PDA

View Full Version : D&D 3.x Other Ars Daemonica - Homebrew stuff for Abyss lovers (PEACH)



Hipster Dixit
2014-07-13, 09:25 AM
INTRODUCTION




Greetings, ladies and gentlemen. This is an introduction in which i wrote a couple of boring things that could possibly interest someone. If you like to get into action immediately, skip this part; however, doing this could lead to disorientation due to major reworking of the official material. In any case, good continuation.

What is this?

Ars Deamonica is a mini-handbook that modifies and expands the existing WotC's material about the outer plane ofthe Abyss. It started as a rewrite of the Fiendish Codex I, which is my favourite D&D handbook, but soon evolved in something different, as i found myself overwriting the fluff of the plane and its denizens. You can think of the Abyss described in this book as an alternate Abyss, in which some of the most iconic demon lords (such as Demogorgon, Malcanthet, Pazuzu) are dead as a result of great events, and many other demon lords are heavily refluffed and reworked to the point they barely resemble their original self. Also, don't be surprised if that Godslayer artifact really looks like the Angelwing Razor found in Book of Vile Darkness, as more than once I took inspiration from the official material.
Despite my efforts at creating an universe more appealing to my tastes than the one created by WotC, this does not mean that my work is better than the original. In fact, there is a lot of room for improvement. It goes without saying that users who want to use the material found in this book, but still like the original WotC stuff can mix the two things together to create their own personal cosmology.

I need your help

So, I like D&D and I especially like homebrew. I think that should WotC hire some of the talented homebrewers in this forum (and there is plenty), D&D 6.0 would be the best pen and paper RPG ever seen. I am moving my first steps into this field and thus I seek the help of those with more talent ad experience than me. 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. Classes and character options could be unbalanced, there probably are errors in the stat blocks of the monsters, and so on. Constructive criticism, even if harsh, is very appreciated.
I thank you in advance for your support.

What's left? Have fun!

The main reason for which I posted this material is to allow people to use it. What is the point of a homebrew that is not shared with people that could potentially have fun with it? So, if you like this, feel free to employ it in your games (just let me know how it goes!).

Have a pleasant reading

Michael G.


Current Version: 1.3
V. 1.0 (07/13/2014)
Initial release.

V. 1.1 (07/19/2014)
Prestige Classes:
Added soulkeeper
V. 1.2 (07/23/2014)
Classes:
Drastically reduced cabalist and demonbrand spell lists to prevent possible abuse.Prestige Classes:
Added living nest.
V. 1.3 (07/26/2014)
Prestige Classes:
Added blazing warlord


Acronym
Full name


BoVD
Book of Vile Darkness


CArc
Complete Arcane


CD
Complete Divine


CW
Complete Warrior


FB
Frostburn


FCI
Fienidsh Codex I


FF
Fiend Folio


LM
Liber Mortis


LoM
Lords of Madness


MM II to V
Monster Manual II to V


PHBII
Player Handbook II


SpC
Spell Compendium


SW
Stormwrack



3.5 conversion of Fiend Folio and other supplements can be downloaded here (http://www.wizards.com/default.asp?x=dnd/dnd/20030718a).



INDEX


CLASSES
Base ClassesCabalistDemonbrandPrestige Classes Blazing warlord Living nest Soulkeeper
CHARACTER OPTIONS
FeatsAbyssal Hertior featsVile featsFeat descriptionSoulmeldsFiendish soulmeldsSoulmeld descrptionVestigesDemon lords as vestigesVestiges descrption
EQUIPMENT
ArtifactsAgnamelek, the Twin SunsGodslayerGoledn OrbUndying Mask
MONSTERS
Deities and demigodsThe demigod templateDemon lordsAbraxasAlzriusAserothIlsidahurJuiblexLamashtu LynkhabMastiphalOrcusZuregurexZuggtmoy



COMING SOON

Prestige ClassesNew demon lords, notable servants, regular demonsMore detailed fluffAdventuring in the Abyss



All images on this book are copyrighted by Wizards of the Coast. I do not own those images. All rights are reserved.

Hipster Dixit
2014-07-13, 09:27 AM
CHAPTER 1: CLASSES




BASE CLASSES




THE CABALIST



http://i61.tinypic.com/t0kn6e.png

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 inspect 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
Eldritch Blast
Max Spell level


1st
+0
+0
+0
+2
Black Grimoire, Eldritch Blast, Wicked Alchemy
1d6
1st


2nd
+1
+0
+0
+3
Tainted Confidant
1d6
1st


3rd
+1
+1
+1
+3
Mark of Corruption
2d6
1st


4th
+2
+1
+1
+4
Ritual of Calling
2d6
2nd


5th
+2
+1
+1
+4
Eldritch Blast (shape)
3d6
2nd


6th
+3
+2
+2
+5
Silent Guardians (gravetouched)
3d6
2nd


7th
+5
+5
+2
+5
Vile feat
4d6
3rd


8th
+4
+2
+2
+6
Ritual of Calling (ghost)
4d6
3rd


9th
+4
+3
+3
+6
Eldritch Blast (ghost touch)
5d6
3rd


10th
+5
+3
+3
+7
Silent Guardians (any corporeal)
5d6
4th


11th
+5
+3
+3
+7
Vile feat
6d6
4th


12th
+6/+1
+4
+4
+8
Ritual of Calling (resurrect)
6d6
4th


13th
+6/+1
+4
+4
+8
Eldritch Blast (channel spell)
7d6
5th


14th
+7/+2
+4
+4
+9
Silent Guardians (double)
7d6
5th


15th
+7/+2
+5
+5
+9
Vile feat
8d6
5th


16th
+8/+3
+5
+5
+10
Ritual of Calling (outsider)
8d6
6th


17th
+8/+3
+5
+5
+10
Eldritch Blast (vile)
9d6
6th


18th
+9/+4
+6
+6
+11
Silent Guardians (any)
9d6
6th


19th
+9/+4
+6
+6
+11
Final Transformation
10d6
6th


20th
+10/+5
+6
+6
+12
Ritual of Calling (elder evil)
10d6
6th





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 writes his spells in a special spellbook called Black Grimoire. To cast a spell, he must hold the Grimoire in one hand. The Grimoire can be disarmed or sundered as if it was a weapon. A cabalist casts arcane spells which are drawn from the cabalist spell list. A cabalist learns two 1st level spells at level 1, and two additional spells any time he gains a level. He can also gain new spells by buying them or copying them from other Grimoires. A spell costs 25 Gp per spell level. A cabalist can cast any spell he knows at will. When he casts a spell with a duration greater than instantaneous, if another instance of that spell is already ongoing, that instance immediately ends. The maximum spell level he can cast for his level is given in the table. To learn, prepare, or cast a spell, the cabalist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cabalist’s spell is 10 + the spell level + the cabalist’s Intelligence modifier.
In addition, a cabalist gains Eschew Materials as a bonus feat.

The cabalist spell list can be foun here (http://www.giantitp.com/forums/showsinglepost.php?p=17814329&postcount=26).

Eldritch Blast (Su)
A cabalist is able to channel the pure essence of dark magic to wreak havoc. Eldritch Blast is a ranged touch attack with a range of 60 ft. that deals 1d6 negative energy damage, plus 1d6 for every two cabalist levels beyond the first. Undead creatures are not healed by Eldritch Blast, instead taking no damage from it.

Eldritch Blast works as a weapon in some regards, and as a spell in others. A cabalist can make a full attack using his Eldritch Blast if his Base Attack Bonus allows him to, and can apply feats related to a specific kind of weapon, such as Weapon Focus, to Eldritch Blast. On the other hand, Eldritch Blast 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 Eldritch Blast through it as a free action. If the enemy is hit, he is subject to the Eldritch Blast damage.

At 5th level, a cabalist may choose to change the shape of his Eldritch Blast. Instead of a ranged touch attack, it becomes 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 your HD + the cabalist's Intelligence modifier) to halve the damage.

At 9th level, the Eldritch Blast 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, a Cabalist may choose to channel a spell through his Eldritch Blast. When he uses it, 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. Only the first creature hit every turn is subject to the spell, and she suffers the effect only once per turn.

At 17 level, the range of the Eldritch Blast 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 Eldritch Blast 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 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 (BoVD) 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 preforming 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 CD 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 becomes 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.

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.

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 a different version of the ritual. This version requires 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, 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.

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 dead within 1 day per cabalist level. The creature follows the cabalist's orders. A cabalist may control a total HD of creature equal to his level plus his Intelligence modifier through this ability at the same time, and the maximum HD a single creature can have is equal to half that amount. 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 still equal to your level plus your Intelligence modifier, all divided by two).

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, 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 saying a special prayer (DC 25 Knowledge(religion) to know the prayer).






THE DEMONBRAND



http://i62.tinypic.com/2h4ydz8.png

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, he 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 his 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
Max Art level


1st
+0
+2
+0
+2
Demon Form, Fiendish Arts, Thrall to a Demon
1st


2nd
+1
+3
+0
+3
Envoy of the Archfiend
1st


3rd
+2
+3
+1
+3
Abyssal Hertior Feat
1st


4th
+3
+4
+1
+4
Patron's Blessing (lesser)
2nd


5th
+3
+4
+1
+4
Demon Form (DR)
2nd


6th
+4
+5
+2
+5
Abyssal Hertior feat
2nd


7th
+5
+5
+2
+5
Blessed Gear
3rd


8th
+6/+1
+6
+2
+6
Patron's Blessing (greater)
3rd


9th
+6/+1
+6
+3
+6
Abyssal Hertior feat
3rd


10th
+7/+2
+7
+3
+7
Demon Form (SR)
4th


11th
+8/+3
+7
+3
+7
Patron's Favourite
4th


12th
+9/+4
+8
+4
+8
Abyssal Hertior feat
4th


13th
+9/+4
+8
+4
+8
Patron's Blessing (superior)
5th


14th
+10/+5
+9
+4
+9
Demon Form (outsider)
5th


15th
+11/+6/+1
+9
+5
+9
Abyssal Hertior feat
5th


16th
+12/+7/+2
+10
+5
+10
General of the Abyss
6th


17th
+12/+7/+2
+10
+5
+10
Patron's Blessing (final)
6th


18th
+13/+8/+3
+11
+6
+11
Abyssal Hertior feat
6th


19th
+14/+9/+4
+11
+6
+11
Demon Form (tanar'ri)
6th


20th
+15/+10/+5
+12
+6
+12
Paragon of the Abyss
6th





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
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 for which he must meet the prerequisites. (Abyssal Hertior feats are described in Chapter 2)

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 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 Spell Resistance 8 + his level 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. He also gains the ability to cast Plane Shift as a Spell-like ability once per day, only to travel to his patron's home plane.

At 19th level, while in Demon Form, a demonbrand gains the tanar'ri subtype (he does not gain the summon tanar'ri ability). His Damage Reduction improves to /Cold Iron, Good and Epic and becomes equal to his level.

Fiendish Arts
Starting at 1st level, a demonbrand chooses a spell from the demonbrand spell list. He can cast that spell as a spell-like ability. If the spell has an XP cost or requires material components with a cost of 50 Gp or greater, the demonbrand must provide them. When he casts a spell-like ability with a duration greater than instantaneous, if another instance of that spell-like ability is already ongoing, that instance immediately ends. The maximum spell level he can choose for his level is given in the table. The Difficulty Class for a saving throw against a demonbrand’s spell-like ability is 10 + the spell level + the demonbrand’s Charisma modifier. To cast a spell-like ability, he must possess a Charisma score equal to at least 10 + the spell level. After he cast a spell-like ability, he must wait 1d4 minutes before he can cast the same spell-like ability again. Every time he gains a level, he learns a new spell-like ability, and he can change one of the spell-like abilities he already know with another of the same level or lower, chosen from the demonbrand spell list. A demonbrand adds all the spells from the domains granted by his patron to his spell list, at the appropriate level. Conjuration(healing) spells have a cooldown of 1d4 hours, instead of 1d4 minutes.

The demonbrand spell list can be found here (http://www.giantitp.com/forums/showsinglepost.php?p=17814329&postcount=26).

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 in Chapter 4)

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 met 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.
In addition, the demonbrand gains Dark Speech (BoVD) as a bonus feat, without needing to meet the prerequisites.

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.

Abraxas: Those touched by Abraxas earn a chip of his knowledge. The demonbrand gains the Bardic Knowledge ability of a Bard of his level.Alzrius: Alzrius' chosen are ruthless and never flee from battle. The demonbrand gains immunity to fear, and all the allies within 30 ft. from him take a morale bonus on saves against fear equal to his Charisma modifier.Aseroth: The blessed by Aseroth 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.Ilsidahur: Scions of Ilsidahur 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. Once a demonbrand used this ability, he cannot use it again for the next 2d4 hours.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. After you used this ability, you must wait 1d4 minutes before you can use it again.Lamashtu: 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).Lynkhab: Those who revere the plaguelady fears not becoming ill. The demonbrand gains immunity to all diseases. He can still carry a number of diseases in his body equal to his charisma modifier.Mastiphal: Mastiphal's companions survive longer in a struggle the harder they are hit. At the beginning of your round, if you took the minimum amount of damage required during the last turn, you heal 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


Orcus: Those who earn Orcus' 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.Zuregurex: Those who receive Zuregurex' 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.Zuggtmoy: The elects by Zuggtmoy are always surrounded by wild vegetation. The area within 15 ft. from the demonbrand is permanently under the effect of Entangle, as the spell, even when he is not upon natural terrain.

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

Abraxas: Abraxas' 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. Alzrius: A soldier of Alzrius 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 1d4 hours, before reappearing at full health within 5ft of the demonbrand. Aseroth: Aseroth'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 is Slowed (as the spell) for 1 round, with no save. Creatures with cold resistance or immunity are immune to this effect.Ilsidahur: The chosen by Ilsidahur 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 1d4 rounds. This is a mind-affecting ability.Juiblex: The bodies of Juiblex' favourites are gelatinous. The demonbrand gains immunity to bludgeoning damage.Lamashtu: Lamashtu 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.Lynkhab: Those gifted by Lynkhab gain a new tool to spread the contagion. The demonbrand gains a sting natural attack that deals 1d4 damage (if he is medium) plus half his strength modifier. A creature hit by this attack must succeed in a fortitude save or be affected by one of the diseases carried by the demonbrand. Incubation period is 1 round.Mastiphal: Only the unrivaled hunters can join Mastiphal's 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 attack is a guaranteed critical.Orcus: Orcus' 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. Zuregurex: Paragons of Zuregurex 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 level at the beginning of their turn. Unconscious creatures in the area immediately begin to drown. Creatures that do not need to breathe are immune to this effect.Zuggtmoy: The will of Zuggtmoy 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.

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

Abraxas: Abraxas' disciples can control the flow of magic as easy 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.Alzrius: Alzrius' 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 he had 1 HP for 1d6 rounds. These effects last until the end of the encounter.Aseroth: Those gifted by Aseroth 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. 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.Ilsidahur: Paragons of Ilsidahur are surrounded by eerie whispers that drive the weak minds mad. Every creature within 20 ft. from the demonbrand must make a Will save or take 1d4 Wis damage every round. This is a sonic, mind-affecting ability. This ability can be suppressed or reactivated as a swift action.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 2d6 acid damage per level. Even if the save is successful, the creature takes 5d6 acid damage. A creature or object killed (or destroyed) by this effect is dissolved, as per a Disintegrate spell.Lamashtu: The ones blessed by Lamasthu can make others feel the unimaginable pain of the mad goddess. Every time 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.Lynkhab: No one can escape the plague. Creatures take a penalty to their saving throws against the demonbrand's poisons and diseases equal to the demonbrand's charisma modifier. 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.Mastiphal: Mastiphal's 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 1d6 hours. Allies that hear the roar gain a +4 on initiative checks for the rest of the encounter.Orcus: Orcus bestows the gift to repel living creatures to those who are worthy. The area within 10 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.Zuregurex: Worshippers of Zuregurex are capable of breathing noxious clouds. As a standard action, the demonbrand can duplicate the effect of an Acid Fog spell. After he uses this ability, he must wait 1d4 minutes before he can use it again.Zuggtmoy: Who revers Zuggtmoy slowly experience a transition in the vegetal world. The demonbrand gains Plant traits.

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

Abraxas: Abraxas' 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 rounds.Alzrius: The weapon brandished by an elect of Alzrius unleashes a torrent of flame every time it is swung. When the demonbrand makes a melee attack, the target and every creature in a 40 ft. line behind him takes 1d6 fire damage for every two levels the demonbrand possesses (reflex halves). After the attack, the area is occupied by a Wall of Fire spell that lasts 1 round per level.Aseroth: Aseroth's champions always bring winter with them. The area within 30 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 begnning of their round. A succesful fortitude save halves both the dexteriy and the cold 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.Ilsidahur: The final blessing of Ilsidahur 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.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 greater than him. After swallowing a creature, the demonbrand may increase 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 10d6 acid damage every round (fortitude halves). Every time the creature takes damage, the demonbrand heals 1 HP for every level he possesses. If the creature dies or escapes the stomach, the demonbrand immediately reverts to his previous form.Lamashtu: Everyone that comes too near to a Lamasthu's champion experience vision of a horrible world that break their minds forever. As a full-round action, every creature within 30 ft. from the demonbrand is forced to succeed on a Will save or get under the effect of Insanity, as the power. After he used this ability, he must wait 1d4 minutes before he can use it again.Lynkhab: The ones blessed by Lynkhab have the support of a vicious swarm of infernal creatures. The area within 20 ft. from the demonbrand is occupied by an Hellwasp Swarm (the DC of its abilities is equal to the demonbrand's blessing DC). If the Swarm is damaged or killed, it returns at full health at the beginning of the next turn. As a standard action the demonbrand can send forth the swarm in a line 15 ft. wide and 50 ft. long: every creature in the area takes 1d6 damage per 2 levels of the demonbrand and must make a fortitude save or be affected by one disease carried by the demonbrand, and another fortitude save for the swarm's poison.Mastiphal: Those gifted by Mastihpal 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 move or standard action. He can take only such an action every turn.Orcus: Orcus' disciples learn how to destroy the link between body and soul and condense the latter into crystals for future use. 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.Zuregurex: As a final gift, Zuregurex 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.Zuggtmoy: Paragons of Zuggtmoy 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.

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 much that he allows him to lead his armies into battle. The demonbrand gains the Leadership feat, with the following differences: the cohort and followers must be Outsiders with the tanar'ri subtype. The demonbrand's cohort and followers level is considered equal to its HD for the purpose of this ability, and he gains an additional HD of 2nd level followers equal to 1/5 the HD of 1st level followers, rounded down (until someone finds a 1 HD tanar'ri). Once per day, as a 1-hour long ritual, you may produce an effect similar to that of a Gate spell, with the following differences: 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. Once done, this choice cannot be changed.
If he chooses to stay loyal, the patron opens to him all the vaults of power. When using the ability granted by his Thrall of a Demon feat, he may instead duplicate the effect of a Miracle spell. He does not need to provide the XP cost.
If he chooses to betray, his patron brutally rejects him. He loses the Thrall of a Demon feat and the Patron's Gift class feature. He 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. All the other class features stay unchanged. 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. 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 demigod template (see the Demigods section in Chapter 4 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.

Hipster Dixit
2014-07-13, 09:28 AM
PRESTIGE CLASSES





BLAZING WARLORD



http://i60.tinypic.com/2hi8i0o.png

Kamal, a blazing warlord, after using Comet Form



Only those with fire burning inside them are chosen by Alzrius 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 Lord of Infernal Light 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 Alzrius) Veteran of the Blood War* feat. Demon Form class feature. Must know at least one Desert Wind, Diamond Mind, Iron Heart or White Raven maneuvre. Must be able to cast at least one spell-like ability.
*New feat, described in the Feat section of Chapter 2

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
Spell-like abilities


1st
+1
+2
+2
+0
Battleborn, Burning Swords stance (parry), Overheat
0
0
1
+1 level


2nd
+2
+3
+3
+0
Comet Form (fire immunity)
1
0
0
+1 level


3rd
+3
+3
+3
+1
Bonus Fighter feat
0
0
0
+1 level


4th
+4
+4
+4
+1
Burning Swords stance (attack)
1
0
0
+1 level


5th
+5
+4
+4
+1
Comet Form (hellfire immunity)
0
1
0
+1 level


6th
+6/+1
+5
+5
+2
Bonus Fighter feat
1
0
1
+1 level


7th
+7/+2
+5
+5
+2
Burning Sowrds stance (full attack)
0
0
0
+1 level


8th
+8/+3
+6
+6
+2
Comet Form (shooting star)
1
0
0
-


9th
+9/+4
+6
+6
+3
Bonus Fighter feat
0
1
0
+1 level


10th
+10/+5
+7
+7
+3
Paragon of the Twin Suns
1
0
0
+1 level





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.

Spell-like abilities
At every level, except 8th, a blazing warlord gains new spell-like abilities as if he gained a level in the spell-like ability-granting 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 spell-like ability-granting class before becoming a blazing warlord, he must decide to which class to add each level for the purpose of determining spell-like abilities gained.

