4E Infernum (2 Races & 1 Class so far)

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One of the 3.5 settings I enjoy is Infernum, a game set in Hell where the player can be mortal, demon or fallen angel. Ironically, this was the first setting I'd ever seen where the intention was to go from level 1 to level 30... until 4e anyway. Each race was handled as a 30 level class, with fine details (like particular type of demon) altering the class in certain ways. I'd like to upgrade this to 4th edition, but I've never converted a class in my life; could people look over the Demon class and give me any advice they can think of?

To clarify the mutations; Breed mutations are the mutations of the demon's actual race, House mutations are mutations unique to members of a specific house, Random mutations are chosen from the Random Mutations List and Chosen mutations means that its player's choice. Mutations are organised into "chains", and to take a "link" from a chain you must have the preceeding links (eg you can't take the third mutation in your breed chain unless you have the first and second ones)

Level Base Attack Good Save Poor Save Mutation Iliaster Reserve
1 +1 +2 +0 Breed/House 7
2 +2 +2 +0 Random 8
3 +3 +3 +1 Chosen 9
4 +4 +4 +1 Breed/House 10
5 +5 +4 +1 Random 11
6 +6/+1 +5 +2 Chosen 12
7 +7/+2 +5 +2 Breed/House 13
8 +8/+3 +6 +2 Random 14
9 +9/+4 +6 +3 Chosen 15
10 +10/+5 +7 +3 Breed/House 16
11 +11/+6/+1 +7 +3 Random 17
12 +12/+7/+2 +8 +4 Chosen 18
13 +13/+8/+3 +8 +4 Breed/House 19
14 +14/+9/+4 +9 +4 Random 20
15 +15/+10/+5 +9 +5 Chosen 21
16 +16/+11/+6/+1 +10 +5 Breed/House 22
17 +17/+12/+7/+2 +10 +5 Random 23
18 +18/+13/+8/+3 +11 +6 Chosen 24
19 +19/+14/+9/+4 +11 +6 Breed/House 25
20 +20/+15/+10/+5 +12 +6 Random 26
21 +21/+16/+11/+6 +12 +7 Chosen 27
22 +22/+17/+12/+7 +13 +7 Breed/House 28
23 +23/+18/+13/+8 +13 +7 Random 29
24 +24/+19/+14/+9 +14 +8 Chosen 30
25 +25/+20/+15/+10 +14 +8 Breed/House 31
26 +26/+21/+16/+11 +15 +8 Random 32
27 +27/+22/+17/+12 +15 +9 Chosen 33
28 +28/+23/+18/+13 +16 +9 Breed/House 34
29 +29/+24/+19/+14 +16 +9 Random 35
30 +30/+25/+20/+15 +17 +10 Chosen 36

Apologies for the table, but didn't know how to fix it. I'll post the demon breeds down here, followed by Houses.

Breeds:
Artificer:
Ability Scores: Int +2, Str –2
Hit Dice: d6
Saving Throws: Good Fortitude & Will, Poor Reflex
Base Armour Bonus: +3
Natural Weapons: Claw 1d4
Breed Skills: Appraise (Int), Concentration (Con), Craft (any), Decipher Script (Int), Disable Device (Int), Handle Spawn (Cha), Knowledge (any), Sleight of Hand (Dex), Spot (Wis), Torture (Wis)
Skill Points/level: 6 + Intelligence Modifi er per level; quadruple skill points at 1st level
Size: Small. Artificers have a base movement of 20 feet per round

Chain of the Artificer
I – Machine Empathy (Mental): An artificer can listen to the groans and creaks of a machine to discern its nature or its problems. By making a Wisdom check (DC 10) and spending one minute examining a device, an artificer can determine the basic purpose and function of a device, its basic properties and whether or not it is damaged or functioning properly.

II – Improved Armour (Physical): Plates of armour and machine parts grow on the demon’s body. Its natural armour bonus increases by +3.
This link carries a drawback: the demon’s movement drops by 5 feet per round.

III – Remote Control (Psychic): By touching a machine, an artifi cer can establish a psychic link with the device. The artifi cer may now control the machine by spending one iliaster per round as if it was standing at the controls of the machine. An artificer may have only one such link at any time.

IV – Improved Armour (Physical): The demon’s armour now covers every inch of its body. Its natural armour bonus increases by another +3 (to a total of +6).
This link carries a drawback: the demon’s movement drops by another 5 feet per round (to a total of –10 feet).

