3 Of Demons & Virtues/Elementals/Undead

May 30, 2023 6:53 pm
https://i.imgur.com/Y4aUBjc.jpg https://i.imgur.com/dcu3KRi.jpg

Demons & Virtues


Familiars: Familiars are small demon or virtues. Familiars are 1HD (1d8)

Summoning/Binding: (Requires 3+ pts in an Ethos)
At 1st level, the PC chooses a first summoning from Elementals Demons or Undead. He or she then chooses which specific type of entity he or she can summon. Later on, at 5th level, the PC can choose second summons and has a third choice at 9th level a fourth at 13th level and a fifth at 17th level.

Summoning requires a minimum INT 13, so you need to be sure you can summon the type of being in question before you choose. Summoner must roll a contested WIS save to bind.

Greater Summoning/Binding: (Requires 5+ in an Ethos)
Greater Demons/Virtues have 18 + 1d4 in their prime stat and use 1d12 as HD.

Demon/Virtue Types

Combat
[ +- ] Fighters (STR, DEX, CON 2d6+8/INT, WIS, CHA 3d6)
[ +- ] Weapons (STR, DEX, CON 2d6+6/INT, WIS, CHA 3d6)
Protection
[ +- ] Defender (STR, DEX, CON 2d6+8/INT, WIS, CHA 3d6)
[ +- ] Armor (STR, DEX, CON 2d6+6/INT, WIS, CHA 3d6)
Knowledge
[ +- ] Sage (STR, DEX, CON, CHA 3d6/INT, WIS 1d8+12)
Travel
[ +- ] Mount (STR, DEX 2d6+8/CON, INT, WIS, CHA 3d6)
[ +- ] Gatekeeper (STR, DEX 2d6+8/CON, INT, WIS, CHA 3d6)
Desire
[ +- ] Concubine, Valet, Concierge (CHA 18+1d4/STR, DEX, CON, INT, WIS 3d6)
Possession
[ +- ] Thrall (STR, DEX, CON same as host/WIS 2d6+8/INT, CHA 3d6)
Pain
[ +- ] Torturer, Cenobite (DEX, CHA 2d6+8/STR, CON, INT, WIS 3d6)
Demons & Virtues taking mobile forms should be built using the Warrior sidekick rules, except Desire, which is built using the Expert. Be aware that Defenders will only attack to defend their master.
Special Abilities (up to 1/stat bonus of highest mental stat)
[ +- ] Acid
[ +- ] Blink
[ +- ] Clairvoyance
[ +- ] Cold
[ +- ] Electricity
[ +- ] Fear
[ +- ] Fire
[ +- ] Invisibility
[ +- ] Paralysis
[ +- ] Psychometry
[ +- ] Regeneration
[ +- ] Scrying (Knowledge Only)
[ +- ] Shapeshifter
[ +- ] Sorcery (counts as 2)
[ +- ] Telekinesis
[ +- ] Telepathy
[ +- ] Wish Granting (Desire Only: Automatically)

Elementals

Summoning
Elemental summoning is not an instantaneous activity and certain preparations are required beforehand. First the summoner needs to have the coinciding element to hand – so, for example, he needs at least a bowl of water to summon an undine (water elemental). Chanting, rhythmic swaying and hand gestures are also necessary. This is best done unarmoured and unhampered by heavy weapons or gear. This swaying and chanting requires uninterrupted concentration for a period of anywhere between 3-18 minutes (roll 3D6).

At the end of the period the player makes the appropriate summoning roll, based on the character’s level and applying all applicable modifiers. Failure means the sorcerer has to start all over (or give up).

Once summoned, the elemental will carry out the first command given to it by its summoner. After carrying out its orders as best it can (assuming they are within its powers), it is free again and will go away to the elemental plane where it came from. However, the sorcerer can attempt bind the elemental rather than have it carry out a task.