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 Swords stance
At 1st level, a blazing warlord learns how to give form to his inner fire and use it during battle. While he is in a stance from any discipline he knows, he can forgo its normal benefits as a swift action to gain the effect of Burning Swords stance. This ability lasts as long as he would mantain the stance. he can also stop using this stance and resume gaining the normal benefit of the stance as a swift action.
When a blazing warlord is in this stance, a number of swords made by flames float around him. The maximum number of swords he can have at any time is equal to his Charisma modifier. A blazing warlord can grasp one of these weapons as a free action. They deal the same damage of a longsword of the blazing warlord's size, have the flaming burst and deal lethal damage to creatures with the baatezu subtype. A blazing warlord may choose to convert all the damage dealt by those swords into fire damage. Every time the blazing warlord succesfully strike a creature with a weapon granted by the Burning Swords stance, he may stab that creature with the weapon. If he does, the weapon remains stuck into the creature's body and falls off the blazing warlord's grasp, and it cannot be used again while stuck. A creature with one or more of those weapon stuck into her takes damage every round equal to the base damage of every weapon (included damage coming from flaming burst), and get a Strength and Dexterity penalty equal to half the number of weapons stuck into her. A creature can remove a number of swords equal to her Strength modifier with a succesfull CD 20 Strength check. Swords removed this way disappear and are no longer usable. As a free action, during his turn, a Blazing Warlord can make one or more of the weapons stuck into a creature explode: they deal 3d6 damage each to the creature whose they are plunged in. Creatures are entitled a fortitude save to halve the damage (CD equal to 10 + half the blazing warlord HD + the blazing warlord Charisma modifier) to halve the damage. If more than one weapon deal damage this way to a creature, that creature rolls only one save to halve the total damage. Exploded weapons disappear and are no longer usable.
Once per round, as an immediate action, when the blazing warlord is the target of a melee or ranged attack, if he is wielding a weapon granted by this ability or has at least one free hand and one sword floating, he can make an attack roll as a free action. Is the result is equal or greater than the opponent's attack roll, that attack fails to hit you, and the sword you used to parry the attack disappears.
At the beginning of every round, or when you recover one or more maneuvres, if the total amount of weapons available is lower than the maximum (your Charisma modifier), 1d4 swords reform, ready for use. In addition, as a swift action, he can recall to him every weapon stuck into a creature.

At 4th level, every time you strike an enemy in melee, if you have at least one sword floating, as a free action you can make that sword attack the same creature you struck. That creature takes damage equal to the floating sword's base damage (included the bonus fire damage), and if the blazing warlord wishes so, he can make that weapon being stuck into the creature. In addition, a blazing warlord can use the parrying ability granted by the 1st level version of the stance an unlimited number of times per round, but he must forgo one of his opportunity attack for that round in order to do so.

At 7th level, as a full-round action, if he has at least one free hand, a blazing warlord can make a melee attack with each available floating weapon using his full base attack bonus. If he kills a creature with this attack (also taking into account thedamage done by making the weapons explode), he immediately readies all his expended maneuvres.

Overheat
A blazing warlord's fire directly comes from Alzrius 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
A champion of Alzrius can crush his enemies with the speed and the power of a meteor, and instills an indomitable will to fight to his allies, thanks to his presence. 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 gains immunity to fire. The area within 30 ft. from him is under the effect of a Daylight spell, and allies in that area get a +2 morale bonus on attack rolls and +2 dodge bonus to AC while they stay in the area and for 1d4 minutes afterwards. When the blazing warlord makes a movement while in Comet Form, he may choose to move at twice his land speed. If he does so, he can only move in a straight line, ignoring all the effects of difficult terrain and the like. Creatures found in his path before the movement ends are involved in an overrun attack (they cannot chose to avoid), in which the blazing warlord uses his Charisma modifier instead of his Strength modifier, and is considered of large size, if this would be beneficial to him. If the blazing warlord is knocked prone because of a failed overrun attempt, his movement ends. Regardless of the outcome, every creature involved in an overrun maneuvre due to this ability catches on fire and must make a reflex save (CD equal to 10 + half the blazing warlord HD + the blazing warlord Charisma modifier) or get blinded for 1d6 rounds. After a blazing warlord used this ability, he must wait 1d4 rounds before using it again.

At 5th level, a blazing warlord gains immunity to hellfire, and when an ally within 30 ft. from him makes a full attack, he can make an additional attack using his highest base attack bonus (this effect does not stacks with effects that provide similar benefits, such as a Haste spell or another blazing warlord's Comet Form). In addition, he can make the special movement granted by the 2nd level version of this ability as a swift action, and creatures involved in the overrun check also take 1d6 hellfire damage for every 2 HD the blazing warlod possesses (no save). When making the overrun check, his size is considered huge if that would be beneficial to him.

At 8th level, when an ally within 30 ft. from the blazing warlord makes a saving throw, he rolls twice and takes the better result. Once per day, as a full-round action the blazing warlord can transform into a real comet and launch himself into the air. While this ability is active, 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 beacuse the great speed does not allow 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.
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, and are subject to a bull rush attack (the blazing warlord usses 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 (CD equal to 10 + half the blazing warlord HD + the blazing warlord Charisma modifier) or fall prone. Finally, they must make another reflex saving throw to avoid being permanently blinded. Creatures within 50 ft. from the impact point take instead 1d8 damage per blazing warlord's HD, and the blazing warlord's size is considered colossal for the purpose of the bull rush check. They also automatically fail the reflex save to avoid being blinded and that to avoid falling prone. The massive explosion generated by the crash moves up a cloud of dust and rubble: after the impact, the area within 200 ft. from the impact point is under the effect of an Obscuring Mist spell for 10d4 minutes.

Bonus Fighter feat
At 3rd level, and every three levels after, a blazing warlord gains a [Fighter] feat as a bonus feat. He must meet the prerequisites.

Paragon of the Twin Suns
At 10th level, a warrior of Alzrius 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 Alzrius to lend him the Twin Suns. For 1d4 hours, the blazing warlord effectively become the master of Agnamelek, the Twin Suns (see the Artifacts section in chapter 4 for details) and gains all the abilities granted by it. In addition, for the duration of this ability, meteors rain from the sky, falling in a random point within 5 miles from the location in which the blazing warlord was when this ability was used. Every round, 1d6 meteors fall. Meteors deal 20d6 damage, half bludgeoning, half fire, in a 20 ft. radius, and creatures dealt damage by them must make a CD 25 reflex save or fall prone. At the end of this ability, all the life and buildings in the area are probably destroyed by the meteor shower.






LIVING NEST



http://i60.tinypic.com/2gxeejr.png

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 Lynkhab 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 Lynkhab) Demon Form class feature. Must be able to cast at least one spell-like ability.
*New feat, described in the Feat section of Chapter 2

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
Spell-like abilities


1st
+1
+0
+2
+0
Plaguebearer (blood), Unseen Spies
+1d6
+1 level


2nd
+2
+0
+3
+0
Hive Form (hide)

+1 level


3rd
+3
+1
+3
+1
Bonus feat
+2d6
+1 level


4th
+4
+1
+4
+1
Plaguebearer (contagion)

+1 level


5th
+5
+1
+4
+1
Hive Form (inhabit)
+3d6
+1 level


6th
+6/+1
+2
+5
+2
Bonus feat

+1 level


7th
+7/+2
+2
+5
+2
Plaguebearer (drain)
+4d6
+1 level


8th
+8/+3
+2
+6
+2
Hive Form (conduct spell)

+1 level


9th
+9/+4
+3
+6
+3
Bonus feat
+5d6
+1 level


10th
+10/+5
+3
+7
+3
Paragon of Blight

+1 level





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.

Spell-like abilities
At every level, a living nest gains new spell-like abilities as if he gained a level in the spell-like ability-granting 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 spell-like ability-granting class before becoming a living nest, he must decide to which class to add each level for the purpose of determining spell-like abilities gained.

Plaguebearer
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, the blood of a living nest 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 (CD 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 CD) to avoid getting splashed by blood. Creature simmune 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. Its incubation period is 1 round, and 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.
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. It is sufficient to hit a creature with a touch attack to deliver 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 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 15 ft. from a creature that took damage from the Scourge in the last 24 hours must make a fortitude save (CD equal to the Scourge CD) 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. In addition, the Scourge can now only be healed by a Heal spell or effects with the same level of power.

At 7th level, the Scourge reaches its final state. Damage increases to 2d6 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 Mass Heal, Miracle, Wish or similar effects. Every creature infected by this disease become contagious, not only those infected directly by the living nest's blood.

Unseen Spies
Lynkhab's agents have a net of informers that is really hard to shut down. At 1st level, a living nest can use a full-round action to convince a small, flying insect (for example a bee, 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
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. Threat this as a Scarab Beetle swarm (FF) that also has a fly speed of 40 ft. (good). 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 basic 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 24 hours later.
While a living nest and his swarm are in the same square, 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 Brood Keeper Larva swarm (MMIII). 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.

At 8th level, the swarm bred by a living nest becomes equal to an Abyssal Ant swarm (FF), with a fly speed of 60 ft. (perfect). When the living nest releases the swarm, he may choose a spell-like ability he knows with a single target. Every time the swarm deals swarm damage to a creature, that creature is under the effect of the chosen spell-like ability. If the spell-like ability 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 [Ambush] feat, a [Luck] feat, or any other feat that requires Sneak Attack. 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 that decimates life in a large territory.
When the living nest uses his Thrall to a Demon feat he may, instead of a usual effect, infect the area within 30 miles from him with a disease, chosen from the list of the Contagion spell. Air, water, and food becomes infected, and in 2d4 weeks, every creature that lives in the area must make a save or get the disease (the CD for the first and subsequent saving throws is 35). Creatures immune to diseases are not immune to this effect, unless they do not have a Constitution score. In addition, every week, 100d6 HD of swarms appear in the area, until the limit is reached (6000 HD). These swarms, and Lynkhab's followers are immune to the disease. Crops and vegetation are completely destroyed in 1d4 months.
While the area is under the effect of this ability, a creature that drinks water or eats food coming from the area is immediately forced to make a save against the disease. Creatures must also make the save after they stayed in the area for 2d4 consecutive days. Swarms keep spawning while the limit is not reached, and vegetation does not grow anymore. To end this effect, a Miracle, a carefully worded Wish, artifact-grade magic items or epic spells are required.






SOULKEEPER



http://i59.tinypic.com/2eq8adx.png

Kerwall, a soulkeeper, in Wraith Form



Who follows the Path of the Soul inevitably bump into Orcus, 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 Orcus) Demon Form class feature. Must be able to shape soulmelds. Must be able to cast at least one spell-like ability.
*New feat, described in the Feat section of Chapter 2

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
Spell-like abilities


1st
+0
+2
+0
+2
Open Chakra, Urn of Souls
Arms
+1 level
+1 level


2nd
+1
+3
+0
+3
Wraith Form (concealment)
Brow
+1 level
+1 level


3rd
+2
+3
+1
+3
Expanded Soulmeld Capacity (+1)

-
+1 level


4th
+3
+4
+1
+4
Bonus Incarnum feat
Shoulders
+1 level
+1 level


5th
+3
+4
+1
+4
Wraith Form (incorporeal)

+1 level
+1 level


6th
+4
+5
+2
+5
Expanded Soulemld Capacity (+2)
Throat
+1 level
+1 level


7th
+5
+5
+2
+5
Bonus Incarnum feat

+1 level
+1 level


8th
+6/+1
+6
+2
+6
Wraith Form (rejuvenation)
Waist
+1 level
-


9th
+6/+1
+6
+3
+6
Expanded Soulmeld Capacity (+3)

+1 level
+1 level


10th
+7/+2
+7
+3
+7
Paragon of the Dead Gate
Heart
+1 level
+1 level





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.

Spell-like abilities
At every level, except 8th, a soulkeeper gains new spell-like abilities as if he gained a level in the spell-like ability-granting 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 spell-like ability-granting class before becoming a soulkeeper, he must decide to which class to add each level for the purpose of determining spell-like abilities gained.

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 count 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.
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.

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. Your spell-like abilities are affected by your increased caster level.
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, 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
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, a soulkeeper does not gain the DR given by his Demon Form. Instead, he 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 Incarnum Feat
At 4th and 7th level, a soulkeeper gains an feat as a bonus feat.

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 Orcus himself, and can use them to open the Gate just for a moment, which is enough to cause massive havoc.
When the soulkeeper uses his Thrall to a Demon feat he may, instead of the usual effect, affect the area within 10 miles from him with Desecrate and Unhallow, as the spells. The area becomes suddenly cloudy and the sun won't reach it for the duration of this effect. This effect lasts for 1d4 years and can only be dispelled though Miracle, a carefully worded Wish, artifact-grade magic items and/or epic spells.
In addition, you must choose between using the key of Life or the key of Death. The outcome is described below.

[I]Life: Living creatures that are in the area when the gate is opened get under the effect of a Mass Heal spell (caster level 40), while Undead and creatures with sunlight weakness are immediately destroyed. Undead creatures with the ability to reform theirselves after death (such as Ghosts and Liches) are permanently destroyed by this effect. Creatures with Protection from Good or similar effects, or with positive energy immunity are immune to all the effects of the Life version of this ability. Death: Living creatures that are in the area when the gate is opened are outright killed. This is a necromantic, death effect. Creatures slain by this effect rise as Wraiths 1d6 rounds after. They cannot leave the area of effect of this ability by any means, and if they are forced to, they are destroyed as soon as they leave the area. If the permanent effects of this ability (see above) are dispelled, all the Wraiths immediately disappear. Creatures with Protection from Evil or similar effects, or with negative energy immunity are immune to all the effects of the Death version of this ability.

Hipster Dixit
2014-07-13, 09:29 AM
Reserved for classes #2

Hipster Dixit
2014-07-13, 09:30 AM
Reserved for classes #3

Hipster Dixit
2014-07-13, 09:31 AM
CHAPTER 2: CHARACTER OPTIONS




FEATS



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. 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


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.



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 psionic power you know, paying the maximum number of power points allowed. When you manifest a power this way, roll a d6 and add the result to your manifester level (this also increases the number of power points spent in that power).
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 five 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 CD 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 CD 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 (CD 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 (CD 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[/I].



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 CD 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 CD 20 caster level check.



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 six 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 500 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.

Hipster Dixit
2014-07-13, 09:32 AM
Reserved for feats #1

Hipster Dixit
2014-07-13, 09:33 AM
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 homosexuals).

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 CD is equal to the CD 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 Dexterity 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 CD 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 also counts 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 Constitution 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 minutes. Essentia: For every two points of essentia invested, increase the Constitution 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 (PHII) 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)
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, mind affecting ability. 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 per point of essentia invested and 1 temporary essentia per two points of essentia invested (minimum 1). You can immediately allocate this essentia when you gain it, but you cannot allocate it in this soulmeld.

Hipster Dixit
2014-07-13, 09:34 AM
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. Creatures with the demigod template (see the Deities and demigods section in Chapter 4 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
Baphomet
17
Yes


2nd
Ilsidahur
20
No


2nd
Lamashtu
18
Yes


3rd
Zuregurex
21
Yes


3rd
Mastiphal
20
No


4th
Pazuzu
22
Yes


4th
Zuggtmoy
24
Yes


5th
Lynkhab
26
Yes


6th
Aseroth
27
No


6th
Demogorgon
27
Yes


7th
Alzrius
31
No


8th
Abraxas
33
Yes


8th
Malcanthet
32
Yes


8th
Orcus
35
No





Vestiges description


ABRAXAS, WHISPERER OF SECRETS
[Abyssal]

Vestige Level 8th
Binding DC 33
Special Requirements Yes.

Among demons, Abraxas 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 Abraxas 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 Abraxas 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 Abraxas; 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.



ALZRIUS, THE SCORCHING STAR
[Abyssal]

Vestige Level 7th
Binding DC 31
Special Requirements No.

Alzrius 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 Alzrius you are surrounded by a mantle of flames that dance around you and radiate a dazzling light.

Influence
Those under the influence of Alzrius 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 Alzrius' sign.
Fires of War: When you bind Alzrius 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.



ASEROTH, THE WINTER GIANT
[Abyssal]

Vestige Level 6th
Binding DC 27
Special Requirements No.

Aseroth 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 Aseroth 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 Aseroth's sign.
Winter Wanderer: You gain the Cold subtype. You do not gain this ability if you do not show Aseroth's sign.



BAPHOMET, PRINCE OF BEASTS
[Abyssal]

Vestige Level 2nd
Binding DC 17
Special Requirements Yes.

Baphomet, king of the arena, ruler of all beasts, was a savage warrior that never refused a challenge. His physical might was nearly unrivaled among Demon Lords.

Special Requirements
When you bind Baphomet you must bellow wildly and dance around the sigil for the entire duration of the ritual.

Manifestation
None, since Baphomet is currently dead.

Sign
Two bull-like horns appear on your head.

Influence
You seek battle in every moment. During combat, you must stand on the front and attack without caring of the consequences. When someone challenges your physical prowess or martial ability, you must accept the challenge.

Granted Abilities
Horns of the Beast: You gain a gore natural attack that deals damage according to your size. When you make a full attack, you can also attack with your gore weapon using your full attack bonus. You do not gain this ability if you do not show Baphomet's sign.
Feral Speech: You gain the Wild Empathy ability of a druid with level equal to your binder level.
Reckless Assault: You gain Powerful Charge (MM III) as a bonus feat. After striking a creature during a charge, you can make a bull rush attempt against that creature as a free action. If you win the check, you are not compelled to move with the target.



DEMOGORGON, PRINCE OF DEMONS
[Abyssal]

Vestige Level 6th
Binding DC 27
Special Requirements Yes.

Demogorgon was once the prince of all denizens of the Abyss (barring Pale Night). Despite being self-declared, no one dared challenge openly his title while he was alive, though this certainly didn't stop many demon lords to engage war against him.

Special Requirements
You must bow down with the forehead touching the ground for all the duration of the ritual.

Manifestation
None, since Demogorgon is currently dead.

Sign
Your skin becomes thick and hard as that of a demon, covered in yellowish fur.

Influence
You demand absolute obedience by anyone you meet whose authority is less than yours. If someone refuses to follow your orders, you are not afraid to convince him through force.

Granted Abilities

Answer the Call of the Prince: When you bind Demogorgon, you duplicate the effect of a Lesser Planar Ally spell, except you can only ask for creatures with the tanar'ri subtype or the Fiendish template, and you do not pay the XP cost. The creatures do not ask you any payment and follow all your orders, except those that are explicitly suicidal. They immediately return to their home plane when you are no longer bound to Demorogon. At Binder level 16th you duplicate Planar Ally instead.
Fiend or Foe: Every creature with the tanar'ri subtype and worshippers of Demogorgon have their initial attitude shifted one step closer to friendly towards you.
Like a Fiend: You gain Resistance 10 to fire, cold and acid, immunity to electricity and petrification, and telepathy 100 ft. You do not gain this ability if you do not show Demogorgon's sign.



ILSIDAHUR, THE HOWLING KING OF SORROW
[Abyssal]

Vestige Level 2nd
Binding DC 20
Special Requirements No.

Seeking only to extirpate all the joy and glee existing, Ilsidahur 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 Blackguardwith level equal to your binder level. This is a sonic, mind-affecting ability. You do not gain this ability if you do not show Ilsidahur'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 Ilsidahur's sign.



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.



LAMASHTU, 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 Lamashtu, you must voluntarily perforate your own eyes with a sharp tip. This deals 1 damage to you. When Lamasthu 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 Lamashtu'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.



LYNKHAB, THE PLAGUELADY
[Abyssal]

Vestige Level 5th
Binding DC 26
Special Requirements Yes.

Lynkhab 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 Lynkhab if Zuggtmoy 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. This also applies to all creatures adjacent to you. You do not gain this ability if you do not show Lynkhab'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.



MALCANTHET, MISTRESS OF PLEASURE
[Abyssal]

Vestige Level 8th
Binding DC 32
Special Requirements Yes.

Malcanthet, the former queen of all forbidden pleasures, was and still is one of the most worshipped demon lords. Many are those who seek her thrill and excitement.

Special Requirements
Before starting the ritual, you must bind yourself with ropes, tiers, or other similar things.

Manifestation
None, since Malcanthet is currently dead. But some binders swear that they feel a vague pain during the ritual, as if someone hit them with a barbed whip...

Sign
Other creatures perceive you as the most beautiful thing they ever seen, even if your appearance do not change. Hormones boil into those who stare at you.

Influence
You become nymphomaniac, trying to seduce every person you meet and engage with them in sadomasochistic sex.

Granted Abilities
Dangerous Games: You are permanently under the effect of Masochism and Sadism, as the spells (both BoVD), with caster level equal to your binder level.
No One's Hottest than Me: You gain a +15 bonus on Bluff and Diplomacy checks, and you can make rushed Diplomacy checks without penalties. You do not gain this ability if you do not show Malcanthet's sign.
Unexpected Surprise: You gain the Sneak Attack ability of a Rogue with level equal to your binder level.



MASTIPHAL, HEADHUNTER
[Abyssal]

Vestige Level 3rd
Binding DC 20
Special Requirements No.

