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Infernum Rules Changes

For any sort of topic that doesn't have to do with an RP. And some that inexplicably do...

Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:23 pm

Here is a compilation of all the rules changes I've made to infernum.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:23 pm

Chain of Agility
The chain of agility is a fairly decent mutation, there isn't much that needs to be fixed with it. However, the one thing that does is the fourth link, faster than the eye. Unless you're incredibly high level, you're initiative score probably won't be 10 points higher than anyone so we'll leave that part out. Also, we should shorten the difference at which the mutation can be activated. So the final product should look like this.

IV – Faster Than The Eye: If the demon’s Dexterity
score is higher
than that of another character in combat, it may
spend three iliaster to activate Faster Than The Eye
against that target. The target no longer threatens the
demon for the purposes of attacks of opportunity and
is considered flat-footed against the demon’s attacks.
Faster Than the Eye lasts until the end of the combat.


Chain of the Animal Aspect
The animal aspect chain is great for anyone who wants to play a furry, but started out as a race other than a beast. Even for beasts, it improves on their natural abilities. However, there are somethings that need to be improved or clarified. Most specifically, what does it mean by one HD worth of meat? Does it mean eating a 1HD creature or not? Either way, I've taken the liberty of simplifying this.
I – Face of the Beast (Physical): The demon’s head
and face become those of an animal. Its bite damage
is increased by one step (or it gains a secondary bite
attack that deals damage appropriate for it's size [1d8 for medium]) and it
gets a +2 racial bonus to Listen and Spot checks.
II – Hide of the Beast (Physical, Exclusivity: Hide):
Thick matted fur or hard scales covers the demon’s body, giving it a
+2 bonus to natural Armour Class and cold resistance
5.
III – Form of the Beast (Shapeshift): The demon
can now transform into the shape of an animal. The
demon must choose a particular species when this link
is chosen, and it may only transform into that species.
Transforming is a standard action that costs three
iliaster; transforming back is a free action.
This ability functions like an alternate form ability.
This link carries a drawback; the demon now needs to
feed on meat as well as iliaster. The demon needs to
consume food as a mortal does, however this food
must be meat.
IV – Mind of the Beast (Mental): The demon’s
instincts become stronger. It can now enter into a
combat trance by spending two iliaster as a free action;
this trance lasts for six rounds. While in the trance, the
demon cannot speak, use mental or psychic mutations
or sorcery, make ranged attacks or use any skill
involving complex thought and intelligence. It has an
effective Intelligence score of one for the duration of
the trance. However, it gains a +4 resistance bonus to
all Will and Fort saves, a +2 bonus to all attack and damage rolls and can
keep fighting once breached – being at zero hit points
does not knock the demon unconscious.

Chain of Bonded Weapons
Let's face it, arm weapons can look pretty cool. However if you're going to sacrifice one of your limbs (a serious penalty), it should be worth the cost. A plus one bonus is pretty insulting, and it's been stated elsewhere that it's something you might honestly forget you even have.
I – Bonded Weapon (Physical, Exclusivity: Limb):
The demon bonds a weapon to its limb. The weapon
can be a two-handed weapon, in which case the demon
still needs to use another limb when fi ghting with the
weapon. The bonded weapon can still be sundered,
but the demon cannot be disarmed and gets a +4
circumstance bonus to its own disarm checks. If the
weapon is sundered, it must be repaired.
The demon gets a +3 bonus to attack rolls with the
bonded weapon. The weapon counts as a natural
attack.
This link carries a drawback; the demon suffers a
–4 circumstance penalty on all skill checks that are
affected by the loss of a limb. For example, a demon
with an axe instead of a hand might suffer a –4 penalty
when trying to covertly disable a device.
II – Flesh of my Flesh: The bonded weapon becomes
partially organic. If sundered, the demon can spend
three iliaster to re-grow the weapon. If the weapon
requires ammunition, the demon can spend three
iliaster to refill the weapon’s magazine.
This link carries a drawback, if the weapon is sundered,
half the damage it took is subrtacted from the demons
hit point total.
III – Deadly Strike: The demon may now spend
one iliaster to get a +2 bonus to hit or a +2 bonus to
damage for one round. Any amount of iliaster may be
channelled through the weapon using this ability.
IV – Weapon Mastery: The demon gains a +2 insight
bonus to attack rolls with its bonded weapon. It may
also multiply its Strength bonus to damage with
melee attacks with the weapon by 1½ if it dealt
damage normally or x2 if it did 1.5, or multiply its
Dexterity bonus to damage with the weapon by 1½.

Chain of the Carriage
A great chain for demons who want to have lots of extra attacks. The first two mutations however, would work better if they were blended into one.
I – The Tail (Physical 2): The demon grows a tail.
The appearance of the tail reflects the appearance of
the demon. In most cases, the tail’s hide resembles
the demon’s skin, although some grow rat-tails and
heavily armoured demons tend to produce scorpionlike
tails. This tail gives the demon a +4 racial bonus
to Balance, Tumble and Swim checks. The demon may
use its tail as a limb. It cannot yet attack with the tail,
but gains an extra move-equivalent action each round using
the tail. For example, it could use the extra action to open
a door, pick a pocket, reload a weapon and so on.
This link carries a drawback; any armor must be
specially adapted for the demon, which increases the
cost of the armour by half again.
II – Fully Functional: The tail now becomes a fully
functional limb, and follows the normal rules for extra
limbs (see Chain of Myriad Limbs page 212). The
demon may apply mutation chains like the Chain of
Bonded Weapons, or wield single handed weapons in it.
III.I – Tail Slap
( E x c l u s iv i t y :
Tail, Limb):
Muscles and bone
spurs erupt along the
length of the demon’s tail.
It may now make tail slap
attacks. This full attack
action hits all enemies
within a half-circle of
radius equal to the demon’s
reach. Any creatures struck
by this attack take damage
as follows:
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 1d10
Gargantuan 2d6
Colossal 3d6
Victims may make a Refl ex save to take half damage.
A character struck by the tail attack may also be
knocked over; resolve this like a normal trip attempt,
but the victim may not try to trip the demon if the
initial trip attack fails.
III.II – Tail Stinger (Exclusivity: Tail, Limb): The
end of the demon’s tail blossoms into a sharp prong of
bone. This can be used as a normal natural attack with
the extra limb. The tail stinger has a critical threat
range of 18-20 and deals damage as per the table
above.

Chain of Charisma
The chain of charisma is a powerful mutation chain. It's first link is immensly overpowed. At lower levels it's not much of a problem, but at higher levels, the demon characters are likely ruling a domain, and so don't have to worry about concerving illiaster as much, so they can easily pour half their reserve into the mutation sending them right of the RNG. There for the first link should be reduced in power.
I – Dangerous Beauty (Mind-Affecting): The demon
gains an eerie, inhuman grace and incomprehensible
allure. It may spend one iliaster to get a +1 bonus
to any Seduction or Diplomacy check for one round;
any amount of iliaster may be spent when using this
ability.

Chain of Claws
The chain of claws is a perfectly functional mutation chain and needs no modifications other then that it should apply to both claws. However one thing should be noted. It's always a better option to have the claws be retractable, as it doesn't have a time limit on how long they can be extended.

Chain of Corrosion
And here we are. This chain is a shining example of how the energy damage chains are all underpowered and a poor option to pick. Doing 1d6 damage per point of iliaster is a rather poor option, even at lower levels. Hit points increase way faster than iliaster available does, meaning that someone who want's to do this will probably be able to do this only once per day. Therefore, I propose the following changes.
I – Acid Resistance: The demon gains Acid Resistance
10. It may take this link multiple times; each additional
link increases the demon’s Acid Resistance by +10.
Additionally, all of the demons melee attacks to an
extra 2d6 acid damage. This damage does not increase
if this link is taken multiple times.
II – Acid Vomit: The demon can now vomit up acid
from its innards at the cost of 1 illiaster. This acid spit is used as a melee
touch attack, and deals 1d8 points of acid damage per
hit die of the demon. A demon with the Chain of the
Devourer can use this attack on internal targets.
III – Acid Spit: The acid hawked up by the demon
thickens and becomes almost gelatinous. The demon
can now spit the acid ball as a ranged touch attack.
This can be used out to close range.
IV – Acid Blood (Exclusivity: Ichor): The demon’s
ichor transmutes into acid. Whenever the demon is
wounded, the ichor sprays and splashes out, searing
the foe’s flesh. Anyone who injures the demon with a
piercing or slashing mêlée attack suffers acid damage
equal to one-fifth of the damage dealt to the demon.
This acid has a splash range of five feet, so a creature
using a reach weapon is safe. Creatures using natural
attacks take the acid damage even if they have reach.
This link carries a drawback – the demon’s acidic
ichor scars its veins and internal organs, reducing
its efficiency and forcing its body to consume more
power to survive. The amount of iliaster it needs each
day to avoid Dissolution increases by one-fifth (round
up).
V.I – Enhanced Acid: The demon can now make its
internal acid more intense by spending more iliaster.
This increases the damage dealt by its acid vomit
or acid spit attacks. The enhancement lasts for one
round per level. The demon may spend four illiaster to increase
the damage dice to d10 or 6 illiaster for d12.
V.II – Teeth of Acid: The demon must have a bite or
stinger attack to use this link. Whenever the demon
hits with a bite or sting attack, it can inject acid into
the wound and sears the fl esh. This costs fi ve iliaster.
The victim of the attack cannot heal the seared damage
normally – healing sorcery must be used. If the victim
of the attack has Acid Resistance, then the character
can heal an amount of damage from the bite or sting
equal to his Acid Resistance normally; any damage
beyond the character’s Acid Resistance is seared
damage and must be healed magically.
For example, a demon with the Teeth of Acid link
bites another demon who has Acid Resistance 10.
The bite attack deals 16 point of damage to the victim.
Normally, the victim would be unable to heal the 16
points of damage using normal healing, but thanks to
its Acid Resistance, the unhealable damage is reduced
to six points. The victim’s hit points are still reduced
by 16, but ten of these points will heal normally.
VI.I – Acid Fog: The demon may spend fi ve iliaster
to belch a pestilent, yellowish, sulphurous cloud
out from whatever orifice the demon chooses. This
cloud has a radius equal to four times the demon’s
Constitution score in feet, rounded to the neariest multiple of 5.
Anyone in the cloud must make a Fortitude save each round
or be nauseated and take 2d8 points of acid damage for
as long as they remain within. Creatures may only move at
half their move speed while in the cloud.
Creatures with Acid Resistance gain a bonus to their Fortitude
saves equal to their Acid Resistance. The cloud also grants
concealment to any creatures within it.
The cloud does not move with the demon. The cloud
lasts a number of rounds equal to the demon’s Constitution score.
although high winds can cause it to dissipate more quickly.
VI.II – Acid Blade: The demon can now lick its mêlée
weapons, at the cost of five iliaster per weapon. For
a number of rounds equal to the demon’s level, the weapon now inflicts seared damage,
just like a bite attack using the Teeth of Acid link.
Licking a weapon is a move action.

