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    Default Ars Daemonica Reloaded - The 3.5 fiendish homebrew compendium











    Spoiler: Quick menu
    Show
    INTRODUCTION

    CHAPTER ONE: CLASSES

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


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


    CHAPTER FOUR: DENIZENS OF THE ABYSS


    Current Version: 2.06
    Spoiler: Changelog
    Show
    V. 2.0 (08/02/2014)
    • General
      • Completely overhauled graphics and organization for better reading and manteinance
      • Temporarily removed some material until reworking

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

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

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

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

    V. 2.05 (09/07/2014)
    • General
      • Fixed typos and other errors
    • Classes
      • Temporarily removed classes and prestige classes in preparation for further content
    • Vestiges
      • Re-introduced four vestiges previously removed: Baphomet, Demogorgon, Malcanthet and Pazuzu
    • Artifacts
      • Removed Godlsayer
    • Monsters
      • Changed monsters format and stat block
    • Abyss Gods
      • Removed Thandarax and Vergron
      • General rework of all the remaining abyss gods

    V. 2.06 (10/09/2014)
    • General
      • Minor formatting changes in order to (hopefully) improve readability
    • Classes
      • Re-added the Demonbrand as a Zealot class variant
    • Prestige Classes
      • Re-introduced the Blazing Warlord, the Living Nest, and the Soulkeeper

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

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

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





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

    What in the Abyss am I reading?

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

    I need your help

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

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

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

    I thank you in advance for your support.

    What's left? Have fun!

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

    Have a pleasant reading

    Michael G.
    Last edited by Hipster Dixit; 2014-10-09 at 09:28 AM.

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

    TABLE OF CONTENTS



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


    Post Category Name Description
    Class Variants Demonbrand The demonbrand is someone who has agreed to serve a mighty evil god in return for great power. Much like a warlock, he can cast spell-like abilities, but he is also an excellent warrior who can bring devastation to the battlefield. His abilities changes in relation to the demon lord he serves.
    Prestige Classes Blazing Warlord A veteran of war who fights with the strength of a meteor and leads his allies to victory. For worshippers of Ogrim.
    Living Nest A sneaky spy and trained assassin that gains the control of a swarm and spreads the contagion in the name of Alyorna.
    Soulkeeper A being who uses the souls of other creatures to gain various powers, and guards the Dead Gate for the demon lord Elimdal.
    Feats Abyssal Hertior Feats Abyssal Hertior is a category of feats that made its appearance in Fiendish Codex I, and represent a character's link with the lower planes. They usually provide the characters with supernatural abilities, but always display a small physical change that helps other people to identify the character as a spawn of the Abyss.
    Vile Feats Vile feats are found in various handbooks, such as Book of Vile Darkness and Elder Evils. They are only for evil characters.
    Soulmelds Fiendish Soulmelds A new category of soulmelds, only available to meldshapers who tie their soul to the Abyss.
    Vestiges Abyssal Vestiges A new kind of vestiges, granted by demon lords.
    Artifacts Agnamelek, the Twin Suns Owned by the demon lord Ogrim, this pair of swords turn the wielder into a god of fire and an unstoppable war machine.
    Undying Mask Owned by the demon lord Elimdal, the wearer of this mask gains all the features of an undead and becomes unkillable.
    Deities Brakhvata and Nyurvata This section simplifies rules about godly entities, splitting them into two categories. A new template for god-like monsters and characters is also introduced.
    Monsters Arachexia Arachexia are giant insects who infest underground caves. Their saliva is highly corrosive.
    Gyzzrah Gyzzrah are a race of lawful demons who got corrupted by Baator, forsaking their chaotic nature in favor of order. They has been kept in slavery by devils for a long time before managing to escape
    -> Extaron Extarons are pit fighters and soldiers. They are seasoned warriors who do not fear any threat
    -> Gromlak The lowest-grade gyzzrah, they are employed for the hardest and more unpleaseant jobs. They powerful muscles allow them to lift any weight
    -> Hellnaut A sort of undead construct made by body part of dead gyzzrah, hellnauts are mighty war machines used to destroy the enemy soldiers and fortifications alike
    -> Hultzimar Perhaps the only gyzzrah who retained a spark of chaos, hultzimars are deceptive tricksters who master illusion magic
    -> Stenriex Stenriex represent the dominant cast in gyzzrah hierarchy. They are erudites and cunning diplomats, and have thaumaturgic powers thanks to an ancient and powerful kind of magic
    Monsters (continued) -> Skaruntiel Skaruntiel are elite agents and mighty warriors, adept in finding and killing demons.
    Hell Gorger Enormous, worm-like creatures that dwell into volcanoes and other very hot places. Their breath is a stream of incandescent fluids.
    Tanar'ri A race of wicked creatures native of the Abyss. Their cruelty is only outmatched by their selfishness.
    -> Iltichnya A demon of the depths. His ability to meld with the surrounding water makes his a dangerous threat.
    -> Krum One of the weakest demons, they are annoying pests who can actually cause troubles when in great numbers.
    -> Malshanax A sort of ice-themed balor caouterpart, malshanax are powerful demons who rule upon the frozen wastes.
    -> Radiplob Amphibious demons that live in marshes, they come equipped with an axe that conduct a virulent disease.
    Abyss Gods Alyorna Alyorna is a female demon, whose body is made from a swarm of insects. She can switch between her normal form and a swarm form, and spreads a lethal disease. She is the patron of swarms and sickness.
    Cyndrazar Cyndrazar is a succubus who developed astonishing psionic cabalitites as a result of millennia of torture. The pain broke her mind, driving her mad. Her only desire is to inflict as much suffering as possible to others.
    Elimdal Elimdal is an agent of the god of death, Nerull, a being who has power over both life and death. He is the guardian of the Dead Gate, a door to the afterlife.
    Juiblex A rework of the classic demon lord, now with 150% more slime.
    Abyss Gods (continued) Marzurg A demon plant who hates civilization and despoilers. Her spores destroy magic items while her powerful tentacles crush her enemies.
    Nephram The most erudite demon and a powerful mage. He made a pact with foreign entities to obtain great power.
    Niashtad The demon prince of sadness, Niashtad feeds on the depression of his victims. Hundreds of mouths scattered over his body allow him to snatch an unlimited number of enemies to suck away their life force.
    Ogrim Ogrim is a skilled tactician and an unbeatable fighter. He is the owner of Agnamelek, the Twin Suns.
    Abyss Gods (continued) Ulagresh Ulagresh is the lord of oceans and pollution, a mighty alien creature which has an extradimensional portal inside his stomach
    Last edited by Hipster Dixit; 2014-10-09 at 10:58 AM.