Undisputed king of the jungle, Mastiphal 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 Mastiphal 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.



ORCUS, MERCHANT OF SOULS
[Abyssal]

Vestige Level 8th
Binding DC 35
Special Requirements No.

Orcus 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 Orcus 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 Orcus. If you die while bound to Orcus, your soul is taken by him as if you failed a check against his Essence Trap ability (see Orcus, Merchant of Souls in the Monsters section 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 Orcus' 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.



PAZUZU, RULER OF THE LOWER AERIAL KINGDOMS
[Abyssal]

Vestige Level 4th
Binding DC 22
Special Requirements Yes.

When alive, Pazuzu was a very ancient demon that ruled in the skies. He used to bring disease and famine among mortals through his faithful servants.

Special Requirements
During the ritual you must shout "Pazuzu" three times at your loudest.

Manifestation
None, since Pazuzu is currently dead.

Sign
You grow two pairs of brown plumed wings on your back.

Influence
Those under the influence of Pazuzu become untrustworthy, deceiving strangers and friends alike just for the pleasure of doing it, and they don't lose any opportunity to cause gratuitous suffering and destruction.

Granted Abilities
Breath of Famine: You gain a breath weapon, a 45 ft. cone of withering air and insects. Living creatures caught in the area take 1d8 damage for every two binder levels you possess (reflex halves), and must make a fortitude save or take 2 Str damage. Creatures of the Plant type instead take 1d6 damage per binder level, and noncreature plants are outright destroyed. After you used this ability, you must wait 5 rounds before you can use it again.
Foul Breeze: As a standard action you can duplicate the effect of a Gust of Wind spell, with caster level equal to your binder level. After you used this ability, you must wait 5 rounds before you can use it again.
Wings of Ruin: You gain wings that grant you a fly speed equal to twice your land speed, with clumsy maneuvrablity. For every five binder levels you possess, increase the maneuvrability by one step. You also gain Flyby Attack as a bonus feat. You do not gain this ability if you do not show Pazuzu's sign.



ZUGGTMOY, THE ROTTEN BLOSSOM
[Abyssal]

Vestige Level 4th
Binding DC 24
Special Requirements Yes.

Deep in the festering woods, Zuggtmoy 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 Zuggtmoy if Lynkhab 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 Zuggtmoy'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 Zuggtmoy's sign.
Poison: Injury; primary and secondary damage 1d4 Dex.



ZUREGUREX, SOVEREIGN IN THE DEEP
[Abyssal]

Vestige Level 3rd
Binding DC 21
Special Requirements Yes.

Zuregurex 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 Zuregurex' 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 Con modifier before you start drowning. You also gain Darkvision 90 feet. You do not gain this ability if you do not show Zuregurex' 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.

Hipster Dixit
2014-07-13, 09:36 AM
Reserved for vestiges #1

Hipster Dixit
2014-07-13, 09:37 AM
CHAPTER 3: EQUIPMENT




ARTIFACTS



Agnamelek, the Twin Suns

In very, very old times, way before planar travel was disallowed by a mysterious and alien force, there used to be a comet wandering in the sky from time to time. People soon learned to hate it, because it always appeared before a huge calamity, such as a devastating earthquake or a century-long war. They called it Agnamelek, harbinger of doom. Due to the fact the comet displayed a bizarre shape, as it was made by two smaller comets constantly revolving one around the other, and also thanks to its brightness, so great that illuminated nights like they were days, someone also dubbed it the twin suns. Agnamelek was visible not only from the material plane, but also from other planes. Denizens of the lower planes were especially interested in it, given its peculiarities. For centuries the most erudite demons and devils racked their brains to discover its origin and the source of its power. One day, a very powerful archdevil, certain that the comet hid a treasure beyond any comprehension, came up with the manner of bringing the comet to Baator. To accomplish this, he called the most powerful wizards of the Nine Hells and together they performed a spell which power was never seen in the last ten thousand years. Thanks to this effort, the comet crashed upon Avernus' surface, the first layer of Baator. The archdevil, whose name is lost through the maze of history, immediately reached the landing site and what he found surprised him above all expectations. Lying in the hundred feet deep crater, there were two swords. The blades were shining with arrogance at the sun, giving to watchers the feeling of being in the presence of a tremendous power. The archdevil was going to take the swords, but an unexpected event prevented that. Despite the business being secret, some information became known to the citizens of the Abyss, which didn't want to lose such a marvelous opportunity. They attacked in mass and a huge clash begun. Soon more from either side joined the battle, and from then demons and devils are occupied in the conflict known as the Blood War. Since then, Agnamelek has been sought after demons and devils, and changes master very often. Who possesses it is pervaded by the will to fight, which is the reason why its holder never leaves the battlefields of the Blood War. When the planar boundaries were sealed and the travel disallowed, Agnamelek's master was Zariel, a very belligerent archdevil and skilled swordmaster. Then, two hundred years after the Cataclysm, when the barrier was broken, the Blood War started again. It is said that Zariel was later killed by a Balor after an incredible battle, and that the Balor became the new master of the twin suns. His name is Alzrius, and since then he is known throughout the multiverse as Alzrius, the Lord of Infernal Light.

Agnamelek are two +10 cold iron ghost touch longswords. They deal an additional 2d8 hellfire damage with every hit (hellfire damage acts as fire damage except it ignores fire resistance and immunity). When they are swung they burst out a tongue of flames, effectively giving them a reach of 60 ft. Unlike other weapons with reach, they can be used at any distance within the reach without penalties. In addition, every creature that brandish Agnamelek automatically gains Two-Weapon Figthing, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting and Perfect Two-Weapon Fighting as bonus feats, without needing to meet the prerequisites.
Agnamelek's peculiarity is that they fuse with the soul of their bringer, so that only he can use them. As a swift action, Agnamelek's master can summon the two swords in his hands or make them disappear. While the swords are not summoned, they are hidden within the master's soul. In addition, while Agnamelek are wielded by the master, they produce the following effects.

Fiery Aura: The temperature raises to extreme heat in the area within 60 ft. from the master. Every creature in the area takes 1d6 hellfire damage per point of Charisma modifier the master possesses at the beginning of their round. Metallic objects in the area are subject to the effect of a permanent Metal Melt (SpC) spell (magic items are allowed a fortitude save with CD equal to 25 + the master's Charisma modifier to avoid the effect).
Sunburn: The area within 60 ft. from the master is permanently under the effect of Daylight, as the spell. This effect automatically dispels any magical darkness, no matter how much high is the caster level. Creatures that directly look at the master must make a fortitude save with CD equal to 22 + the master's Charisma modifier or become permanently blind.
Death Star: The master gains immunity to fire and cold, a deflection bonus to AC equal to his Charisma modifier and the Carapace ability of the Tarrasque.
Whoever kills the current master automatically becomes the new master. A soulless creature (such a golem) cannot be the master. If such a creature happens to kill Agnamelek's master, than the first creature with a soul that touches the twin suns become their new master.



Undying Mask

The Undying Mask is an artifact belonging to Orcus, and its story is deeply connected with that of the Merchant of Souls. Despite its appearance being very simple (a squared wooden mask with two eyes drew upon it), it bears an unimaginable power.

The mask grants Undead traits and a gaze attack that duplicates the effect of a Fear spell (CD 34). In addition, its wearer is prevented from dying. He normally acts even when he gets to negative HPs, and when his negative HP count reaches -10, he does not die, as long as he wears the mask. A creature cannot go below -10 HPs by any means. Once the mask is put on, it welds with the bearer's face, becoming very difficult to remove. A DC 25 strength check is required to put off the mask. If the bearer is unwilling, the check may be done as a swift action after winning a grapple check.



Godslayer

What can be appealing to a demon, if not the power to rule among everything. This is the prerogative of gods, though only few know that even gods aren't forever, and every now and then some of them leave their place, sometimes willingly, but more often because they're forced to. When this happens, the vacant seat is occupied by the mightiest and smartest candidate. Of all Demon Lords, the one whose desire for godhood is more burning is without doubt Abraxas, the Deeper of Secrets. Deep in his tower, he seeks new ways to reach the pinnacle of power. Being him the most skilled craftsman of the Abyss, he sought to create a weapon that could be able to slay a god, but in order to do this, he needed a very particular material component: an angel, alive and intact. The more pure and powerful the angel, the strongest would have become the weapon. After years of research, he found the ideal candidate in Adimarchus, the most beautiful and revered creature in Elysium. First, Abraxas kidnapped Seloir, a young human who was Adimarchus' favourite, with the help of Fraz'Urbluu, Prince of Deception. Then Seloir was killed and Fraz'Urbluu, disguised as Seloir, asked Adimarchus to help him free himself from the clutches of the demon. Adimarchus, blinded by love, fallen in Abraxas' trap and came into the Abyss with a battery of soldiers to rescue the young man, but they were largely outnumbered by Abraxas' minions, who was hiding, waiting for them. The soldiers were all killed and Adimarchus seized and threw into the tower's dungeon. Here Abraxas began to forge the weapon, sharpening its blade on Adimarchus wings until it became capable of slicing the hardest metal without effort. For many thousand years Adimarchus underwent this daily torture, but Abraxas was not satisfied, he only wanted the best possible result.
Yet, one day, something happened to mess up all his plans. A few years after the Cataclysm that affected the Material Plane, an unexpected intrusion occurred in the Abraxas' domain. At the beginning, it seemed that this trespassing didn't have any effect, but later, Abraxas made a very shocking discovery: the weapon with the ability to slice gods was stolen. No clue on who and why. Its existence has been kept secret for all the time, and even if some information leaked, no one could outsmart the Keeper of Secrets, the one who knows everything. The shame was and still is intolerable for him. Very shortly after the theft, the barrier that impeded planar travel for tens of thousands of years suddenly collapsed, changing the balance of the multiverse. Abraxas suspects that the two events are connected, and only he (and the thief) know that Godslayer has a prominent role in this fact. Nowadays, Adimarchus is still trapped within Abraxas' tower. Millennia of seclusion and torture driven him mad, and should him be released, his reaction would be unpredictable.

Godslayer is a +10 vorpal longsword. Every attack made with it is treated as a touch attack, and ignores any Damage Reduction the target possesses. When used to hit an object (even magical, but not an artifact), Godslayer effortlessly slices it in two, effectively destroying it with a single attack. Godslayer deals normal damage to artifacts and is one of the few existing ways to destroy one of them.



Golden Orb

Once there was Areex, Queen of Demons. She was the mightiest creature in the Abyss and every single demon feared her in his most secret dreams. Even the endless depths of Abyss are a kingdom too small for such a power, therefore Areex soon wished to expand her domains. It is whispered that she was contacted by a foreign entity named Tharizdun. Apparently this entity awoken in Areex an unrestrained interest in the Material Plane; for which reason, is not clear. Since planar travel was disabled by many millennia (only the oldest demons remembered the times when that was possible, and of course Areex was one of them), she became obsessed with a way to circumvent this obstacle. She asked Abraxas, the Keeper of Secret (or maybe we should say forced) to help her with his unlimited wisdom, and he eventually came out with an artifact, the Golden Orb. Only for a brief time, he said, the item would allow who bears it to ignore the planar travel restrictions and go wherever he pleases. Areex immediately employed the artifact, but the item had a property she was not aware of. To enable the traveler to go through the barrier, it needs an immense supply of power, and the power is taken directly from the user. So, when Areex used the orb, it drained much of her vital force before sending her into the Material Plane. Once arrived, Areex found herself much weaker than she was before. Her strength was reduced to that of a common demon. She maledicted Abraxas' trickeries, and began to think of a way to regain her power. She figured that maybe, if she managed to provide the Orb another supply of energy, enough to open a gate to the Abyss, maybe she could retrieve her lost strength. So she startd a secret cult among people, that never saw a demon in the flesh. She presented herself as Tharizdun, a god descended on earth to bring destruction upon the unworthy. Very soon the new religion got a foothold on a great number of weak minds and madmen, and gathered a dangerous army to spread the word of Tharizdun with blood and steel. Rulers of the neighboring kingdoms, acknowledged the threat, promptly reacted and besieged Blackraven castle, the central location of the cult. The army penetrated into the fortress and killed everyone, and also managed to inflict a deadly wound to Areex. Then they left, certain that the threat was forever erased. But, with all the forces left, Areex managed to transfer her remaining life force into the body of a dying cultist, named Jareed. Jareed died shortly after, but he was uncannilty brought back to life again by the intervention of Elhonna, the goddess of Material Plane. For what purpose, no one knows.
Meanwhile, the head of the cult (Areex' second in charge) managed to escape a moment before the beginning of the siege, bringing the Golden Orb with him. He re-established the cult within the cold mountains, starting to revere other demon lords and wishing to open a passage through which they could come in the Material Plane. Eventually, he turned out to gather enough worshippers to perform an unspeakable ritual: all the worshippers, head included, died in the process, but the Golden Orb collected enough energy to open the passage. Through the gate they came several demon lords and their servants with all the intentions to transform the Material Plane into a new Abyss. Luckily, such an event drew the attention of all the multiverse and Archons in Celestia decided to help the citizens of the Material Plane to resist the invasion. A moment before the gate closed, they sent Erathaol and Raziel from the Celestial Hebdomad, along with a huge rank of other archons. The war resulting is known as the Cataclysm and lasted for ten years, in which all the demon lords were killed, mostly thanks to a small group of heroes led by Jareed, who redeemed himself after the resurrection. In the end, after the killing of Demogorgon, the last and most powerful of the demon lords that entered the material plane, he used the remaining energies of Areex' soul (which remained inside him even after the resurrection and helped him a lot through battles, allowing him to fight some demon lords face to face) to fuel the Golden Orb a last time, and then he disappeared in the infinite layers of the Abyss. No one saw him or the Golden Orb again after that day, nor knows the reasons behind Jareed's voyage into the lower planes. It is said, though, that some of the people that were with him in the last moments heard him talk about finding a way to destroy the Golden Orb, and a mission whose importance is crucial for the survival of the entire multiverse.

The Golden Orb is a perfect sphere with a diameter of ten inches, shining with golden light. A creature that holds it can duplicate, as a full-round action, the effect of a Greater Teleport or a Gate (travel only) spell, with caster level 21. This artifact can be used even in areas where teleport and/or planar travel is blocked, such as per a Dimensional Anchor or a Dimensional Lock spell, though in this case the Orb bestows to the user a number of negative levels equal to half the caster level of the blocking effect. These negative levels ignore any immunity to negative levels the user might possess, and are permanent. Not even Miracle or Wish are able to remove those negative levels. Non living creatures cannot use the abilities granted by the Golden Orb.

Hipster Dixit
2014-07-13, 09:38 AM
Reserved for items #1

Hipster Dixit
2014-07-13, 09:39 AM
CHAPTER 4: MONSTERS




DEITIES AND DEMIGODS



True deities

The vast majority of the population of the multiverse is made by ordinary beings, that live their life engrossed in the daily troubles. Then, there is a small percentage of beings destined to greatness. This creatures provoke great turmoil, redefine the assets, write the history. But there is a class of beings whose fate is to reach the highest reaches of existence: they are gods.
A god is an entity hard to define. They have nearly unlimited power, but never interfere into worldly matters. They prefer to act indirectly, providing their agents power and knowledge to achieve the divine will. Gods do not act through a comprehensible scheme, their mind being unimaginably far from that of mortals. For this reason, their will often goes against morality or is simply misunderstood, causing even great calamities such as war. Being outside of human categories, a god do not possess an alignment, though he does have an inclination, reflected in the alignment of his worshippers. Every plane of existence is permeated with the essence of a single deity. The plane and every creature originated by it is shaped according to his attitude and personality. Although gods are immortal, they are not eternal. Sometimes the wheel of fate, which inscrutable decisions only them are allowed to know, declares that a god shall fall, and a new one will arise in his place. The candidate can be anyone, from the poor farmer to the mighty archdevil, but always ends to make wondrous deeds, showing to all the multiverse his fate of glory. When the chosen is ready to ascend into godhood, he must go into the plane of existence of the god that is going to be replaced. Then, in an epochal circumstance, it assumes a physical form in order to fight against the pretender. The god, however, is always destined to lose. After his death, the candidate ascends into godhood, fusing his essence with the plane itself, reshaping and redefining it.
Below are listed some planes and the god that shaped them.



Plane
Deity


Abyss
Lolth


Baator
Tiamat


Beastlands
Obad-Hai


Bytopia
Pelor


Celestia
Heironeus


Gehenna
Vecna


Hades
Nerull


Material Plane
Elhonna





Demigods

Other creatures, on the other hand, while not destined to transcend matter and perceive the secret of existence, have the power to define the trend of an age, or even more. This beings are on the top of entire nations and their influence spreads throughout the multiverse. Often worshipped as deities, this beings are actually between mortality and godhood: demigods.
Everyone can become a demigod. The only requirement is to have a sufficient number of worshippers. There is not a fixed quantity, but it should be more or less at least equal to the population of a large nation.



The demigod template

“Demigod” is a template that can be added to any creature with at least 20 HD (referred to hereafter as the base creature).

The base creature’s type remains unchanged. The demigod creature uses all the base creature’s statistics and special abilities except as noted here.

HD
A demigod creature always has maximum hit points.

Special Attacks
A demigod creature retains all the special attacks of the base creature and also gains the following.

Divine Influence: upon taking the template, the creature chooses three cleric domains. The creature can grant those domains to her worshippers as if she were a deity. In addition, she can cast the spell granted by those domains as spell-like abilities, with the following per-day use restrictions.

1st to 3th level spells: At will.4th to 6th level spells: 3/day.7th to 9th level spells: 1/day.
If the spells require XP components or material components worth more than 50 GPs, the creature must provide them. In addition, the creature can make pacts with binders, that will bind her as a vestige (see the Character Options section for more details)

Special Qualities
A demigod creature retains all the special qualities of the base creature and also gains the following.

Divine Body: the creature possesses the following immunities: ability damage, ability drain, death effects, diseases, disintegration, energy drain, mind-affecting abilities, paralysis, petrification, poison, polymorph, sleep, stunning.
Divine Transcendence: the creature do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures that are praying to her at any moment. If the creature dies, her soul keeps to wander in the multiverse, retaining a portion of the creature's consciousness. Even if dead, as long as if there is at least one worshipper, the creature keeps to provide spells and vestige for clerics and binders, but she is unable to communicate, so for example she won't respond to a Commune spell. If the number of worshippers falls to 0, the creature immediately loses the template, and if she is dead, she dies for good. In addition, the creature can cast Greater Teleport as a spell-like ability at will (only self plus equipment), with caster level equal to her HD.
Challenge Rating
The same of the base creature +3.





DEMON LORDS





Table 4.2: Demon lords by Challenge Rating


Name
CR


Juiblex
23


Baphomet (dead)
23


Alzrius
24


Lynkhab
24


Malcanthet (dead)
24


Orcus
24


Zuregurex
24


Abraxas
25


Ilsidahur
25


Mastiphal
25


Pazuzu (dead)
25


Zuggtmoy
25


Aseroth
26


Demogorgon (dead)
26


Lamashtu
26


Areex (dead)
28






Abraxas

Abraxas is the most erudite being in the Abyss, and the most powerful mage among all demons. He is the patron of evil wizards, scholars, and spies. His ability with magic and crafting is unmatched, because of that, it happened more than once through history that other demon lords turned to him in order to obtain a particular artifact or knowledge, and in the end they came out to be fooled for Abraxas' personal interest. Exemplary is the case of Areex, the once Queen of demons, and the Golden Orb, that caused the Cataclysm and the death of many demon lords. Not much is said about his origin, though demonologists agree that he is older than any other demon lord, barring Orcus. We now report a legend found in the Black Scrolls, believed false by the vast majority of scholars: the legend says that going back to time immemorial, there was an enchanter, whose thirst for knowledge was so strong, that made a pact with a great evil entity in order to obtain omniscience. The fiend kept the promise, but immediately demanded the price: as years passed, the wizard's life force was slowly drained away from him, transforming him in a little more than a walking skeleton. What the mage was searching was the way to fool the demon, breaking the pact and regaining his life, but keeping the secret of omniscience, in order to gain eternal life and power. They say he was just a little step behind discovering this, when death took him and brought him in the Abyss. His ambition stayed unchanged as a demon, too, and eventually he managed to become a demon lord. Scholars do not support this theory because it is considered fictional, and there isn't any proof of its effectiveness. Many of them believe instead that Abraxas originated after a great battle in the material plane, chronicled in some ancient scroll. Two large kingdoms were at war one against the other. It is written that during the great final battle, the wizards of the kingdom who was losing gathered up and used their combined magic power to perform a tremendous ritual that wiped out the opponent's army, allowing their fellows to win the war. The price, however, was the death of all those wizards. The power necessary for this horrendous spell was provided by a demonic entity, thus the souls of the wizards fell into the Abyss. When the souls came into the Abyssal ooze, instead of generating one demon each, the fused among themselves to create a single, powerful being, Abraxas. Whether this is true or not, only the Keeper of Secrets knows, but he doesn't like to talk about himself.
Abraxas rules among the 17th layer, Death's reward. It's a naked land or rocks, cliffs and chasms, with little to no vegetation, but he does not care much about it, since he spends all the time into his fortress, Wizard's Coven. This is an immense tower, so tall that it can't be seen the top. Someone says that from the top the upper planes can be seen without the help of any instrument. The tower is structured as an enormous dungeon, in which there are any sort of marvels and dangers. Since the tower is so huge that even Abraxas himself struggles to have the full control on everything that happens inside it, sometimes groups of brave adventurers sneak inside and steal what they think is valuable. They usually don't live much after that, though.
Abraxas' ultimate goal is to become a god. In order to do that, he spent tens of millennia forging a sword called the Godslayer, which has been stolen in the recent past by unknown. His greatest concern now is to find the sword and bring it back into the tower. He is gathering a large number of spies and agents in order to find a clue on where it may be, and will reward generously anyone who is able to provide valuable information on that regard. When he is not busy with this, his time is all taken up thinking of an appropriate punishment for the mysterious thief.