Chain of Crawling Flesh
The chain of crawling flesh is a fairly useful mutation chain, as if you've happened to gather a bunch of Hide mutations or enhancements, you can switch between them fairly easy. The second link is where it's at, because healing other than natural is fairly uncommon in the infernum.

Chain of Darkness
The chain of darkness, is a decent enough mutation path, though it's ability aquisition is too slow, and overall it's fairly uninteresting. There's no need to spend iliaster to gain darkvision, as darkvision really isn't all that big a deal.
I – One With the Shadows:
The demon gains a +4 bonus to
Hide and Move Silently checks madewhile in
areas of shadowy or no illumination. The
darkness seems to swallow the demon’s footsteps.
Additionally the demon gains darkvision out to 120 feet.
II – Dark Sphere: The demon can now conjure
shadows around itself. This creates perfect and total
darkness within 15 feet of the demon and shadowy
illumination within 50 feet. Conjuring shadows is an
attack action and consumes one iliaster per round. The
demon can see through its own darkness normally.
This link carries a drawback – the demon becomes
unnaturally sensitive to light. The demon suffers a –1
circumstance penalty to attack rolls when in brightly lit
conditions. Intense light causes the demon agonising
pain; the demon must make a Will save (DC 10) when
exposed to a searchlight, flare or similar light source
or be limited to a single move or attack action that
round.
III – Night Terrors: Shadows around the demon
become chillingly cold and bizarrely terrifying.
Anyone within the demon’s Dark Sphere must make
a Will save or be panicked until they exit the shadows.
Activating this ability costs two iliaster per round (and
as it must be used in concert with the Shadow Weave
ability, the total cost is three iliaster per round).
IV - Shadow Weave: The demon may create solid objects
out of shadow such as spikes, platforms and walls at the
cost of 2 illiaster per 10 squares. There must be shadows
in the area to use (the demons shadow doesn't count).
The objects may be created anywhere within long range
but can't be moved once created.

Chain of the Devourer
The chain of the devourer is perfectly functional the way it is, and needs no modifications.

Chain of Disease
The chain of disease is fairly complex, but not too hard to understand. The one thing that's not cool, is being forced to infect you're self with the diseases before you can use them. So that's not required.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:23 pm

Chain of Flies
The first link of this chain needs some work ( reall. From the way it's described, it sounds like it would work nicely as a suggestion spell, so let's go with that. There are other changes and simplifications to do as well.
I - Buzzing Voice (Mind-Affecting): The demon’s voice changes to sound like a chorus of buzzing flies. This allows the demon to say many things at once; each of the hundreds of voices can chant its own speech. This sonic cacophony lets the demon insinuate thoughts to those who listen to it, giving it power over their minds. This insinuation must be worded in such a way as to sound pleasing to the subject and is limited to a few sentances. The subject attempts to carry out the order to the best of it's ability. The insinuation lasts for 1 hour per level of the demon or until the goal is completed. A Will save negates this, and it costs 4 illiaster to activate. Furthermore, the demon can speak to insects, although such vermin have very simple thoughts and are poor conversationalists.
This link carries a drawback; the demon can no longer speak in a loud voice and its voice is unpleasant at the best of times. It suffers a –2 circumstance penalty to Seduction and Perform checks. It also cannot use Bluff or Perform to mimic the voice of another individual who does not have this mutation.
II – Cloak of Vermin (Physical, Exclusive: Hide):
A huge swarm of flies descends and settles on the demon’s back and shoulders. These vermin constantly buzz and fl it around the demon, laying eggs in its flesh to propagate their numbers. This gives the demon DR 2/- (stacking with any similar DR), as the flies block attacks and projectiles. Furthermore, anyone within reach of the demon must make a Fortitude save each round or be sickened by the flies crawling over their skin and eyes.
III.I – OH GOD NOT THE BEES!: The cloak of flies have waxed fat on the demon’s ichor and now partake of the demon’s ferocity and infernal powers. Anyone within reach of the demon now automatically takes 2d6 points of damage from the flies each round, regardless of Armour Class (damage reduction or other defences still work).
III.II – Fly Spy: The demon can now establish a
psychic link with one of its fl ies, seeing through its
eyes and guiding its movements. While controlling
a fl y, the demon must concentrate and is unaware of
its own surroundings. The fl y acts normally while
uncontrolled by the demon, but generally remains near
where it was left. Taking control of a fl y’s mind and
perceptions costs one iliaster. The demon must touch
a fl y to establish a link, but after the link is made, the
demon can swap its mind in and out of the fl y freely,
at the cost of one iliaster each time.
A demon can have a number of psychic links equal
to its Wisdom modifi er at any one time. It can drop
links freely.
IV.I – Wrath Swarm (Psychic): The demon can now
spend three iliaster to launch its fl ies as a fl y swarm.
The fl y swarm then costs one iliaster per round to
maintain. The swarm’s statistics are listed in the
box nearby. The swarm obeys the demon’s psychic
commands and fi ghts with no thought to its own safety
or survival. Should the swarm be destroyed, the eggs
left in the demon’s skin will produce a new swarm in
24 hours.
The demon can channel touch attacks through
its swarm, at a cost of three iliaster per attack
channelled.
IV.II – Infi nite Eyes: The demon can now see through
all the eyes of the flies riding on it simultaneously.
This gives it all around vision and it cannot be flanked.
V – Body of Flies (Shapeshift): The demon can now transform itself into a swarm of flies. The demon gains the warm subtype, and fills an area of 10 feet if medium or smaller. Increase this area by 5 feet for every size larger the demon is.

Chain of Filth
This mutation chain is fine and needs no changes.

Chain of Form
This chain is fine as well.

Chain of Gifts
A buffing chain of sorts, there are some minor changes that need to me made but overall this is a pretty good and flavorful chain.
I – Lesser Gift: By touching another creature, the
demon can give it a temporary bonus to an ability
score. The size of the bonus is equal to the demon’s
own modifier, so a demon with a Strength bonus of
+10 could give a temporary +10 bonus to another
character’s Strength. It costs the demon an amount
of iliaster equal to the size of the bonus to give the
gift. The demon can cancel this gift at any time.
The demon may have an amount of gifts active equal
to it's level plus it's Cha and Wis modifiers.
Accepting the gift brings corruption. The gift has a
Sin Rating equal to the gifts bonus.
II – Favoured by Fortune: By spending iliaster, the
demon can insure good fortune for a character with
whom it has entered into a Covenant. The iliaster acts
like a mortal’s ability to adjust fate (see page 65), but
only acts to bring wealth, love or other desires to the
recipient of the fortune.
Accepting demonic fortune brings Corruption; the gift
has a Sin Rating equal to half the iliaster spent.
III – Ability Transfer: The demon may now give
the recipient the same mutations it possesses. This
costs 3 illiaster for each mutation, and it must follow
the order of the chains. While a recipient has the same
mutations as the demon, any of those mutations of the
demon that cost illiaster have those costs double. This
gift cannot be revoked while the recipient still lives.
Accepting this gift brings corruption. This gift has a
Sin Rating equal to the corruption score of the demon.
IV – Bind Life: The demon binds its spirit to that
of another willing recipient, with whom it is in a
Covenant. Neither the demon nor the recipient can
easily die while the link exists – if either is reduced to
zero hit points (or zero iliaster for a demon or angel),
then the injured character may draw on the hit points
or iliaster of the other while at or below zero hit points
or iliaster.
The demon may break this link freely at any time.

Chain of Hellfire Mastery
Hellfire is an iconic ability of this game, and really deserves better. It shouldn't be tied to a skill and Craft (Hellfire) doesn't really even let you craft it into different shapes. So I propose some changes. Don't base the damage off the skill, let the skill increase the power of hellfire if used. Here we go.
I – Create Hellfire (Hellfire): The demon can conjure a sphere of hellfire that it can throw out to a range increment equal to close range. This has 5 foot radius area and deals damage equal to 1d6/(level-2) minimum 1d6. This ability costs 2 illiaster to activate. A creature who takes damage from hellfire loses 1 illiaster per 5 points of damage inflicted. If this would take them into the negatives, a demon or angel takes ability damage as if breached. A mortal may immediately make a will save to generate illiaster. Should this still not be enough, they take the deficit in Constitution or Charisma damage (demon's choice). Hellfire damage ignores hardness and deals full damage to objects.
II – Hellfire Arc (Hellfire): The demon can project a streaking arc of hellfire from it's hands dealing 1d6/(level-2). This arc can move through up to 10 squares per 3 levels of the demon (round up). This costs 3 iliaster.
III – Hellfire Artistry: The demon gains a +3 insight bonus to Craft (hellfi re) checks.
IV – Hellfire Blast (Hellfire): By spending four
iliaster, the demon can now hurl a massive sphere of
hellfire as an attack action. This sphere has a radius of
20 feet and can be fired accurately at any point within
long range. By spending two extra illiaster, the demon
may increase the area of this explosion by 20 feet.
Any amount if iliaster may be spend in this fashion.
Creatures caught within the sphere maymake a Reflex
save for half damage.
This link carries a drawback; keep count of how many
times the demon has used this ability. Whenever the
ability is activated, add one to the count and roll 1d20.
If the d20 roll is less than or equal to the count, then the
fl ames erupt out of the demon. This deals a number of
d6 of fire damage equal to the count to the demon and
all within ten feet of the demon. Other characters may
make a Reflex save to dodge the demon’s explosion;
the demon takes the full damage. The count resets to
zero after such an explosion.
V – Hellfire Transfiguration: The demon’s iliaster
converts itself wholly into hellfire. The demon is
now immune to hellfi re damage (but not normal fire
damage). It may transform it's body entirely into a
cloud of hellfire by spending 9 iliaster. This
transformation lasts for 1 minute per level of the
demon. Any melee attack the demon makes is treated
as pure hellfire damage, and it deals an extra
1d6/5 levels (round up) hellfire damage on all
attacks and is healed by hellfire damage and gains 1
iliaster per 5 points of damage taken. It can't heal from
it's own hellfire damage.
It may fly at a speed of 50ft with average
maneuverability. While in this form it's partially
incorporeal, all attacks have a 50% miss chance.
Also if breached, it leaks hellfire instead of iliaster
– each point of iliaster leaked explodes outwards as a
free hellfire burst (1d6/[level-2]) with a radius of ten
feet around thedemon. The demon cannot be drained
of iliaster using sorcery or similar abilities, as it no
longer possessesiliaster; any iliaster it gains is
transformed into hellfire the instant the demon absorbs it.