V – Possess Machine (Psychic): An artifi cer may now physically merge with a machine by touching it; this works just like the normal form of possession, but only works on machines. The machine must have at least one moving part; a demon could possess a gun but not a sword using this ability.
This link carries a drawback; if an artifi cer is in physical contact with a machine when it is damaged, it takes part of the damage in proportion to its current hit points. For example, if a machine has 150 hit points and the artifi cer has 50 hit points, then the artificer takes one quarter of the damage dealt and the machine takes three quarters.


Beast:
Ability Scores: A beast can choose one of the following ability score packages:
• +2 Str, –2 Dex, Claw 1d6
• +4 Str, –2 Dex, –2 Cha, Bite 1d8
• +2 Dex, –2 Str, Claw 1d4
• +4 Dex, –2 Str, –2 Con, Claw 1d4
• +2 Con, –2 Cha, Bite 1d8
• +4 Con, –2 Cha, –2 Dex, Bite 1d10
Hit Dice: d8
Saving Throws: Any two Good, one Poor
Base Armour Bonus: +4
Natural Weapons: See ability scores above
Breed Skills: Concentration (Con), Craft (hellfire, script) (Int), Decipher Script (Int), Heal (Wis), Knowledge (any), Listen (Wis), Move Silently (Dex), Perform (any) (Cha), Sense Motive (Wis), Sorcery (Varies), Swim (Str), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Beast
I – Scent: A beast can detect the presence of hidden foes within 30 feet by scent alone. It can also track by scent by making a Survival check (DC 10 normally) to follow a trail.

II – Size Increase: This link carries a drawback; all armour and weapons must be specially made or adapted for the creature, as its shape becomes stranger. This doubles the cost of all such worn equipment.

III – Modified Ability Scores: Apply the ability score modifi ers for the beast’s chosen package again (adding a +2 bonus to bite or claw damage).

IV – Bestial Mind (Mental): The demon may now spend three iliaster to re-roll any Will saves against mind-affecting effects.
This link carries a drawback: the demon becomes a four-legged thing. It can no longer use its primary forelimbs for carrying or the fine manipulation of objects.

V – Modified Ability Scores: Apply the ability score modifi ers for the beast’s chosen package again (adding a +4 to bite or claw damage).


Deceiver:
Ability Scores: +2 Charisma.
Hit Dice: d8
Saving Throws: Good Will, Poor Fortitude & Reflex
Base Armour Bonus: +2
Natural Weapons: None
Breed Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Grovel (Cha), Hide (Cha), Knowledge (law, local, nobility & royalty)(Int), Listen (Wis), Sense Motive (Wis), Torture (Wis)
Skill Points/level: 6 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Deceiver
I – Fell Insight (Mental): The demon gains an unnatural insight into the thoughts and desires of others. The demon gains a +4 racial bonus to Diplomacy and Sense Motive checks.
This link carries a drawback; the demon develops a subtle physical fl aw that distinguishes him as a demon. This may be chosen by the Games Master or the Player (with the Games Master’s permission).

II – Possession (Psychic): By touching a target and spending five iliaster, the deceiver can attempt to possess the target. This is a full-attack action if done in combat and requires a touch attack.

III – Mesmeric Glance (Psychic, Mind-Affecting): The demon can now hypnotise enemies with a glance. This is a gaze attack that costs three iliaster to activate; the demon can maintain the gaze for as long as it wishes so long as it does not move. Those within 30 feet of the demon’s gaze must make a Will save each. If the victim fails one Will save, he is dazzled; if he fails two in a row, he is stunned, and if he fails three in a row, he is fascinated until the gaze ends.

IV – Hellfire (Hellfire): The deceiver can spit a gout of hellfi re. The gout is a cone ten feet long. Spitting the gout is an attack action that costs three iliaster.

V – Claim: The deceiver can now force others into Covenants. When it possesses a target, it may spend any amount of possession points to establish a Covenant of equal strength. Activating this ability costs seven iliaster and ends the possession.


Fiend:
Ability Scores: Dex +2, Con –2
Hit Dice: d10
Saving Throws: Good Reflex, Poor Fortitude & Will
Base Armour Bonus: +3
Natural Weapons: Claw 1d8
Breed Skills: Balance (Dex), Concentration (Con), Craft (Hellfi re), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Warcraft (Int)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Fiend
I – Wings (Physical): The demon can now fly at 30 feet per round with average manoeuvrability.