Binding Elementals
The elemental must be bound into an item or an object. To bind an elemental requires the sorcerer to overcome the elemental in a battle of wills. Binding requires the character to make a WIS save, whereupon the elemental is bound and must obey its master from then on. It will carry out a task as commanded and then return to its object once the task has been completed. It may be called upon up to four times in a day. If called a fifth time it will break free completely and return to its plane. If the WIS save is unsuccessful, the elemental simply returns to its elemental domain.

Elemental Powers
Elementals are immune to sleep and charm spells and aren’t affected by illusions. Only earth elementals can be affected by normal weapons – the other elementals can only be harmed by some magical attacks and magical (demon) weapons.

Air (Sylphs)
Sylphs cannot be seen. A single sylph has very limited power; it can accomplish as much as a puff of wind.
Sylphs have the following abilities:

1) Can fly at 4-24 (4D6) miles per hour
2) Invisible to the naked eye
3) Produce 1D6 miles per hour worth of breeze for 1D6 minutes
4) Move light objects of 1lb or less for 1D6 minutes
5) Blow individual arrows off course
6) Carry spoken messages from their master to another individual up to a mile away
7) Produce enough air to last one person 1D6 minutes, but this will slay the sylph
8) Destroy a fire elemental (salamander), but this will slay the sylph
9) Players may invent other appropriate minor powers, at the GMs discretion
10) Multiple sylphs working together may multiply the effects of one power by the number in the group

Earth (Gnomes)
Gnomes are slow, rocky beings who can merge with the earth. When on top of the ground they take the form of a crudely hewn man. They are only capable of simple tasks.
They have the following abilities:

1) They always attack last in the round with their doubled fists causing D10 +2 damage
2) Merge with and pass through all natural barriers and walls made of stone or earth.
3) Tremendously strong; a single gnome may lift as much as 2000 pounds
4) Any weapon striking their stony bodies has a 10% chance to break.
5) Can tell if gold, silver, or any other desired metal is within 100 yds. They can also lead people to mineral deposits or metallic objects
6) Neutralize (destroy) a water elemental (undine) at the cost of its own existence
7) Players may invent other appropriate minor powers, at the GMs discretion
8) Many gnomes in proximity remain a collection of individuals. They cannot merge their powers as all the other elementals can.

Water (Undines)
Undines are normally invisible within a body of water. If summoned forth on land, they usually take the form of a beautiful blue-green woman about a foot (30 cm) tall, whose skin is damp to the touch.
They have the following abilities:

1) Move at will through water at a speed of 3-18 (3D6) miles per hour
2) Transport a single person through water for 1D6 hours and protect the person from drowning
3) Materialize up to one gallon of water at any time or place.
4) Neutralize (destroy) one earth elemental (gnome) at the cost of its own existence
5) Neutralize (destroy) one fire elemental (salamander) at the cost of its own existence
6) Cause metal weapons to rust almost instantaneously, halving the damage for that weapon, at the cost of its existence
7) It may enter the respiratory system of a target and do drowning damage to the target for 1D6 melee rounds
8) Players may invent other appropriate minor powers, at the GMs discretion
9) Multiple undines working together may multiply the effects of one power by the number in the group

Fire (Salamanders)
Salamanders are chaotic shapeshifters, usually appearing as simple flames but sometimes in other forms – like that of a human or animal though always enshrouded in fire. They are the hardest elemental to contain and must be bound to a stone or metallic object or they cause the binding object to be consumed in flame.
They have the following abilities.