Chain of Horns
The chain of horns is fine, though the first, second and third mutations would work better as one mutation and a change in cost of the 5th mutation.
I – Horn Growth (Physical, Exclusivity: Head): A
pair of horns grows from the demon’s temples. These
horns increase its natural armour bonus by +1, as well
as giving a +2 profane bonus to Diplomacy checks
made against other demons. It may make a
gore attack as a secondary natural attack, which
deals damage based on the demon’s size (1d8 for medium).
If it charges, the weapon becomes primary and deals double
damage.
This link carries a drawback; the demon cannot
wear headgear or other helmets that are not specially
made.
II – Crown of Horns: Smaller growths of bone
sprout like tines of a crown around the demon’s head.
These augment the demon’s protection against mindaffecting
and psychic effects, giving it a +2 profane
bonus to Will saves against such effects.
III – Crown of Fire (Psychic, Mind-Affecting,
Blasphemous): The demon can now spend 5 iliaster
to invoke the Crown of Fire, a shining beacon of purest
hellfire that marks the demon’s brow. The Crown
of Fire burns for one round per level of the demon.
While the Crown of Fire is in effect, creatures with
a Corruption of 12 or more must make a Will save to
attack the demon or target him with hostile spells or
effects. A new save must be made for each round.


Chain of the Hungry Mind
Hungry Hungry Cerebellum! Hungry Hungry Cerebellum!
I – Devouring Thoughts (Psychic): If the demon
touches a target and spends one iliaster, it forces that
target to make a Will save. If this save is failed, the
demon may read the victim’s surface thoughts for 1d6
rounds. The demon may try again and again, but only
once each round.
II - Telepathy: The demon may now spend
one iliaster as a swift action to open up a telepathic
connection with a number of other creatures it knows
equal to it's level over any distance.
The telepathic connection allows them to
communicate by thought alone. They can reveal
thoughts to another, but cannot read each other’s
minds.
A target may choose to make a Will save to resist the
connection; if the saving throw is successful, then the
connection is not established this round. The demon
can try again, but the iliaster cost doubles each time.
The iliaster cost drops back to normal 24 hours after
the initial contact. All the connected minds may
communicate with each other through the demon.
III– Eat the Mind (Psychic): The demon may now
attempt to devour the mind of any creature it is
in contact with. This requires a melee touch attack
on an unwilling or unrestrained creature. If successful
the victim must make a will save or take 1d6 points of
Int, Wis, and Cha damage. The demon gains an increase
to each stat of the same amount and 1 rank in a skill the
victim possessed per point drained. These skill ranks last
for 1 day per level of the demon. Also, instead of dealing
ability damage, the demon may use this to deeply probe
the victim's mind, seeing all their thoughts and memories.
Use of this ability is a full-round action.

Chain of the Hydra
Perfectly fine.

Chain of the Ice Wastes
We'll do the same thing here we did with the Acid chain.
I – Cold Resistance: The demon’s skin turns bluishwhite
and becomes cold to the touch. The demon
gains cold resistance 10 and deals an extra
2d6 cold damage on every melee attack.
This link may be taken multiple times; each
link increases the demon’s cold resistance by +10
but doesn't increase the cold damage.
II - Ice Breath: The demon project a cone of cold out
in a 30 feet or a line of cole out to 60ft., dealing 1d6/level
damage with a reflex save for half. This costs 1 iliaster.
III.I – Icy Armour (Physical, Exclusivity: Hide):
Plates and fi ngers of ice begin to form on the demon’s
body, matting fur into knobbly ice armour and
interlacing until the demon is encased in a protective
ice shell. This gives the demon a +4 bonus to Armor
Class. The demon can also temporarily thicken this
icy shell, giving it an additional +2 bonus to Armour
Class per 1 iliaster spent. Each +2 bonus to Armour
Class reduces the demon’s movement by 20% and
worsens its armour check penalty by –1. The demon
cannot increase its Armour Class using this ability
past the point at which it cannot move. This icy
armor can be enchanted like any other form of
armor.
This enhanced armour lasts until the demon dismisses
it as a move action or until the demon takes fire
damage. Every five points of fire damage reduces
the armour’s protection by one. The penalties to
movement and increased armour check remain even if
the armour is melted.
III. II – Survivor: The demon’s systems become
much more efficient, to better survive in the barren
wilderness. It gains a +4 insight bonus to Survival
checks and may reduce its daily iliaster needs by 1/3.
IV – Call Snowstorm: The demon can now call up
a snowstorm around it. This snowstorm has a radius
equal to the demon’s Charisma score x 20 feet. Within
the snowstorm, visibility is reduced to ten feet, all
movement is halved, and all attack rolls and skill
checks suffer a –4 penalty. Enemies within this snowstorm
take 1d8/2 levels cold damage every round.
Calling the storm is a full-round action; maintaining it
is a swift action. The demon is immune to the negative
effects of the storm. The storm costs two iliaster per
5 rounds to maintain.
V.I – Snowstorm Rider: The demon can now fly
on the winds of its summoned snowstorm at a rate
of 50 feet per round with good manoeuvrability.
This increases the cost of the snowstorm to three
iliaster per 5 rounds. The demon must still maintain
the snowstorm as it flies, spending the swift action
as normal.
V.II – Snowshaper: The demon can direct the fall of
snow from its snowstorm, making the snow pile up in
specially chosen forms and making it freeze as hard
as stone in an instant. The demon may also create
weapons it is proficient with. These weapons all
area treated as if they had the frost property.
VI – Iceheart (Physical 2): The demon’s whole body
transmutes into ice. It gains the cold subtype, becomes
immune to cold and cold attacks now heal the demon
for as much damage as they would normally inflict.
It can also reattach severed body parts by holding
them to the stump. It gains damage reduction 10/-.
It becomes immune to disease and poison.
It gains a +10 racial bonus to Hide checks
in snowy or icy conditions. It can also reshape itself
somewhat by melting and shaping its features; this
gives it a +4 racial bonus to Disguise checks.
This link carries a drawback; as the demon has the
cold subtype, it now takes 150% damage from fire.

Chain of the Inferno
As above, so below.
I – Fire Resistance (Physical): The demon’s fire
resistance increases by to 10 (remember that all demons
begin with fire resistance 5) and deals 2d6 extra fire damage
on all melee attacks. Its skin turns somewhat red and little
tongues of flame dance about it. This link maybe taken
multiple times, each time increase the demons fire
resistance by +10. The damage is not increased.
II – Fire Blast: The demon can now spit blasts of
flame from its mouth or a similar orifice (the muzzle
of a bonded firearm, for example) or hands.
The blast can be a cone 30 feet long or a five feet wide
line 60 feet long. This costs 1 iliaster and deals 1d6
fire damage per level of the demon.
III – Inferno Aura: By spending three iliaster, the
demon can surround itself with a blazing inferno of
flame. This aura extends 10 feet beyond the demon’s
reach. Anyone within the flaming aura (except the
demon) takes 1d6/2 level of the demon
points of fire damage per round. The inferno lasts for one minute.
Activating the aura is an attack action.
This link carries a drawback; keep count of how many
times the demon has used this ability. Whenever the
ability is activated, add one to the count and roll 1d20.
If the d20 roll is less than or equal to the count, then the
fl ames erupt out of the demon. This deals a number of
d8 of fire damage equal to the count to the demon and
all within ten feet of the demon. Other characters may
make a Reflex save to dodge the demon’s explosion;
the demon takes the full damage. The count resets to
zero after such an explosion.
IV – Enhance Flames: The demon can now make its
flames more intense by spending more iliaster. This
increases the damage dealt by its fire blast or inferno
aura. The enhancement lasts for 10 minutes. By spending
3 illister the dice may be changed to d10, by spending
5 iliaster, the dice may be changed to d12.
V – Incinerate (Blasphemous): By touching a target and
spending 10 iliaster, it may attempt to incinerate the victims
soul. The target must make a fort save or take 100 points of
damage, if this is enough to kill them, the victim explodes in
a blast of flame dealing 50 damage (no save) to all creatures
(except the demon) in close range.
VI – Living Flame (Shapeshift): The demon can
now transform itself into a billowing cloud of fire with a radius
anywhere from 10-40 feet, changing size and shape as desired.
While in fire form, it is healed by fire damage and has the
fire subtype (so it suffers double damage from cold
attacks). It is partially incorporeal; any physical
attacks on it have a 50% miss chance. It can fly at a
rate of 100 feet per round with average maneuverability.
Any creature in the area of this cloud takes 1d6/level damage.
This ability costs 7 iliaster to activate and lasts for 5 minutes.
Using this ability carries the same risk of detonation
as the Inferno Aura ability.

Chain of the Insect
Perfectly fine.

Chain of Intelligence
Perfectly fine, but eww.