Abraxas, the Unfathomable

This hunched figure is just 10 feet tall; a grey, shabby skin barely covering a heap of bones without flesh. the head is that of a giant vulture, out of proportion with the rest of the body. He tensely grasps a black book covered in strange symbols with his dirty nails.

Large demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 25
Alignment Chaotic Evil

HP 255 (21d8 + 87)
AC 28, touch 20, flat-footed 17 (-1 size, + 11 Dex, +8 Natural)
Saves Fort +16, Ref +23, Will +24

Initiative +15
Speed 40 ft. (8 squares)
Melee 2 Claws +25 (1d8 + 5)
BAB +21; Grapple +30
Space 10 ft.; Reach 10 ft.

Abilities Str 20, Dex 32, Con 18, Int 40, Wis 34, Cha 22
Feats Toughness, Dark Speech (FCI), Fell Drain (LM), Improved Initiative, Quicken Spell, Quicken Spell-like ability
Skills Concentration + 28, Decipher Script +39, Diplomacy +30, Intimidate + 30, Knowledge(all) + 39, Listen +36, Search +39, Spellcraft + 39, Spot +36, Use Magic Device +30
Possessions Spellbook

Special Attacks Arcane Sense, spells
Special Qualities Antimagic Penetration, Arcane Sense, DR 20/Cold Iron, Good and Epic, Demigod abilities, Endless Lore, Magic Suppression, Mastersmith, SR 36, tanar'ri traits, True Seeing

Combat

Abraxas really hates combat and will try to avoid it by any means. Thanks to his great knowledge an ability to see everything with magic, he will most likely be aware of a coming threat and will do all the necessary preparations, sending all the available minions to ambush the attackers and setting up traps. If forced to take part into the fight, he will stay at the most distance possible, decimating the opponents with his powerful spells.

Antimagic Penetration (Su): Abraxas can normally cast spells and use spell-like and supernatural abilities in an Antimagic Field.

Arcane Sense (Su): Abraxas is permanently under the effect of Greater Arcane Sight, as the spell, with caster level equal to his HD. in addition, he is aware of any spell being cast within one mile from him and he automatically recognizes the spell. Once per round as a free action he can make a counterspell attempt to counter a spell he recognized with this ability.

Demigod: Abraxas grants the Knowledge, Protection and Magic domains to clerics who worship him.

Endless Lore: Abraxas has the Bardic Knowledge ability of a Bard with level equal to his HD. In addition, he always has the maximum number of ranks possible for his HD in all the Knowledge skills.

Magic Suppression (Su): Abraxas in permanently surrounded by an Anitmagic Field, as the spell, with caster level equal to his HD. An effect that dispels antimagic fields (such as Mage's Disjunction) only suppresses this ability for 1d4 minutes.

Mastersmith: Abraxas has all the feats existing as bonus feats.

Spells: Abraxas cast spells as a 17th level wizard. He can prepare any spell from any list, included divine spells. He has pretty much any existing spell written in his spellbook. Abraxas' caster level is equal to his HD (21).

True Seeing (Su): Permanent, as the spell, with caster level equal to his HD.




Alzrius


Bloodthirsty and indomitable, Alzrius is the mightiest warlord of the Abyss. His only concerns are war, slaughter, destruction, and looting. He is the head of the demon troops in the Blood War, and thanks to the twin swords Agnamelek, very few dare to challenge him in the battlefield. Being a veteran, Alzrius is a very skilled tactician, and won a great number of battles thanks to his ability to foresee the enemies' moves and to develop the right strategy in every situation.
Alzrius is on of the latest addition among the ranks of the demon lords, ascended to his position only two centuries ago. He was a Balor before then, and worked as a mercenary for many demon lords that needed help in their skirmishes with the other demon lords. Rightly after the shattering of the planar barriers, about four centuries ago, the Blood War restarted after over ten thousand years of break, and Alzrius immediately joined the conflict. Decade after decade, he made himself a name thanks to his martial prowess and was soon put at the head of a large army. One day, the devils opened a strong offensive against the demon troops led by Zariel in person, ruler of Avernus and head of the devil army in the Blood War. The battle was bloody and strenuous, but in the end, the devil troops had the advantage and they were right about to annihilate the demon forces. In the desperate attempt of turn the tide of battle, Alzrius and his most trusted demons launched themselves through the battlefield and challenged Zariel and her guard. The clash was awesome and many demons that were there remember that moment as the most exciting of their life. At the end, Alzrius delivered the final blow to Zariel and killed her, causing the devil army to flee and winning the battle. Since Zariel was the owner of the twin suns Agnamelek, Alzrius became the new master, and this new power combined with the reputation gained in that decisive battle were enough to make him ascend into demigodhood.
Alzrius' realm is Conflagratuum, layer 601, a land where flow rivers of flames and is never night. The layer contains many permanent portals that lead into Avernus, the first layer of Baator, and from which come the diabolic legions. He is constantly looking for good soldiers to employ in the Blood War. There has been rumors lately that he is preparing a huge offensive against the devils with the intent of penetrating into Baator and conquer Avernus. The new leader of the devils, named Bel, though, is a very tough opponent so this might be easier to say than to do. Anyway, Alzrius will keep fighting devils until all of them are killed, or his own death.


Alzrius, Lord of Infernal light

A majestic demon with membranous wings stands 20 ft. tall. A red scaly skin marked by the scars of a thousand battles covers a very muscular body. His eyes are always vigilant and his face confident: he never lost a battle, and certainly do not want to start now.

Huge demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 24
Alignment Chaotic Evil

HP 425 (25d8 + 225)
AC 40, touch 15, flat-footed 39 (-2 Size, +1 Dex, +18 Armor, +6 deflection, +7 Natural)
Saves Fort +26, Ref +21, Will +20

Initiative +11
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee Agnamelek +47/+42/+37/+32 (2d8 + 2d8 Hellfire + 22 / 19-20 x2),
Agnamelek +47/+42/+37/+32 (2d8 + 2d8 Hellfire + 16 / 17-20 x2),
and bite +38 (2d8 + 12),
or
Melee Bite +38 (2d8 + 12) and 2 claws +33/+33 (2d6 + 6)
BAB + 25; Grapple +49
Space 15 ft; Reach 15 ft.

Abilities Str 34, Dex 25, Con 28, Int 22, Wis 20, Cha 22
Feats Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip (CW), Perfect Two-Weapon Fighting, Power Attack, Robilar's Gambit (PHB II), Two-Weapon Fighting, Two-Weapon Pounce (PHB II), Two-Weapon Rend (PHB II), Wield Oversized Weapon (CW)

Skills Bluff + 35, Climb +40, Diplomacy + 35, Heal +33, Intimidate +35, Jump +44, Knowledge(the planes) +34, Knowledge(religion) +34, Listen +33, Search +34, Sense Motive +33, Spot +33, Swim +40, Survival +33
Possessions Agnamelek the Twin Suns, +10 adamantine full plate armor

Special Attacks None
Special Qualities Battle forged, DR 30/Cold Iron, Good and Epic, Demigod abilities, Hellborn, SR 37, tanar'ri traits

Combat

Alzrius often leads his troops in battle so it's not rare to encounter him in the battlefield. Though he loves direct fighting, he is not stupid and will not put himself or his soldiers in danger to seek an impossible victory, and he prefers to retreat than lose important individuals. When in combat, Alzrius will try to kill the weakest opponents first with swift and powerful strikes, in order to outnumber the strongest enemies. He never underestimates his foes and always takes the field with a well-thought strategy in mind.

Agnamelek: While brandished by Alzrius, the stats of Agnamelek are the following:

[I]Fiery Aura: 6d6 damage, CD 31.Sunburn: CD 31.Death Star: +6 deflection bonus to AC.
The bonus granted by Death Star is already included in Alzrius' stat block.

Battle Forged: Alzrius ignores any armor check, speed penalties and maximum Dexterity bonus imposed by armor.

Demigod: Alzrius grants the Fire, Light and War domains to clerics who worship him.

Hellborn (Su): Alzrius is immune to fire and hellfire damage. In addition, any fire damage dealt by Alzrius is converted into hellfire damage. (hellfire damage acts as fire damage except it ignores fire resistance and immunity)




Aseroth


Aseroth is one of the most powerful demon lords and a cruel tyrant. He rarely gets out from his caves but when he does, the entire Abyss trembles below his feet.
The Black Scrolls of Ahm report that he once was a prince in the Elemental Plane of Earth, revered and beloved for his wisdom, and many being in the universe used to consult him for important matters. Such greatness, though, was destined to fall. One day, Aseroth received the visit of Lamashtu, at the time member of the Radiant Sisters, who needed help to solve a problem. Such beautiful eyes managed to soften that heart of stone and for the first time in his existence, the giant fell in love. As soon as Lamasthu noticed the fact, she began to manipulate Aseroth through his feelings, for her personal interest. Since the Giant was so madly in love with her, he did everything she told him to do, and with pleasure, becsuse he was confident that Lamasthu returned his feelings, when the truth is that she only tricked him. In the end Lamashtu persuaded Aseroth to forsake everything and follow her into the Abyss, where the two would have started a new life; a life lived as rulers, not as servants. Indeed, Lamasthu was tired of her position, subordinated to Malcanthet,and wished to dethrone the Mistress of Pleasure and take her place. Confident that the brute force provided by her new friend was enough to achieve that goal, Lamashtu turned against Malcanthet and her fellow comrades, attacking the fortress in Shendilavri. In order to face the unexpected treason, Malcanthet was obligated to ask her consort Pazuzu for help, and he promptly provided a large amount of forces that smote the invaders. During the battle, Lamashtu was captured, while Aseroth somehow managed to escape. The Giant was overcame by despair for the loss of his beloved, and spent days and nights devising a way to free her, until he received the news that froze his heart: Lamasthu, alive and free, accepted to become Pazuzu's spouse and came to Pazunia with him. This was too much for Aseroth. Now, alone and with no interest to come back to his home plane, Aseroth made his dwelling into the 566th layer of the Abyss, an endless maze of caves and tunnels dug deep under earth. At this point, the Scrolls state that the disappointment was so much that Aseroth's soul began to freeze and since then the entire layer became enclosed in an endless winter. Aseroth's realm is the layer number 566, Soulfreeze, a vast complex of caves permanently frozen. He rules as a ruthless despot among the many creatures lurking in the burrows and does not care much about what happens outside. Despite many millennia have passed, deep inside he is still in love with Lamashtu and sometimes his mind goes back to the past, when they were happy and together. He never forgave Pazuzu for having turned her from a marvelous flower into the deranged abomination she is now, but his anger has been mitigated by Pazuzu's death during the Cataclysm.
Recently, the Winter Giant is suspecting an intrusion within his realm, began rightly after the announcement of a juicy bounty on the head of an unknown thief issued by the demon lord Abraxas. Aseroth has no interest in valuables, but he can't stand that someone in his kingdom avoids his authority and will not find peace until the intruder is found and brought in his presence.


Aseroth, the Winter Giant

This being, 40 ft. tall, is entirely made of icy rock and somewhat resembles a moving mountain. His movements are slow, but with every step the earth shakes with a tremendous rumble. His eyes glow with a bright, cyan light.

Gargantuan demigod elemental (cold, earth, evil, tanar'ri)

CR 26
Alignment Neutral Evil

HP 723 (30d8 + 420)
AC 43, touch 6, flat-footed 6 (-4 size, +37 natural)
Saves Fort +31, Ref +10, Will +16

Initiative +0
Speed 50 ft. (10 squares)
Melee 2 slams +38/+38 (4d6 + 29 + 8d6 cold, +2d6 on Good creatures)
BAB +22, Grapple +58
Space 20 ft., Reach 20 ft.

Abilities Str 42, Dex 10, Con 38, Int 24, Wis 22, Cha 28
Feats Awesome Blow, Dark Speech (FCI), Dire Charge, Epic Toughness (CW), Improved Natural Attack, Improved Toughness (LM), Mark of the Abyss*, Power Attack, Toughness
Skills Climb +49, Diplomacy +41, Intimidate +41, Jump +49, Knowledge (the planes) +40, Listen + 39, Search +40, Sense Motive +39, Spot +39

Special Attacks Breath Weapon
Special Qualities Bow Down Before Me, Burning Cold, DR 40/Adamantine, Bludgeoning, Good and Epic, Demigod abilities, Elemental traits, Hard Skin, Magic Immunity, Tanar'ri traits, Tremorsense 100 ft.

Combat

Aseroth rarely needs to fight, since his authority alone is enough to keep any opponent at bay. When forced to take the field, though, he doesn't hang back and crushes the fools who dare to oppose him with his almighty fists. He is always confident that his strength cannot be rivaled by anyone and sooner or later this belief could lead him to a fatal oversight.

Bow Down Before Me (Su): Creatures within 75 ft. from Aseroth must make a CD 25 Strength check at the beginning of their turn to avoid being Slowed, as the spell. Who fails the save must immediately make another CD 15 Strength check or be forced to the ground on his knees, unable to do any action until the next turn. Flying creatures in the area immediately begin to fall.

Breath Weapon (Su): Aseroth's breath weapon is a 60 ft. cone of pure cold. Every creature in the area takes 20d6 cold damage (reflex halves) and must make a CD 39 fortitude save or be under the effect of Flesh to Stone, as the spell, except that they are turned into ice instead of stone. Creatures with the cold subtype are immune to this ability. Aseroth can use this ability only once every 1d4 rounds.

Demigod: Aseroth grants the Cold (SpC), Earth and Evil domains to clerics who worship him.

Hard Skin (Ex): Aseroth takes half damage from the following sources: bludgeoning, force, piercing, and slashing. This is applied after Damage Reduction.

Heavy Fists (Ex): Both Aseroth's fists count as two-handed weapons for the purpose of calculating the strength modifier added to melee attacks and for the Power Attack feat. They are also both +5 profane weapons.

Magic Immunity (Su): Aseroth is immune to any spell or spell-like ability that allows spell resistance.

Unforgiving Winter (Su): Aseroth inflicts half cold damage to creatures immune to cold and ignores half of a creature's cold Resistance. His melee attacks inflict 8d6 bonus cold damage.




Ilsidahur


Patron of the miserable and depressed, Ilsidahur is a deplorable wretch that feeds on the negative feelings of other beings. He craves loneliness, so it is rare for him to muscle in the affairs of other demon lords, preferring to spend his time luring new victims to his realm and sucking away all the joy and happiness they might possess. Demonologists say that Ilsidahur was once a beautiful lad, of noble birth, who lived amongst luxuries and pleasures. He was surrounded by people who loved him and had a perfect existence, the one which everyone wishes for. Yet, such perfection soon began to tire him, and he desired to experience other kinds of pleasures, secret, forbidden ones. He discovered the cult of Malcanthet and committed himself to it. He began to give great parties in his mansion, in which the guests used to go wild and had orgies for many consecutive days. But not even this was enough to satiate Ilsidahur's thirst for thrill. Taking advantage of the confusion, he began to catch people in the middle of the party and bring them in a secret room in the house. At first, he restricted himself to simply kill them, to feel the hot blood on his hands, a sensation that thrilled him like anything else. Then, when this custom was a newness no more, he started to torture the poor victims, in more and more sophisticated ways, for entire days or even weeks. After some time, people began to realize that the house was a disappearances scene and very soon no one wanted to take part to Ilsidahur's parties no more. Found himself without raw material for his sick games all of a sudden, he started to go to the city at night and kidnapping beggars and anyone else foolish enough to wander alone, such as nobles went on a secret date with their lovers. Rumors began to spread among the citizen, and the multitude related the vanishings to the lonely and eccentric noble living in the mansion on the hill. When the situation became unbearable, the citizens gathered and started a riot against Ilsidahur, marching to the hill. They broke in and inspected all the mansion, and when they found the room of horrors, any doubt was driven out. The wrathful people burned the house along with all the property, but they didn't manage to find Ilsidahur, who escaped right before the beginning of the riot. Still, the crowd was satisfied and the story of Ilsidahur the monster was quickly forgotten, except by some of the oldest inhabitants, who remembered that days of horror for many years. Ilsidahur spent the rest of his life as a tramp, wandering from a city to another, living with struggle. Death found him as the caricature of a man, utterly insane, with no morality left in his heart. Malcanthet claimed his soul, but as soon as it came into the Abyssal ooze, it emerged as something completely new and unexpected. The infinite grudge bore by Ilsidahur in life transformed him into a figure of pain and grief, giving birth to the Howling King of Sorrow. At first, Ilsidahur's existence caused a lot of trouble to the other demon lords, since no one anticipated the sudden birth of such a powerful entity, assaulting indiscriminately every demon and wanderer in his path and thus provoking major losses and disorders. Still, no demon lord wanted to challenge Ilsidahur directly because his (her) rivals could have taken advantage of the situation to undertake a move against him (her). Eventually, Areex resolved to send against him her newest trained and most powerful assassin, Lynkhab. The fight between the two was memorable, and in the end the assassin went to the wall and was forced to flee. Ilsidahur, however, ended up seriously wounded and chose to retreat in the 90th layer, from which he never went out since then.
Ilsidahur's realm is called the Withered Groove and is a tangled forest of grey, dried shrubs and trees. The entire layer is a maze in which Ilsidahur likes to lure his victims, that slowly lose their sanity trying to find a way to escape. The layer also contains a permanent, but intermittent portal that leads to Avernus. When the portal is open, hordes of devils invade the layer, summoning as a response the demons of Alzrius, thus extending the Blood War into Ilsidahur's realm. Ilsidahur is happy (pun intended) with that, since after the battle many demons and devils remain trapped into the maze, feeding the Howling King with their despair. Alzrius, though, is less happy to lose soldiers and sooner or later may take measures against this.


Ilsidahur, the Howling King of Sorrow

The fiend is about 10 ft. tall. His face is an empty screen that lacks all the normal features like eyes, mouth, and nose. The naked, dark grey skin is fully covered by tens of muttering mouths that constantly sing a gloomy tune.

Large demigod outsider (chaotic, evil, tanar'ri)

CR 25
Alignment Chaotic Evil

HP 481 (26d8 + 260)
AC 39, touch 17, flat-footed 35 (-1 size, +8 Dex, +23 natural)
Saves Fort +21, Ref +21, Will +27

Initiative +12
Speed 45 ft.(9 squares), Fly 90 ft. (good)
Melee Touch +37
Ranged Touch +34 (range 60 ft.)
BAB +26, Grapple +45
Space 10 ft., Reach 10 ft.

Abilities Str 32, Dex 26, Con 26, Int 24, Wis 34, Cha 20
Feats Combat Reflexes, Dark Speech, Epic Toughness, Improved Grapple, Improved Initiative, Improved Toughness (LM), Toughness x2
Skills Intimidate +34, Knowledge (the planes) +36, Listen +41 Search +36, Sense Motive +41, Spot +41

Special Attacks Annihilating Wail, Bite of Calamity
Special Qualities Anthem of Disaster, Blindsight 100 ft., Countless Jaws, DR 30/Good, Cold Iron and Epic, Death Inside, Demigod abilities, Lifestream Absorption, SR 37, tanar'ri traits

Combat

Ilsidahur doesn't like fighting and will try to avoid it if possible. When he is compelled to take the field, though, he is a force to be reckoned with. He always tries to grapple as many opponents as he can with his tongues and slowly grind them with his devastating mandibles, while destroying the others with powerful screams.

Annihilating Wail (Su): As a standard action Ilsiadhur launches a terrible scream that deals 20d6 sonic damage to every creature within 50 ft. from him and stuns them for 2d4 rounds. A CD 35 fortitude save halves the damage and negates the stun. Creatures without a constitution score automatically fail the check and take double damage. This is a sonic ability.

Anthem of Disaster (Su): Creatures within 75 ft. from Ilsidahur take a -10 penalty on all checks, and casters must make a CD 35 Concentration check or lose any spell they try to cast. This is a sonic, mind-affecting ability.