1) Ignite any flammable object
2) Produce a burst of flame doing 1D6 damage to anything along the path of the flame for up to 30’ distance. The salamander may only do this three times in a day; doing it on a fourth occasion destroys the salamander
3) Inhabit any metallic weapon or object and cause it to flame for 1D6 melee rounds. Flaming weapons do an additional point of fire damage and on a hit can ignite flammable objects such as clothing or wooden shields
4) Neutralize (destroy) one air elemental (sylph) upon contact at the cost of its own existence
5) Produce light in darkness without actually burning anything.
6) Melt soft metals such as gold, raw iron, copper, or lead. They merely heat up harder metals and alloys, such as bronze, steel, tempered iron, etc.
7) The flame damage of a salamander counts as a magical attack when used against any form of demon or elemental
8) Inhabit and control any free-burning flames, such as controlling how fast the fuel is consumed and what direction it moves in when there is little or no wind. A flame is defined as one discrete mass of burning substance not to exceed a diameter of 6’ from side to side
9) Detect hidden living beings by their heat and give its master a rough idea of the direction and distance. This will not work through more than one foot of stone or similarly dense material
10) Players may invent other appropriate minor powers, at the GMs discretion
11) Fire Elementals may merge together to produce a gigantic fire elemental whose power equals the product of all the individual elementals. For example, three elementals acting as one in a flaming weapon would deliver 3 extra damage and have a chance of igniting any flammable object they contact. However, if shooting flame, elementals may be combined either to increase the amount of damage or to increase the range or the width of the flame.
Undead

A Price to Pay
The more the sorcerer delves into the necromantic arts, the greater the toll on his mind, body and soul. When he takes the undead summoning ability (and if he takes it again), the sorcerer immediately receives one of the following consequences.

Choose or Roll 1d12

1. Hair turns grey immediately. Turns white after a month. Falls out after another month.
2. Becomes creepy and unsettling. Animals and children shy away.
3. Becomes nocturnal; finding it difficult to sleep at night and needing to sleep during the day – disliking the sunlight.
4. Skin becomes wrinkly, blotchy and slightly translucent.
5. Becomes obsessed with graves and graveyards.
6. Teeth start yellowing and fingers and nails grow long and claw-like.
7. Becomes addicted to drinking blood.
8. Starts to become gaunt, face becomes white and skull-like.
9. Gains +1 to saves to avoid death but wounds take twice as long to heal as normal.
10. Becomes paranoid; believes everyone is out to get him and doesn’t trust anyone.
11. Physical Debilitation (-1 to STR, CON or DEX)
12. Mental Debilitation (-1 to INT, WIS or CHA)

Summoning
Undead summoning (necromancy), like any other type of summoning, is best done when fully prepared. Undead can only be brought back at the actual grave site where the body is buried, or at the location of their death. Old battlefields are a great source of bodies for such summoning. Preparations at minimum require uninterrupted concentration for a period of anywhere between 1-6 minutes (roll 1D6) if the person is recently dead or up to 6-36 (6D6) minutes if the person is long dead.

The number of undead summoned depends on the level of the summoner and the type of undead being summoned. Skeletons are the weakest of the undead and also the most numerous. The summoner, therefore, can summon more of them in one go than say vampires, which are rare and harder to locate. A sorcerer can, of course, summon just one of any type of undead if he prefers. Once summoned, the undead will carry out the first command given to it/them by the summoner. After carrying out their orders as best they can (assuming they are within their powers), they will crumble to dust. The sorcerer can simply ask questions, to which the undead will respond to the best of its ability. However, the sorcerer can bind the undead rather than have it or them carry out a task or ask questions.

Binding Undead
Corporeal undead can only be bound to a site (often a graveyard or similar) or to service. In the latter case they follow their master as ordered and act as servants/bodyguards. Non-corporeal undead can be bound to a location or can be bound into items; the item must be something that has some significance to the undead person whilst they were alive – an item they owned whilst alive, the item that killed them (this might not go down too well with the undead!) or similar. To successfully bind the undead requires a battle of wills by the sorcerer making a WIS save.

A weapon will have one of the special offensive abilities of the undead that is bound into it. So, a sword with a bound Banshee will either be able to do a death shriek once per day, or the act of drawing the blade will cause fear in the character’s opponents or the touch of the blade will cause necrotic damage.

Armour bound with non-corporeal undead will have one of the undead’s defensive powers. So, Banshee Armour would confer either the undead’s DC, an immunity to sleep, charm and fear or a resistance to magic, or make the wearer immune to all weapons other than magic weapons.

Thread locked