Chain of Lies
Like Charisma, the first link needs nerfing. There are some other changes as well. Also, the numbering appears to be messed up.
I – Liar’s Gift (Physical, Exclusivity: Tongue): The
demon’s voice becomes honey-sweet and hypnotic.
For every point of iliaster spent, it gains a +1 insight
bonus to Bluff or Diplomacy for one roll. Any amount
of iliaster can be spent using this power. Activating it
is a move action.
This link carries a drawback; the demon’s tongue
becomes forked. Spotting a forked tongue requires a
Spot check (DC 15).
II – Hypnotic Speech (Mind-Affecting): The
demon’s lies become supernaturally seductive. If
the demon selects a target and spends three iliaster
when making a Bluff or Diplomacy check against
that target, then that target must make a Will save. If
the save is failed, the demon may plant an insinuation
in the targets mind. The target attempts to fulfill this
insinuation to the best of it's ability and the idea seems
perfectly rational to them. The insinuation lasts 1/hour
per level of the demon and this ability costs 4 iliaster.
III – Undetectable Lie: By spending one iliaster
per round as a free action, the demon makes its lies
undetectable by any mechanical or sorcerous means.
Spells that detect lies or devices such as a polygraph
cannot tell when the demon is being deceitful.
IV – What You Want To Be True (Mind-Affecting,
Psychic): The demon can now weave lies that play
upon what the target wants to be true. Its words
evoke images of greed and power; the demon seems
to promise that the target’s innermost desires and lusts
will be fulfilled if only he would listen. Activating
this mutation is a free action and costs five iliaster;
the demon gets a bonus to Bluff or Seduction checks
equal to the target’s Corruption for ten minutes.
This link carries a drawback; the demon is now so
bound up in lies that it suffers 1d4 points of non-lethal
damage whenever it willingly tells the truth. Everything it
says must be in some way false (or, at least, the demon
must believe its words to be false). In courtly circles,
this drawback is well known and demon society has
evolved a complex system of etiquette that allows a
demon to place tiny white lies into its speech. On the
battlefield, this can be more of a drawback.
V.I – Believe the Lies (Mind-Affecting, Psychic):
The demon’s words become so convincing that it can
create illusions in the minds of those who listen to it.
Creating an illusion is an attack action, and it costs
two iliaster per round to maintain. The demon must
keep talking to maintain the illusion, but maintaining
the illusion is a free action. All those who hear the
demon’s words must make a Concentration or Sense
Motive check, opposed by the demon’s Bluff check.
If a character beats the demon’s Bluff
check by fi ve or less, then he can see
the illusion but does not believe it. A
character who beats the Bluff
check by six or more does not
even see the illusion. Those who
fail to see through the illusion are
beguiled by it and react as if the
illusion were real for as long as
the demon keeps describing
it. Victims are permitted
extra Concentration or
Sense Motive checks if they
interact with the illusion in
such a way to discover that
it does not exist (such as a
miser actually touching a pile of
illusory gold).
V.II – Traitor’s Heart: The demon is now
so false that it can weasel out of the
magical bonds of Covenants. It may
break a Covenant by spending iliaster equal to four
times the strength of the Covenant. All this iliaster
must be spent in one sitting, although the demon can
pause for up to three rounds between expenditures to
obtain more iliaster. The demon must concentrate throughout
this breaking of bonds – if its concentration is
broken, the iliaster is lost with no benefi t.
The demon can reduce the cost of this link to only
twice the strength of the bond if it can convince
another creature to agree to take on the bond. The
other creature need not know what it is agreeing to,
but must assent to some transfer from the demon,
either verbally or in writing.
Possession of this link is illegal in the eyes of demonic
law and punishable by death.
VI.I – Lies of Commission: The demon’s lies now take
on a life of their own. The demon can speak a lie
and spend any amount of iliaster. The lie becomes a
living thing and tries to become true. The lie can use
its assigned iliaster to adjust fate like a mortal (see
page 65). The lie can spend a maximum iliaster equal
to the demon’s level per day. The living lie cannot
acquire more iliaster. A demon can only have one
living lie active at any time, but can dismiss one to
create another.
V.II – Breaker of Oaths: This link gives the demon
the power to subvert Covenants. By touching another
creature and spending iliaster equal to the strength of
a Covenant owed by the target, the demon can
transfer that Covenant to itself. It now holds
the target’s debt. The demon must know the
holder of the debt when using this ability.
If the demon fails to spend enough
iliaster to exceed the strength
of the debt, the iliaster spent is
wasted.
Like its parent link, this link
is illegal.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:24 pm

Chain of Living Armor
Needs a few changes, but otherwise fine.
II – Reinforced Armour: The demon can now
channel iliaster through its armoured carapace. For
every point of iliaster spent, the demon gains a +1
bonus to Armour Class for ten minutes. Any amount
of iliaster may be spent when activating this ability.
When an attack hits the demons touch ac but not it's
armor ac, this increased armor is reduced by 1.
The demon’s carapace glows and bubbles with evil
energy while this link is active.
V.I – Impenetrable Armour: The demon may spend
three iliaster to gain DR5/-. This lasts for 1 minute
per level of the demon. Up to 9 points of iliaster
may be spent in such a way.

Chain of the Living Fortress
Fine as is.

Chain of the Living Weapon
See Bonded Weapon
I – Weapon Growth (Physical 2, Exclusivity:
Limb): One of the demon’s limbs transforms into a
weapon. This can either be a big spike (piercing), a
hammer (bludgeoning), a cleaver (slashing) or a gun
barrel that shoots bone fragments and gobs of acid at
the foe (ranged piercing). For a Medium demon, these
weapons do damage as follows:
Spike: Damage 1d6, Critical 20/x3.
Hammer: Damage 1d8, Critical 20/x2.
Cleaver: Damage 1d6, Critical 19-20/x2.
Gun: Damage 1d4, Critical 20/x2, Range Increment
30 feet. Each shot costs the demon one hit point.
As the demon grows, the weapons do more damage;
increase the damage as normal for growing weapons.
If any of the weapons are sundered or otherwise
destroyed, the demon may re-grow them at the cost
of three iliaster. The weapons cannot be disarmed
and the demon has a +4 bonus to Disarm checks. The
demon is considered to be profi cient with the weapon,
even if it lacks the appropriate feat and gains a +3
bonus to attack rolls with the weapon.
This link can be taken multiple times, up to once per
limb.
II – Deadly Strike: The demon may now spend
one iliaster to get a +2 bonus to hit and damage
for one round. Any amount of iliaster may be
channelled through the weapon using this ability.

Chain of Lust
Fun times, though the first mutations explanation is to wierdly complex. Here's a simpler rule. Also, some of the other mutations have changes needed as well. For the third mutation, if the fourth chain of Riethii isn't blashpemous, then this one has no need to be either.
I – Seductive Form (Physical): The demon’s body
becomes even more sinuous and lithe; his or her
sexual characteristics become even more alluring and
desirable. The demon gains a +4 bonus to Seduction
checks against creatures who could plausibly be attracted
to them.
This link carries a drawback; the demon must choose a
gender. This drawback only applies to demon breeds
that are naturally asexual.
II – Pheromone Control (Mind-Affecting): The
demon can now release pheromone signals that
distract and cloud the mind of those it has affected.
The demon may spend one iliaster to give any creature
affected by its Seductive Form link a –2 distraction
penalty to all skills and attack rolls. The target must be within
close range of the demon and the distraction lasts for one minute
Activating this ability is a free action usable 1/round. The
demon can pile on the pheromones, increasing the
penalty round after round, but all distraction penalties
vanish if the target moves out of range of the demon.
III – Pleasure’s Touch: Bytouching a target,
the demon can cause the target tofeel incredible pleasure.
Activating this ability costs three iliaster and is an attack
action. The target maymake a Will save against the demon;
if this save is failed, the target is dazed for 1d4 rounds.
Furthermore,the target risks becoming addicted to the
pleasure; the target suffers a cumulative –2 penalty to all saving
throws against this ability (from any source) and suffers
a -2 penalty to all concentration checks until he successfully
makes a saving throwagainst this ability. Using this ability
in combat requires that the demon make a successful melee
touch attack on the target.
IV – Succubus Kiss: This ability can
only be used on a helpless, dazed or unresisting target, such
as a helpless or dazed victim. The demon spends five
iliaster and touches the victim. The victim’s entire
iliaster pool is transferred to the demon (mortals are
forced to attempt to generate iliaster when targeted by
this ability). Furthermore, the demon may choose to
drain 1d4 points from the victim’s Constitution; the
demon’s Charisma or Constitution is temporarily increased
by the amount drained for one day per level of the demon.

Chain of the Machine Aspect
Needs some changes.
I – Body of Iron (Physical): The demon’s body
grows plates of riveted black iron; many of its
muscles and nerves are replaced by pistons and
cogs. The demon gains DR5/- stacking with any
other similar DR it may possess.
This link carries a drawback.
The demon no longer heals naturally, but can
be repaired by Craft (engines). Each repair attempt
takes one hour and repairs an amount of damage equal
to the result of the craft check.
II – Tireless Engine: The demon no longer suffers
from fatigue or exhaustion, nor does it need sleep.
This link carries a drawback; it requires one dose of
Strain each day. If it fails to obtain sufficient Strain,
its iliaster requirement is doubled. However, if it does
not meet it's illiaster requirement, it does not suffer
dissolution, instead falling dormant and unconscious
until iliaster or strain is reintroduce to it's system.
III – Clockwork Mind (Physical, Mental, Exclusivity:
Brain): The demon’s brain is transformed into a brass
assemblage of gears and valves. Its thought processes
are now wholly mechanical; this makes it immune to
psychic and other mind-affecting abilities. Also, by
spending one iliaster, it can gain a +1 bonus to
int based checks. Any amount of iliaster may be
spent in such a fashion.
IV – Mechanical Conversion: The demon is now
wholly mechanical. It no longer needs iliaster
to survive; instead, it feeds exclusively on Strain. It
can still consume iliaster to fuel its mutations and other
abilities though. It also gains all the typical construct
immunities.

Chain of Man
I don't see any reason to cap your ability scores. Also why is charisma a physical ability score? It's supposed to be a mental score.
I – Of Mortal Shape (Shapeshift): The demon can
now spend five iliaster to transform into mortal shape.
The demon loses access to all its mutations and racial
ability modifiers and natural armor. The demon can
ake any human form it can conceive of. It looks
perfectly human, save for a minor tell like that of a
deceiver.
The demon is not a mortal for the purposes of Sorcery
and other affects that affect demons but not mortals.
II – Aspect of the Beast: The demon can now access
some of its mutations while in mortal form. It costs
one iliaster per link to access the mutations; this
access lasts for one hour. Using this link is
a move action. For example, a demon with
the full Chain of the Inferno could spend five
iliaster to gain access to the fi rst five links
of the chain while in human form.