Bite of Calamity (Ex and Su): Ilsidahur does not possess any natural weapon, instead, he grabs his enemies using the multitude of mouths scattered on his body, and if the opponent is too far, he launches a tongue from one of the mouths to catch him. Whenever Ilsidahur successfully hits an opponent with his touch attack he can start a grapple as a free action that do not provokes attack of opportunity. He can start a grapple at distance if he used his ranged touch. While grappling with Ilsidahur, a creature is considered within an Antimagic Field. Whenever Ilsidahur wins a grapple check, if the grappling creature is adjacent to him, he deals 10d6 piercing damage (treat this damage as if inflicted by an adamantine weapon) to the creature, otherwise he can drag the creature towards him by 5 feet for every 5 points he won the grapple check. Ilsidahur's tongues have 50 HP and CA 10.

Countless Jaws: Ilsiadhur is never considered in a grapple and can grapple any number of creatures at the same time.

Death Inside: Ilsiadhur is immune to any effect that requires a fortitude save, unless it also works on objects.

Demigod: Ilsidahur grants the Darkness (SpC), Evil and Hatred (SpC) domains to clerics who worship him.

Lifestream Absorption (Su): Any creature that loses a grapple check against Ilsidahur take 1d4 negative levels. The CD to remove a negative level is 35. Ilsidahur gains 5 temporary HPs for every negative level bestowed.




Juiblex


Juiblex, the Faceless Lord, is the abominable patron of those who see in oozes and mold a superior form of life. Since such creatures are rare, even among the madmen of all the multiverse, he is the least worshipped demon lord and many demonologists do not even know of his existence. Demented worshippers living in seclusion within caves plagued by molds and mushrooms seldom tell that after Lolth killed the former god of the Abyss Erythnul in the legendary battle for the supremacy in the plane, more than a hundred thousand years ago, an infinite number of oozes emerged from the ground and started eating the carcass of the god. As a result of such a feast, the divine energies still within Erithinuul's corpse allowed the oozes to unite in a new, powerful entity. It is whispered that Erythnul's hatred and will of vengeance against Lolth still lives in Juiblex, and extended first to all demonhood, and then to all beings in the universe, explaining its insatiable thirst for destruction. If this tale is true, it would mean that Juiblex is by far the most ancient being native of the Abyss, even older than Orcus. But it is only a legend and there is no way to validate it. Juiblex' only interest is to eat and consume everything that comes within the reach of its slimy grasp. He never gets out from his lair, though, preferring to delegate the task of supplying him with fresh meal (preferably demons) to its subordinates. He lives in seclusion in the 222nd layer of the Abyss, Mycorji. Although the layer is currently ruled by Zuggtmoy, his nest is in the underground, within a huge complex of caves infested by oozes and corrosive moss. Juiblex would really love to expand its realm (read: hunting ground) into the surface, but fears the wrath of the Rotten Blossom and thus, for now, it stays hidden underground, waiting for a good opportunity to strike its move.


Juiblex, the Faceless Lord

This repulsive mass of green, viscous matter is about the size of a building. All its surface is covered with a multitude of spinning red eyes always looking for a prey.

Colossal demigod outsider (chaotic, evil tanar'ri)

CR 23
Alignment Chaotic Evil

HP 652 (24d8 + 460)
AC 31, touch 2, flat-footed 31 (-8 size, -2 Dex, +31 natural)
Saves Fort +40, Ref +22, Will +31

Initiative -2
Speed 60 ft. (12 squares)
Melee Slam +29 (4d6 + 13 + 10d6 acid)
BAB +24, Grapple +52
Space 25 ft., Reach 25 ft.

Abilities Str 36, Dex 6, Con 42, Int 8, Wis 24, Cha 20
Feats Blind-Fight, Dark Speech, Epic Toughness, Improved Toughness (LM), Power Attack, Toughness x4
Skills Listen +34, Search +29, Sense Motive +34, Spot +38

Special Attacks Dissolving Mass, Drown, Engulf, Improved Grab
Special Qualities All-around vision, Demigod abilities, Dissolvong Mass, Faceless, Magic Immunity, Ooze traits, Regeneration 24, tanar'ri traits

Combat

Juublex does not know the meaning of 'combat': when attacked, it will still try to eat all its opponents, seeing every potential threat as dinner. It will engulf and digest every creature that comes into its presence, being them friends of foes, except maybe those who are serving it for many time and often bring succulent meal.

Demigod: Juiblex grants the Corruption (FCI), Destruction and Ooze (FCI) domains to clerics who worship it.

Dissolving Mass (Ex): Any creature or object that comes in contact with Juiblex takes 10d6 acid damage per round. Items worn by creatures take the damage as well.

Drown: A creature grappling or engulfed by Juiblex must make a CD 38 fortitude save every round or begin to drown.

Faceless (Ex): Juiblex is immune to bludgeoning and piercing Damage. He can slip through holes and tight passages as if it was of large size.

Magic Immunity (Su): Juiblex is immune to any spell or spell-like ability that allows spell resistance.

Regeneration: No form of attack deals lethal damage to Juiblex. When Juiblex has an amount of non-lethal damage equal to his maximum hit points + 10, he immediately heals all the non-lethal damage, loses Regeneration and Magic Immunity and gains Fast Healing 24 and Spell Resistance 30. it reverts to its normal state as soon as it does not take lethal damage for 6 consecutive hours.




Lamashtu


Lamashtu, patron of persecutors and psychopaths, is a demented creature whose mind is twisted by countless years of brutal tortures.
According to the Black Scrolls, Lamasthu was once the most beautiful succubus ever seen. She was craved by many, even outside the Abyss, but she never surrendered herself to anyone. Thanks to her many talents, she managed to become one of the Radiant Sisters, Malcanthet's personal guard and the best entertainers of the lower planes. She was so proud of her own beauty and the other gifts Lolth gave to her that started to believe that she deserved Malcanthet's place more than Malcanthet herself. On the other hand, the Mistress of Pleasure was jealous of the success that her subordinate earned among the customers, and slowly began to reject her; as a result, Lamasthu's popularity drastically decreased. Lamasthu, acknowledged that circumstances were unfavorable to her plan of dethroning Malcanthet, went to the Elemental Plane of Earth to seek advice to Aseroth, who was considered at the time one of the wisest and most powerful beings in the multiverse. This journey brought really fortuitous consequences, as Aseroth immediately fell in love with Lamashtu and agreed to follow her into the Abyss. Now, the succubus didn't have to hold herself anymore and openly challenged Malcanthet for the supremacy, confident that Aseroth' strength would have been enough to make the empire of the Mistress of Pleasure fall down. Unfortunately for her, Malcanthet, finding herself in a corner, begged Pazuzu, her consort, for help, despite being this very obnoxious for her. The joined forces of the two demon lords easily defeated the Giant and her partner, and Lamasthu ended up captured by Pazuzu's demons. Now, Malcanthet was looking forward to inflict unimaginable torments to the succubus, but once again Lamashtu's attractiveness protected her by a terrible fate: in fact, as soon as he put his eyes upon her, Pazuzu got infatuated with the former Radiant Sister, and did not allow Malcanthet to harm her. As a result, the Ruler of the Lower Aerial Kingdoms broke up with Malcanthet and made Lamasthu her queen. But is is not the end of Lamashtu's machinations. Even having been so close to death she she could taste it was not enough to extinguish her hubris, so she plotted a new treason, this time against Pazuzu, together with Pazuzu's most trusted servant Astaroth, a devil who betrayed his own kind. This, however, proven fatal to her. Astaroth was really faithful to his master, and informed Pazuzu of the conspiracy, who, unfortunately for Lamasthu, was not so smitten with her as Aseroth. Pazuzu took her new bride and tossed her in Vanelon's dungeon, then tortured her as a punishment. First he teared out her eyes, that marvelous eyes that enchanted so many hearts, then impaled her. Thanks to Pazuzu's magic, Lamashtu's body perpetually regenerates and so she keeps experiencing the atrocious pain without dying. Centuries and centuries of endless torture eventually broke her mind, making her insane beyond any comprehension, but also allowing her to break the limit of her brain and develop a massive psychic power. Lamasthu still resides within the dungeons of Vanelon, on the 1st layer of the Abyss, Pazunia. Thanks to an ironic destiny, Pazuzu's death elected her as the next ruler of the plane, so now that she finally reached the position she craved for so long, she is barely able to even realize it. Her goals are simple: destroy, torture, rape, always and everywhere.


Lamashtu, the Mad Goddess

A naked woman with alabaster skin is stabbed by a sharp pole. The pole enters from her coccyx and exits right below her neck, allowing her to move the head, and is affixed in a huge, squared pedestal. All the torture instrument is made by black, polished metal, and is dirty with the blood of the ex succubus. She is bald, her body full of scars and wounds, and her ocular holes are empty and constantly bleeding.

Medium demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 26
Alignment Chaotic Evil

HP 538 (26d8 + 303)
AC 30, touch 30, flat-footed 30 (-1 size, +15 deflection, +6 natural)
Saves Fort +25, Ref -, Will +13

Initiative +0
Speed 0 ft. (0 squares)
BAB +26, Grapple -
Ranged Psychic Lance +41 (26d8 + Shatter Mind Blank)
Space 15 ft., Reach 0 ft.

Abilities Str -, Dex -, Con 30, Int 40, Wis 6, Cha 28
Feats Dark Speech, Epic Toughness, Improved Toughness (LM), Maximize psi-like ability, Steadfast Determination (PHB II), Toughness x 4
Skills Intimidate +38, Knowledge (the plains) +44, Knowledge (religion) +44, Listen +27, Search +44, Sense Motive + 27, Spot +27,

Special Attacks Bailamme, Psi-like abilities, Psychic Lance
Special Qualities DR 5/Cold Iron, Good and Epic, Demigod abilities, Impaled, Mind shield, Overwhelming Presence, Regeneration 26, Share Torment, SR 38, tanar'ri traits

Combat

Lamashtu does not even know the meaning of words as pity and leniency, and will violently attack anyone that dares to challenge her. Her favourite tactic is to melt the minds of her enemies with her psi-like abilities and special attacks, reserving her Psychic Lance to the foes who are immune to them.

Bailamme: As a standard action, Lamasthu can force every creature within the range of her Overwhelming Presence ability (see below) to make a CD 38 Will save. On a failure, creatures roll a d4 to see what condition they get (duration is permanent). This is a mind-affecting ability.



d4
Effect


1
Asleep


2
Confused


3
Nauseated


4
Cowering



Demigod: Lamashtu grants the Evil, Madness (SpC) and Suffering (SpC) domains to clerics who worship her.

Impaled: Despite being of medium size, Lamasthu occupies the space of a huge creature due to the spike that perforates her body being affixed in a 15 feet wide pedestal. The pain that torments her is so strong that she is not able to move, let alone free herself. Se has no strength nor dexterity score, and she automatically loses any strength and dexterity based check. Also, she cannot perform any movement and cannot be moved by any means, nor can she teleport or plane shift as the demigod template would allow her to, and she is unable to speak. Finally, she can't be freed from her torture without anything less than artifact-grade items or epic magic. At the beginning of her turn, Lamashtu takes 24 damage from the spike.

Mind Shield: Lamashtu gains a deflection bonus her AC equal to her INT bonus.

Overwhelming Presence: Lamasthu constantly emanates a 100 ft. aura that doubles the effect of the Touchsight power, except that Lamasthu can "see" through any obstacle. Every creature within range of this ability, Lamashtu excluded, must make a CD 36 manifester level check in order to manifest a power, ad if she fails she also loses all the power points she has. The area of this ability is also under the effect of Dimensional Lock, as the spell.
Lamasthu can communicate telepathically with any creature within the range of this ability. Since the madness makes her impossible to speak any language, she uses images instead of words.

Psi-like abilities: Lamashtu can manifest any power from the Metacreativity and Telepathy disciplines, with the same daily use restrictions as the spell-like abilities granted by the demigod template. Her manifester level is equal to her HD (26).

Psychic Lance: As a standard action, Lamashtu can shoot a projectile of condensed psychic energy to a creature. This is a ranged touch attack that deals 26d6 untyped damage and ignores any Damage Reduction the target possesses. Lamasthu applies her intelligence modifier instead of her dexterity modifier to the attack roll. A creature hit by this attack must make a CD 38 will save or be affected by Shatter Mind Blank, as the power.

Regeneration: Sources that bypass Lamashtu's Damage Reduction also deal lethal damage to her.

Share Torment: Whenever Lamasthu takes lethal damage, every creature within the range of her Overwhelming Presence ability must make a CD 38 Will save or take half that amount of damage as untyped damage. Lamashtu can affect a maximum of 100 HD of creatures with this effect. Mindless creatures are immune to this effect.

Hipster Dixit
2014-07-13, 09:40 AM
Lynkhab


The lady of vermins and queen of blight, Lynkhab, is the patron of assassins and those who seek to cause havoc while remaining undercover.
A legend says that back to the times where they were mortal, Lynkhab and Zuggtmoy were sisters. Born in an aristocratic family, they spent their first, cheerful years together. Among the two, Lynkhab was the favourite by their parents, and soon Zuggtmoy became envious of the sister, so much that she came up with a plan to get rid of her. On a day in which Lynkhab went out for a walk with other young nobles, Zuggtmoy sneaked into her room and put into there some animal bones and blood she stolen from the kitchen. At her return, Lynkhab was accused of sorcery by the sister, and when her parents found the bones and blood into her room, they believed to Zuggtmoy. Since they didn't have the heart to report her own daughter to the authorities, who would have executed her on the spot, they rejected Lynkhab, who was forced to live on the street from that moment. During the following years, Lynkhab developed good skills at thieving and other petty crimes, and eventually the local assassins guild got interested in her. Lynkhab entered the guild, and in no time she became the best assassin in the whole kingdom, a machine whose only purpose is to kill. She always cursed the fate that led her to a life of violence and death, a life for which she, despite her ability, was not born for, and many times she wondered how her existence could have been if she stayed among her family. Since that somber day, Lynkhab never stopped to hate her sister, and her only source of joy was thinking of a way to take vengeance on Zuggtmoy. Finally, the opportinity came when Lynkhab's old family organized a celebration for Zuggtmoy's birthday, inviting half the kingdom. Thanks to her ability to disguise, Lynkhab easily gatecrashed the party and approached Zuggtmoy, but when she was about to do the killing, the knife ready in her hand, a clumsy page stumbled and fell upon Lynkhab, who already grabbed Zuggtmoy's dress from behind and was ready to slice her throat. As a result of this mess, Lynkhab was discovered and immediately surrounded by the guards, negating any possibility to escape, while Zuggtmoy had her dress torn apart, displaying a mark of the witch on her chest. They were both imprisoned and executed: Lynkhab ended up hung for murder, and Zuggtmoy was burned alive for witchcraft. Carried both into the Abyss, the two sisters regained life as demons, but their mutual hate didn't quench. Lynkhab got under the protection of Areex, Queen of Demons, and became the head of her guard. By the order of her mistress, she confronted Ilsidahur and ended up defeated, although she still managed to put an end on Ilsidahur's killing spree. After Areex' defeat in the material plane, she tried to replace her as queen of all demonkind, but the throne was soon taken by Demogorgon, who showed superior strength and forces. Lynkhab still rules in layer 297, one of the layers formerly held by Areex. It is called called the Loathsome Bog and it is a land of noxious marshes overrun by any kind of insect. Lynkhab's most important concern now is still killing Zuggtmoy, who in the meanwhile has become a demon lord of her own. There is a portal between the Loathsome Bog and Zuggtmoy's realm, Miconji, and the two sisters are at war one against the other, until one of them is killed or the end of times, whichever will come first.


Lynkhab, the Plaguelady

This figure, vaguely resembling a woman, is entirely made by fluttering insects. Six scorpion-like stings erupt from her back, eager to plunge into the meat of some unlucky victim.

Large demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 24
Aligment Chaotic Evil

HP 582 (26d8 + 374)
AC 35, touch 18, flat-footed 26 (-1 size, +9 Dex, +17 natural)
Saves Fort +27, Ref +24, Will +21

Initiative +13
Speed 40 ft. (8 squares), fly 90 ft. (perfect)
Melee 6 Stings +35 (1d8 + 6 + plague)
BAB +26, Grapple +40
Space 10 ft., Reach 10 ft.

Abilities Str 22, Dex 28, Con 34, Int 20, Wis 22, Cha 30
Feats Ability Focus (Plaguelady), Dark Speech, Epic Toughness, Flyby Attack, Improved Initiative, Improved Toughness, Toughness x2, Weapon Finesse
Skills Climb +35, Intimidate +39, Knowledge (the planes) +34, Listen +35, Search +34, Spot +35, Swim +43

Special Attacks Breath Weapon, Rebuke Vermins
Special Qualities Blindsight 100 ft., DR 30/Cold Iron, Good and Epic, Demigod abilities, Lady of Flies, Plaguelady, SR 36, Swarm Form, tanar'ri traits

Combat

Lynkhab is a fierce combatant and loves to test her skills against worthy opponents. She weakens her enemies using any kind of disease before delivering the final blow to them. If she is in danger, she resorts to her breath weapon and swarm form to protect herself and regain lost health.

Breath Weapon (Ex): Lynkhab's breath weapon is a 45 ft. cone of buzzing insects. Creatures in the area take 26d6 bludgeoning and piercing damage (reflex CD 35 halves). Then a Hellwasp Swarm appears within the cone under Lynkhab's control.

Demigod: Lynkhab grants the Corruption (FCI), Evil and Pestilence (SpC) domains to clerics who worship her.

Lady of Flies (Su): Lynkhab rebukes Vermins as a Cleric with level equal to her HD Rebukes Undead, at will. Vermins rebuked by Lynkhab are always commanded. Se can control a maximum of 52 HD of Vermins with this and all her other abilities.

Plaguelady: Lynkhab is immune to diseases, both magical and mundane. She can host in her body a maximum number of diseases equal to her Con modifier (12). When Lynkhab hits a creature with her sting attack, that creature must make a CD 36 fortitude save or be infected by one of those diseases, chosen by her, with an incubation period of 1 round. Creatures immune to diseases are not immune to this effect, as long as they possess a constitution score.

Swarm Form (Ex): As a standard action Lynkhab can set free all the vermins that constitute her body and become a swarm of flying insects. While in this form, she gains the Swarm subtype (diminutive creatures), but she occupies the space of a Gargantuan creature instead of that of a large creature, as usual for swarms. Lynkhab loses her breath weapon and ability to rebuke Vermins while in swarm form (though she do not lose control of creatures she controls), and she is unaffected by wind. Se gains a Swarm attack that deals 10d6 damage and conveys disease like her sting. Also, when she is in the space occupied by a creature with the swarm subtype controlled by her, she can absorb that creature as a free action: the creature disappears, being now part of Lynkhab herself, and she heals a number of HP equal to the HP of that creature. While Lynkhab is in swarm form an she is in the space of another creature without the swarm subtype of Gargantuan size or lower, she can inhabit that body to breed new insects. Every creature that starts his turn within Lynkhab's space must make a CD 35 fort save of being inhabited by her. Lynkhab takes 10 damage for the loss of some of her body. At the beginning of his turn, the inhabited creature takes 2d6 Con damage. When his Con reaches 0, a Hellwasp Swarm emerges from the body, under Lynkhab's control. Lynkhab can revert to her normal form as a standard action.




Mastiphal


Mastiphal is the patron of hunters and savages, and anyone that is on the top of the food chain. It has yet to come the one able to beat him at the game.
About Mastiphal's story, the Black Scrolls report what follows. Millennia ago, when Demogorgon was still figthing for the supremacy in the Screaming Forest, one of the fronts that opposed him was led by a particularly strong demon, with a deep knowledge of the forest, and despite all his efforts, Demogorgon couldn't manage to make them surrender, even though he had the numeric superiority. One day, he decided to face the situation in person, in order to break the stall. He took the field and openly challenged the leader of the opposite front in a duel. The enemy accepted and showed himself for the first time: a wonderful, yet proud exemplar, very rare amongst demons. Mastiphal, indeed. The two clashed for days until the victory of Demogorgon, who in an incredible impulse decided to spare Mastiphal. At first, the Headhunter was angry with Demogorgon for not giving him the glorious death he deserved, but after that, the two started to collaborate and each found a valuable companion in the other. Actually, the relationship between Mastiphal and Demorogon might be the closest thing to friendship that a demon could ever aspire to. Together they conquered the forest and later the whole layer. Demogorgon left Mastiphal the domination over the dry land, while him retired into Abysm, the fortress in the middle of the ocean. Right before the beginning of the Cataclysm, Mastiphal warned Demogorgon that invading the material plane Would have been unwise, because the risks were too great, but the Prince of Demons didn't listen to his advice, and paid
this error with his life. Currently, Mastiphal is still the ruler of the Screaming Jungle, located on the 88th layer of the Abyss, the Gaping Maw. The sea part has been recently claimed by a demon emerged from the immeasurable depths of the layer called Zuregurex, but Mastiphal does not care much about him. He seldom misses Demogorgon and remember the times when the two hunted together in the jungle. From time to time Mastiphal organizes an event for his followers in the material plane, called the Great Hunt. During the Great Hunt, each competitor try to stalk and kill a worthy prey, usually a powerful warrior. At the end, the one who brings the most valuable bounty receive as a reward the opportunity to join Mastiphal and his mates in the verdant jungle
of the Gaping Maw.


