Devils, Demons and Daemons, oh my (and bloodlines)


General Discussion (Prerelease)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Please help me refresh my memory.

I recall reading somewhere, that Devils corrupt the soul, Demons corrupt the physical form, and Daemons (or whatever the NE Pathfinder version are) corrupt the mind.

I'm thinking about redoing the Abyssal and infenal bloodlines to get rid of the touch attack and make a Daemonic bloodline that follows the concepts above. anyone interested in the results?

RPG Superstar 2008 Top 32

Devils corrupt faith and the mind.
Demons ravage the physical form.
Daemons consume the soul.

IIRC.

Daemons are a bit less known for mating with mortals, but I would like to see a bloodline for them.

As far as the Infernal bloodline's touch attack: I like it. I don't know why it isn't ranged (since daze and flare as cantrip choices do almost as much, also at will.)

Why is it that Infernal and Abyssal always get their own toys, but all the good things end up under 'celestial'?


The 'celestial' catch all tag may be been partly responsible for making good seem like a monolithic unified force and not in some kind of opposition. Not necessarily bloody but there are other options for conflict in the game that doesn't require deadly combat.

Is mating really required for the bloodlines? I know that's what is implied by the word but it could come from a different form. Outsider bloodlines seem equally likely to come from granted/stolen power as direct relations. In the case of daemons maybe an ancestor bested one these fiends in a near death experience and his soul was infused with a portion of that daemon's power. That 'power' got passed along to the neutral good daemon blood line sorcerer some two hundred years later. A little more heroic then great great grandma getting boinked by the horseman of pestilence's squire. :p

So, maybe 3 to 4 additional bloodlines to consider. LG, NG, CG, and NE outsider based. Better then making dozens of thematic PrCs along the same line I think ;-)

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would guess that adding blood lines in future Pathfinder RPG release is pretty high on the list. There are several classes that could benefit from this, adding a couple more rogue talents, bloodline, rage powers, and even giving a couple of different options for the domains and schools would not be all the hard to add.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ok, here's what I'd replace the Abyssal bloodline claws with:

Abyssal Scream (SU): Starting at 1st level, you can channel some of the abyssal energies in you as a primal scream. As a standard action you can scream at a target up to 30’ away, doing 1d6 points of sonic damage, +1 point per two levels. At 5th level, the target must make a fortitude save or be sickened for 1d4 rounds. At 7th level, the damage increases by one step to 1d8 points of damage. At 11th level, the scream affects a 30’ cone rather than one target. This is a supernatural ability.

RPG Superstar 2009 Top 16, 2012 Top 32

Matthew Morris wrote:
At 11th level, the scream affects a 30’ cone rather than one target.

That should probably be, "the scream may affect a 30' cone rather than one target." Sometimes, you might want to target only one creature, so having it always be a cone is not necessarily advantageous.

Contributor

Well there's an entire species, the urdefhan, dwelling in the vault of Minos-Pashat in Orv in the Darklands, who originated as a result of either a pact with, or an experiment by one or more of the archdaemons (or possibly the Oinodaemon him/her/iteself, if they actually exist).

That specific and special example aside, yes it's rather counter to daemonic sensibilities (so to speak) to be mating with mortals. But it can happen, and when it does, it's less likely to be by conventional means most likely. Any if/when it happens, it's likely to be influenced in how it happens by the particular ideology a given daemon holds, and which archdaemon's sway it might happen to fall under.


is this from a book somewhere which i can purchase or is this just a subscription?


Caladors wrote:
is this from a book somewhere which i can purchase or is this just a subscription?

If you're refering to the urdefhan, they are detail in this excellent product, which can be purchased as a printed book or PDF.


Matthew Morris wrote:

Ok, here's what I'd replace the Abyssal bloodline claws with:

Abyssal Scream (SU): Starting at 1st level, you can channel some of the abyssal energies in you as a primal scream. As a standard action you can scream at a target up to 30’ away, doing 1d6 points of sonic damage, +1 point per two levels. At 5th level, the target must make a fortitude save or be sickened for 1d4 rounds. At 7th level, the damage increases by one step to 1d8 points of damage. At 11th level, the scream affects a 30’ cone rather than one target. This is a supernatural ability.