Chain of Monsterous Strength
The dexterity damage is way too high and needs fixing.
I – Brute Force: The demon becomes able
to apply its monstrous strength especially
efficiently when shattering objects and
breaking bonds. The demon’s effective
Strength for such checks counts as one
and a half times normal and by spending
one iliaster, it may ignore the objects
hardness.
II – Hellish Grip: The demon’s grasp
becomes virtually unbreakable; it holds
foes like Hell holds souls. The demon
gets a +4 bonus to grapple checks, as well
as a +4 bonus to resist disarm attempts.
III – The Brute (Physical): The demon gains a +4
enhancement bonus to Strength. Its muscles grow to
prodigious size, increasing its armour check penalty
by –2.
This link carries a drawback; the demon’s massive
strength can cause it internal injury. If it rolls a natural
one on a Strength check or attack roll, the demon
wrenches its limbs out of joint and suffers 1 point
of temporary Dexterity damage.
IV – Unholy Strength: The demon can now channel
iliaster through its limbs, becoming even stronger.
For every point of iliaster spent, it gains a temporary
+1 enhancement bonus to Strength. The demon’s
Strength decreases by one point per round until it
returns to its previous level. Activating this ability is
a free action.
V – Focus Strength: The demon’s control over its
musculature is such that it can reshape its body to
focus on a particular task. By spending three iliaster,
it can specialise in a particular attack form or task.
The demon chooses a certain amount of Strength
(up to a maximum of half its total Strength score) to
specialise; add this amount onto the demon’s Strength
score when performing the attack form or task, but
subtract the amount from the demon’s Strength
score for all other purposes. For the purposes of this
mutation, an attack form is an attack with a particular
weapon, using a particular manoeuvre and feat set.
For example, grappling, disarming, sundering, power
attacking or using combat expertise would all count as
a particular attack form.
Activating this power is a full-round action, as the
muscles must be physically reshaped and moved to be
optimised for a particular use of the demon’s body.
VI – The Great Brute: The demon gains another
+4 bonus to Strength (+8 total). Its muscles grow to
an absurd size, increasing its armour check penalty by
–2.
This link carries a drawback; any Dexterity damage
infl icted when the demon rolls a natural 1 on a Strength
check or attack roll (see link III, The Brute, above) is
doubled to 2 points.

Chain of the Mount
The first link seems kind of redundant. If they've already submitted completely to you, then there doesn't seem to be a point to that ability.

I – Absolute Submission (Psychic, Mind-
Affecting): By touching a creature that has
acknowledged the demon’s mastery (either through
intimidation, losing a fi ght or conditioning), the demon
can psychically empower this domination. By spending 5
iliaster, it can force that target into a Covenant. The
target makes a will save, and the demon may make
either a will save or intimidate check. If the demon's
check is higher than the targets check, they
may create a Covenant of a strength equal to the
difference between the rolls.
II – Psychic Control (Psychic, Mind-Affecting): The
demon can now telepathically command or possess its
mount. The mount must be under the influence of the
demon’s Absolute Submission ability to use this
possession. Sending a command to the mount costs
one iliaster and is a free action; possessing the mount
uses the normal rules for possession and costs five
iliaster. The demon’s body remains in a trance while
it possesses the mount.

Chain of the Myriad Limbs
Perfectly fine as is.

Nightmare Aspect Chain
This chain could use a bit of powering up.
I – Horror of Horrors (Psychic): By
spending one iliaster, the demon’s body shifts and
warps to embody the fears of those around it. Anyone
who sees the demon must make a Will save or become
shaken for the duration of this ability. This does not
stack into frightened or panicked. The demon also
automatically knows the location of any creature affected
by this ability provided they are within close range.
This horrific transformation lasts for 10 minutes.
Those who successfully save against this mutation are
immune to its effects for 24 hours. This is a mindaffecting
fear effect.
II – Nightmare Walk (Psychic): By spending
five iliaster, the demon can teleport itself to
the side of anyone who is currently suffering
the morale penalty from its Horror of Horrors
ability. The demon cannot teleport to
warded areas.
This link carries a drawback; the demon
exists in nightmares and cannot dream itself. The
demon goes partially insane, permanently reducing its
Wisdom by two.
III – Nightmare Form (Psychic, Physical): The
demon’s body now adapts to exploit the weaknesses
and ignore the defenses of those it encounters. It
may ignore damage reduction and hardness, bypass
any regeneration. Any creature struck by it must make
a will save or become frightened.

Chain of the Possessor
Why do we get a bonus to a check we won't be able to use at that point?
I – Possession (Psychic): By touching a foe and
spending six iliaster, the demon can make a possession
attempt (see page 229). If done in combat, the demon
must make a mêlée touch attack to begin the attempt.
This link carries a drawback; the demon becomes
addicted to the experience of possession. If it does
not make at least one possession attempt
each day, its iliaster requirement is increased by 10%
that day.
II – Ranged Possession (Psychic): The demon may
now make a ranged touch attack with a range of its
Charisma bonus x 30 feet to possess another being.
The demon does not need line of sight to use this ability, but must
be able to specifically identify its target. The demon also gains
a +4 bonus to control checks.
III - Body Puppet (Psychic): While psychically possessing a
creature the demon may still control the body it leaves behind. It's
original body cannot make attacks, though it can still take other
actions and see normally. Occassionally, the demon may need to
make a check to distinguish between what it's possessed target
is seeing and what it's original body is seeing.
IV - Physical Possession: The demon may now physically
possess a creature by touching it, like the first link. It's body
melds with the victims and if it is expelled or leaves, it appears
adjacent to the victim.

Chain of the Seas
Mostly, fine, but what's with the "corruption check"? As far as I can tell, there's no mention of such a thing in the ruleset. Let's fix that.
I – Shape of the Sea-Beast (Physical 2): Gills emerge
on the demon’s neck and scales spread over its body.
Its natural Armour Class increases by +2 and it gains
a +4 racial bonus to Swim checks. It may breathe
underwater as well.
III – Befoulment of the Waters (Blasphemous): The demon can now
spend 4 iliaster to taint the waters around it. This
affects the water within 60 feet of the demon; anyone
in the water takes 1d6/2 levels points of acid damage
and are exposed to corruption equal to the demons corruption.
This foul water lasts for one minute (or 1d10
rounds in swift-fl owing water). Befouling the waters
is an attack action.
This link carries a drawback; the demon’s skin
now needs to be kept damp. The demon’s iliaster
requirements are increased by half again on any night
it rests outside water.

Chain of the Spider
Spidemon, Spidemon, does whatever a spider can!
I - Wall Crawling: The demon gains a climb speed
equal to it's land speedand may climb sheer surfaces with
no problem.
II – Webspinning: The demon may now exude
webbing from an orifice of its choice. Spending one
point of iliaster produces a 30-foot line of webbing
or one fi ve-by-fi ve web. The webbing has an Escape
Artist or Break DC of 10 plus the demon’s Strength
score, a hardness of 0 and hit points equal to the
demon’s Constitution score. Anyone blundering into
a fi ve-by-five web section must make a Refl ex save or
be entangled.
The demon can also fire lines of webbing at targets.
The demon must make a ranged touch attack to hit
with the web line; the victim may then make a Reflex
save to avoid becoming entangled. A creature who
is already entangled may move larger
The demon can move along its own webbing without
becoming stuck, at full speed.
III - Advanced Web: The demon may now spend
1 iliaster to gain the ability to create webs for 10 minutes.
Now that it can create webs easily, it can use them to swing
around. It gains a fly speed equal to twice it's land speed with
average maneuverability, provided it has something to attach
it's webs to. Also the webs have a hardness of 10 and hitpoints
equal to your con score. Fire ignores this hardness and deals
full damage.
IV - Spider Senses: The demon gains a danger
sense, giving it a +3 bonus to initiative, blindsight
out to 30ft. and allowing it to act in any surprise round.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:24 pm

Chain of Swiftness
Screw the second link. Let's fix it. The -4 to str penalty is dumb.
II – Agility of the Insect (Physical): The demon’s
limbs become thin and spindly; its movements become
precise but jerky, like those of an insect. The demon
may spend iliaster to boost its Reflex save bonus for
one roll. Each point of iliaster spent gives a +1 bonus
to the Reflex save roll; any amount of iliaster can be
spent at the demon makes the saving throw.


Chain of the Thunderbolt
See: the other energy chains.
I – Bones of Iron (Physical): The demon’s bones turn
to iron. It gains Electrical Resistance 10 and deals
an extra 2d6 electricity damage on all melee attack This link
can be taken multiple times; each time, it increases the
demon’s Electrical Resistance by +10. The damage is not increased.
II - Lightning Bolt: The demon may project bolts of lightning
at the cost of 1 iliaster. This has two forms, either a 60 foot line
with a reflex save for half damage, or a ranged touch attack out
to close range. This attack may arc to another creature if the
demon spends 1 additional iliaster, dealing half the damage of the
original bolt. The demon may arc it a number of times equal to it's
level.
III –Gremlin (Psychic): The demon can now exert
control over electrical devices. It can controlany such
device within 300 feet by spending one iliaster. By doing
this it may use any of the devices functions and recieve
any imput the device recieves. This lasts for 10 minutes
per level of the demon.If the device is currently being
held, used or piloted by another character, that character
may make a Will save to resist this power.
IV – Death Field: By spending five iliaster, the
demon can surround its body with a defensive field
of electricity. This field lasts for one minute. Anyone
within 10 feet of the demon's reach takes 1d6/2 levels
electrical damage each round. Furthermore, anyone who
makes a mêlée attack on the demon also suffers 1d6 points
of electrical damage.
V - Volt Leap: By spending 7 iliaster, the demon may
transform into electricity anytime it takes a move action to
move. Any creature it passes through takes 1d6/2 levels
electricity damage (creatures passed through twice aren't)
affected twice. It may move through the air when doing this
though it it doesn't have something to land or a way to hold
itself aloft, it falls. The demon may also travel through
conductive material as well (metal walls, floors, wires, cables,
ect.) at five times it's speed, dealing damage to any creature
in contact with the surface. This ability lasts for 5 minutes.

Chain of Torment
This chain is perfectly fine, though I had an idea for a fourth link.
IV - Agony Strike: The demon knows just where to strike
to cause the most pain when it attacks. Anytime it deals damage
to a creature that creature must make a fort save or be sickened.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:25 pm

Chain of the Trumpet
Same as the other Energy chains.
I – Brass Lungs (Physical): The demon’s lungs
transmute into things of brass and reinforced leather.
This doubles its Constitution for the purposes of
holding its breath and it gains the Endurance feat for
free. It also gains Sonic resistance 10 and deals an
additional 2d6 sonic damage with it's melee attacks.
II – Trumpet Voice (Physical, Exclusivity: Limb,
Maw or Tail): Part of the demon’s body becomes a
mighty trumpet. This trumpet can be used to sound
notes that echo across the pit. By spending one iliaster
per intervening Circle, the demon can project its
booming voice to anyone in the Infernum. The voice
can be heard by those around the demon and the target
as if the demon using this ability were standing in both
places at once.
III – Sonic Blast: The demon can now channel iliaster
through its trumpet to make deafening sonic blasts.
By spending 1 iliaster it may release a sonic blast in
a 60 foot cone, dealing 1d6/level sonic damage, with
a fort save for half. Creatures who fail this save are
deafened for 3 minutes.
IV – Jericho Blast: This mutation lets the demon
focus the power of its sonic blast at a fortress or other
structure. This ability functions just like the Sonic
Blast ability, but by spending 1 extra iliaster the damage
becomes 2d10. This only functions on structures.