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    WHAT IS COMING NEXT?



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


    Demon Lord-related specific prestige classes

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

    New lords of the Abyss

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

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

    Low-level campaigns material

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

    Official stuff retool

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

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

    More options

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

    Beyond the multiverse

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

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


    And much more is coming. Stay tuned!
    Last edited by Hipster Dixit; 2014-10-09 at 09:24 AM.

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    CHAPTER ONE: CLASSES




    CLASS VARIANTS





    ZEALOT CLASS VARIANT: THE DEMONBRAND
    Spoiler: Features
    Show


    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.



    Alignment
    As the Zealot, a Demonbrand's alignement must exactly match that of his patron.

    Class Skills
    A Demonbrand does not lose nor gain class skills.

    Level 1st (5th, 9th, 13th, 17th): Demon Form (Su) (replaces: Judgement)
    A Demonbrand is fueled by the power of the Abyss. At levels 1, 3, and every three levels afterwards, a Demonbrand gains an Abyssal Hertior feat as a bonus feat. He must meet the prerequisites. (Abyssal Hertior feats can be found here)

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

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

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

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

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





    A Demonbrand in demon form



    Level 1st: Servant of a Demon (Replaces: Sacred Investiture)
    Much like the Zealot, a Demonbrand must follow a specific code of conduct, determined mostly by his patron's attitude and interests. A Demonbrand's patron must be a demon lord.

    Level 20th: Paragon of the Abyss (replaces: Paragon of the Gods)
    At 20th level, the Demonbrand has the power to challenge his own patron, freeing himself from obedience. A a result, his patron brutally rejects him, and will never accept him again among his servants. No other demon lord would ever accept to become his patron. He loses the Servant of the Gods feat, along with the Patron's blessing class feature, but does not lose any other class feature. Although disowned by the patron, the Demonbrand is now free and with a strong reputation through the multiverse, making him a super villain that underwent countless challenges to satisfy his patron. Because of this, he will most likely have his own personal crowd of worshippers. From now on, the Demonbrand is permanently in Demon Form and cannot revert into normal form by any means. Also, his Demon Form becomes an Extraordinary Ability. He grows by one size (up to huge) and gains the Epic Leadership feat as a bonus feat, with the same rules of the Leadership feat granted by the General of the Abyss feature. He does not need to meet the prerequisites. Finally, he gains the nyurvata template (see here for additional details). He is now able to claim a layer of the Abyss as his personal domain and become to all intentions and purposes a new demon lord.





    By rejecting his patron, a demonrand can attain the power of a god
    Last edited by Hipster Dixit; 2014-10-09 at 09:49 AM.

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    New reserved #1
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    PRESTIGE CLASSES




    BLAZING WARLORD
    Spoiler: Features
    Show


    Kamal, a blazing warlord, after using Comet Form



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


    Hit Die
    d10.

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

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

    (*New feat, described [http://www.giantitp.com/forums/showthread.php?376090-Harness-the-power-of-the-gods!-The-Zealot-%28a-wannabe-Cleric-replacer%29]here[/URL])


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

    Skill Points at Each Level
    4 + Int Modifier.