I think this is a bit too powerful. I'm always careful with sonic powers, due to the fact that almost nothing a typical adventure includes is resistant or immune to it.

But looking at Abyssal claws, minus other bonuses it does a max of 14 damage to one creature. Six is fire which can be negated. It's also in melee only. AT 11th level your new power does a max of 13 from range to multiple targets and sickens them.

That's a pretty big boost.


Devo the Sane wrote:
Matthew Morris wrote:

Ok, here's what I'd replace the Abyssal bloodline claws with:

Abyssal Scream (SU): Starting at 1st level, you can channel some of the abyssal energies in you as a primal scream. As a standard action you can scream at a target up to 30’ away, doing 1d6 points of sonic damage, +1 point per two levels. At 5th level, the target must make a fortitude save or be sickened for 1d4 rounds. At 7th level, the damage increases by one step to 1d8 points of damage. At 11th level, the scream affects a 30’ cone rather than one target. This is a supernatural ability.

I think this is a bit too powerful. I'm always careful with sonic powers, due to the fact that almost nothing a typical adventure includes is resistant or immune to it.

But looking at Abyssal claws, minus other bonuses it does a max of 14 damage to one creature. Six is fire which can be negated. It's also in melee only. AT 11th level your new power does a max of 13 from range to multiple targets and sickens them.

That's a pretty big boost.

Your maximum damage for the claws isn't quite right. You get two attacks with the claws, meaning that you have the possibility of 2 hits a round. The sonic damage also can't be boosted beyond what the power provides, the claws could have the pathfinder arcane strike added on, plus strength bonuses. The claws can also critical which this power can't do, so all in all not so much more than what first glance might indicate.


Abraham spalding wrote:
Devo the Sane wrote:
Matthew Morris wrote:

Ok, here's what I'd replace the Abyssal bloodline claws with:

Abyssal Scream (SU): Starting at 1st level, you can channel some of the abyssal energies in you as a primal scream. As a standard action you can scream at a target up to 30’ away, doing 1d6 points of sonic damage, +1 point per two levels. At 5th level, the target must make a fortitude save or be sickened for 1d4 rounds. At 7th level, the damage increases by one step to 1d8 points of damage. At 11th level, the scream affects a 30’ cone rather than one target. This is a supernatural ability.

I think this is a bit too powerful. I'm always careful with sonic powers, due to the fact that almost nothing a typical adventure includes is resistant or immune to it.

But looking at Abyssal claws, minus other bonuses it does a max of 14 damage to one creature. Six is fire which can be negated. It's also in melee only. AT 11th level your new power does a max of 13 from range to multiple targets and sickens them.

That's a pretty big boost.

Your maximum damage for the claws isn't quite right. You get two attacks with the claws, meaning that you have the possibility of 2 hits a round. The sonic damage also can't be boosted beyond what the power provides, the claws could have the pathfinder arcane strike added on, plus strength bonuses. The claws can also critical which this power can't do, so all in all not so much more than what first glance might indicate.

Yeah, I should have added in that there are two claw attacks. Of course, being a sorc you probably won't hit with either one (I know the sorc I am playing can't hit a barn with a claw attack). The scream doesn't list an attack roll (or it could crit) or a saving throw, so it's guaranteed damage. I'm not with my books right now, but I'm pretty sure I could find ways to jack up the damage on the scream, and yes, it is much easier to jack up damage on the claws, but what sorc is going to waste feats on it?

If you really want to test balance, ask 10 unbiased players which they would rather have, for sheer usefulness (lots of RP reasons to want claws). Nine of them will like your way best and the tenth is a manga sucking moron.

If the two were balanced, the split would be more like 5 and 5 or 4 and 6.


Well personally one feat and you can jack the claw (or any melee damage up) just fine (arcane strike PFrpg version). Hitting with the claws can be fixed fairly easy too with spells like transformation or the like (haste could add another attack too).

A fort save for half damage on the scream probably wouldn't be a bad idea though, and if you really insist a cool down time might be appropriate (much like a breath weapon). Personally I still don't see it amounting to a hill of beans at most levels though.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / General Discussion (Prerelease) / Devils, Demons and Daemons, oh my (and bloodlines) All Messageboards
Recent threads in General Discussion (Prerelease)
Druid / Monk?