Chain of Usury
Covenants are a very important part of the infernum. A chain that focuses on those likewise has to be better than it currently is.
I – Brand of Ownership: By spending one iliaster,
the demon can place its mark upon any creature who
owes it a Covenanted debt. The mark remains visible
for as long as the Covenant remains in existence.
The demon must touch the target to apply the brand
of ownership. The bearer of the brand may hide the
mark, but the demon may spend one iliaster to cause
the brand to shine brightly but harmlessly through any
covering. This may be done at any range. Additionally
the demon gains +4 on any checks relating to covenants
and any covenants it makes have their strength increased
by 3 initially.
II – Jealous Eyes (Psychic): The demon may now
spend three iliaster to temporarily watch a character
who bears its mark of ownership. The demon knows
exactly where the target is, what his current physical
and emotional state is, and may also see what he is
seeing and hear what he is hearing. The demon
can also read the target’s thoughts (a will save at -2
negates this). This lasts for as long as the demon
concentrates.
III – Interest Payment (Blasphemous): By spending
iliaster equal to the value of a debt owed to the demon,
the demon may increase that debt by +1. This may be
used a maximum of once per week per debt.
IV – Possession of my Possession (Psychic): The
demon may now spend five iliaster to possess a
character who bears its mark of ownership, regardless
of distance. The victim suffers a penalty equal to the
strength of the Covenant on all control checks.
V - Master of All (Blasphemous): By spending 10
iliaster, the demon may make Covenants with creatures
who normally could not do so (uncorrupt creatures,
brokenlanders, constructs, spawn, ect.) If the creature
does not submit willingly, then it must make a will save
opposed by the higher of the demons will save or
intimidate checks. If the demons check is higher than
the victims check, then they may create a Covenant
with a strength equal to the difference between the
two rolls.

Chain of Venom
Perfectly Fine

Chain of Vitality:
The third link needs to be fixed.
III – The Undying (Physical): The demon gains a +4
bonus to Constitution.
This link carries a drawback; the demon’s enhanced
metabolism needs food in addition to iliaster to
survive. The demon now needs to eat food as a
mortal does.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:25 pm

Chain of Wandering Eyes
Perfectly fine as is.

Chain of Weeping
Don't see the point in making you suffer the same penalties you give your opponents. Expecially when there are other debuffing mutations that don't do that.
I – Crocodile Tears (Mind-Affecting): The demon
can play on the emotional states of others. By spending
three iliaster as a free action, the demon may infl ict
a –4 penalty to any checks to resist its Grovelling or
Seduction attempts. The demon must weep for this
mutation to have an effect.
II – Burning Eyes: At a cost of one iliaster per minute,
the demon may cause the eyes of a target within 60
feet to begin to water and bleed. The target suffers a
–2 penalty to all attack rolls, Refl ex saves and any skill
checks involving vision.
III – Sorrowful Tears: The demon may now cry out
Agony, Strain or Sorrow. This costs 20 iliaster per
dose.
This link carries a drawback; the demon now weeps
constantly, increasing its daily iliaster requirement by
10%.
IV – Forced Catharsis (Mind-Affecting): The
demon’s tears now draw out the emotions of anyone
touched by them. The demon must charge its tears
with this property, at the cost of 3 iliaster; for the
next three rounds, anyone touching or touched by the
demon must make a Will save or be confused for ten
rounds as their emotions run riot.

Chain of the Winged
Fine as is.

Chain of Wrath
Could use with some numbers shifting and effects changes so a demon doesn't have to burn through all it's iliaster in a single round.
I – Wrath Strike: The demon may channel iliaster into its attacks. For every point of iliaster spent this round, it gains a +1 bonus to hit with all its attacks. Spending iliaster in this fashion is a free action and any amount may be spent in a round.
II – Iliaster Blast: The demon can now reinforce it's attacks with iliaster. By spending one iliaster, each physical attack it makes this round deals an extra amount of damage equal to the demons level.
III - Carnage: The demon becomes able to feed off slaughter. Each time the demon drops a sapient creature, it gains 2d6 iliaster.
This link carries a drawback. The demon's daily iliaster requirement is increased by 25%.
IV – Hellfire God (Hellfire): The demon becomes able to channel hellfire into it's attacks. By spending 2 iliaster, it may make any physical attack it makes count as hellfire for 1 round.
V – Greater Carnage: The demon now gains 2d6 points of iliaster whenever a sapient creature drops within 30 feet of the demon, regardless of who dropped it.
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Mortal Abilities

Postby Dragonexx » Tue Sep 15, 2015 8:25 pm

Mortal Abilities
Mortals in hell have an innate ability to manipulate iliaster, channeling it to enhance their own abilites, reduce the abilities of others or even alter fate itself. None are quite sure where this power comes from. Some theorize that it's the hidden potential of humanity, activated upon being exposed to Hell's supernatural nature. Others believe it to be a gift from God, to aid mortals in their survival in the Pit. Some think that Hell's nature as an Outer Plane makes it respond to Mortal belief, shaping itself to their will. Whatever it's source, mortals are eternally grateful for these abilities, as without them, they certainly wouldn't be able to survive for long in Hell.

Once a Mortal enters Hell, they begin to manifest these abilities. These remain with them, even if they leave Hell. It's possible to achieve the ability of iliaster manipulation without entering hell, though specific training and willpower. Certainly, the sorcerous cults and organizations in the mortal worlds are capable of this, and others have achieved it as well. Such people become figures of history and legend.

However, the way this ability is portrayed in the game needs work. Certainly it's good, but there could be some better things added to it.

Controlling Fate
By spending iliaster a mortal can use this ability to perform the following effects.
Boost Weapons or Armor (this requires the appropriate feat).
Penalize the rolls of others
Boost his own die rolls
Increase the damage of an attack
Improve their own physical abilities
Stabilize when dying
Influence Events
Controlling fate is a swift action, though it may be performed as part of the same action as generating iliaster.

Boost Weapons or Armor
By spending 3 iliaster, the mortal may imbue that iliaster into a weapon (including natural weapons and unarmed attacks) or armor (including normal clothes or even bare skin). The chosen weapon or armor gains an enhancement bonus of +1/3 levels of the mortal (round up) and gains a single enhancement of the mortals choice. This ability cannot be used without the proper feat.

Generating Iliaster
By making a will save (DC5) a mortal may attempt to generate iliaster. This is a swift action. Should the will save succeed, the mortal gains 5 points of iliaster. This iliaster dissipates at the rate of 1 point per minute, though a mortal with an implanted reserve or the iliaster reserve feat may retain some of it. If the mortal wishes to use this ability again, the will save DC increases by 5 as well. If the attempt to generate fails, the DC does not increase. Once the mortal has rested for 8 hours the will save DC resets to 5.

At 5th level and every 5 levels beyond, the mortal may create an additional 5 points of iliaster per attempt.

Penalize rolls
By spending iliaster, a mortal can apply bad luck to others. For each point of iliaster spent, they may create a -3 luck penalty, stacking with itself, to a maximum of -3 per 3 levels of the mortal (round up). They may apply this bad luck to the die rolls of a creature within medium range as a free action usable outside of turn. This may be done a number of times per creation of bad luck equal to the amount of iliaster spent (a level 1-3 mortal could apply a -3 penalty to one roll. A mortal of 4-6 could apply a -6 penalty to two rolls, ect). The penalty may never rise higher than -12, though the number of times they can use it still increases.

Boost Die Rolls
By spending 1 iliaster, they may give them self a +3 luck bonus to any one d20 roll. Any amount of iliaster may be spent. A mortal may also spend iliaster to give himself generalized good luck for 1 minute, in which case the MC will apply the spent iliaster at appropriate times to the rolls.

Increase the Damage of an Attack
By spending 2 iliaster, a mortal may increase the damage of a physical attack they make. For 1 minute, they gain +2d6 to damage. At levels 5 and every 5 levels beyond, they gain an additional 1d6 bonus to damage and it lasts for an additional minute. Also, their unarmed attacks now count as armed, and deal 1d8 damage for a medium sized mortal. They may make iterative attacks with this slam.

Enhance Abilities
This covers a variety of ways the mortal can enhance themselves.
*Enhance Ability Score: For every point they spend, they may gain a +1 bonus to an ability score to a maximum of +10. This lasts for 1 minute/3 levels (round up).
*Enhance Speed: For every point they spend, they may increase a single move speed they possess by 10 feet. This lasts for 10 minutes.
*Remove Fatigue: By spending 3 iliaster, they may turn an exhausted condition into fatigued, or fatigued into normal.
*Enhance Durability: By spending 4 iliaster, the mortal may gain DR5/-. At level 7 this becomes DR10/- at level 13 this becomes DR 15/- and at level 18 this becomes DR20/-.
*Second Save: By spending 5 iliaster while suffering an ongoing effect with a save, they may make a second save to break free of it. This die roll may not be boosted.
*Stabilize when Dying: When dying a mortal may spend 1 iliaster (even if they normally could not take the action) to automatically have their HP increased to 0.

Influence Events
This is the subtlest of the mortal abilities. By infusing iliaster into reality, the mortal can shape events according to his will. Improbable co-incidences and the perfect timing of random events can be forced to occur as the mortal requires. The more iliaster spent, the more reality shifts to accommodate the mortal. Through this power, humans can accomplish astonishing feats of heroism and defiance even in the face of Hell.
To influence events, the mortal states his desired goal and spends any amount of iliaster, referred to as the fate pool. From that point on, whenever there is a chance that events could conceivably move towards that desired goal, the Games Master rolls 1d20. If the result is less than or equal to the amount of iliaster remaining in the fate pool, then the event resolves in a way that is beneficial to the mortal. If the result of the d20 roll is greater than the fate pool, then the event resolves as it would normally.
The fate pool dwindles over time; after each successful roll, the iliaster remaining in the fate pool drops by one.
The fate pool can also affect dice rolls of others in the same way as iliaster can be used to boost or penalise rolls, as described above; however, each point of iliaster spent only gives a +1 luck bonus or –1 luck penalty.
Finally, the fate pool decreases by one point each day.
A mortal can only have one fate pool active at a time; he can replenish an active fate pool, but only to a maximum of its initial total.
The goal of a fate pool should be expressed in terms of a destiny or deed to be accomplished by the
character.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:26 pm

Angel Abilities
An angel recieves it's first ability at level 1 and then the next every 2 levels afterwards (3, 5, 7, ect).

