Once there was a man who wanted to be a King, but couldn't, because he wasn't of royal blood. Once there was a man who wanted to be remembered forever, but couldn't, as he was only a mortal. Once there was a man who wanted to defy the Empire, but couldn't, as he was only one man.
Meet King Ellan, Shaker of the World, Butcher of Kings, False Emperor and the Spark.
Ellan was just a cattle thief and a commander in the armies of an Imperial vassal King. One day, a small, fratricidal war broke out between his King and another vassal King, which was something that wasn't supposed to happen, but often did. So to prevent the Agents of His Imperium from coming in and demolishing them both, Ellan's King sent him to negotiate. Ellan did and negotiated that he would switch sides and betray his King to the invading vassal King. He then did this, not once, but three times, until the forces of both Kings were weak enough that Ellan was able to defeat both of them.
Then, after that, Ellan crowned himself King. This was his first and penultimate act of rebellion, as far the Empire was concerned. An army was immediately dispatched to destroy him. This army would have destroyed him, had Ellan not found unexpected allies.
Ellan was approached by a Druidess who saw Ellan's worth as a tool, and convinced him to return with her to her circle. Despite the fact that this was comparable to a mouse crawling into a lion's mouth, Ellan did so, appaearing naked before the Druidess' Archdruid. The Archdruid was so impressed by this act of nearly suicidal bravado that he said he would help the rebels, as long as they continued to fight the Imperials. Then, to prove their commitment, the Druidess blessed Ellan with invunerability to any worked weapon, the strength of a bear, the speed of a fox and the form of a wolf.
The campaign against Ellan was a disaster. The Druids provided a constant thorn in the Imperial side, along with an amazing amount of intelligence, mostly extracted from the brains of captured VIPs. Ellan did most of the fighting though, breaking every army he came against, through a combination of clever tactics and immense blood-lust. Imperial records tell that by the end of the campaign, Ellan was fighting naked and painting himself with Druidic symbols, yet despite the fact that he was only wearing a thin layer of paint and his cloak, he would return home each day covered in blood, yet with not a single scratch on him. However, these Imperial records also say that he would viciously rape women and sleep with up to 20 female slaves in one day, so they can probably be discounted, as Ellan was only unfaithful once.
For most accounts agree that all this time, Ellan and the Druidess were lovers and that he was deeply and madly in love with her, and her him. Yet Ellan had no shortage of admirers. Despite this fact, he managed to spurn them all, all but one. For you see, the Moon had fallen in love with Ellan. The Moon was clever though, seeking a different path to Ellan. First, she distracted the Druidess by tricking some poor fools into wandering into her circle's territory, forcing her to return to defend it. Then the Moon disguised herself as the Druidess and crept into Ellan's home while he slept. When she reached his bed-chamber, Ellan awoke and seeing that the "Druidess" was here, he took her in her arms and then took her to bed.
The Moon, still disguised as the Druidess, spent several days together. However, by this point, Ellan was sure that this woman was not the Druidess. He demanded she reveal her true form, and she refused, claiming that their child would be endangered if she did that. This was Ellan's weakness, the Moon knew, for it had witnessed many arguments under the moonlight between the Druidess and Ellan. They both wanted children, but the Druidess would not raise her children outside of the circle. Ellan did appreciate the Druid's way of life and their aid, but he had no desire to become a Druid, nor for his children to become them. So when the Moon offered him that, he took it. He reasoned that he could simply take the Moon on as a second wife, which was not an uncommon practice for Kings. And while he likely knew that the Druidess wouldn't take it well, he figured he could talk her into it. Actions thus justified, he went back to work on ensuring the "Druidess" was pregnant.
Meanwhile, the real Druidess returned just in time to catch them together. The Druidess was so shocked and horrified by what she saw that she immediately exploded in a firestorm of rage. She immediately cursed Ellan, stripping him of his invulnerability to worked weapons as well as most of his powers, before declaring that his children will be born beasts and killed like dogs in the street for his crimes against her. Then she left, and the Druids withdrew their support shortly after.
Ellan would be defeated on the battlefield several months later, deprived of his information network and Druidic servants. He was captured and sent back to the Imperial Capital to be executed for treason and murder. However, on the way there, on the night of the full moon, Ellan's powers were suddenly restored to him. He transformed into a monster and tore his way out of the cage they had been transporting him in, killing a dozen of his guards, including 2 Stepson Brother-Captains, each one a Master of the 49 Empty Palms style, before escaping into the wild, never to be seen or heard from again.