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



    Class Features

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

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

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

    Level 1st: Battleborn (Ex)
    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.

    Level 1st (4th, 7th): Burning Spirit Stance (Su)
    At 1nd level, a blazing warlord learns how to project his inner power to shape an avatar made of fire. While the blazing warlord is in a stance from any discipline he knows, he can forgo its normal benefit as a swift action to gain the effect of Burning Spirit stance. This ability lasts for a number of rounds equal to the blazing warlord's HD, but they do not need to be consecutive. He can stop using Burning Spirit stance and resume gaining the normal benefit of the stance as a swft action.
    While in Burning Spirit stance, a blazing warlord is surrounded by a flaming spirit, made in his own image. Each round, the spirit can make a full attack as a full-round action against a creature, using the blazing warlord's base attack bonus, and adding the blazing warlord's Charisma modifier to the attack rolls. It acts in the blazing warlord's turn, but separately from him, as it it were a different creature. It can use either a longsword or a longbow, and can switch between the two as a free action. Regardless of the weapon used, it deals only 1d6 fire damage, plus the blazing warlord's Charisma modifier, with each attack.

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

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

    Level 1st: Overheat (Su)
    A blazing warlord's fire directly comes from Ogrim and has nothing to do with common fire. At 1st level, the blazing warlord's spells and attacks ingore any Fire Resistance, and even deal half Fire damage to opponents immune to Fire.

    Level 2nd (5th, 8th): Comet Form (Su)
    A champion of Ogrim can crush his enemies with the power of a meteor. This ability replaces Demon Form. While in this form, a blazing warlord's body is ablaze, emitting fiery sparkles and dazzling light. At 2nd level, on top of the benefits already granted to him by Demon Form, a blazing warlord is under the effect of a Haste spell, and gains immunity to fire. A creature who is grappling with him takes fire damage equal to the blazing warlord's HD. The area within 20 ft. from him is under the effect of a Daylight spell.

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

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

    Level 3rd (6th, 9th): Bonus Feat
    At 3rd level, and every three levels after, a blazing warlord gains an [Abyssal Hertior] or [Fighter] feat as a bonus feat. He is treated as having a fighter level equal to his HD for the purpose of qualifying for those feats. He must meet the prerequisites.


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



    Blazing Warlord Lore

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

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


    LIVING NEST
    Spoiler: Features
    Show


    Chanassa, a living nest



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


    Hit Die
    d6.

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

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

    (*New feat, described here)


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

    Skill Points at Each Level
    8 + Int Modifier.




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



    Class Features

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

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

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

    Level 1st: Death Attack (Ex)
    At 1st level, a Living Nest gains the Death Attack ability, as an Assassin. The save DC for this ability is equal to 10 + half the Living Nest's level + the Living Nest's Intelligence modifier.

    Level 1st (4th, 7th): Plaguebearer (Su)
    A living nest is the embodiment of affliction, a being whose only desire is to infect the world for the sake of his patron. At 1st level, a living nest's blood becomes the vehicle of a terrible disease, known simply as the Scourge. The mere contact with the infected blood is enough to spread the disease. Any creature that deals slashing or piercing damage to the living nest with a melee weapon must succed on a fortitude save (DC equal to 10 + half the living nest's HD + the living nest's Charisma modifier) to avoid getting the disease. A creature that deals that damage with a manufactured weapon is also allowed a reflex save, with the same DC, to avoid getting splashed by the blood. Creatures immune to disease are not immune to the Scourge (as long as they have a Constitution score), but they get a +4 on saves against it.
    The Scourge is a very adaptive disease and can evolve to better suit the living nest's needs. It can either deal 1d8 Strength, Dexterity or Constitution damage. Every time a creature takes damage by the disease, she must make a fortitude save or get one of the following conditions: blinded, exhausted, or nauseated. The condition lasts until the creature makes the following saving throw against the disease, but can be healed separately. As a standard action, a living nest may choose what ability is damaged by the Scourge and what condition it is bestowed, although this has no effect on those who already got the disease or the doses already produced. He may also choose the incubation period, which must stay between 1 round and 1 day.
    As a standard action, a living nest can deal 1 damage to himself with a slashing or piercing weapon in order to spill his own blood. He can collect the blood into a flask that can be used in the same way as a poison, to infect creatures with the Scourge. The poison lasts a number of days equal to the living nest's Charisma modifier before becoming inert, and it becomes ineffective after one succesfull hit. Alternatively, as a swift action, he can deal 1 damage to himself with the aforementioned weapon to coat that weapon with the disease. In addition, you may produce a dose of antidote to the Scourge in the same way you produce a dose of poison. You may produce a number of doses of poison or antidote every day equal to your Charisma modifier. You are immune to the Scourge.

