a physical halo that floats above their head. This halo can be donned or removed as a standard action. If the DM allows it, the halo can be used as a chakram with the fragile trait. Stats for chakrams can be found in the Arms and Equipment Guide and in the Forgotten Realms Campaign Setting. Should the halo be lost or broken it will take 24 hours for a new one to be formed. A janus without his or her halo takes a -1 morale penalty to all saves until the halo grows back. A janus takes either crooked halo or dual blooded.

Dual Blooded (Ex): You gain a +2 bonus on saving throws against effects with the Evil or Good descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each creature with either the Good or Evil subtype that is currently adjacent to you also takes 1 point of damage. This counts as having the angelic blood feat, This trait replaces crooked halo.

Light and Dark (Su): Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Light and Dark is too powerful and unnecessary for this. I recommend removing it altogether.


Outsider Touch (Sp): At 5 HD, you gain a touch spell like ability that can be used two times a day. after touching the target, flip a coin if heads the target will gain a positive healing of 1d6 +2 bonus per 3levels. if tails: deliver negitive energy damage of 1d6 +2 bonus per 3levels. The first coin toss can canceled but prevents the second usage.

You gain this at 5 HD not 5th level. This is a race not a class. If you have to flip a coin to do this how is it a spell-like ability? What if you don't have a coin handy? I'm not liking this much as written. It's too unwieldy. Since it is not based on a specific spell, this ability should be Supernatural. Ranged touch attacks need a distance limit as well. Here's how it should look:

Coin Toss (Su): Once a day as a standard action, a janus may flip any coin that it has in its possession to gain a ranged touch attack at its normal attack. The attack has a maximum range of 30 feet. The attack deals 1d6 points of damage plus 2 points of damage for every 3 HD the janus has. If the coin lands heads side up, the target takes the damage as positive energy. If the coin lands tails side up, the target takes the damage as negative energy. Crafty januses have been known to carry trick coins (both sides having the same face) for this purpose. The coin need not be magical and are often cheap copper pieces that are easily replaceable. A janus may have either this trait or Shoulder Companions.

Shoulder Companion is frightfully overpowered. Since I recommended removing light and dark trait, this needs to be edited as well. Shoulder Companions need to be toned down to match the coin toss ability.

Shoulder Companions (Ex): The constant rivalry of a janus's good and evil heritage manifests as a miniature angel and a miniature devil that reside on the janus's shoulder. Once a day a standard action, a janus can manifest a pair of shoulder companions. These appear for for 1 minute per HD of the janus before disappearing back into the janus's subconscious.

Shoulder companions cannot stray far away from their host, going a maximum of 10 feet plus 10 feet extra per host's HD. If they move out of range, they are dragged back to the host as though connected by a chain. The two shoulder companions take the place for summoner epoch or an animal companion for any class that uses them.

These beings are very opinionated and cannot keep their mouths shut. A host gains a -4 penalty to Bluff checks and a -2 penalty to Stealth whenever they within 20 feet. However, a host also gains a +2 bonus to Perception checks and +2 bonus to Diplomacy when shoulder companions are within the same square as their host.

If the host becomes unconscious or dying, both shoulder beings disappear into the subconscious of the host. They remain there until the host is awake or stabilized from dying. If the host should die, they must find a new host within 24 hours or they will fade away.

The host of a shoulder companion must have Outsider heritage and be willing to be bonded to the shoulder beings. Once this bond occurs, the shoulder companions shape themselves to their newest host's subconscious.

Your shoulder companions need a full stat block. If they reside on a Medium creature's shoulder, they should be Diminutive not Tiny.

Here is a sample stat block. Unfortunately, I don't have time or inclination to make these for you.

Shoulder Companion, CR 1/2

Diminutive Outsider
Init +as host; Senses Listen as host, Spot as host


DEFENSE

AC X, touch X, flat-footed X
(armor, deflection, Dex, natural, size, etc. alphabetical)
hp XX (XdX+X); fast healing X; regeneration X (conditions)
Fort +X, Ref +X, Will +X; racial save modifiers
Defensive Abilities all defensive abilities except the following, listed alphabetically; DR amount/type; Immune type; Resist type amount; SR XX

OFFENSE

Spd XX ft., other movement types
Melee type +X (XdX+X) and
type +X (XdX+X)
Ranged type +X (XdX+X) and
type +X (XdX+X)
Space X ft.; Reach X ft.
Special Attacks list all special combat actions here, in alphabetical order. Do not list feats.
Spell-Like Abilities (CL Xth):
At willŃspell name (DC XX), spell name (DC XX)
1/dayŃspell name (DC XX), spell name (DC XX)
Spells Known (CL Xth):
1st (X/day)Ń spell name (DC XX), spell name (DC XX)
0 (X/day)Ń spell name (DC XX), spell name (DC XX)
Spells Prepared (CL Xth):
1stŃspell name (DC XX, x3 [if multiple prepared])
0Ńspell name (DC XX), spell name (DC XX)

TACTICS

Before Combat List any spells and/or abilities used before combat. His stats should reflect these spells.
During Combat List all combat tactics here, including spell, feat, and magic item use.
Morale List here under what condition the creature flees combat, if any.
Base Statistics If the creature has buffs and other effects active that modify his stats, the base stats should be quickly summarized here.

STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Base Atk +X; Grp +X
Feats Feat, Feat, Feat
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX (+XX conditional); add general conditional skill modifiers here.
Languages language, language; special communications
SQ add all special qualities here, listed alphabetically
Combat Gear gear used in combat; Other Gear gear not used in combat

SPECIAL ABILITIES

Special Ability (Ex/Sp/Su) List special ability info here. Special abilities (including special qualities) are all explained here, in alphabetical order.

Debby

Stevemantis
2014-01-06, 11:49 AM
Thank you so much! This is my first home brew and honesty was exactly what I needed. I would only want to keep the celebratory addiction as it could possibly lower the race points (and justify the calendar thing), and the ability to gain aasimar and teifling feats which I thought would be important to the hybrid race. In any case, I'll start working out the kinks. Thanks again!