II – Hellfire Bomb: At the cost of three iliaster, a fiend can create a fi ve foot wide sphere of hellfire around itself as an attack action. If the fiend is flying, then this globe falls from the fiend and drops up to 250 feet before vanishing. The fiend must make a ranged touch attack to hit with a dropped hellfire sphere and the sphere can only hit enemies below the fiend’s flight path. If created on the ground, the sphere acts as a five-foot burst before vanishing. The sphere automatically vanishes on contact with the ground.

III – Improved Flight/Size Increase: The demon’s flight speed increases to 60 feet per round with good manoeuvrability. Its size increases by one category.
This link carries a drawback; as the fiend’s wingspan increases, its wings become more vulnerable. The demon counts as being one size category bigger for the purposes of determining its armour class.

IV – Hellfire Breath: The demon can now fire a cone of hellfire 30 feet in length at a cost of five iliaster as an attack action. Creatures caught in the cone may make a Reflex save to take half damage.

V – Demon of the Wind: The fiend may now fly at a rate of ten miles per round, but cannot interact or attack when flying at this speed. This ability is used to travel swiftly across the skies of Hell.


Hulk:
Ability Scores: Str +4, Con +4, Dex –2, Int –4, Wis –2.
Hit Dice: d12
Saving Throws: Good Fortitude, Poor Reflex & Will
Base Armour Bonus: +4
Natural Weapons:
Claw 1d8, Secondary Bite 1d10
Breed Skills: Craft (Hellfire), Handle Spawn (Cha), Heal (Wis), Intimidate (Str), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), Warcraft (Int)
Skill Points/level: 4+ Intelligence Modifier per level; quadruple skill points at 1st level
Size: Large – hulks have a reach of 10 feet.

Chain of the Hulk
I – Rage: A hulk can enter a rage once per day as a free action by spending five iliaster. In a rage, a hulk 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 Armour Class. The increase in Constitution increases the hulk’s hit points by two points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a hulk cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate and Ride), the Concentration skill or any abilities that require patience or concentration.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the hulk loses the rage modifi ers and restrictions and becomes fatigued for the duration of the current encounter.

II – Size Increase.
This link carries a drawback; the hulk now cannot end its rage prematurely, nor may it leave a combat while there are foes still standing. It can overcome this bloodlust by making a Will save (DC 15).

III – Armour (Physical): The hulk’s natural armour bonus increases by +3.

IV – Size Increase.

V – Tireless Rage: The hulk is now no longer fatigued after raging.


Imp:
Ability Scores: Str –2, Con –2, Dex +4, Int +2, Wis +2, Cha –2
Hit Dice: d6
Saving Throws: Good Reflex & Will, Poor Fortitude
Base Armour Bonus: +2
Natural Weapons: Claw 1d4
Breed Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Disable Device (Int), Gather Information (Cha), Grovel (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skill Points/level: 4 + Intelligence modifier per level; quadruple skill points at 1st level
Size: Small. Imps have a base movement of 20 feet.

Chain of the Imp
I – Wings (Physical 2): The imp grows a pair of stubby bat wings. It can now fly at 40 feet per round with average manoeuvrability.

II – Shrink: The demon can now reduce its size to Diminutive at the cost of two iliaster per minute. Activating this ability is a free action. Only the demon shrinks – not its equipment or armour. This link carries a drawback; the imp becomes instinctively servile and fearful. It suffers a –4 penalty to any attempt to resist Intimidation.

III – Suggestion (Psychic): By spending three iliaster, the imp can make a suggestion to a target that can hear the imp’s voice. The target must make a Will save or follow the imp’s suggestion if it is reasonable; the suggestion manifests in the target’s mind as his own idea, so a suggestion that is totally out of character for the target is unlikely to work.

IV – Improved Shrink: The imp can now reduce its size to Fine at the cost of four iliaster per minute. Activating this ability is a free action. Only the demon shrinks – not its equipment or armour.

V – Possession: The imp can now physically possess creatures by shrinking, flying into their ear and controlling them by manipulating the brain. This works just like the normal form of possession, but the imp cannot be removed by exorcism.


Malcubi:
Ability Scores: Wis –2, Cha +2
Hit Dice: d8
Saving Throws: Good Reflex & Will, Poor Fortitude
Base Armour Bonus: +2
Natural Weapons: Claw 1d6
Breed Skills: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Listen (Wis), Perform (Cha), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Malcubi
I – Allure: Malcubi have a +4 racial bonus when making Seduction checks and a +2 to Diplomacy and Grovel checks. Furthermore, an incubus can sire new demons upon a mortal or noble demon female or succubus; a succubus can bear the children of mortals, incubi or male nobles. These demon pregnancies come to term in a very short time (1d12 weeks). The Book of the Tormentor has full rules for such halfdemons.