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

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

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

    Level 2nd (5th, 8th): Hive Form (Su)
    A living nest breeds a large number of insects in his body, which are useful for various tasks. This ability replaces Demon Form. In this form, the living nest grows large holes all over his body from which swarms of buzzing insects enter and exit. While in Hive Form, on the top of the benefits already granted to him by Demon Form, as a swift action a living nest can release the creatures inside his body. Treat this as a Locust Swarm, Rapture (FF), with the fiendish template applied to it. The swarm appears in the same square as the living nest, and every round the two take their actions simultaneously. As long as the living nest is in Hive Form, he can give simple telepathic orders to the swarm, as long as the distance between the two is not greater than 1000 ft., in which case the link is broken and the swarm becomes free. The swarm won't recognize his owner if he is not in Hive Form, and will act freely, even attacking him. A swarm that is in the same square of the living nest can enter in him as a swift action, if the living nest is in Hive Form. If the swarm dies, or becomes free, a new one grows in the living nest's body in 24 hours. A living nest is immune to every attack and ability of a swarm he controls.
    While a living nest and his swarm are in the same square, the swarm may suppress his Distraction ability and become perfectly silent. The living nest gains the Hide in Plain Sight ability of a ranger, except he can use it in any terrain, and also gains the benefits of the Darkstalker feat (LoM).

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

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

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

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



    Living Nest Lore

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

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


    SOULKEEPER
    Spoiler: Features
    Show


    Kerwall, a soulkeeper, in Wraith Form



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


    Hit Die
    d8.

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

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

    (*New feat, described here)

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

    Skill Points at Each Level
    4 + Int Modifier.




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



    Class Features

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

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

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

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

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

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

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

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

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

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

    Level 2nd (5th, 8th): Wraith Form (Su)
    At 2nd level, a soulkeeper's Demon Form is replaced by a new ability, called Wraith Form. In this form, his body becomes smoky and evanescent as he experiences the transition into the spirit world. When in Wraith Form, on top of the benefits already received by Demon Form, a soulkeeper gains concealment, a melee touch attack that deals 1d6 Constitution damage to living targets (fortitude negates), and a fly speed equal to tiwce his land speed, with average maneuvrability. As a downside, he is now vulnerable to turning and rebuking as if he were an Undead.

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

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

    Level 3rd (6th, 9th): 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.

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

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

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



    Soulkeeper Lore

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

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



    New Soulmeld: Urn of Souls
    Spoiler: Description
    Show
    URN OF SOULS
    [Evil, Necrocarnum]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You gain Fast Healing equal to your Charisma modifier.
    When you would make a fortitude save, you may insted spend 1 soul point. If you do, you automatically succeed on the save, and if you made the save against an effect that normally would have a lesser effect on a successful save, you instead completely negate the effect.
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    CHAPTER 2: CHARACTER OPTIONS




    FEATS





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



    Abyssal Hertior feats

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


    Vile feats

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



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


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


    Table 2.3: Vile feats
    Feat name Description
    Blessing of the Pit Your patron bless you with fiendish abilities
    Blood Magic You can sacrifice your vital energy to regain spells cast
    Bound to Wicked Powers You please the spirits with an offering
    By the Will of a Twisted Mind Your manifester ability improves when you are confused
    Deformity (hump) You grow a hump that sustains you without food and water
    Drunken in Fear Damaging feared creatures makes you regain health
    Pitch-black Soul The taint inside you corrupts your soulmelds
    Slayer of Innocents Your homicidal instinct inflicts bad conditions on enemies
    Symphony of the Night Your Bardic Music inspires dread and sorrow
    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
    Spoiler
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    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 six other Abyssal Hertior feats, you may cast Find the Path as a spell-like ability once per day. The destination must be a place in the Abyss.

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



    BLESSING OF THE PIT
    [Vile]

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

    Prerequisites: Thrall of a Demon feat.

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



    BLOOD MAGIC
    [Vile]

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

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

    Benefits: Three times per day, when you cast an arcane spell you can take an amount of Constitution damage equal to the spell's level (spell level increase due to metamagic is taken into account). If you do, you immediately regain the spell slot, as if the spell had not been cast.

    Special: You cannot use this ability if you are not a living creature or if you are immune to Constitution damage.



    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 with a vestige, you can double the duration of the ritual and sacrifice a living creature with HD not lower than the level of the vestige your are summoning. If you do, you automatically succeed on the binding check to bind that vestige, and you gain a bonus equal to one third the HD of the creature, rounded down (minimum 1) to the save DC of the abilities granted by that vestige.



    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 suffer the effect of a Confusion spell or any other similar effect, you can, as a full-round action, ignore the effects of the confusion and manifest a psionic power you know, spending the maximum number of power points allowed to you. When you manifest a power this way, whenever you would make a manifester level check to overcome Power Resistance, you roll twice and take the better result.