By the way, Ellan's most well known title is omitted from the earlier list. The one he's really known for is 'The First Werewolf'.
You are a descendent of Ellan, through either the Moon or one of his mortal concubines. To see who you are related to, roll on the table below.
1- The Magical Staniza. You are related to Ellan through a Handsome Woman who liked her lovers hairy. Pick a spell from any spell list. You may cast that spell 1/Day as a level 1 spell.
2- The Martial Nissa. You are related to Ellan through the famous swordswoman, Nissa. You start with a sword and the ability to counter damage with it as a reaction. You may only do this once per round.
3- The Dutiful Jani. You are related to Ellan through a peasant girl named Jani. You start with the ability to make disguises out of sticks, leaves and mud. If you have time to prepare someone or yourself, you can give them +1d6 to any stealth roll.
4- The Beautiful Wexa. You are related to Ellan through a princess with shining eyes and a vagina that could melt iron pokers. You start with the ability to reduce fire damage taken by half, rounding up 1/Day.
5- The Druidess. She bore his child and nursed him on spite. You start with the ability to intimidate creatures related to the Moon, including other Werewolves. If you take an action to try and scare them, they must save or be filled with terror at your presence.
6- The Moon. You are of the line of the Firstborn, historically the highest branch of Ellan's family tree. You start with the ability that when in direct moonlight, you can change your appearance to look like anyone.
Along with your pseudo-royal blood, you have also inherited a weaker version of his abilities, but you are still mighty compared to most men. However, this power you have does not come without dangers. For starters, you are scorned and hated by most of society. Werewolves are notorious for rampaging, stealing, kidnapping and murdering people who get in their way. Pointing out that many Werewolves are driven to these crimes because they have no other options is not a good way to impress people, despite how true it is. Pointing out that many Werewolves are only so hateful and vile because of the abuse they received because of society's attitudes toward their kind is equally unpopular, despite being just as true. The fact remains, when people see a Werewolf, they call the authorities or start rounding up an angry mob.
Yet while society rejects the Werewolf, in an ironic twist, so do the Druids. Ordinarily the Druids are at least de facto allies of anyone rejected by society, but not in this case. This is because the Druids see the Werewolf as a fusion of civilization and nature, a marriage of wild instinct and symbolic thought. For this reason, to the Druids, Werewolves are abominations, anathema to everything good and just, and must be destroyed.
So Werewolves struggle on between these two great forces, living in small, isolated communities or dwelling in the midst of foes, pretending to be normal. That does not mean that Werewolves have no allies, though.
Who is your ally?
1- An older Werewolf. He may belong to your pack, or he may not. Either way, he helps you with your problems, gives you advice, and tries to steer you away from the mistakes he made. Has some kind of dark backstory that his never talks about, but guides his actions to this day.
2- A sympathetic Imperial Agent. He doesn't think it's fiar that Werewolves are treated the way they are. As such, he covers for you, warns you when Softfoots or Interrogator-Lords are nearby and provides you with inside information. He won't risk his life for you though.
3- A rich patron. Maybe you're stringing him along with promises of eternal life once you turn him. Maybe he owes you a debt. Maybe he just feels bad for you. Regardless, he can offer you a place to hide and some work, if you need it. Something suiting your unique talents, perhaps.
4- Another outcast. Not a Werewolf, but someone different. Perhaps a foreigner or a Mutant, or a Wizard from a legal, but despised order. What they can provide varies, but whatever it is, it is small and heart-felt, a sign of friendship.
Starting HP: 1/3 of Con
FS: +3 per Werewolf level up to Will
Starting Equipment: Totem or charm, family sigil, traveling cloak, quarterstaff or bow, dagger, loose clothing
Transformation: As a full action, you can transform into a Wolf. While in Wolf form you have access to your FS as well as your HP, while in human form you only have the latter. You also receive a +4 bonus to any roll based on sensing or detecting something, a +2 bonus to sneaking or hiding and a +1 bonus to attack and damage rolls. You also gain a Bite attack that does 1d6+STR damage. While in Wolf-form, you keep your mental stats, but you cannot use any of your abilities that require a human body. You cannot cast spells, speak, use tools or anything else requiring thumbs. When in doubt, ask the Referee, as it falls under his or her discretion. You may transform back as a full action. You also revert to your true form if slain.