Mastiphal, the Headhunter

Although this being is only 10 feet tall, his majestic appearance makes much bigger creatures shudder. His body is covered with white, soft fur, and his leonine face is enclosed by a forest of braids, some copper, others gilded. The huge canines protruding from his mouth makes him even more menacing, as do the four muscular arms, each wielding a deadly spear.

Large demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 25
Alignment Chaotic Evil

HP 549 (27d8 + 333)
AC 37, touch 22, flat-footed 24 (-1 size, +13 Dex, +15 Natural)
Saves Fort +21, Ref +28, Will +26

Initiative +18
Speed 90 ft. (18 squares)
Melee primary +5 ghost touch adamantine shortspear +43/+38/+33/+28 (1d8 + 17, 20/x2),
3 secondary +5 ghost touch adamantine shortspears +43/+38/+33 (1d8 + 9, 20/x2),
and bite +38 (2d6 + 12)
or
Melee bite +38 (2d6 + 12),
and 2 claws +33 (1d6 + 6)
BAB +27, Grapple +51
Space 10 ft., Reach 10 ft.

Abilities Str 34, Dex 36, Con 28, Int 20, Wis 32, Cha 22
Feats Cleave, Combat Reflexes, Dark Speech, Improved Bull Rush, Improved Multiweapon Fighting, Multiweapon Fighting, Power Attack, Shock Trooper, Superior Multiweapon Fighting, Track
Skills Climb +61, Hide +42, Initmidate +35, Jump +61, Knowledge(the planes) +34, Listen +40, Move Silently +42, Search +34,
Spot +40, Survival +40, Swim +61
Possessions Four +5 ghost touch adamantine shortspears

Special Attacks
Special Qualities Born Hunter, Bloodlust, Demigod abilities, Never Surrender, Spill the Blood, Vigorous Body, Scent, SR 37, tanar'ri traits

Combat

Mastiphal likes to fight face to face with his enemies, but is also a seasoned hunter. He will stalk his prey unnoticed, and when comes the right moment, he will jump and kill it with his spears, and then dispose of all the remaining opponents at once. He is not afraid to fight when numerical inferior, relying on his ability to endure lots of damage.

Born Hunter: Mastiphal has the Woodland Stride ability of a Druid. In addition, while he is in a forest, he gains a +15 bonus on Hide and Move Silently checks, and can Hide in Plain Sight, as a Ranger.

Bloodlust (Ex): When using his scent ability, Mastiphal can pinpoint the exact location of a creature if that creature possesses a constitution score and has less than half his full HP, or is under the effect of the Spill the Blood ability (see below). Whenever Mastiphal deals damage to a creature with a constitution score, he gains a +2 bonus on strength for the next 1d4 minutes. Multiple instances of this ability stack and refresh the duration. Bonus strength caps at +10.

Demigod: Mastiphal grants the Animal, Fury (FCI) and Strength domains to clerics who worship him.

Never Surrender (Su): Whenever Mastiphal is dealt damage, he gains DR 5/- and Fast Healing 10 for 2d4 rounds. Multiple instances of this ability stack and refresh the duration. DR caps at 20 and Fast Healing at 40.

Spill the Blood (Su): When Mastiphal deals damage to a creature, that creature takes 1 damage at the beginning of her round, and any Fast Healing or Regeneration possessed by her is suppressed. Creatures without a constitution score are immune to this effect. This effect lasts for ten minutes.

Vigorous Body (Ex): Mastiphal has the Powerful Build ability of a Redcap (MMIII), the Pounce ability of a Lion, and is permanently under the effect of Nerveskitter (SpC) and Freedom of Movement, as the spells. His land speed is twice the land speed of a normal Large creature. Finally, he has a +20 bonus on Strength-based skill checks (already included in the stat block).




Orcus


Probably the oldest creature in the Abyss, and for certain one of the oldest in the multiverse (barring gods), Orcus is the patron of necromancers. He has the power to open both the gates of life and death, if he desires so, and uses the souls of dead creatures to fuel his powers. He never interferes with the affairs of other demon lords, his true goals being inscrutable.
The few information about his origin given by the Black Scrolls are the following: in very ancient times, Orcus was an orphan, living a life of hardship and suffering. Eventually, he was found by a mage devoted to forbidden arts, and used as a guinea pig for many dangerous rituals. To escape from this horror, Orcus secretly invoked Nerull, the god of Death, in the same manner he learned from his master. The god answered, and made a pact with Orcus: he gave him the power to defeat the necromancer, and since then Orcus accomplished the will of Nerull, becoming a ruthless killer. Not even death prevented Orcus to stop serving his god, since after that he reborn in Hades and became the true right hand of the Death God. During the days in which Orcus was captive by the necromancer, he crafted a mask with some wood found in the cellar. He used that mask during his plays, at night, to pretend being something else, an angel of slaughter with the power to avenge his parent's death. Nerull took that mask and transformed it into an artifact called the Undying Mask, and then offered it to Orcus as a prize for his loyalty.
When the planar barriers suddenly rose, Orcus was in a mission in the Abyss. He accepted the fact that he couldn't be able to come back and slowly turned into a tanar'ri, establishing a property without stepping into the toes of other demon lords. It is debated whether Orcus still retains Nerull's favor or not: fact is, even now that the planar barriers are gone, it seems that he is not going to leave the Abyss. Whichever the truth, Orcus' aims are unknown. Orcus' realm is the 133th layer of the Abyss, Thanatos, a wasteland in part covered by permafrost, where is always twilight.


Orcus, Merchant of Souls

The 10 ft. tall figure is a full-bodied demon with livid skin. His face is hidden by a rough wooden mask with two eyes awkwardly drew upon it, while the body is perpetually surrounded by the whirling spirits of the dead he trapped for his purposes.


Large demigod outsider (chaotic, evil, extraplanar, tanar'ri)

CR 24
Alignment Chaotic Evil

HP 184 (23d8)
AC 36, touch 17, flat-footed 28 (-1 size, +8 Dex, +19 natural)
Saves Fort +13, Ref +21, Will +28

Initiative +12
Speed 45 ft. (9 squares)
Melee Touch +31 (Death)
BAB +23, Grapple +32
Space 10 ft., Reach 10 ft.

Abilities Str 20, Dex 26, Con -, Int 32, Wis 36, Cha 34
Feats Dark Speech, Empower Spell, Improved Initiative, Mark of the Abyss*, Maximize Spell, Quicken Spell, Weapon Finesse
Skills Bluff +38, Diplomacy +38, Intimidate +38, Knowledge(arcane) +37, Knowledge(religion) +37, Knowledge(the planes) +37, Listen +39, Search +37, Spellcraft +37, Spot +39
Possessions Undying Mask

Special Attacks: Choke the Sparkle of Life, Essence Trap
Special Qualities: Between Two Worlds, Demigod abilities, Lifesense, Profane Aura, Soul Reserve, SR 36, tanar'ri traits

Combat

Orcus usually does not draw enough attentions to risk a battle, but if it is the case, he is able to defend himself pretty well. He uses the spirit of the dead to summon powerful Wraiths and Shadows, and awakens the bodies of dead enemies to serve him. When short of souls, he uses his touch against the enemy with the most HD in order to refill his supply.

Between Two Worlds: Orcus is healed by both positive and negative energy.

Choke the Sparkle of Life (Su): As a standard action, Orcus can make a melee touch attack against a creature. That creature instantly dies. Creatures immune to death effects are not immune to this ability, but they are entitled a CD 34 will save to resist the effect. Nonliving creatures are immune to this ability. A creature slain by this ability always fail the save against Orcus' Essence Trap (see below).

Demigod: Orcus grants the Death, Healing and Undeath(SpC) domains to clerics who worship him.

Essence Trap (Su): Whenever a creature dies within ten miles from Orcus, that creature must make a CD 34 Will save. Failure means that his soul is taken by Orcus, therefore negating all the future attempts to resurrect that creature or communicate with her (such as from a Speak with Dead spell). Orcus gains a number of soul points (see below) equal to the HD of that creature.

Lifesense (Su): As per the Wraith ability.

Soul Reserve (Su): Orcus has a pool of soul points equal to four times his HD (92). He can expend soul points to generate one of the following effects.

Duplicate the effect of a Conjuration(Healing) spell or a Necromancy spell, chosen from any list, with caster level equal to his HD (23). This requires 2 soul points per spell level. Metamagic feats can be applied to these spells and increase the spell level as normal. Using this ability requires a standard action.
Summon any Undead creature with the incorporeal subtype. This requires 1 soul point per HD of the creature. The creature is under Orcus' control and disappears after 1d6 hours. Using this ability requires a standard action.
Increase the range of Orcus' touch attack by 5 ft. for every soul point spent. Using this ability requires a free action.
At the beginning of combat, Orcus already has 15d6 souls in his reserve.

Profane Aura (Su): Orcus is surrounded by a 40 ft. aura that duplicates the effects of a Desecrate and Unhallow spells, with Orcus acting as an altar to an Evil deity. Non-Evil creatures in the area take a -2 penalty on all saves. This penalty increases to -4 for Good creatures and -6 for creatures with the Good subtype. Undead creatures in the area are automatically under the effect of a Control Undead Spell. Undead with an intelligence score must make a CD 34 will save at the beginning of their round to resist this effect. As a free action Orcus can apply the Gravetouched Ghoul template (LM) to any dead creature within the range of this ability and gain control of it. Orcus can control a maximum of four times his HD (92) of HD of creatures with his abilities.




Zuregurex


Zuregurex is a demon lord that made his appearance only recently. He is the king of the deep, of corruption and pollution, and is the fiendish patron of pirates and all the filthy creatures that dwell underwater, such as Kuo-Toa and Aboleths. Given that he emerged right after Demogorgon's death, The Black Scrolls do not report anything about him. Some of the most erudite demonologists claim that he came from one of the farthest layers, perhaps through a portal opened in the bottom of the oceanic depths of the Gaping Maw. If this is true, the reasons behind this migration are shrouded in mystery. While many corroborate this theory, however, others state that he was born in the Gaping Maw and stayed hidden until Demogorgon's death: This could indeed be possible since the abysses of the Gaping Maw are so deep and vast that even Demogorgon himself probably knew of only a small portion of them. Since his coming, Zuregurex caused a lot of problems to the other demon lords. The noxious fluids constantly flowing from his body polluted all the waters of the layer, provoking the death of much of the local underwater fauna and poisoning a large number of those who inhabit the coastline. The toxic water gets swallowed up by the Stygian Eye, a gigantic, constantly moving whirlpool that is connected with many other layers of the Abyss, included layer 297 (ruled by Lynkhab), layer 133 (ruled by Orcus) and layer 17 (ruled by Abraxas). This water contaminated the seas of those layers, killing many demons and travelers, and representing a serious trouble. Also, the Gaping Maw has been for a long time one of the most important trade routes in the Abyss, and many vessels used to make waves in its sea. Although even then the route was far from being safe, now the poisonous waters and a unimaginable amount of aquatic demons and other monsters make it truly impracticable. Many demon lords, included the three aforementioned, gathered up to form an alliance against the Sovereign, but a direct attack is easier to say than to do, thanks to the vastness of Zuregurex' realm and the unknown dangers it may hide. Because of this, they are looking for a different solution, but should the situation become unbearable, the demon lords will not restrain themselves from sending all their armies to kill that plague. Zuregurex is well aware of that and is gathering an army of his own, accepting mercenaries from other planes and offering huge rewards taken directly from the caves full of treasures that are found in his underwater realm.


Zuregurex, Sovereign in the Deep

This gigantic creature displays a strange mixture of various traits: the body is that of a fish, with hard, glossy scales; the head is stretched, with a sharp, long beak, and instead of the caudal fin, he has six powerful tentacles. His whole body shows a pattern of lines that sparkle with yellow-greenish, pulsating light.

Colossal demigod outsider(aquatic, chaotic, evil, extraplanar, tanar'ri)

CR 24
Alignment Chaotic Evil

HP 558 (24d8 + 366)
AC 40; touch 6; flat-footed 40 (-8 size, +4 Dex, +34 natural)
Saves Fort +27, Ref +16, Will +22

Initiative +4
Speed swim 135 ft.
Melee 6 Tentacles +38 (6d6 + 14),
and bite +36 (8d6 + 7)
BAB +24, Grapple +58
Space 25 ft., Reach 25 ft.

Abilities Str 38, Dex 14, Con 36, Int 20, Wis 26, Cha 20
Feats Dark Speech, Epic Toughness, Improved Grapple, Improved Natural Attack(bite), Improved Natural Attack(tentacle), Improved Toughness, Multiattack, Power Attack
Skills Knowlegde(the planes) +32, Intimidate +32, Listen +35, Search +32, Spot +35, Swim +49

Special Attacks Constrict (6d6 + 21), Improved Grab, Maelstrom, Pressure Wave, Rampage, Swallow Whole
Special Qualities Blindsight 100 ft., DR 30/Good, Cold Iron and Epic, Demigod abilities, Pollute Water, SR 36, tanar'ri traits

Combat

Zuregurex is an almighty creature that fears very few opponents. If the enemies are few, he likes to grapple each of them with a tentacle and swallow them one after another. If he finds himself surrounded, he spins his tentacles to create a maelstrom, or simply repels the enemies with his powerful breath.

Demigod: Zuregurex grants the Corruption (FCI), Darkness (SpC) and Water domains to clerics who worship him.

Eye of the Maelstrom (Ex): As a standard action, Zuregurex begin spinning his tentacles. At the beginning of his next turn, he generates a Great Whirlwind (SpC), centered on him, with the following changes: the Whirlwind is of Colossal size and 200 ft. tall, and its area of effect is 100 ft. Every swimming creature within the area is considered flying for the purpose of the spell. Creatures in the center of the whirlwind take 20d6 bludgeoning damage each round. Creatures grappling with Zuregurex are not ejected if he so desires. While this ability is active, the Pollute Water ability (see below) is suppressed in the whirlwind area, and Zuregurex cannot attack or start a grapple with his tentacles. Zuregurex can stop spinning his tentacles as a free action, ending this ability.

Pressure Wave (Ex): As a standard action, Zuregurex can breathe a strong current in a 60 ft. cone. Creatures in the area take 20d6 bludgeoning damage (no save) and are subject to a bull rush attempt from Zuregurex (his bonus is +30). Zuregurex do not suffer the negative effects of losing a bull rush checks nor he does need to move with his targets. Zuregurex can charge his breath using a standard action: for every round he spent doing so, add 10d6 to the damage, 40 ft. to the range and +15 to the bull rush check. He can spend a maximum of 3 rounds charging his breath.

Pollute Water (Ex): Zuregurex emanates filthy fluids from his body that render the water black and toxic. The area within 100 ft. from him is under the effect of Solid Fog and Cloudkill, as the spells (CD 35). Zuregurex' presence contaminates the water in a large radius: all the water within ten miles from him is permanently turned into poison, equal to that of a Huge Scorpion (CD 25, cost 1000 GP per dose). Creatures with the tana'ri subtype are not immune to this poison.

Rampage (Ex): As a standard action, Zuregurex can make an attack with each of his six tentacles. Each tentacle must hit a different creature.

Swallow Whole (Ex): Creatures swallowed by Zuregurex take 10d6 bludgeoning damage and 10d6 acid damage every round. His stomach has 50 HP and AC 20.

Tentacles: Zuregurex possesses six strong tentacles. He can grapple up to six creatures at the same time without being considered in a grapple.




Zuggtmoy


Zuggtmoy, the fierce and sensual protector of the wilds, is the patron of evil druids, shamans, and everyone who hates civilization. She despises everything that is the result of an industrial or artigianal process, barring maybe the most simple tools and weapons made by wood and bones.
In life, Zuggtmoy has always been a free spirit. She was born in a noble family, first of two daughters. Starting from the adolescence, Zuggtmoy used to dream about wide-open spaces, in which she could breathlessly run and lose herself into the sublime magnificence of the wild. Her status, though, imposed duties and restrictions that soon became unbearable. The desire to escape from that situation lured the girl into the discovery of the forbidden rituals performed in the woods outside the cities. At every full moon, Zuggtmoy sneaked out of his house, corrupted the guards of the city walls with her special methods of persuasion, and then joined the witches in the sabbath. During the rites, which often involved the sacrifice of livestock stolen from the herds of some shepherd living in the vicinity, Zuggtmoy felt truly happy and at peace with herself. For many times she beseeched the ancient spirits of nature to free her from her golden prison. One day, they whispered something in her ears, an omen of doom. They said that a great tragedy would have occurred, triggered by her sister Lynkhab. Zuggtmoy decided to batten down the hatches and devised a plan to get rid of her sister. She stolen some animals blood and bones from the kitchen and disposed them in Lynkhab's room, in a disposition used in the dark rituals she took part in. Then she accused her sister of sorcery, and managed to have her disinherited and expelled from the house.
For some years she kept to live that double life, but in the end it turned to be very tiring. In addition, her parents started talking about wedding and chose one of the suitors to be her husband. Zuggtmoy was fed up with all this things and made plans for an escape: she would have found shelter outside town, among the woods she loved so much. She prepared everything and determined the date in the day of her birthday, after the party announced by her parents. During the party, though, it happened something that ruined all her plans: her sister Lynkhab, longing for vengeance, crashed the party under a disguise and tried to kill her. Unfortunately, she ended up uncovering herself, but in the process Zuggtmoy was acknowledged as a witch, and thus processed and executed, fulfilling the prophecy. Zuggtmoy's strong will and affiliation to the dark forces allowed her to rise as a demon. She went into the rotten woods of the 222nd layer of the Abyss and thanks to her spiritual connection with nature, she rapidly developed a considerable power that eventually allowed her to become a demon lord. Her realm is called Miconji and is a decaying forest full of mushrooms and morasses.
At the moment, Zuggtmoy is occupied with the endless war against her sister Lynkhab. The two hate each other even more after death and the one always longs to kill the other. Zuggtmoy also wishes to expand her forest upon all the Abyss. Of the other demon lords, except Lynkhab of course, she especially loathes Abraxas and all his blasphemous magical wierdnesses.


Zuggtmoy, the Rotten Blossom

This figure, gorgeous and frightening at the same time, is 20 ft. tall. A huge flower, with pulpy petals of every tones of red and purple, is in part withered, and is supported by a tangle of big moving roots covered by sharp thorns. From the center of the flower stands out a naked, beautiful woman, only visible above the waist, with soft, brown-greenish skin and hair that resemble vines.

Huge demigod plant (chaotic, evil, extraplanar, tanar'ri)

CR 25
Alignment Chaotic Evil

HP 602 (26d8 + 394)
AC 42, touch 15, flat-footed 35 (-2 size, +7 Dex, +27 natural)
Saves Fort +28, Ref +15, Will +15

Initiative +11
Speed 60 ft. (12 squares)
Melee 4 slams +26 (2d8 + 8 + poison)
BAB +18, Grapple +38
Space 15 ft., Reach 15 ft.

Abilities Str 26, Dex 24, Con 36, Int 22, Wis 24, Cha 30
Feats Ability focus(Poison), Ability Focus(Spore), Dark Speech, Epic Toughness, Improved Grapple, Improved Initiative, Improved Natural Attack(slam), Improved Toughness, Mark of the Abyss*
Skills Bluff +39, Diplomacy +39, Intimidate +39, Knowledge(nature) +35 Knowledge(the planes) +35, Listen +36, Search +35, Spot +36

Special Attacks Constrict, Improved Grab, Poison, Putrefying Spores
Special Qualities Alluring Scent, DR 30/Good, Lawful and Epic, Demigod abilities, Plant traits, Regeneration 26/Fire, SR 37, tanar'ri traits, Tremorsense 100 ft., Unstoppable Growth

Combat

Zuggtmoy loves action and do not lose an occasion to take the field personally. She allures the weaker minds thanks to her inebriating scent, while incapacitates the other with her poison. If the enemies rely upon magic items, Zuggtmoy releases her spores to immediately destroy their equipment.

Alluring Scent (Su): Creatures within 100 ft. from Zuggtmoy must make a CD 36 Will save or be under the effect of Dominate Monster, as the spell. This is a mind-affecting ability. Creatures that do not need to breathe are immune to this effect.

Demigod: Zuggtmoy grants the Charm, Domination (SpC) and Plant domains to Clerics who worship her.

Poison: Injury, DC 37; initial and secondary damage paralysis. Creatures immune to poisons are not immune to this, as long as they possess a constitution score, although they receive a +8 bonus on the save.

Putrefying Spores (Su): As a standard action, Zuggtmoy emits a dusty cloud of spores. Every non-magical manufactured object in a 100 ft. area centered on her is immediately destroyed. Magic items must instead make a CD 37 Will save or be affected by Mage's Disjunction, as the spell.

Unstoppable Growth (Su): The area within 100 ft. from Zuggtmoy is permanently under the effect of Entangle and Black Tentacles, as the spells, with the following changes: The tentacles' bonus on grapple checks and the damage they deal is the same of Zuggtmoy's slam, included poison. In addition, as long as she stays on the ground, Zuggtmoy can make her melee attacks against creatures outside of her reach, as long as they are within the area of this ability.