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



    CHANNEL THE DARK POWER
    [Abyssal Hertior]

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

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

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

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



    CLAWS OF THE BEAST
    [Abyssal Hertior]

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

    Prerequisites: None.

    Benefits: You gain a claw natural attack for each hand you have that deals 1d4 damage for medium creatures. 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 from the Evil or Chaos domain that a cleric with 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, following 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 Constitution 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 hardened 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 (minimum 1). 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 do 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: each creature within 20 ft. of you takes 1d6 negative energy damage per negative level absorbed (Fortitude DC 14 + the number of Abyssal Hertior feats you possess half).

    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 does 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 50.000 gp.



    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 on a Fortitude save with DC equal to 14 + the number of Abyssal Hertior feats you possess, or experience one of the following effects, chosen randomly. Once you used this ability, you cannot use it again for the next 1d4 minutes.

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

    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: Three Abyssal Hertior feats.

    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 any creature with HD equal or less than you that see your face must succeed a Will save (DC 10 + half your HD + your Charisma modifier) or become 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 any creature with HD equal or less to yours that see your face must make a Will save (DC 10 + half your HD + your Charisma modifier) or become sickened. This effect lasts until the affected creatures loses 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 prophecy 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 prophecy 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 soulmelds for 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 abilites granted by that soulmeld deal damage, the damage type 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 Light or Daylight, or otherwise produce light, they instead duplicate respectively [I]Darkness[I] or Deeper Darkness, and shadowy illumination is produced instead of light.



    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, it must succeed on a Will save with DC equal to 10 + 1/2 your HD + your Strength modifier or fall under a particular effect, determined by how much damage the attack did. You can use this ability only once per round. The effects lasts for 1 round. Any creature that succeed on the save is immune to this ability for the next 24 hours. This is a mind-affecting ability.

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



    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.

    • Song of Doom: Whenever an enemy within 30 ft. of you would roll 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 opponent within 30 ft. of you is sickened. (Replaces Fascinate)

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

    • Cause Ineptitude: Each enemy within 30 ft. of 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 1d3 negative levels. At level 17, this increases to 1d6 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. of you 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)






    A demonologist contacts his patron to receive knowledge



    UNLEASH THE BONE HORROR
    [Abyssal Hertior]

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

    Prerequisites: None.

    Benefits: As a swift action you can make your bones emerge in the form of razor-sharp spikes. This process inevitably rips apart your skin and destroy your muscles, resulting in the loss of 1 hp for every Abyssal Hertior feat you possess. While in this state, your bones act as a spiked armor and spiked gauntlet. If you already wield a weapon in your hand (both natural or 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 possesses a Constitution score, You gain 1d4 temporary hp for every two Abyssal Hertior feat you possess. The maximum amount of temporary hp that you can have through this ability 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 makes you lose your actual hp, not your temporary. If you reach negative hp due to this ability, 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 hp gained by this feat, and you heal an amount of damage equal to half that amount.

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



    VESTIGIAL WINGS
    [Abyssal Hertior]

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

    Prerequisites: None.

    Benefits: You gain a bonus on Jump checks equal to the number of Abyssal Hertior feats you possess. If you have at least three other Abyssal Hertior feats, you gain the Slow Fall ability of a Monk of your level. If you have at least seven other Abyssal Hertior feats, you gain a fly speed equal to your land speed with average maneuvreability. For every two other Abyssal Hertior feats you possess beyond the seventh, the maneuvreability improves by one step and the fly speed increases by 10 ft.

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



    VETERAN OF THE BLOOD WAR
    [Vile]

    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 be completed and 1000 gp in components. Once done, you gain a bonus equal to your Wisdom modifier to Rebuke Undead and Intimidate checks, and your caster level is considered 2 points higher when casting divine spells. These bonuses last for 24 hours.
    Last edited by Hipster Dixit; 2014-10-09 at 09:11 AM.

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    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
    Spoiler
    Show
    ALLURING COUNTENANCE
    [Evil, Fiendish, Mind-affecting]

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

    Classes Incarnate, Soulborn
    Chakra Throat
    Saving Throw Yes

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

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

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



    CLOAK OF THE CRUEL HUNTER
    [Fiendish]

    Classes Incarnate, Soulborn
    Chakra Brow, Hands
    Saving Throw None

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

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

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

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

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

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



    COAT OF THE LURKING THUG
    [Fiendish]

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

    Classes Incarnate, Soulborn
    Chakra Crown, Waist
    Saving Throw Yes

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

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

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



    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 point of essentia invested for 1d6 rounds or until the creature heal at least 1 point of damage, or a DC 15 Heal check is made to stop the bleeding. Multiple wounds do not stack. Creatures immune to critical hits are immune to this effect.