Solar Hatred: Your Transformation has certain limits. You cannot transform in sunlight and if exposed to it, you automatically transform back.
Druid's Curse: While transformed, every round you spend not doing something that indulges your lupine instincts, such as hunting, tracking or fighting (Referee's discretion for others may apply) you lose 1 point of COG. If this ever reduces your COG to zero, you go on a rampage and behave like a wild beast until you are forced to transform back. Once you transform back, your COG returns at a rate of 1 point an hour.
Natural Healing: Whenever you change form, your HP is always restored to full, but your FS remains as it was.
Alternate Form: Lycanthrope: When you transform, you may instead choose to transform into a Lycanthrope, instead of a Wolf. The Lycanthrope form do not gain the bonus to senses or stealth that a Wolf does, nor the bite attack that Wolves gain. But it allows you to access your FS and gives you your Wolf damage bonus, as per normal. A Lycanthrope's melee attacks do 1d6+STR damage, unless you are trained in a Fist Art.
Additionally, the Lycanthrope form looks like you, albeit more muscular, hairy and something about it just seems a bit, off. Your muscles will be bulging and varicose and your eyes will be a bright, lupine yellow.
Enhanced Natural Weapons: Your natural attacks become more dangerous. When in Wolf form, your Bite attack now does 1d8+STR damage and on a successful attack, if you so choose, you may automatically grapple any creature you damage, able to do 1d6 damage to them each round you are grappling them. However, if you take an action to do anything else, the creature you are grappling is automatically free.
Alternate Form: Wolf-Man: When you transform, you may instead choose to transform into a Wolf-Man, instead of a Wolf. The Wolf-Man does not gain the bonus to stealth that a Wolf does, but it does gain all the other bonuses. The Wolf-Man also keeps his hands and gains the ability that instead of making a single weapon or bite attack, he may make two bare-handed attacks, doing 1d6 damage on each, with his choice of sharp (claws) or blunt (knuckles) damage.
Superhuman Senses: Your senses when transformed become even stronger. Whenever you make a roll to use your Wolf senses while transformed, you may reroll any roll you do not wish to keep and choose the higher result.
Alpha: You are now strong enough that lesser Werewolves and common wolves will seek you out, to curry favor with you and ask you for assistance. You gain a pack of 1d6 Werewolves and 1d10 common wolves who will serve you. However, your pack will also need to be taken care of and protected, as they are not strong enough to go it alone. Other Werewolves of similar or greater stature will also come to you, to challenge you and see if you are worthy of the power you possess. Depending on the Werewolf, what is 'worthy' may vary. If you do prove yourself to be strong and capable and your pack is pleased with your actions and care of them, they will reward you with loyalty and service, and you will attract more followers. If you cannot do this or your pack is not pleased with you, for some reason, you will not, and you may even lose the meager pack you have now.
Alternate Form: Loup-Garou: When you transform, you may instead choose to transform into a Loup-Garou, instead of a Wolf. Loup-Garous do not gain the stealth bonus that a Wolf does. However, Loup-Garous do gain the ability to make two attacks per turn, the ability to regenerate 1d6 HP a turn and a damage increase, with their natural attacks increasing by 1 die size: from 1d6 to 1d8 and 1d8 to 1d10, etc.
Lunar Royal: You may also use the moonlight your body stores for another purpose. As a free action on your turn, you may make yourself immune to all non-silver, non-magical damage for 1 round and repeat this damage on your turn. However, while this effect is active, if you are not doing something that aligns with your Lupine instincts, you lose 1d6 points of COG.
Conquer the Sun: You are now so infused with Lunar Energy, you may defy the edicts of the Sun. 1/Day, you can transform in sunlight or cause yourself to remain transformed when exposed to sunlight.
Tuesday, July 2, 2019
What are they?
They are mortals that have ascended to pseudo-immortality and Daemonhood. They are similar to Outsiders, but even stronger and harder to kill.
That sounds awesome. So how do I become one?
To ascend to Daemonhood requires a great many steps, each more difficult than the last.