Wings: An angel retains its feathery wings. It can fl y at 40 feet per round with average manoeuvrability.
Holy Aura: Any creature with a Corruption of 15 or higher must make a Will save (for DC see Demonic Mutations chapter, page 188) to come within ten feet of the angel. Once a creature makes a successful Will save, the angel’s holy aura cannot affect the creature for 24 hours. Activating this ability costs one iliaster per ten rounds (one minute) of protection.
Aegis: The angel can now channel iliaster into its aura to enhance its protection. Spending a point of iliaster gives the angel a +3 deflection bonus to AC. Multiple iliaster can be spent, to a maximum deflection bonus of +9. This protection lasts for ten minutes.
Flaming Sword: By spending one iliaster, an angel may make any weapon he holds into a flaming weapon. The weapon flames for ten minutes or until the angel drops it, whichever comes first.
Improved Flight: The angel’s flight speed increases to 60 feet per round and good manoeuvrability.
Awe-Inspiring: The angel gains a +4 bonus to Charisma.
Exorcise: If the angel touches a possessed character and spends one iliaster, it can force the possessor to make an opposed Will save against the angel. If the angel wins, the possession ends.
Blessing: The angel can now bless another character. This costs four iliaster; for the next 24 hours, the character gains a Holy Aura identical to that described above. Alternatively, it may bless a weapon, making it Holy or Unholy (see page 186) for ten minutes.
Greater Flight: Flight speed increases to 100 feet per round and the angel gains perfect manoeuvrability. The angel may now fly between the planetary spheres (whatever the **** that means).
Wrath of God: The angel can now bring down the wrath of God upon a target. The angel may spend ten iliaster when making an attack; the victim must make a Fortitude save at a DC equal to the damage dealt or be killed instantly.

Paths: When an angel reaches 4th level, it must make it's choice of path. Path abilities are gained at fourth then every even level beyond.

Path of Divine Will:
An angel with a corruption of 5 or less is on this path.

I – Choice of Purpose: The angel must select a
purpose, an aspect of creation or mode of behaviour
that it will make the centre of its fallen existence.
This purpose must be expressed in a single word or
short phrase, and must be something that beings other
than the angel can accomplish. Finally, this purpose
must be open-ended, as it must be something that can
sustain the angel for eternity.
Once per day, when the angel significantly protects
or furthers its purpose, it gains 1d6 points of iliaster.
Should the angel allow its purpose to be diverted or
damaged without attempting to protect it, it loses one
point of iliaster per level.
II – Set Over: The angel now becomes sensitive to its
purpose. By concentrating, it can tell where the
current closest signifi cant threat to its purpose is,
or where it is needed. This ability is by no means
infallible, but can guide an angel to help its purpose.
III – Holy Powers: The angel gains a new ability related
to it's purpose. This is basically a "Holy version" of a
chosen demonic mutation. The "mutation" must be
in some way related to the angels purpose. Minor
changes to the mutation might need to be made to
make it more fitting for a holy angel.
Also the angel may now gain iliaster from protecting its
purpose twice per day.
IV – Skill Bonus: The angel gains a +4 racial bonus
to one skill of its choice. The selected skill must be
somehow related to the angel’s purpose. The angel
also gains another "Holy mutation".
V – Improved Iliaster Gain: The angel may now
gain iliaster from protecting its purpose three times
per day. The angel gains another "holy mutation".
VI – Authority: The angel may now spend iliaster to
exert its authority over its chosen concept. For every
point of iliaster spent, a target creature within 120 feet
of the angel gets a +2 divine bonus to a skill check or
a +2 divine bonus to an attack roll or saving throw
when engaged in an activity related to the angel’s
purpose. Spending iliaster in this fashion is a free
action.
VII – Improved Iliaster Gain: The angel may now
gain iliaster from protecting its purpose four times per
day. The angel also gains another "holy mutation".
VIII – Sublimation of the Self: The angel and its
purpose are now indistinguishable. Should the angel
be slain, it will reform so long as someone in the
Infernum still believes in its purpose. The time taken
to reform depends on how many believe in the angel’s
cause.
Code: Select all
Number of Followers Time to Reform
One 100 years
Less than 12 10 years
Less than 100 One year
Less than 1,000 One month
Less than 10,000 One week
Less than 1,000,000 One day
1,000,000 or more One hour

The restored angel appears at a random location in the
Infernum with one hit point.
IX – Improved Iliaster Gain: The angel may now
gain iliaster from protecting its purpose fi ve times per
day. It also gains another "holy mutation"

Path of the Mortal:
An angel with a corruption of 6-14 is on this path.
I – Of Mortal Form (Shapeshift): At the cost of one
iliaster, the angel can shapeshift into human form.
While in human form, the angel appears perfectly
human. Once per day, the angel may generate iliaster
like a mortal by making a Will save. Unlike a mortal,
however, the iliaster producedin this fashion does not
dissipate but instead is added to the angel’s reserve.
II – Luck: The angel may now boost it's own die rolls
like a mortal can. Also it may now gain iliaster as a
mortal twice per day.
III – Slings and Arrows: The angel now needs to eat,
drink and sleep as a mortal does. However, this does
give it a +2 insight bonus to any Bluff, Diplomacy
or Sense Motive checks made when dealing with
mortals.
IV – Force of Will: The angel may now boost
the damage of it's attacks like a mortal can.
Also it may now gain iliaster as a mortal three
times per day.
V – Free Will: At a cost of five iliaster per minute, the
angel may spiritually masquerade as a mortal while in
mortal form. As such, it can ignore binding circles,
wards and other magical effects that specifically
target angels. For all intents and purposes, the angel
is a mortal while this ability is active.
VI – Indomitability: The angel may now enhance it's
own abilities like a mortal can. It may also gain iliaster as
a mortal four times per day.
VII – Angel Will: The angel may now gain iliaster as
mortal while in angelic form.
VIII - Endurance of Humanity: When reduced below 0
hit points, the angel may choose whether it is breached or
dying. It does not fall unconscious when below 0 hit points.
The angel may nowgain iliaster as a mortal five times per
day.
IX – Transfixed between the Poles: The angel has
now integrated its mortal and angelic natures. It may
use its Free Will ability while in angel form at no cost.
It now counts as a mortal whenever it would benefit
the angel.

Path of the Dark Inheritor:
An angel with a corruption of 15-20 is on this path.
I – Demon’s Hunger: The angel becomes able to
metabolise iliaster extracted from damned souls in
the form of plasmic iliaster, Agony and so on. Doing
so is difficult for the angel; whenever it attempts to
drink iliaster, it must make a Fortitude save at a DC
equal to the total amount of iliaster consumed in
the last 24 hours. If the saving throw is failed, then
the angel vomits up all the iliaster it consumed in the
last 24 hours, plus an amount equal to the margin of
failure. If the angel does not have enough iliaster in its
reserve, it takes ability score damage as if breached.
II – Improved Iliaster Gain: The angel may now
ignore one drink of iliaster per day for the purposes of
making Fortitude saves to keep the iliaster down.
III – Mutation: The angel gains a chosen mutation.
IV – Terror: By spending 2 iliaster, the angel may
radiate an aura of fear out to close range. All creatures
in this area must make a will save or become shaken.
Creatures who fail additional saves become frightened,
panicked and then cowering. This aura lasts for one
minute. The angel may now ignore two drinks of iliaster
per day for the purposes of making Fortitude saves to
keep the iliaster down.
V – Mutation: The angel gains a chosen mutation.
VI – The Adversary: The angel becomes able to
benefit from both corruption and purity.
Whenever the angel deals damage to a creature, it may
increase that damage by the creatures 20-the creatures
corruption score, or heal a number of hit points equal to
the creatures corruption score. Also the angel may now
ignore three drinks of iliaster per day for the purposes
of making Fortitude saves to keep the iliaster down.
VII – Mutation: The angel gains a chosen mutation.
VIII – Something to go here: The angel may now
ignore four drinks of iliaster per day for the purposes
of making Fortitude saves to keep the iliaster down.
IX – Mutation: The angel gains a chosen mutation.
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House Mutations

Postby Dragonexx » Tue Sep 15, 2015 8:27 pm

House Mutations

Astyanath
Third link needs changing. A crit or sneak attack will without fail make you lose the battle.
III – An Understanding (Psychic): By establishing a
psychic link with the victim of torment, the Astyanath
can precisely understand which tortures the victim is
most vulnerable to. The demon gains a +4 insight
bonus to Torture checks.
This link carries a drawback; the demon’s love for pain
makes it vulnerable to injury. If the demon suffers a
critical hit, it becomes staggered for 1 round as
it enjoys the suffering.

Carthenay
Needs some changes.
I – Misers and Lawyers (Mental): Carthenay
delights in legal trivia and obscure sub-clauses and the
best way to get one over on a foe is to remember
everything. The Carthenay has a photographic
memory, and gains a +4 bonus to appraise, bluff,
craft (not hellfire), and diplomacy.
II – **** Gold: By spending one
iliaster, the demon can produce 1d4
horn coins (see Equipment page
164) from any orifice.
III - Life from Wealth: The demon can now sacrifice
wealth in order to heal it's injuries. For every 10 crowns sacrificed,
(or something it owns of equivalent value) it heals 1d6 hit points.
IV – Transmutation: By touching
an inanimate object, the demon can
transform it into gold. The demon
must spend one iliaster per fifty pounds
of weight of the object. Devices with
moving parts are rendered useless
when turned to gold; simple
weapons still work, but suffer a
–2 penalty to all attack rolls and
break or blunt after a successful
attack. If the targeted object is in
the possession of another character,
that character may make a Will save to
resist the transmutation.
V – Carthenay’s Deal (Blasphemous):
The demon may now attempt to forcibly
purchase the soul of another. The demon
must touch the target and spend two iliaster
per level of the target. If the demon does
not spend enough iliaster, nothing happens.
The two then make three opposed Will
saves; the winner gains a Covenanted
debt from the loser. This debt begins
at a Strength of 20.

Glabretch:
Fine as is.


Haimon:
Let's throw some actual skeletons and zombies into the infernum. That would be awesome.
III – Animate Dead (Blasphemous): By touching a
corpse and a damned soul at the same time, the demon
can implant the soul in the body as an animated
corpse. This costs one iliaster per three levels of the
soul; unwilling targets may make a Will save to resist
the demon. See Book of the Tormentor for rules on
animated corpses. Additionally, instead, the by simply
touching a corpse and spending 4 iliaster, it can turn it
into a skeleton or zombie
under it's control. It may have a maximum of it's level
plus it's Int, Wis, or Cha of controlled undead.
IV – Master of Sorcery (Mental): The House Haimon
seal appears on the demon’s forehead. The demon
gains a +4 insight bonus to all Sorcery checks and
may know 5 additional rituals.