Hipster Dixit
2014-07-13, 09:41 AM
Reserved for monsters #1

Hipster Dixit
2014-07-13, 09:43 AM
Reserved for monsters #2

Hipster Dixit
2014-07-13, 09:44 AM
Reserved for monsters #3

Hipster Dixit
2014-07-13, 09:46 AM
This is the end (for now). Post away!

qazzquimby
2014-07-13, 05:08 PM
Edit: Most of the English errors looked like just not proofreading, rather than lack of ability, so that's good. I changed CD to DC (don't know what that's about), GPs to Gp, since that's how its generally shown, and changed a lot of little individual errors.

I really like the classes, and there are just a few little nitpicks, which I will edit into this post.


THE CABALIST



http://i61.tinypic.com/t0kn6e.png

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 inspect 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
Eldritch Blast
Max Spell level


1st
+0
+0
+0
+2
Black Grimoire, Eldritch Blast, Wicked Alchemy
1d6
1st


2nd
+1
+0
+0
+3
Tainted Confidant
1d6
1st


3rd
+1
+1
+1
+3
Mark of Corruption
2d6
1st


4th
+2
+1
+1
+4
Ritual of Calling
2d6
2nd


5th
+2
+1
+1
+4
Eldritch Blast (shape)
3d6
2nd


6th
+3
+2
+2
+5
Silent Guardians (gravetouched)
3d6
2nd


7th
+5
+5
+2
+5
Vile feat
4d6
3rd


8th
+4
+2
+2
+6
Ritual of Calling (ghost)
4d6
3rd


9th
+4
+3
+3
+6
Eldritch Blast (ghost touch)
5d6
3rd


10th
+5
+3
+3
+7
Silent Guardians (any corporeal)
5d6
4th


11th
+5
+3
+3
+7
Vile feat
6d6
4th


12th
+6/+1
+4
+4
+8
Ritual of Calling (resurrect)
6d6
4th


13th
+6/+1
+4
+4
+8
Eldritch Blast (channel spell)
7d6
5th


14th
+7/+2
+4
+4
+9
Silent Guardians (double)
7d6
5th


15th
+7/+2
+5
+5
+9
Vile feat
8d6
5th


16th
+8/+3
+5
+5
+10
Ritual of Calling (outsider)
8d6
6th


17th
+8/+3
+5
+5
+10
Eldritch Blast (vile)
9d6
6th


18th
+9/+4
+6
+6
+11
Silent Guardians (any)
9d6
6th


19th
+9/+4
+6
+6
+11
Final Transformation
10d6
6th


20th
+10/+5
+6
+6
+12
Ritual of Calling (elder evil)
10d6
6th





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 writes his spells in a special spellbook called Black Grimoire. To cast a spell, he must hold the Grimoire in one hand. The Grimoire can be disarmed or sundered as if it was a weapon. A cabalist casts arcane spells which are drawn from any spell list. He only gains access to spells of the Illusion or Necromancy school. A cabalist learns one 1st level spell at level 1, but he does not gain additional spells through levelling up. To gain new spells, he must buy them or copy them from other Grimoires. A spell costs 25 Gp per spell level. A cabalist can cast any spell he knows at will. When he casts a spell with a duration greater than instantaneous, if another instance of that spell is already ongoing, that instance immediately ends. The maximum spell level he can cast for his level is given in the table. To learn, prepare, or cast a spell, the cabalist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cabalist’s spell is 10 + the spell level + the cabalist’s Intelligence modifier.

You gain Eschew Materials as a bonus feat.

Eldritch Blast (Su)
A cabalist is able to channel the pure essence of dark magic to wreak havoc. Eldritch Blast is a ranged touch attack with a range of 60 ft. that deals 1d6 negative energy damage, plus 1d6 for every two cabalist levels beyond the first. Undead creatures are not healed by Eldritch Blast, instead taking no damage from it.

Eldritch Blast works as a weapon in some regards, and as a spell in others. A cabalist can make a full attack using his Eldritch Blast if his Base Attack Bonus allows him to, and can apply feats related to a specific kind of weapon, such as Weapon Focus, to Eldritch Blast. On the other hand, Eldritch Blast 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 Eldritch Blast through it as a free action. If the enemy is hit, he is subject to the Eldritch Blast damage.

At 5th level, a cabalist may choose to change the shape of his Eldritch Blast. Instead of a ranged touch attack, it becomes 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 your HD + the cabalist's Intelligence modifier) to halve the damage.

At 9th level, the Eldritch Blast 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, a Cabalist may choose to channel a spell through his Eldritch Blast. When he uses it, 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. Only the first creature hit every turn is subject to the spell, and she suffers the effect only once per turn.

At 17 level, the range of the Eldritch Blast 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 Eldritch Blast 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 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 (BoVD) 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 preforming 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 CD 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 becomes 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.

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.

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 a different version of the ritual. This version requires 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, 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.

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 dead within 1 day per cabalist level. The creature follows the cabalist's orders. A cabalist may control a total HD of creature equal to his level plus his Intelligence modifier through this ability at the same time, and the maximum HD a single creature can have is equal to half that amount. 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 still equal to your level plus your Intelligence modifier, all divided by two).

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, 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 saying a special prayer (DC 25 Knowledge(religion) to know the prayer).






THE DEMONBRAND



http://i62.tinypic.com/2h4ydz8.png

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
Although a demonbrand can assume various roles in the party depending on the choice of his spell-like abilities, he will find himself in the middle of combat more often than not. A high charisma score is recommended for at least two reasons: first, he 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 his 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
Max Art level


1st
+0
+2
+0
+2
Demon Form, Fiendish Arts, Thrall to a Demon
1st


2nd
+1
+3
+0
+3
Envoy of the Archfiend
1st


3rd
+2
+3
+1
+3
Abyssal Hertior Feat
1st


4th
+3
+4
+1
+4
Patron's Blessing (lesser)
2nd


5th
+3
+4
+1
+4
Demon Form (DR)
2nd


6th
+4
+5
+2
+5
Abyssal Hertior feat
2nd


7th
+5
+5
+2
+5
Blessed Gear
3rd


8th
+6/+1
+6
+2
+6
Patron's Blessing (greater)
3rd


9th
+6/+1
+6
+3
+6
Abyssal Hertior feat
3rd


10th
+7/+2
+7
+3
+7
Demon Form (SR)
4th


11th
+8/+3
+7
+3
+7
Patron's Favourite
4th


12th
+9/+4
+8
+4
+8
Abyssal Hertior feat
4th


13th
+9/+4
+8
+4
+8
Patron's Blessing (superior)
5th


14th
+10/+5
+9
+4
+9
Demon Form (outsider)
5th


15th
+11/+6/+1
+9
+5
+9
Abyssal Hertior feat
5th


16th
+12/+7/+2
+10
+5
+10
General of the Abyss
6th


17th
+12/+7/+2
+10
+5
+10
Patron's Blessing (final)
6th


18th
+13/+8/+3
+11
+6
+11
Abyssal Hertior feat
6th


19th
+14/+9/+4
+11
+6
+11
Demon Form (tanar'ri)
6th


20th
+15/+10/+5
+12
+6
+12
Paragon of the Abyss
6th





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
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 for which he must meet the prerequisites. (Abyssal Hertior feats are described in the Character Options section).

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 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 Spell Resistance 8 + his level 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. He also gains the ability to cast Plane Shift as a Spell-like ability once per day, only to travel to his patron's home plane.

At 19th level, while in Demon Form, a demonbrand gains the tanar'ri subtype (he does not gain the summon tanar'ri ability). His Damage Reduction improves to /Cold Iron, Good and Epic and becomes equal to his level.

Fiendish Arts
Starting at 1st level, a demonbrand chooses a spell from the Sorcerer/Wizard spell list. He can cast that spell as a spell-like ability. If the spell has an XP cost or requires material components with a cost of 50 Gp or greater, the demonbrand must provide them. When he casts a spell-like ability with a duration greater than instantaneous, if another instance of that spell-like ability is already ongoing, that instance immediately ends. The maximum spell level he can choose for his level is given in the table. The Difficulty Class for a saving throw against a demonbrand’s spell-like ability is 10 + the spell level + the demonbrand’s Charisma modifier. To cast a spell-like ability, he must possess a Charisma score equal to at least 10 + the spell level. After he cast a spell-like ability, he must wait 1d4 minutes before he can cast the same spell-like ability again. Every time he gains a level, he learns a new spell-like ability, and he can change one of the spell-like abilities he already know with another of the same level or lower, chosen from the Sorcerer/Wizard spell list.

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 in the Monsters section).

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 met 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.

Abraxas: Those touched by Abraxas earn a chip of his knowledge. The demonbrand gains the Bardic Knowledge ability of a Bard of his level.Alzrius: Alzrius' chosen are ruthless and never flee from battle. The demonbrand gains immunity to fear, and all the allies within 30 ft. from him take a morale bonus on saves against fear equal to his Charisma modifier.Aseroth: The blessed by Aseroth 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.Ilsidahur: Scions of Ilsidahur are always surrounded by an aura of apathy. Every creature within a 20 ft. from the demonbrand must make a Will save or their attitude towards anyone is shifted to indifferent while they stay in the area and for 1d4 hours afterwards. This is a mind-affecting ability. This ability can be suppressed or reactivated as a swift action.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. After you used this ability, you must wait 1d4 minutes before you can use it again.Lamashtu: 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).Lynkhab: Those who revere the plaguelady fears not becoming ill. The demonbrand gains immunity to all diseases. He can still carry a number of diseases in his body equal to his charisma modifier.Mastiphal: Mastiphal's companions survive longer in a struggle the harder they are hit. At the beginning of your round, if you took the minimum amount of damage required during the last turn, you heal 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, blinded, nauseated


36
Confused, stunned


Orcus: Those who earn Orcus' 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.Zuregurex: Those who receive Zuregurex' 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.Zuggtmoy: The elects by Zuggtmoy are always surrounded by wild vegetation. The area within 15 ft. from the demonbrand is permanently under the effect of Entangle, as the spell, even when he is not upon natural terrain.

At 8th level, the patron blesses the demonbrand with a new, stronger power. The entity of the gift is determined by the patron chosen upon taking the Thrall of a Demon feat.

Abraxas: Abraxas' 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. Alzrius: A soldier of Alzrius 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 also under the effect of Daylight, as the spell. When the demon comes in 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 wins, the darkness effect is dispelled, as per a Dispel Magic spell. Otherwise, the demon is reduced to 0 HP. If the demon is reduced to 0 HP, he disappears for 1d4 hours.Aseroth: Aseroth'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 is Slowed (as the spell) for 1 round, with no save. Creatures with cold resistance or immunity are immune to this effect.Ilsidahur: The chosen by Ilsidahur 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 1d4 rounds. This is a mind-affecting ability.Juiblex: The bodies of Juiblex' favourites are gelatinous. The demonbrand gains immunity to bludgeoning damage.Lamashtu: Lamashtu 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.Lynkhab: Those gifted by Lynkhab gain a new tool to spread the contagion. The demonbrand gains a sting natural attack that deals 1d4 damage (if he is medium) plus half his strength modifier. A creature hit by this attack must succeed in a fortitude save or be affected by one of the diseases carried by the demonbrand. Incubation period is 1 round.Mastiphal: Only the unrivaled hunters can join Mastiphal's 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 attack is a guaranteed critical.Orcus: Orcus' 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. Zuregurex: Paragons of Zuregurex 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 level at the beginning of their turn. Unconscious creatures in the area immediately begin to drown. Creatures that do not need to breathe are immune to this effect.Zuggtmoy: The will of Zuggtmoy 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.

At 13th level, the demonbrand has further proved his loyalty to the patron and then receives a new reward. The entity of the gift is determined by the patron chosen upon taking the Thrall of a Demon feat.

Abraxas: Abraxas' disciples can control the flow of magic as easy 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.Alzrius: Alzrius' 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 he had 1 HP for 1d6 rounds. These effects last until the end of the encounter.Aseroth: Those gifted by Aseroth need only to look at their enemies to make them tremble. The demonbrand gains a gaze attack that renders creatures shaken (Will negates) until they have line of sight with him and for 1d6 rounds afterwards. 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.Ilsidahur: Paragons of Ilsidahur are surrounded by eerie whispers that drive the weak minds mad. Every creature within 20 ft. from the demonbrand must make a Will save or take 1d4 Wis damage every round. This is a sonic, mind-affecting ability. This ability can be suppressed or reactivated as a swift action.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 2d6 acid damage per level. Even if the save is successful, the creature takes 5d6 acid damage. A creature or object killed (or destroyed) by this effect is dissolved, as per a Disintegrate spell.Lamashtu: The ones blessed by Lamasthu can make others feel the unimaginable pain of the mad goddess. Every time 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.Lynkhab: No one can escape the plague. Creatures take a penalty to their saving throws against the demonbrand's poisons and diseases equal to the demonbrand's charisma modifier. 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.Mastiphal: Mastiphal's 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 1d6 hours. Allies that hear the roar gain a +4 on initiative checks for the rest of the encounter.Orcus: Orcus bestows the gift to repel living creatures to those who are worthy. The area within 10 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.Zuregurex: Worshippers of Zuregurex are capable of breathing noxious clouds. As a standard action, the demonbrand can duplicate the effect of an Acid Fog spell. After he uses this ability, he must wait 1d4 minutes before he can use it again.Zuggtmoy: Who revers Zuggtmoy slowly experience a transition in the vegetal world. The demonbrand gains Plant traits.

At level 17th, the demonbrand receive the final, most powerful blessing from his patron. The entity of the gift is determined by the patron chosen upon taking the Thrall of a Demon feat.

Abraxas: Abraxas' 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 rounds.Alzrius: The weapon brandished by an elect of Alzrius unleashes a torrent of flame every time it is swung. When the demonbrand makes a melee attack, the target and every creature in a 40 ft. line behind him takes 1d6 fire damage for every two levels the demonbrand possesses (reflex halves). After the attack, the area is occupied by a Wall of Fire spell that lasts 1 round per level.Aseroth: Aseroth's champions always bring winter with them. The area within 30 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 begnning of their round. A succesful fortitude save halves both the dexteriy and the cold 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.Ilsidahur: The final blessing of Ilsidahur 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 and the like. 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.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 greater than him. After swallowing a creature, the demonbrand may increase 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 10d6 acid damage every round (fortitude halves). Every time the creature takes damage, the demonbrand heals 1 HP for every level he possesses. If the creature dies or escapes the stomach, the demonbrand immediately reverts to his previous form.Lamashtu: Everyone that comes too near to a Lamasthu's champion experience vision of a horrible world that break their minds forever. As a full-round action, every creature within 30 ft. from the demonbrand is forced to succeed on a Will save or get under the effect of Insanity, as the power. After he used this ability, he must wait 1d4 minutes before he can use it again.Lynkhab: The ones blessed by Lynkhab have the support of a vicious swarm of infernal creatures. The area within 20 ft. from the demonbrand is occupied by an Hellwasp Swarm (the DC of its abilities is equal to the demonbrand's blessing DC). If the Swarm is damaged or killed, it returns at full health at the beginning of the next turn. As a standard action the demonbrand can send forth the swarm in a line 15 ft. wide and 50 ft. long: every creature in the area takes 1d6 damage per 2 levels of the demonbrand and must make a fortitude save or be affected by one disease carried by the demonbrand, and another fortitude save for the swarm's poison.Mastiphal: Those gifted by Mastihpal 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 move or standard action. He can take only such an action every turn.Orcus: Orcus' disciples learn how to destroy the link between body and soul and condense the latter into crystals for future use. 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.Zuregurex: As a final gift, Zuregurex 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.Zuggtmoy: Paragons of Zuggtmoy earn the help of the powerful denizens of the Abyssal forests. the Once per day, the demonbrand can transform 2d4 trees in the same number of Fiendish Treants. They follow his orders until destroyed. They crumble into dust after 24 hours.

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 much that he allows him to lead his armies into battle. The demonbrand gains the Leadership feat, with the following differences: the cohort and followers must be Outsiders with the tanar'ri subtype. The demonbrand's cohort and followers level is considered equal to its HD for the purpose of this ability, and he gains an additional HD of 2nd level followers equal to 1/5 the HD of 1st level followers, rounded down (until someone finds a 1 HD tanar'ri). Once per day, as a 1-hour long ritual, you may produce an effect similar to that of a Gate spell, with the following differences: 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. Once done, this choice cannot be changed.
If he chooses to stay loyal, the patron opens to him all the vaults of power. When using the ability granted by his Thrall of a Demon feat, he may instead duplicate the effect of a Miracle spell. He does not need to provide the XP cost.
If he chooses to betray, his patron brutally rejects him. He loses the Thrall of a Demon feat and the Patron's Gift class feature. He 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. All the other class features stay unchanged. 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. 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 demigod template (see the Monster section for additional details). He is now able to claim a layer of the Abyss for personal use and become to all intentions and purposes a new Demon Lord.

Hipster Dixit
2014-07-14, 03:42 AM
snip

I wasn't expecting such a quick reply. Your contribution is really helpful, thank you. I did proofreading through a software but it seems I still missed a lot of things :D

Also, I am glad you like the classes. Do you think power level is appropriate? I am a little worried that giving at-will spells from a nearly infinite list could lead to possible abuse, even with the clause that only one instance of a given spell can be active at a time. Per-day uses could be a solution, but I'd like to avoid that.

qazzquimby
2014-07-14, 10:23 AM
I had the same concern with balance, but I also really like at will casting, from a flavour standpoint.

Things I noticed:

8th level calling ability seems to completely override the previous, so you'll never be in a jar again. It also doesn't give it a new usage (beyond extending the possibly age of the dead creature), just a new danger.

First gift of Ilsidahur is really cool, not something I've seen often, but probably not fun in game. The raging lion is just sort of rude to you, the city watch decides to let you go. It sounds like it would make things boring. Maybe make it a number of uses per day, in a much larger radius?

First gift of Zuggtmoy might be really strong, I'm not sure.

First gift of Lynkhab, why limit the number of diseases they can have?

Do all gifts have a caster level written somewhere?

Second gift of Alzrius, I think you want to say that the demon reappears after 1d4 rounds? As written he just dies when he enters darkness.

Third gift of Aseroth is a gaze, so it requires they have line of sight to each other, but also ends after they have line of sight with each other. As written, I think it just says it lasts for 1d6 rounds.

You can also make lists faster be writing (list) and (/list) around the first and last elements and putting (*) in square brackets of course, before every item but the first, where bullet points would go.

Hipster Dixit
2014-07-14, 01:39 PM
8th level calling ability seems to completely override the previous, so you'll never be in a jar again.

Well, the summoned ghost can still possess you. And if you make the throw, he is still a respactable threat due to its numerous abilities.


It also doesn't give it a new usage (beyond extending the possibly age of the dead creature), just a new danger.

Yes, that would be the point. 500 years per level is a huge increment compared to the previous 100, and it allows you to call spirits from the prehistoric age, almost. I don't know how much this ability would be used in-game, though. I suppose it has its niche, since Speak with Dead allows you to ask very specific things depending on who you summon: for example, you can ask the location of a hidden treasure or that of the tomb of a dead god, and so on.
Finding the remains of a creature dead 10,000 years ago could be difficult. I tried to make the whole ritual of calling ability a sort of quest generator, a thing for which characters are pushed into travelling and exploring. Maybe the rewards should be more appealing. I definitely agree the ability could be improved: I'll think about it (suggestions welcomed).


First gift of Ilsidahur is really cool, not something I've seen often, but probably not fun in game. The raging lion is just sort of rude to you, the city watch decides to let you go. It sounds like it would make things boring. Maybe make it a number of uses per day, in a much larger radius?

You could be right. I never playtested this material so I cannot say for sure, but your argument makes sense. I'll make it per-day, or maybe with a long cooldown.


First gift of Zuggtmoy might be really strong, I'm not sure.

Compared to others, yes. Entangle is a first level spell, though, and i thought that since demonbrands can cast 1st level spells once per encounter from level 1, it wouldn't be much a problem. Also, I reduced the radius of the spell to 15 ft. because i thought it was overpowered. I could nerf it more if needed.


First gift of Lynkhab, why limit the number of diseases they can have?

Dunno, it just seems odd to me to have infinite diseases, even if it wouldn't be unreasonable. Having 100 or 1000, for example (I don't even know if there are so much in splatbooks, just saying), would be hard to track and could slow down the game. But for a balance standpoint I don't see a problem in removing the limit.


Do all gifts have a caster level written somewhere?

Only those who mimic spells. Have I missed something?


Second gift of Alzrius, I think you want to say that the demon reappears after 1d4 rounds? As written he just dies when he enters darkness.

I agree that part is awfully worded. What i meant is that should the demon ever die (he dies as soon as he reaches 0 HP), he disappears, not providing the benefits of the gift anymore. After 1d4 hours, it reappears and things revert to their normal state. When the demon enters in an area of darkness, if he cannot dispel the effect, the darkness instead kills him, but he reappears as normal 1d4 hours later.


Third gift of Aseroth is a gaze, so it requires they have line of sight to each other, but also ends after they have line of sight with each other. As written, I think it just says it lasts for 1d6 rounds.

Yea, sorry. I meant that the gaze workes as long as enemies have lines of sight with you, and for 1d6 rounds afterwards. I'll edit (good catch).