II – Flying (Physical 2): The malcubus grows wings giving it a flight speed of 50 feet (average).

III – Taste Dreams (Psychic): The malcubus can now spend three iliaster to enter the dreams of a mortal or demon it has touched. A malcubus can have a maximum number equal to its Charisma bonus of contacts for this power at any one time. While in the victim’s dreams, the malcubus can observe and make small changes to the dreamscape.
This link carries a drawback: the malcubus now loses one and half times as much iliaster as normal each night it sleeps alone.

IV – Dream Teleport: By spending ten iliaster when using the Taste Dreams ability, the malcubi can teleport to the sleeping body of the target of Taste Dreams.

V – Domination (Psychic, Mind-Affecting): The malcubus may now completely consume the thoughts and desires of another creature by spending five iliaster when inside a target’s dreams. The target is allowed a Will save; if this is failed, the target suffers a –4 distraction penalty to all skill checks and a –10 penalty to resist the malcubus’ infl uence. This is a mind-affecting effect.


Slaver:
Ability Scores: Str +2, Int –2
Hit Dice: d8
Saving Throws: Good Fortitude, Poor Reflex & Will
Base Armour Bonus: +3
Natural Weapons: Claw 1d6
Breed Skills: Appraise (Int), Craft (torture devices, weapons and armour), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Spawn (Cha), Heal (Wis), Intimidate (Str), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Survival (Wis), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Slaver
I – Soulshape: The demon can physically reshape damned souls, automatically gaining the Craft (soulshaping) skill as a favoured skill. Activating this ability costs one iliaster per three levels of the target soul.

II – Size Increase.

III – Command (Mind-Affecting): A slaver can spend five iliaster to issue a one-word command; anyone within a 40-foot cone in front of the slaver must make a Will save or obey the command for one round. This is an attack action.
This link carries a drawback; the demon’s taste for cruelty grows. If a slaver’s target in combat or torture surrenders or is reduced to 0 hit points, the slaver must make a Will save (DC15) to prevent itself continuing to attack or torture the victim for 1d4+1 rounds. It may choose to feed from a breached demon instead of attacking or torturing it.

IV – Size Increase.

V – Terror of the Slaver (Mind-Affecting, Fear): A slaver may spend five iliaster when facing one or more damned souls. The slaver then makes an Intimidate check as an attack action. The souls must make a Will save (DC equals the result of the Intimidate check). If the soul fails, it is panicked for 1d6 rounds. This ability affects a maximum number of souls equal to the level of the slaver, affecting the closest souls first.


Stalker:
Ability Scores: Con +2, Cha –2
Hit Dice: d8
Saving Throws: Good Fortitude & Reflex, Poor Will
Base Armour Bonus: +3
Natural Weapons: Bite 1d6, Secondary Claw 1d4
Breed Skills: Climb (Str), Escape Artist (Dex), Gather Information (Cha), Handle Spawn (Cha), Hide (Dex), Intimidate (Str), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium. Stalkers have a base movement of 30 feet.

Chain of the Stalker
I – Scent: A stalker can detect the presence of hidden foes within 30 feet by scent alone. It can also track by scent by making a Survival check (DC 10 normally) to follow a trail.

II – Swift Movement (Physical): The stalker’s legs grow longer and its movements grow swifter. Its base movement increases by ten feet.

III – Shadow Dreams (Psychic): If the Stalker is hunting a target, it may project nightmares at that target. The target must make a Will save when sleeping; if the save is failed, then the target does not recover from fatigue by resting that night. Activating this ability costs three iliaster per use and can only target one enemy at a time.
This link carries a drawback; the Stalker becomes obsessed with its target. When hunting a target, the stalker suffers a –2 penalty on all skill checks not directly related to locating its prey.

IV – Know the Prey (Psychic): If a stalker has tasted the blood, plasm or ichor of a creature, it can spend one iliaster to know what that creature perceives and feels that round.

V – Burst of Speed: The stalker can move with incredible speed; it doubles its movement and gains an extra attack at its full bonus when making a full attack action. It also gains a +2 bonus to Armour Class. Activating this ability for one round is a free action and costs three iliaster.
This link carries a drawback; the stalker can now only gain half the normal amount of iliaster from any source other than creatures it has personally hunted down.
I moved Houses to a different topic, because I didn't want to risk them being cut off by putting too much in one post.