    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. of you must succeed on a Will save or fall asleep for 1d6 rounds. Once a creature has succeeded or failed the throw, she is immune to this ability for the next 24 hours. Once you used this effect, you cannot use it again for the next 1d4 + 1 rounds. This is a mind-affecting ability. 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 a maximum amount of hit points every day equal to twice your meldshaper level per point of essentia.



    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. per point of essentia invested.

    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 1d8 Fire damage per 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 per point of essentia invested.

    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 grapple check you win against the same opponent in a row, that opponent immediately begins to drown and becomes unable to 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.



    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 hp, it always deals lethal damage and you are proficient with it. You gain the Entangle ability of a Balor when you use this whip. [/I]Essentia[I]: For every point of essentia invested, the enhancement bonus of the whip increases by 1 and its hp increase by five. You may choose to apply the flaming or flaming burst property to the whip instead of the flat bonus.

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

    When you get to -10 hp or lower you explode in a violent burst of fire. Creatures within 15 ft. of you take 2d10 Fire damage (reflex half), and you are brought to 0 hp, stable. This ability can trigger only once per day. Essentia: For every point of essentia invested, increase 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 deals 1d6 damage for medium creatures. Essentia: For every two points of essentia invested, your bite attack deals damage as if you were one size category larger. If at least four essentia are invested, your bite attack 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 an amount of damage equal to 4d6 + your Strength modifier 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 permanently under the effect of a Spider Climb 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 forth a cloud of fetid gas in a 30 ft. cone. Enemies in the area must succeed on a Fortitude save or take 1 Constitution damage, and become nauseated for 1 round for every point of essentia invested. Once you use this ability, you cannot use it for the next 1d4 + 1 rounds. Essentia: For every two points of essentia invested, increase the 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 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 Pounce.



    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 completely blind 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 cast Deeper Darkness instead.

    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 suppress this ability 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 on saving throws for every point of essentia invested against your mind-affecting spells, powers and abilities.

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

    You can rebuke spiders like an evil cleric rebukes Undead, with level equal to your meldshaper level. You can do this 3 + you Charisma modifier times per day. Essentia: For every point of essentia invested, you gain a +2 bonus on 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 the True Seeing, Discern Lies and Detect Thoughts 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 in shape to the arms your specie normally has. 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.

    Each enemy within 30 ft. of you takes a -1 morale malus on attack rolls and skill checks. This is a sonic effect. Essentia: for every 2 points of essentia invested, the malus decreases 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 hp and 1 temporary essentia per point of essentia invested in this soulmeld. You can immediately allocate this essentia when you gain it.
    Last edited by Hipster Dixit; 2014-10-09 at 09:15 AM.

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

    VESTIGES





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


    Demon lords as vestiges

    The Cursed Ones are not the only beings available to make a pact. Nyurvata (see here for details) can project their soul outside of the body and reach binders to grant them a bit of their power. The level of a demon lord vestige is determined by the number of followers he has: the larger his cult, the greater the power it 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 Cyndrazar 18 Yes
    2nd Niashtad 20 No
    3rd Ulagresh 21 Yes
    4th Marzurg 24 Yes
    4th Pazuzu 22 Yes
    5th Alyorna 26 Yes
    6th Demogorgon 27 Yes
    7th Ogrim 31 No
    8th Elimdal 35 No
    8th Malcanthet 32 Yes
    8th Nephram 33 Yes



    Vestiges description
    Spoiler
    Show
    ALYORNA, THE PLAGUEMOTHER
    [Abyssal]

    Vestige Level 5th
    Binding DC 26
    Special Requirements Yes.

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

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

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

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

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

    Granted Abilities
    • Assassin's Blade: Any weapon you wield (both natural and manufactured) is considered having the keen property, and its critical damage multiplier is increased by 1.
    • I Am the Swarm: You gain Medium Fortification and the Distraction special quality of a Swarm. Distraction also applies to all creatures adjacent to you. You can suppress or reactivate the Distraction ability as a swift action. You do not gain this ability if you do not show Alyorna's sign.
    • Immune Carrier: You gain immunity to all diseases.
    • Shadow Walker: You gain a bonus on Hide and Move Silently checks equal to half your binder level.
    • 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 succeed on a Fortitude save or fall under the effect of a Contagion spell. You can use this ability once per day for every three binder levels you possess.



    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 1d8 damage for medium creatures. 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. Whenever you succesfully hit a creature at the end of 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.



    CYNDRAZAR, THE MAD GODDESS
    [Abyssal]

    Vestige Level 2nd
    Binding DC 18
    Special Requirements Yes.

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

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

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

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

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

    Granted Abilities
    • Brainshock: As a standard action you can duplicate the effect of the Mind Thrust psionic power, with manifester level equal to you binder level. The number of power points spent is considered equal to your binder level (this does not increase the DC of this ability). 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 the Detect Psionics psionic power, with manifester level equal to your binder level.
    • Unavoidable Fate: You cannot choose to suppress Cyndrazar's sign.
    • Vision of Torture: Every time you take at least 1 point of lethal damage, the creature that damaged you must succeed on a will save or fall under the effect of the Inflict Pain psionic power, with manifester level equal to your binder level, for 1 round.