First, the Princeling must recruit an Outsider. This part is the essential first step in becoming a Daemon Prince. This Outsider will become the Princeling's mentor and guide him along the path to daemonhood. The Princeling should also be careful, as he must pick an Outsider who is trustworthy.
Secondly, the Princeling must prepare his mind. He must strengthen himself mentally, to enhance his will. This generally requires such things as wandering in the wilderness, long periods of fasting, extensive training, or some combination thereof. The Outsider will make suggestions for what specifically should be done, depending on what kind of Daemon Prince it is grooming the Princeling to become.
Thirdly, the Princeling must "marry" the Outsider and form a Covenant between them and the Outsider. This ceremony must be overseen either by an Outsider of equal status to the Outsider "marrying" the Princeling, a Priest, a Magistrate, a King or a God. The third party overseeing the Covenant must agree to act as the Mediator between the two parties, and to ensure that the agreement made before it is carried out.
The specifics of this Covenant are up for debate, but the primary requirements are this: the Princeling must agree to work his hardest to become a Daemon Prince and to acquire the necessary power and the Outsider must agree to hold this power but not use it, and to hand it over to the Princeling when he is ready.
Fourthly, the Princeling must accumulate enough magical power to become a Daemon Prince. Acquiring the power requires the souls or mortals or other creatures. How many it takes depends on what records you consult- and all the records we do have are spotty and incomplete. Some say it is a 1000, based on the popular saying, "A brave man's life is worth a thousand cowardly souls." Others point to large, esoteric formulaes that dictate specific numbers of souls, such as "the souls of 70 Sinners, 7 Virgins, 5 Priests, 3 Kings, an Outsider, a Dragon and a righteous man".
Fifthly, once the power has been gathered, the Princeling and the Outsider must conduct a ritual. At the appointed time, during the culmination of the ritual, the Princeling must imbibe of the power he has gathered. This is the most critical time. If anything goes wrong during this time, if anyone loses concentration or is suddenly wounded or something like that, everything can be ruined in moments. Additionally, even if the ritual goes flawlessly, the Princeling still may not be strong enough to contain the power. If he cannot, his death quickly follows.
But let us suppose that our Princeling has done everything correctly. Let us suppose that he has sought out the necessary ingredients, prepared himself thoroughly, his Outsider was trustworthy, he gathered the souls and the ritual went well. In that case, a new Daemon Prince is born.
First, I am going to be using "he" pronouns to refer to the Daemon Prince for the rest of this post. That's not to imply you can't have female Daemon Princes.
Secondly, not all Daemon Princes need be evil or chaotic or whatever. You could just as easily have a Good Daemon Prince, if you liked. Though you might need to change the name.
Thirdly, if you were a player in one of my games and you wanted to become a Daemon Prince, you could totally try.
The Benefits of Daemonhood
Daemon Princes do not age. They do not need to eat, drink or breathe. They do need to sleep as long as they inhabit a physical body, but only for several hours a day. They can regenerate their bodies as long as they aren't killed outright. Even a mortal wound can be healed by a Daemon Prince's magicks, but some things, such as being burned alive, decapitated or dismemberment will still be fatal.
Daemon Princes can also detatch themselves from their bodies and try to possess someone else's body. They can also ascend to the Higher Realms and leave this world behind. However, if they do this, they will have to be summoned back, just like any other Outsider.
Base Daemon Prince
SHP X AC Y Atk Z
Mor 10 Saves 7+X or less is a success
Damage Threshold X: All Daemon Princes have a Damage Threshold. They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold. If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. To determine a Daemon Prince's Damage Threshold, consult the table labeled "How strong are they?" below.
Daemon Dice: All Daemon Princes have a pool of power that they draw upon to power their abilities. This pool consists of a number of d6s equal to the number of creatures sacrificed to them recently. Treat these dice as spellcasting dice, burning out on a 5 or 6. However, these dice do not cause Chaos or Corruption or return the next day.
Shapeshifting: As an action, the Daemon Prince can change their body at will. This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them.
Possession: If a Daemon Prince has abandoned its body or currently does not have one, it can attempt to take over the body of someone nearby. To do this, as an action, the Daemon Prince makes a mental attack against someone. That person must make a save. This save should only be conducted once per day, not before every attack. If the person failed his save, for the rest of the day, he takes 1d6 CHA damage from the Daemon Prince's mental attacks. On a success, he takes half damage from each mental attack. If this CHA damage ever equals or exceeds the person's CHA score, he is possessed, and the Daemon Prince takes control of his body.