You can also make lists faster be writing (list) and (/list) around the first and last elements and putting (*) in square brackets of course, before every item but the first, where bullet points would go.

Wow this is good news, thank you. I spent half of my youth editing tables and formatting :D

qazzquimby
2014-07-14, 02:16 PM
500 years per level is a huge increment compared to the previous 100
It is significant, but it will only be useful if the DM goes out of his way to include extremely old dead guys in the story. If you're exploring ancient ruins or trying to uncover a long dead mystery, very useful. Otherwise not so much. It's a good ability, I just suggest adding something else as well if you can think of anything.


Only those who mimic spells. Have I missed something?
No I missed it :smalltongue: no worries.

Alzrius: A soldier of Alzrius 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 1d4 hours, before reappearing at full health within 5ft of the demonbrand.

Hipster Dixit
2014-07-19, 04:22 AM
Small update (1.1) is now live!

Changelog:

V. 1.1 (07/19/2014) -- Added prestige classes (Soulkeeper).

Hipster Dixit
2014-07-23, 05:51 AM
New minor update (1.2)

Changelog:

V. 1.2 (07/23/2014)
Classes:
Drastically reduced cabalist and demonbrand spell lists to prevent possible abuse.
Prestige Classes:
Added living nest.

No comments? Me sad :(

Hipster Dixit
2014-07-23, 05:52 AM
Level 1: Backbiter (SpC), Bane, Cause Fear, Chill Touch, Curse Water (SpC), Deathwatch, Doom, Hypnotism, Inflict Light Wounds, Inhibit (SpC), Moon Lust (SpC), Net of Shadows (SpC), Ray of Enfeeblement, Sanctuary, Serene Visage (SpC), Silent Image, Spirit Worm (SpC)

Level 2: Bladeweave (SpC), Blindness/Deafness, Command Undead, Darkness, Death Knell, Desecrate, False Life, Ghoul Touch, Hideous Laughter, Inflict Moderate Wounds, Minor Image, Mirror Image, Phantasmal Assailants (SpC), Ray of Weakness (SpC), Rebuke (SpC), Scare, Silence, Touch of Idiocy, Wave of Grief (SpC)

Level 3: Bestow Curse, Claws of Darkness (SpC), Cone of Dimness (SpC), Darkfire (SpC), Deep Slumber, Deeper Darkness, Disrupt Undead (greater) (SpC), Halt Undead, Inflict Serious Wounds, Major Image, Mind Poison (SpC), Ray of Exhaustion, Shadow Binding (SpC), Undead Torch (SpC), Vampiric Touch

Level 4: Burning Blood (SpC), Confusion, Consumptive Field (SpC), Crushing Despair, Death Ward, Enervaton, Hallucinatory Terrain, Illusory Wall, Inflict Critical Wounds, Life Ward (SpC), Phantasmal Killer, Poison, Shadow Well (SpC), Wrack (SpC)

Level 5: Crawling Darkness (SpC), Doomtide (SpC), Feeblemind, Graymantle (SpC), Inflict Light Wounds (mass), Insect Plague, Magic Jar, Miasma of Entropy (SpC), Mind Fog, Mirage Arcana, Night's Caress (SpC), Nightmare, Persistent Image, Shadow Hand (SpC), Slay Living, Spiritwall (SpC), Unhallow, Waves of Fatigue

Level 6: Antilife Shell, Circle of Death, Dream Casting (SpC), Eyebite, Fleshshiver (SpC), Ghoul Gauntlet (SpC), Harm, Illusory Pit (SpC), Inflict Moderate Wounds (mass), Permanent Image, Ray of Entropy (SpC), Revive Undead (SpC), Shadowy Grappler (SpC), Undeath to Death

Level 1: Babau Slime (SpC), Cause Fear, Charm Person, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Persistent Blade (SpC), Portal Beacon (SpC), Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Ray of Clumsiness (SpC), Resist Planar Alignment (SpC), Shocking Grasp, Sonic Blast (SpC), True Strike, Wall of Smoke (SpC)

Level 2: Acid Arrow, Balor Nimbus (SpC), Battering Ram (SpC), Blast of Force (SpC), Blindness/Deafness, Bull's Strength, Cat's Grace, Darkness, Darkvision, Eagle's Splendor, Ethereal Chamber (SpC), FEarsome Grapple (SpC), Fog Cloud, Infernal Wound (SpC), Levitate, Protection from Arrows, Resist Energy, Scale Weakening (SpC), Shatter, Sting Ray (SpC), Whispering Wind

Level 3: Acid Breath (SpC), Analyze Portal (SpC), Avoid Planar Effects (SpC), Blacklight (SpC), Blade of Pain and Fear (SpC), Chain Missile (SpC), Diamondsteel (SpC), Heroism, Keen Edge, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Magic Weapon (greater), Phantom Steed, Protection from Energy, Reverse Arrows (SpC), Stinking Cloud, Sonic Lance (SpC), Spell Vulnerability (SpC), Vipergout (fiendish only) (SpC)

Level 4: Burning Blood (SpC), Charm Monster, Defenestrating Sphere (SpC), Dimensional Anchor, Energy Shperes (SpC), Fear, Flame Whips (SpC), Force Missiles (spC), Forceward (SpC), Know Vulnerabilities (SpC), Minor Creation, Ray Deflection (SpC), Resilient Sphere, Solid Fog, Sword of Deception (SpC), Vortex of Teeth (SpC), Wingbind (SpC)

Level 5: Acid Sheath (SpC), Arc of Lightning (SpC), Baleful Polymorph, Cyclonic Blast (SpC), Dismissal, Fabricate, Fiendform (SpC), Gutsnake (SpC), Interposing Hand, Ironguard (lesser) (SpC), Major Creation, Prismatic Ray (SpC), Sending, Vitriolic Sphere (SpC), Vulnerability (SpC), Wall of Force, Zone of Respite (SpC)

Level 6: Acid Storm (SpC), Brilliant Blade (SpC), Cloudkill, Flesh to Stone, Forceful Hand, Heroism (greater), Howling Chain (SpC), Opalescent Glare (SpC), Repulsion, Ruby Ray of Reversal (SpC), Seal Portal (SpC), True Seeing, Wall of Iron

qazzquimby
2014-07-23, 05:16 PM
Sorry, there's so much to digest :smalltongue:
I looked through the soulkeeper and living nest and couldn't find anything I didn't like. You've made a really impressive resource here.
If you've still got interest and start running out of ideas, a thoroughly demonic campaign setting would be interesting.

Hipster Dixit
2014-07-23, 05:43 PM
If you've still got interest and start running out of ideas, a thoroughly demonic campaign setting would be interesting.

Oh yes, it would be... actually, I already thought of it. Fact is, it would take a lot of time and effort, but maybe in the future...

For now I'm planning to do a theurgic prestige class for every demon lord, I already have a new demon lord coming and other material, such as demon lord artifacts and a major update that will introduce new far realm-eqsue stuff (although more like Phyrexia than Lovecraft). Also, deities and demigod fluff will be reworked and demon lords names will be changed so they coexist with WotC ones (since most of them do not have anything to do with the original anyway). Finally, I found a new use for the cabalist's 8th level Ritual of Calling. And there are still plenty of minor issues and formatting errors to fix. So, expect regular updates.

Also, I would like to thank you for being the only one who replied and helped me (for now), so yeah... thanks :D

Hipster Dixit
2014-07-26, 04:17 AM
1.3 update live!

Changelog:

V. 1.3 (07/26/2014)
Prestige Classes:
Added blazing warlord

qazzquimby
2014-07-26, 04:54 PM
Your stream of updates is pretty imporessive, I work much slower.

I think adding a summary of the various demon lords, classes, and other content, in the first post might make things more digestible. You could read and think "Ooh, amorphous woman made of insects who spreads sickness, scrolling down to that."

As for the unresponsive forum, I have no idea how they work. Ideas I think look really interesting can get no responses (despite numerous name changes and friends asked to bump) while failed attempts can gather crowds.
I think if work is bad or incredible, people comment. If it's good, but not something really innovative or newsworth, people just look it over and leave.

Hipster Dixit
2014-07-27, 03:20 AM
I think adding a summary of the various demon lords, classes, and other content, in the first post might make things more digestible. You could read and think "Ooh, amorphous woman made of insects who spreads sickness, scrolling down to that."

Maybe. I thought it would clutter the index too much, but there could be an elegant way to add captions in the summary... I'll think about something to make the first post more alluring.


As for the unresponsive forum, I have no idea how they work. Ideas I think look really interesting can get no responses (despite numerous name changes and friends asked to bump) while failed attempts can gather crowds.
I think if work is bad or incredible, people comment. If it's good, but not something really innovative or newsworth, people just look it over and leave.

I suppose this work is already perfect and does not need to be improved or corrected! Well jokes aside, maybe I posted too much stuff and people surely needs time to read and think... and also, it's summer... many are on vacation for sure :smallcool:

Thanks again for your support. On the next update I'll replace the names of almost every demon lords beacuse, admittedly, for many of them I didn't even used the original fluff as a start, but I created it for scratch, so the current name is more like a placeholder.

kinem
2014-07-27, 10:42 AM
Thanks for posting all of this. I like it, yet will now proceed to criticize much :)

There's a lot of stuff here, and it's hard to skim through it all. I highly recommend putting just about everything into sblocks for easy scrolling past. It would help as well if the appropriate posts could be hyperlinked to from the table of contents, so we don't have to try to scroll, possibly to give up along the way.

Though I generally like reading fiend-related material, most of it is of limited usefulness. From my own perspective, YMMV:

Homebrew fluff not compatible with the standard stuff? Not useful. If I were to start a fiend related campaign, I'd probably start from the official standard fluff and modify to taste. In fact I am thinking of starting an all-fiend PBP, in which they mainly fight other high level fiends.

Classes for bad guy humans? Could be interesting, but only useful in a evil human PC campaign, which allows homebrew classes, in a game already overrun with class options. For a DM to make a villain, learning new mechanics is probably not worth it; the NPC-making process is too time consuming even for classes I'm familiar with.

Feats? Check. Finally, something that can be used in a plug-and-play manner to add to an NPC or PC. These seem OK.

Soulmelds? I haven't used that rare subsystem.
Vestiges? I haven't used that rare subsystem.

Equipment? Excellent! Stuff I can give to ... Oh crap it's just artifacts. Useless. A campaign may be based around an artifact, but most campaigns will have few artifacts, or none at low level.

Monsters? Excellent! Stuff I can use against ... Oh crap it's just demon lords. Useless. Much like artifacts, demon lords rarely see play, and even in a high level campaign it's unlikely that more than one will ever be faced, just one encounter ever, and even that is only in the minority of campaigns that choose to focus on building up to that confrontation. Compare that to a regular demon, which can easily slot in to just about any campaign, and can show up in several encounters. If I want a demon lord, I can stat one up easily enough; I'd much rather see that amount of space devoted to stuff I might actually use. The Fiendish Codex suffered from the same problem.

Coming soon: I look forward to seeing the regular demons and the 'adventuring in the abyss' section :)

Hipster Dixit
2014-07-27, 11:19 AM
Thanks for posting all of this. I like it, yet will now proceed to criticize much :)

Thank you kindly, I appreciate it.


There's a lot of stuff here, and it's hard to skim through it all. I highly recommend putting just about everything into sblocks for easy scrolling past. It would help as well if the appropriate posts could be hyperlinked to from the table of contents, so we don't have to try to scroll, possibly to give up along the way.

Yes, I already thought about it, will do soon.


Homebrew fluff not compatible with the standard stuff? Not useful. If I were to start a fiend related campaign, I'd probably start from the official standard fluff and modify to taste. In fact I am thinking of starting an all-fiend PBP, in which they mainly fight other high level fiends.

True. I do not even know why I went with the "replace" intent in the first place, since there's just no need to erase stuff when everything can coexist nicely. I'll address this on the next update.


Classes for bad guy humans? Could be interesting, but only useful in a evil human PC campaign, which allows homebrew classes, in a game already overrun with class options. For a DM to make a villain, learning new mechanics is probably not worth it; the NPC-making process is too time consuming even for classes I'm familiar with.

Yeah, well I like evil campagins and definitely choose to play an evil character rather than a good one when I am given the choice. But that's just me I suppose. Demonbrands require to be neutral, not evil, but good characters won't go along well with one of them anyways... I suppose. What you said makes me think to make a couple of classes for fiend hunters, why not...


Equipment? Excellent! Stuff I can give to ... Oh crap it's just artifacts. Useless. A campaign may be based around an artifact, but most campaigns will have few artifacts, or none at low level.

Monsters? Excellent! Stuff I can use against ... Oh crap it's just demon lords. Useless. Much like artifacts, demon lords rarely see play, and even in a high level campaign it's unlikely that more than one will ever be faced, just one encounter ever, and even that is only in the minority of campaigns that choose to focus on building up to that confrontation. Compare that to a regular demon, which can easily slot in to just about any campaign, and can show up in several encounters. If I want a demon lord, I can stat one up easily enough; I'd much rather see that amount of space devoted to stuff I might actually use. The Fiendish Codex suffered from the same problem.

You are right, there is definitely much more material for high level campagins than for low level ones. The fact is that I enjoy much more more the former than the latter (that's why i love FCI so much :D), but yes, it is a huge gap. I'll start making some lower CR demons specifically related to demon lords, and notable demon lords servants to act as bosses for lower level campagins.


Coming soon: I look forward to seeing the regular demons and the 'adventuring in the abyss' section :)

Well, the plan is to make a couple of adventure modules which plots entwine with the others, so they can make one huge adventure, or be used as side-quests in other campagins. I'll start working on it when all the other stuff is consolidated.

Thanks for your review, it helped me a lot to figure some issues and holes. For now, I'm working to finish demon lords-related prestige classes (Abraxas' one coming soon); once I'm done with them (or when I run out of ideas) I'll go on with demons, classes for good characters and more. Stay tuned.

qazzquimby
2014-07-27, 01:06 PM
Small and partially irrelevant. Does there exist a good aligned stand in for devil and demon lords? Beneath gods, but extremely powerful and worshiped? If not, why?
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQlbPEZOIrd_4FK6_FPYeS2k64fTIGGD Hlo7lYcEaubkAkdlvz6og

Arkhaic
2014-07-28, 01:42 AM
Just a quick comment. While this thing seems to be awesome overall, I do worry about it falling afoul of WoTC's Product Identity rules in some areas (particularly those discussing specific characters and deities). Not completely sure about this, so if anyone knows more about the OGL than I do feel free to correct me.

Hipster Dixit
2014-07-28, 02:48 AM
Small and partially irrelevant. Does there exist a good aligned stand in for devil and demon lords? Beneath gods, but extremely powerful and worshiped? If not, why?

Not that I know, but would be awesome for sure. I'm thinking of someone that steps in between good and evil, kinda like Meridia (http://elderscrolls.wikia.com/wiki/Meridia), and could allow a demonbrand/paladin PrC... nice idea you got here, defintely worth a bit of work.


Just a quick comment. While this thing seems to be awesome overall, I do worry about it falling afoul of WoTC's Product Identity rules in some areas (particularly those discussing specific characters and deities). Not completely sure about this, so if anyone knows more about the OGL than I do feel free to correct me.

I'm not sure, but since this material is all nonprofit there is no harm for anyone. In addition, WoTC stopped making 3.5 material several years ago so I wonder how my work could possibly damage them... but yeah, sometimes laws are convoluted and difficult to understand. But wouldn't people that make retools of base classes (Fighter, Paladin, Warlock) break the same rule? I don't see how the name of a demon lord is more exclusive than a class, or something else.
Anyway, you could be right, and as I promised I will soon remove the majority of references to already existing material.

Network
2014-07-28, 04:06 PM
Awesome idea, I'll make sure to take a closer inspection of your homebrew. Things I noticed:
* A cabalist's eldritch blast is very different from a warlock's. How are they supposed to interact?
* Are there ways to get Demon Form other than levels as a Demonbrand? I feel like some warlocks may be interested in prestige classes intended for them.
* What happens when a 20th-level Demonbrand survives the death of his patron? Does he suddenly becomes a betrayer until he can bring it back? As well, it's not clear whether becoming a demigod demon lord is part of betrayal or something that he gets even if he stays loyal. The ability needs clarification.

Small and partially irrelevant. Does there exist a good aligned stand in for devil and demon lords? Beneath gods, but extremely powerful and worshiped? If not, why?
There are. BoED introduced the concept of celestial paragons, which are exactly that. Some of them are archons, others guardinals, others yet eladrins, but no angel to my knowledge. Surely they felt that, given that solars are CR 23 and not unique, they'd have to make something whose power level stands out from the others.

Just a quick comment. While this thing seems to be awesome overall, I do worry about it falling afoul of WoTC's Product Identity rules in some areas (particularly those discussing specific characters and deities). Not completely sure about this, so if anyone knows more about the OGL than I do feel free to correct me.
Unlikely. Homebrewing, unlike 3rd party stuff, is not under OGL. I think fair use would cover it, but I'm not sure. Of course, we can take from granted that homebrewing 3rd edition stuff won't affect the market sales of WotC, and homebrew is not a commercial use of the game. Much like how fanfiction are legal, even those that do not have the excuse of satire.

Hipster Dixit
2014-07-28, 05:21 PM
Thank you for spending your time on my stuff. Your contribution is much appreciated.


A cabalist's eldritch blast is very different from a warlock's. How are they supposed to interact?

As many other things here, the cabalist started as a rewrite... of the warlock, not surprisingly. I'll just give a new name to his eldirtch blast so it won't be ambiguous with the warlock anymore.


Are there ways to get Demon Form other than levels as a Demonbrand? I feel like some warlocks may be interested in prestige classes intended for them.

Good idea. I'll bake a feat that gives access to a lesser version of demon form, enough to qualify for demonbrand prestige classes.


What happens when a 20th-level Demonbrand survives the death of his patron? Does he suddenly becomes a betrayer until he can bring it back?

I... don't know. I didn't even think of that possibility. I'll think about it, meanwhile, suggestions are welcome.


As well, it's not clear whether becoming a demigod demon lord is part of betrayal or something that he gets even if he stays loyal. The ability needs clarification.

No, a demonbrand who stays loyal only gets the miracle. If you feel that is not clear enough, I'll make it clearer. Anyway, i think the privileges gained from betraying the patron could be greater than those gained from staying loyal. I'm already working on it for the next updates.


There are. BoED introduced the concept of celestial paragons, which are exactly that. Some of them are archons, others guardinals, others yet eladrins, but no angel to my knowledge. Surely they felt that, given that solars are CR 23 and not unique, they'd have to make something whose power level stands out from the others.

Oh well, I thought he was asking if there were not-completely-evil demon lords... I supposed i missed the point entirely :D

Arkhaic
2014-07-30, 10:35 PM
Is there any reason you specified the BoVD version of Willing Deformity for the Cabalist? Generally speaking the version of Heroes of Horror should be used instead, due to the BoVD version being 3.0.

Hipster Dixit
2014-07-31, 02:16 AM
Is there any reason you specified the BoVD version of Willing Deformity for the Cabalist? Generally speaking the version of Heroes of Horror should be used instead, due to the BoVD version being 3.0.

I didn't know Willing Deformity got reprinted in HoH. Good catch, I'll edit. By the way, is there a BoVD 3.5 official conversion? It would be nice since BoVD is a very useful resource.

Anyway, I am working on Ars Daemonica 2.0, and meanwhile I asked a moderator to close this topic, so I can open a new one, much better organized. Hopefully this should happen in a few days.

...
2014-07-31, 10:10 AM
SNIP
Oh well, I thought he was asking if there were not-completely-evil demon lords... I supposed i missed the point entirely :D

Well, I have noticed a reoccurring theme that law and chaos are never addressed much in favor of good and evil... Maybe some powerful beings in mechanus and limbo? That would actually fit with the theme nicely, due to the fact that Formains and Slaadi prove that neutral isn't always nice, and cultists don't always have to follow evil entities... Maybe a cult dedicated to eliminating all chaos, whether good or evil, or vice versa?

EDIT: Maybe a demon/devil lord who defected from evil in favor of law?

Network
2014-07-31, 10:26 AM
I didn't know Willing Deformity got reprinted in HoH. Good catch, I'll edit. By the way, is there a BoVD 3.5 official conversion? It would be nice since BoVD is a very useful resource.

Anyway, I am working on Ars Daemonica 2.0, and meanwhile I asked a moderator to close this topic, so I can open a new one, much better organized. Hopefully this should happen in a few days.
Many of the stuff was reprited in 3.5. A lot. Take Dark Speech for example : it has been reprinted in Heroes of Horror, Fiendish Codex I, and Elder Evils (in fact, the last one nerfed the feat, by adding an additional prerequisite of not being immune to ability damage. Better ignore it). As far as I know, most things in the book weren't officially converted, and I think it's better that way.

Take the Willing Deformity conversion in Heroes of Horror for example. It was a vile feat, and they still added "evil alignment" as a prerequisite, even though the only two non-evil ways to get it (being a vasharan or being exposed to residual evil) weren't converted.

LibraryOgre
2014-08-01, 01:58 PM
The Mod Wonder: Closed by creator's request.