    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 Planar Ally (lesser) spell, except you can only receive the assistance of creatures with the Tanar'ri subtype or the Fiendish template. No XP cost is required. The summoned creatures do not ask you any payment and follow any orders you give them, 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.
    • Disfiguring Touch: As a standard action, you can make a melee touch attack aganst an opponent that deals 1d6 damage for every binder level you possess, and 1d6 Charisma damage. A succesful Fortitude save negates the Charisma damage. Once you use this ability, you cannot use it again for the next 5 rounds.
    • Fiendish Authority: Any creature with the Tanar'ri subtype and worshippers of Demogorgon have their initial attitude shifted one step closer to friendly towards you.
    • Skin of the Abyssal Lord: You gain Resistance 10 to Fire, Cold and Acid, Immunity to Electricity and Poison, and Telepathy 100 ft. You do not gain this ability if you do not show Demogorgon's sign.



    ELIMDAL, MERCHANT OF SOULS
    [Abyssal]

    Vestige Level 8th
    Binding DC 35
    Special Requirements No.

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

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

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

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

    Granted Abilities
    • March of the Forsaken Souls: You are permanently under the effect of a Desecrate spell, with caster level equal to your binder level, you acting as an altar of an evil deity. You are considered of the Undead type for the purpose of this ability. In addition, whenever a creature dies within the range of this ability, if she has at least 5 HD, there is a 50% chance that she 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 wuold become a Wraith, she becomes a Dread Wraith instead. Undead created by this ability are never hostile to you, but usually attack the nearest living creature. You do not gain this ability if you do not show Elimdal's sign.
    • Lord of the Dead: 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.
    • Open the Dead Gate: You can use the power granted by the Death Domain, with cleric level equal to your binder level, at will. In addition, once per day, you can duplicate the effect of a Raise Dead spell, without needing to provide material components.
    • Twilight Soul: You are healed by both positive and negative energy
    .


    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. A multitude of red eyes also appears all over your body.

    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: You deal an additional 1d4 acid damage with each successful melee attack, plus an additional 1d4 for every three binder levels you possess. Any creature grappling or otherwise coming in contact with you takes the damage as well. You do not gain this ability if you do not show Juiblex' sign.
    [LIST]Ocular Mass: You gain All-around Vision. 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, your opponents take a -4 penalty on confirming critical hits against you.



    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 the Masochism and Sadism spells (both BoVD), with caster level equal to your binder level.
    • Forbidden Allure: 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.
    • Sacrilegious Grace: You gain a deflection bonus to your AC equal to your Charisma modifier. In addition, any opponent attempting to attack or perform any other action that would cause harm to you must succeed on a Will save (DC 10 + your Charisma modifier) or entirely lose the action. This ability only works if the enemy has line of sight with you. This is a mind-affecting ability.
    • Visage of the Goddess: You gain the Dominate ability, as a Vampire (DC 10 + your Charisma modifier).



    MARZURG, THE ROTTEN BLOSSOM
    [Abyssal]

    Vestige Level 4th
    Binding DC 24
    Special Requirements Yes.

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

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

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

    Sign
    Your skin becomes green as clorophyll fills your veins and sharp thorns 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
    • Pheromones: As a swift action, you can let loose a 20 ft. wide cloud of phermonoes centered on you. Any creature within range must succeed on a Will save or fall under the effect of a Charm Monster spell, with a duration of one minute per binder level you possess. A creature that succeeds on the save feels something really dangerous about you, and her initial attitude towards you shifts two steps closer to hostile. You can use this ability only once per day per three beinder levels you possess. This is a mind-affecting ability. Creatures that do not breathe are immune to it.
    • Vampiric Thorns: You grow sharp thorns all over your body. You gain a special slam natural attack that deals damage equal to a dagger of your size, plus your Strength modifier. Alternatively, if you already possess a claw, slam, tail slap or tentacle attack, it deals damage as if you were 1 size category larger. Every time you successfully hit an opponent with your natural attack, the opponent must succeed on a Fortitude save or become fatigued, and you gain 5 temporary hp. You do not gain the temporary hp if the opponent succeeds on the save. You do not gain this ability if you do not show Marzurg's sign.
    • Witch of the Forest: As a standard action, you can duplicate the effect of a Bestow Curse spell. After you used this ability, you must wait 5 rounds before you can use it again.
    • Wrath of Nature: As a standard action, you can duplicate the effect of a Rusting Grasp spell, except that you can destroy manufactured objects of any material. Magic items get a +4 bonus on the save against this ability. Once you used this ability, you must wait 5 rounds before you can use it again.