If the person the Outsider is attacking does not possess a CHA score, instead calculate his Charisma score equal to his Morale+1 per class level he has.
Finally, if someone doesn't resist, the Daemon Prince can possess him as a free action.
Daemonic Powers: All Daemon Princes have a number of Daemonic Powers equal to the amount of power they possess. To determine how many powers they have, roll on the "How strong are they?" table below. Additionally, all Daemonic Powers are a full action to cast unless otherwise mentioned.
- Be totally confident in your victory
- Do not look for traps or exercise any real caution
- Concentrate your fire on one person at a time
- Kill the most dangerous or annoying person first
To generate a suitable Daemon Prince, roll on the tables below:
What does he look like?
1- A statuesque humanoid, beautiful and radiant, with a glowing halo and eyes that blaze with white fire.
2- A pale skinned, dark haired creature with glinting blue eyes. He seem to always glow with a radiant aura, blazing like the sun. During the day, this seems to be sunlight, while at night, the Daemon Prince is the source of the illumination.
3- A beautiful creature with the features of a dozen animal's, such as a bird's wings, a lion's mane, shark's teeth, etc. These do not appear to be random add-ons, but instead intentional design choices.
4- A scaled being with reptilian features and spines protruding from its body and a crown of levitating fire floating over his head. Wherever the Prince goes, flames flicker and change color and size with its mood, flaring up and then diminishing.
5- A creature covered in ornate, crab-like armor. If cracked away, it reveals that the Daemon Prince is actually stunningly beautiful underneath.
6- A fluid mixture of male and female, with wide hips and volutpuous breasts, along with broad, square shoulders and a strong chin. Immensely attractive or intensely repulsive.
7- A normal humanoid from the waist up, but with the lower body of a four-footed animal. Roll 1d6 to see what that animal is: [1= Horse; 2= Dog; 3= Lobster; 4= Crocodile; 5= Deer; 6= Buffalo.]
8- A humanoid with an animal's head. That animal is a: 1d6 [1= Ibis; 2= Hawk; 3= Falcon; 4= Horse; 5= Pig; 6= Crocodile.] and 1d4 extra limbs. 1d3 of those limbs resemble the arms of a: 1d6 [1= Octopus; 2= Lobster; 3= Frog; 4= Bat; 5= Cat; 6= Elephant's Trunk.]
9- The Daemon Prince is a skeletal, starved thing with cruel claws and dripping jaws, and eyes that betray a bottomless hunger.
10- The Daemon Prince's flesh resembles marble. The rest of the Prince is the same, cold, graceful, but utterly removed from mortality or its concerns. The Daemon Prince's familiar features come off as either a degrading impersonation or a cruel joke he is playing on you.
11- The Daemon Prince is a corpulent beast, covered in sagging flesh and blubber, heartily laughing at everything, its appetites for all things preserved over the long eons.
12- The Daemon Prince is covered in spines, spikes and barbs, every inch of his body resembling a pin cushion. The Prince bears claws and teeth, as well as a muscular tail tipped in massive spikes to complete his natural armaments.
13- The Daemon Prince resembles an aquatic creature, covered in layers of overlapping scales with a fin protruding from its head, and webbed fingers and toes.
14- A creature with the palest skin imaginable, features touched with the symptoms of hypothermia. Icicles grow from his garments and frost covers his beard. His flesh is colder than ice, his blood freezing before it hits the ground.
15- A man wreathed in constant, blazing fire. The Prince never touches anything flammable that he does not want to destroy. He is either unable or unwilling to turn off his flames.
16- A normal member of their species whose age seems to fluctuate based on his mood. When he is happy, he is a child, when he is enthusiastic, he is a young man, when he is angry he is a middle-aged man, when he is saddened or disheartened, he is an old man and etc.
17- A young adult member of the Prince's original species wearing something resembling a combination between superhero spandex and pajamas. Has a cool cape, hood with a long tail, or tails. Also, the Prince has a 50% of having a set of wings.
18- A prepubescent member of the Prince's original species wearing royal garments. None of the Prince's servants seem to find this odd.
