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Fiend-Born For D&D 3.5 or Pathfinder

Gone through the rights and been blessed by a demon lord. Those that have been blessed will become more demonic, more chaotic, and will never come back the same. Some are forced into these rights as to serve their master more or to become a new entity so they can serve the demon more.
Traits:
+2 str dex or int, -2 cha, -4 wis

Landspeed- 30'

Alignment: devilish is Lawful Evil, Lawful Neutral, Neutral Evil, demonic is Chaotic Evil, Neutral Evil and Chaotic Neutral.

Must Pick 1:
Wings

Wings (Ex): A Fiend-Born who selects the wings aspect hatches sporting fully formed wings. Fiend-Born can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fly. Gliding: A Fiend-Born can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Fiendish born glide at a speed of 30 feet with average maneuverability. Even if a Fiend-Born's maneuverability improves, she can’t hover while gliding. A Fiend-Born can’t glide while carrying a medium or heavy load. If a Fiend-Born becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The Fiend-Born descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall. Flight: When a Fiend-Born who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A Fiend-Born can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A Fiend-Born can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The Fiend-Born is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a Fiend-Born can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued. When she reaches 12 HD, a Fiend-Born has enough stamina and prowess to fl y without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running. A Fiend-Born with flight can make a dive attack. A dive attack works like a charge, but the Fiend-Born must move a minimum of 30 feet and descend at least 10 feet. A Fiend-Born can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A Fiend-Born with flight can use the run action while flying, provided she flies in a straight line.

Mind

Mind (Ex): A Fiend-Born who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks. At 6 HD, the Fiend-Born’s darkvision extends to 60 feet. At 9 HD, the Fiend-Born’s darkvision extends to 90 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination. At 12 HD, the Fiend-Born’s darkvision extends to 120 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination. At 15 HD, the Fiend-Born gains blindsense out to 30 feet.

Tail

Starting out the tail provides an increase to balance checks (+10 to all balance, and +10 tumble checks). At 6 hd the tail provides another attack of 1d6. At 12 hd the tail is able to wield light weapons a off hand attack.

Demonic (alignment based)
Languages: Common, Abysol, Additional languages based on base creature.
lightning resistance of 5 at 1hd
At 6hd attacks count as evil to over come damage resistance.
At 12th lvl attacks also count as chaotic to over come resistance

Devilish (Alignment based)
Languages: Common, Infernal, Additional languages based on base creature.
fire resistance of 5 at 1hd
At 6hd attacks count as evil to over come damage resistance.
At 12th lvl attacks also count as lawful to over come resistance

Special Race Feats:
Claws: 1d4 slashing, or piercing damage

Demon/Devilish blood: When the demon born drops down past 25 hp the demon born is able to attack one additional time each turn, and goes into a temporary barbarian rage, temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class, and the person will target friend and foe alike if will save is not won (will save dc 30), and the rage lasts until the person is either dead or is healed over 25 hp.





 
 
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