    NEPHRAM, WHISPERER OF SECRETS
    [Abyssal]

    Vestige Level 8th
    Binding DC 33
    Special Requirements Yes.

    Nephram is the most erudite being in the Abyss. He is deeply connected with an endless extradimensional space called the Void, from which it comes all his power.

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

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

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

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

    Granted Abilities
    • Beseech the Dark Masters: Once per day, you may duplicate the effect of a Contact Other Plane spell, with caster level equal to your binder level, to ask questions to the long-forgottend deities of the Void. You always get the correct answer. Upon using this ability, you must succeed on a DC 16 Wisdom check, or have your Wisdom reduced to 8 for 1 day.
    • Disrupt Spell: As a standard action, you may duplicate the effect of a Dispel Magic (greater) spell, with caster level equal to your binder level. After you used this ability, you cannot use it again for the next 5 rounds.
    • Future Sight: You occasionally experience a vision of a particular event right before it happens. Whenever you make an attack roll, saving throw or skill check, there is a 20% chance that the roll automatically becomes a natural 20.
    • Void Rift: As a full-round action, you can open a breach into reality at any point within 60 ft. of you to bring a tiny portion of Void matter into the multiverse. The matter concentrates into a pitch-black sphere with a diameter of 1 foot. Any creature that comes in contact with the sphere takes 1d6 damage per binder level you possess for every round of contact. A creature reduced to 0 hp by this ability becomes immediately devoured by the Void, leaving no remains. In addition, any creature within 15 ft. of the sphere is slowed (as the spell, no save) due to the gravity being intensified by the mass of the sphere. You can move the sphere up to 30 ft. per round by concentrating. The sphere lasts for 1 round per Binder level you possess before collapsing into nothingness. You can use this ability only once per day for every four binder levels you possess.



    NIASHTAD, THE HOWLING SORROW
    [Abyssal]

    Vestige Level 2nd
    Binding DC 20
    Special Requirements No.

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

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

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

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

    Granted Abilities
    • Chorus of Dismay: You gain the Aura of Despair ability of a Blackguard. This is a sonic, mind-affecting ability. You do not gain this ability if you do not show Niashtad's sign.
    • Eat Depression: Whenever an opponent 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 she tried to do task that is clearly impossible for her.
    • Obliterating Shriek: As a standard action you can duplicate the effect of the Sound Burst spell. Once you used this ability, you cannot use it again for the next 5 rounds.
    • Jaws: You gain Improved Grab. You do not gain this ability if you do not show Niashtad's sign.



    OGRIM, THE SCORCHING STAR
    [Abyssal]

    Vestige Level 7th
    Binding DC 31
    Special Requirements No.

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

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

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

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

    Granted Abilities
    • Death Star: You are permanently under the effect of the Daylight and Fire Shield (bothw arm and chill) spells, with caster level equal to your binder level. Any creature within 10 ft. of you takes Fire Shield damage at the beginning of each round (Reflex half). You do not gain this ability if you do not show Ogrim's sign.
    • Fires of War: When you bind Ogrim you can choose a Desert Wind maneuvre or stance with level not greater than the maximum level a Warblade or your level could know minus 2, 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.



    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 half), and must succeed on a Fortitude save or take 1d4 Strength 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, without needing to meet the prerequisites. You do not gain this ability if you do not show Pazuzu's sign.



    ULAGRESH, SOVEREIGN IN THE DEEP
    [Abyssal]

    Vestige Level 3rd
    Binding DC 21
    Special Requirements Yes.

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

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

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

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

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

    Granted Abilities
    • Deep Dweller: You gain the Aquatic subtype and a swim speed equal to your land speed. You become immune to any damage dealt by pressure and cold temperature in deep waters. You lose the ability to breathe air, and you can stay out of water for a maximum number of rounds equal to your Constitution modifier before you start drowning. You also gain Darkvision 90 ft. You do not gain this ability if you do not show Ulagresh's sign.
    • Dimensional Warp: Once per day as a full-round action, you may summon a creature from Ulagresh's home plane. This ability works like Summon Monster, with caster level equal to your binder level, except you can summon any creature of the Aberration type with HD equal or lower than you binder level. The summoned creature gains the Aquatic subtype and a swim speed of 30 ft.
    • Instill Madness: As a standard action, you can make an opponent within 30 ft. of you fall under the effect of the Confusion spell (Will negates). This is a mind-affecting ability. After you used this ability, you cannot use it again for the next 5 rounds.
    • Pressure Wave: You gain a ranged touch attack with a range of 60 ft. that deals 1d6 bludgeoning damage for every two binder levels you possess. You can only use this attack underwater. Any creature hit by this attack is subject to a bull rush attempt (you use your Charisma modifier in place of you Strength modifier). You do not suffer the normal consequences of failing a bull rush attempt when using this ability. You can use this attack to make full attacks.
    Last edited by Hipster Dixit; 2014-10-09 at 09:15 AM.

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