19- A beautiful, radiant member of the Prince's original species. However, if attacked and damaged, part of the Prince's shell cracks away to reveal that his body underneath is rotting and diseased, riddled with a million wounds. The shell heals, but the blow to the Prince's pride will not.
20- A terrible, vicious-looking monster without a trace of the original humanity the Prince once possessed.
How strong is he?
1- Damage Threshold 6, SHP 6, AC 16, makes three attacks with an attack bonus of +2. He has the Daemonic Power of Regeneration. This Daemon Prince is weak by the standards of Daemon Princes and he knows it. He is twitchy and quick to spring to violence. He is also quite clever and does not fight fair. Do not underestimate him.
2- Damage Threshold 7, SHP 7, AC 15, makes two attacks with an attack bonus of +3. He has the Daemonic Power of Regeneration and 1 other. This Daemon Prince is proud of his accomplishment. He likely has no further desire to rise unless prompted by some outside force. He is cunning, but likely to use brute force to solve his problems.
3- Damage Threshold 8, SHP 8, AC 14, makes two attacks with an attack bonus of +4. He has the Daemonic Power of Regeneration and 2 others. This Daemon Prince is hungry for glory and power and will do anything to get it. He is also likely quite aware of his own relative weakness in comparison to the greatest of his kind. This is a source of shame to him and he will react badly if anyone points that out to him.
4- Damage Threshold 9, SHP 9, AC 13, makes two attacks with an attack bonus of +5. He has the Daemonic Power of Regeneration and 1d4+1 others. This Daemon Prince is utterly confident in his own invincibility. He will react with shock and horror the first time he is hurt. He hasn't been hurt in a very long time.
What tools or weapons does he have?
The Daemon Prince wears...
1- A lion-skin cape. His cape makes him take half damage from attacks from behind.
2- Spandex. Kind of silly looking, but still cool. Halves all blunt damage unless ripped, and it rips when the Prince takes sharp damage.
3- A bulletproof vest. Reduces all firearm damage by 2. Does nothing against any other type of damage.
4- Powered armor. Reduce all magic damage by 1 per [dice].
5- Plate mail. Reduces all sharp damage taken by 3.
6- Breastplate, helmet, greaves and shield. The Daemon Prince may use the shields must be splintered rule.
7- Bamboo armor. Reduce 1 Firearm attack by 1d12. After that, the armor crumbles.
8- Silk shirt. Reduce all arrow damage by 1d6. Has little effect against any other type of damage.
And he carries...
1- The Warhammer of Zanziko, Warrior's Gamble. Does 1d8 damage on a hit and has the power to force anyone it hits to reroll 1 of their attributes and take the worse option.
2- The broken, legendary sword, Fleshmarch. Does 1d6+STR damage on a hit and has the power that anyone who is injured by this sword is shoved 1 second per point of damage into the future. If at least five damage is done, the person vanishes and reappears next round.
3- A giant laser gun named Seawolf's Salvo. Does 2d10 damage on a hit, but must be reloaded between each shot.
4- A cloud of levitating shuriken. Does 3d6 damage divided among as many targets within 50' as the user wishes.
5- Bare hands. The Daemon Prince has a 50% of being enormously strong and a 50% chance of being an Expert in one of the Fist Arts. If the latter, he is an Expert in: 1d4 [1= Demon Flips the Cart; 2= Pattram Swordhand; 3= Leisure Kicks; 4= 49 Empty Palms.]
6- A firearm. The Prince's gun of choice is: 1d4 [1= A pistol (1d8); 2= Dual Pistols; 3= A Rifle (2d6); 4= A shotgun (3d6 at close range, 2d6 at medium, 1d6 at long).] Find the Firearm rules here.
7- A chainsaw. 2d6 damage on a hit, but makes a lot of noise. The Prince fails any attempts at stealth when his chainsaw is running.
8- A polearm or spear. 1d8+STR damage on a hit. Roll on the table in this post to see what polearm it is.
Who serves him?
1- A Cult of mortals.
2- A Battalion of slaughter-crazed Berserkers.
3- An Army of ancient Constructs.
4- A Horde of Undead.
5- A Party of legendary Adventurers.
6- A Pack of Ghouls.
7- A Clan of Demons.
8- A Company of Soldiers.
9- An Order of Wizards.
10- A Family of Giants.