Oblurott
Some changes are needed here as well.
II – Metabolism Control: The demon becomes able
to control its own metabolism, it gains a +4 bonus
to it's Fortitude saves and immunity to ingested
poisons

Riethii
The second link could be more interesting. Also the fifth link as well.
II – Sweet-Smelling Vapours (Mind-Affecting):
The demon can now breathe out a pinkish vapour that
saps the will of those who inhale it. Exhaling this vapour
costs the demon three iliaster;all within the demon’s
reach are affected by it.Exhaling the gas is a move
action. Those who inhale the gas must make a
Fortitude save; if the save is failed, the victim suffers
a –2 penalty to all Will saves and Concentration checks,
and is slowed for one minute per level of the demon.
V – Riethii’s Embrace (Blasphemous): The Riethii
now exudes domination. If anyone engages in
physical congress with the demon, the demon
may force that victim to make a will save
oppossed by either their own will save or
seduction check. If the demon is successful
they force the victim into a strength 20
covenant.
Sturrach:
Dear god the second mutation needs a serious fix. It's virtually useless as written.
I – Warriors Horns (Physical, Exclusivity: Head): The
Demon gains the signature curved horns of the House These
horns increase its natural armour bonus by +2. It may make
a gore attack as a secondary natural attack, which deals
damage based on the demon’s size (1d8 for medium).
If it charges, the weapon becomes primary and deals double
damage.
This link carries a drawback; the demon cannot
wear headgear or other helmets that are not specially
made.
II – Combat Gland (Mental): The demon can now
enter a chemical combat trance while fighting. It
may enter this trance as a free action by spending any
amount of iliaster. The trance lasts for one round per
point of iliaster spent. While in this trance the demon
gainsa +3 bonus to attack rolls and will saves, it's
strength score gains a +4 bonus and it is treated as one
size category larger for everything beneficial (save ability
scores).
However, while in this trance it cannot perform any actions
except to attack an opponent, move into position to attack
or use the intimidate skill.
III – Taste for Blood: The demon can now lick the
blood or ichor from its blade or claws when it attacks
another character and gain sustenance from it as a
free action. The demon is healed of 1d4 points of
damage after each round it wounds another character.
Note that this requires the demon drink the blood of
its foes, which may have ill effects.
IV – War Form (Shapeshift): The demon may alter
its body into a war form. When this mutationis activated
the demon may gain extra links in mutation chains it
already has. This costs 3 iliaster per link.

Zethu
Fine as is. No changes needed.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:28 pm

Born of a union between demon and human, half-demons inherit some of the powers of both. Many full blooded demons despise them for this.

Abilities
A half demon recieves a +2 bonus to an ability score, provided the parent could receive that bonus.
Half-Demons recieve a mutation every odd level.
Half Demons may generate iliaster as a mortal does, and they can spend iliaster to boost their own die rolls or weapons or damage or abilities, but cannot penalize the rolls of others or alter fate. The cost for these abilities is doubled. A half demon has an iliaster reserve equal to their level plus their Con bonus. They have an iliaster requirement each day equal to half their level.
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:28 pm

Iliaster is the essence of the soul. Mortals are boundless wellsprings of it. Angels are made purely from it, as are souls. Demons however, being soulless abominations cannot generate iliaster of their own. However, they need it to survive, like any other living creature. Thus they need to obtain it from outside sources, the most common being the torture of damned souls. Iilaster is the bread and butter of the Infernum, without it the engines of war would grind to a halt, and the hordes of hell would starve to death.

Common iliaster is called Plasm, and is the most widely used form of iliaster. Extracted directly from the damned, it is capable being used right away. Plasm typically takes on a yellowish color, though gold colors also exist. Plasm costs one horn/SP per point.

Strain is the second most common form of iliaster. It is created by forcing the damned into physical labor while being tortured. When the torture is done successfully, the damned sweat out a brownish colored liquid that is immediately collected by an extraction rig. Strain is often used in an industrial fashion, fueling machines and vehicles, though Strain has profound effects on a living creature, enabling it to fly into a powerful rage. The demon gains a +4 alchemical bonus to strength, dexterity, and constitution, a +2 alchemical bonus to will saves and intimidate checks, and a -2 alchemical penalty to armor class and cannot perform any action that requires concentration. It also gains 5 iliaster. This lasts for one minute. If the demon attempts to drink more strain within the span of 10 minutes, it must make a will save starting at DC12 and increasing by 2 for every extra drink. Should it fail the save, it goes beserk. It recieves the bonuses of strain as normal, but cannot voluntarily end it's rage, and must physically attack the nearest creature or the creature which attacked it last to the best of it's ability. One dose of strain costs 1 crown/GP/Hell.

Agony is a deep red liquid, reminiscent of the red wines of the mortal world. Such a substance is created by expert torturers, bringing the damned to the absolute peak of pain and holding it there as long as possible. When this is done, the iliaster extracted from the damned is a deep blood red color. The effects of agony on the consumer are profound. The demon gains a Fast Healing 10 and 10 iliaster.. This lasts for 1 minute. If more than dose of agony is consumed within 10 minutes, then the consumer must make a fortitude save starting at DC12 or suffer 2d4 points of constitution damage. If the victim fails his save by 10 or more, then they are simply incable of handling the agony. They take 2d6 con damage and recieve none of the benefits. One bottle (containing 3 doses) costs 10 crowns/GP/Hell.

Sorrow is the finest, rarest, and most expensive of the hellbroths. It is a clear as diamonds, with a slight multicolored hue to it at times. Sorrow is generally only consumed at the most exclusive parties of the hellkin, and only demons regularly make use of it. A creature who consumes sorrow must immediately make a Will Save (DC15) which increases by 3 for every dose of sorrow taken within 10 minutes of the last. Should they succeed, they gain a +4 alchemical bonus to intelligence, wisdom and charisma, a +3 alchemical bonus to will saves and gains a 20 iliaster. This lasts for 1 minute Should they fail the save, they only gain half the benefits, and are slowed for the duration as all the power goes to their head. If they fail the save by 10 or more, a competely different reaction occurs. The consumer is completly overwhelmed by the sadness, evil, and misery contained within. They are stunned for 1 minute (ignoring any immunity they might possess to such) as they weep uncontrollably, and recieve none of the benefits. A demon caught weeping from Sorrow has come to the end of it's career. Other demons will laugh at it, before tearing it apart. A bottle of Sorrow (containing 2 doses) costs 50 crowns/GP/Hell.

There are other forms of hellbroths as well, though these don't see as frequent use as those listed above. These are created by extracting organs from damned souls, and rendering them down into iliaster. The drinker of a hellbroth gains a +4 alchemical bonus to a single ability score that lasts for 1 minute and also gains 3 iliaster. A character can only be benefit from 1 hellbroth at a time. Drinking a new one replaces the old one. A lesser hellbroth costs 5 horns/SP per dose.
Muscle (Strength)
Sinew (Dexterity)
Heart (Constitution)
Brain (Intelligence)
Nerve (Wisdom)
Glandular (Charisma)
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Re: Infernum Rules Changes

Postby Dragonexx » Tue Sep 15, 2015 8:29 pm

Additional Rules
Anything else that didn't really warrant it's own section.


Covenants
In general, covenants are a well written system and work well in the game. There are only a few changes that need to be made to make them work better. The first is the DC to resist. 5+covenant level is fairly low, and high level characters will easily be able to weasel their way out of them, which is a problem. Also, the penalties to attacks would make sense to be bigger.

Continual effects are always active and do not reduce
the strength of the Covenant. A Covenant has the
following continual effects:
• The holder has a Covenant bonus to any
influencing checks made against the debtor equal
to one-half of the favour strength (rounding up).
The debtor suffers a Covenant penalty to any
attack rolls made against the holder equal to one
half of the favour strength (rounding up). The
holder gains an equal bonus to saving throws made
against abilities used by the debtor.
• The debtor cannot attack the holder or deliberately
and knowingly act against his interests without
making a Will save at a DC equal to 5 + the
strength of the Covenant + the highest of the Holders
Int, Wis, or Cha modifiers. If the Will save is
successful, the character can act freely until he
encounters the holder again. If the save fails, the
strength of the Covenant is increased by +1 and the
character cannot attempt to act against the holder
for 24 hours.

Maximum Covenants Held
A character can hold a number of debts equal to the
total of his Intelligence, Wisdom and Charisma
bonuses. If heis offered any debts when he has no
free Covenant‘slots’, he can choose to free one of
his debtors to open up a slot. The
debtor has no idea that the debt has
been cancelled; he will not realize
this until he is in a situation where
the Covenant would normally affect
him and nothing happens.


Sorcery
Again, sorcery is mostly fine. No spells actually need changing, though characters could do with knowing more spells. So here are some proposed changes. Also, I've created some spells of my own that really seem like they should exist but don't for some reason.

A character automatically knows each spell of the three keys (Summoning, Binding, and Warding) that they meet the prerequisites for. For other spells, they can innately know a number of spells equal to their ranks in Sorcery plus their Intelligence modifier.

Spectral Hands
Prerequisites: Sorcery 1 rank
Components: None
Cost: 1 iliaster & Varies
Casting Time: 1 standard action
Sorcery DC: 10 (int)
Failure: No effect
Resist: Will save opposed by sorcery check
By means of this ritual, the sorcerer gains the ability to telekinetically manipulate objects out to 300 feet. This costs on iliaster to gain this ability for 1 hour. Their carry capacity for this is based on intelligence instead of strength and they may lift anumber of objects equal to their Sorcery modifier, provided their total weight is not higher than the carry capacity. By spending additional iliaster during the spells duration, they may enhance this ability.
Spending 1 extra iliaster causes the caster to count as one size larger and a quadruped for the purposes of the carry capacity.
Spending 1 iliaster enables them to throw objects as projectiles, dealing damage as if it was an object falling on the victim (not accounting distance) plus an additional 3d6 damage. Thrown weapons deal their weapon damage (plus 3d6). This requires a ranged attack roll, though the sorcerer may use their intelligence in place of dexterity on this roll. Thrown objects have a range increment of 70feet.
Spending 2 extra iliaster enables them to lift creatures (and throw them if they have spend iliaster for that augmentation). A creature may make a will save to resist being lifted. If thrown and impacted against an object, it takes 1d6 damage per level of the sorcerer.
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