11- A Tribe of Primitives.
12- A Cell of Dopplegangers.
What Daemonic Powers does he have?
Roll as many times as required on this table, rerolling duplicates.
1- Blasting Cone/Shape Charge: Everyone in a 30' cone takes [sum] damage, save for half.
2- Spell Shield: Any spell cast with less than [dice] does not affect the Daemon Prince. Can be used as a reaction.
3- Flight: The Daemon Prince can fly for [dice] minutes. Can be cast as a free action.
4- Regeneration: The Daemon Prince heals up to [dice] SHP, back to his max.
5- Terrifying Aura: The Daemon Prince begins exuding an Aura of pure malice. All within this aura must roll over [sum] to approach the Daemon Prince, otherwise they cannot move any closer to the Daemon Prince.
6- Heat Metal: [dice] metal objects suddenly heat up till they glow red hot, doing 1d6+[dice] fire damage to anyone touching them.
7- Telekinesis: One object is suddenly manipulated as if grabbed by an invisible creature with 13+[dice] STR (max 19(+4)).
8- Explosive Blast: The Daemon Prince conjures a ball of bubbling plasma and flings it at someone. The ball does [dice] damage on a hit. Then, one round later, it explodes, dealing [sum] damage to anyone within 10*[dice]', save for half.
9- Guided Bolts: The Daemon Prince fires [dice] bolts of energy at up to [dice] targets, each one requiring an attack roll. On a hit, each bolt does 1d6+[dice] damage.
10- Unnatural Strength: The Daemon Prince temporarily enhances his Strength, gaining a +[dice] bonus to STR checks, saving throws and damage rolls for [dice] minutes.
11- Lightning Speed: The Daemon Prince temporarily enhances his Speed, gaining a +[dice] bonus to any roll requiring speed or quickness of movement for [dice] minutes. He also moves up [dice] places in the initiative order.
12- Elemental Immunity: The Daemon Prince becomes immune to [dice] elements and elemental damage of that type for [dice] minutes.
13- Blister Field: The Daemon Prince exudes an aura of energy that extends out 10*[dice]'. Anyone inside this field takes [dice] damage a round, with no save permitted.
14- Charming Gesture: The Daemon Prince may attempt to influence a person. That person takes 1d6 WIL damage for [dice] rounds. If the amount of WIL damage that person takes ever equals or exceeds his WIL score, that person becomes charmed by the Daemon Prince and gains the Conviction, "I like [the Daemon Prince] and want to help them, though only as a friend would help out."
15- Geas: The Daemon Prince may force his will on one person. One person must save, with a penalty to their save equal to [dice]. On a failure, for the next [dice] minutes, the person will attempt to carry out one order the Daemon Prince has given them, no matter how stupid, unreasonable or suicidal the order is.
16- Disintegration: The Daemon Prince must make an attack roll against a person within 50'. On a hit, that person must save. If that person has more HD than [dice], he may add the difference to the saving throw. If he has 3x the amount of HD to [dice], he automatically passes. On a failed save, the person dies.
17- Healing Word: The Daemon Prince may heal one person he can touch of [sum] HP, back to the person's natural maximum.
18- Mutating Touch: The Daemon Prince may mutate any person he touches. No save is permitted to avoid this.
19- Open the Grave: The Daemon Prince may raise up to [dice] corpses as Undead Servants. Each of these corpses have [dice] HD and are otherwise normal Undead under the Daemon Prince's control.
20- Mana Zone: The Daemon Prince exudes an aura of energy that extends out 10*[dice]'. The Daemon Prince can sense everything that happens within this zone and gains a +[sum] bonus to avoiding attacks and relevant saving throws. However, this zone does not protect against non-physical assaults.
Weaknesses of Daemon Princes
Firstly, Daemon Princes need a body, just like an Outsider. Without a body, they can only use their Possession ability and are immaterial.
Secondly, Daemon Princes need a constant stream of energy to remain in our universe, as well as to fuel their impressive powers. If they do not have regular sacrifices of creatures to them, they will slowly wither until they resemble mortals once more.
Thirdly, Daemon Princes follow the same rules as Outsiders. If killed in a physical body, they die. While not attached to any physical body, they cannot be killed or really even hurt, but they cannot influence the physical world in any meaningful way, except by possessing someone or through words.
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