Houses:
House Astyanath
Favoured Skills: Craft (torture device) (Int), Diplomacy (Cha), Grovel (Cha), Intimidate (Cha), Perform (Cha) and Torture (Wis)
House Feat: Exotic Weapon Proficiency (flayer) or (stinger).

House Chain of Astyanath
I – Thorns (Physical): Small barbs and hooks grow from the demon’s skin and spine, remarkably like the thorns of a rose. The demon adds 1d4 points of damage to any attacks it makes with natural weapons or through grappling.

II – Endure Agony: The Astyanath can continue to fi ght while reduced below zero hit points, at the cost of one iliaster per round.

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 must make a Will save at a DC equal to the damage suffered or be stunned for 1d4 rounds as it enjoys the suffering.

IV – Pleasure for Pain (Mental): The Astyanath now feels pleasure when injured. It gains a +2 morale bonus to all attack rolls or Will saves made in any round when it has taken damage since its last action.

V – Astyanath’s Kiss (Psychic, Mind-Affecting): By touching a foe, the demon can cause that target to suffer unimaginable agony. The demon spends any amount of iliaster as a free action when activating this ability. Immediately and at the start of every round thereafter until the effect ends, the victim must make a Will save. The DC of the Will save is increased by +3 for every point of iliaster spent when activating this ability. If the Will save is failed, the victim is stunned for one round. The DC for the Will save drops by –1 each round until reduced to DC 0, whereupon the effect ends.


House Carthenay
Favoured Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge (architecture, law, history, local) (Int), Sleight of Hand (Dex) and Search (Int)
House Feat: Iron Will

House Chain of Carthenay
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. By spending one iliaster, the demon can precisely recall some detail of a conversation or encounter as if it had a perfect photographic memory.

II – **** Gold: By spending one iliaster, the demon can produce 1d4 horn coins from any orifice.

III – Rationed Blood: When injured, the demon can essentially negotiate a repayment scheme with its foe. Instead of taking the full damage from an attack, the demon spends five iliaster. It then takes half the original damage that round. In the subsequent rounds, the demon takes a fraction of the remaining damage each round. The fraction is determined by how long the demon wishes be repaying the wound for; if the demon wishes to pay over 20 rounds, it takes 1/20th of the remaining damage each round. Once the wound is repaid, the demon must pay interest on the injury. It takes a further amount of damage equal to the number of rounds it repaid the injury over.

IV – Transmutation: By touching an inanimate object, the demon can transform it into gold. The demon must spend one iliaster per five 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.


House Glabretch
Favoured Skills: Bluff (Cha), Craft (soulshaping) (Int), Disguise (Cha), Grovel (Cha), Handle Spawn (Cha), Heal (Wis), Knowledge (arcana)(Int) and Sorcery (varies)
House Feat: Toughness.

House Chain of Glabretch
I – Fungal Coating (Physical): The demon’s hide becomes coated with a thick layer of filth and disgusting growths. This gives it a Damage Reduction of 2/fire.
This link carries a drawback; the demon suffers a –2 penalty to all Seduction checks.

II – Lesser Fortification: The demon’s innate toughness, coupled with the general rot of its flesh, means that it can shrug off damaging attacks. If the demon suffers a critical hit, there is a 25% chance that the critical hit is reduced to a normal hit.

III – Ghastly Vitality: The bacteria and parasites of the demon’s body grow to macroscopic size and fall under the demon’s control. Platelets the size of a man’s thumb and blood cells the size of eyes crowd their way through the demon’s veins. The demon can now spend one iliaster to heal 1d6 points of damage to itself. Spending iliaster in this fashion is a full-round action and any amount may be spent at a time.

IV – Greater Fortification: There is now a 50% chance that any critical hits dealt on the demon become normal hits.

V – Glabretch’s Wallow (Blasphemous): The demon’s spiritual corruption becomes manifest. By spending one iliaster, it gains Damage Reduction/holy equal to its Corruption score for one round.


House Haimon
Favoured Skills: Concentration (Con), Craft (soulshaping) (Int), Decipher Script (Int), Knowledge (arcana, law) (Int), Move Silently (Dex) and Sorcery (varies)
House Feat: Skill Focus.

House Chain of Haimon
I – Cold as the Dead (Mental): House Haimon demons are notoriously cold and unfeeling, which gives them an advantage in negotiations. The demon gains a +4 racial bonus to any attempts to resist Influencing attempts.
The demon’s flesh turns cold and chill when this link develops.

II – Soulshape: The demon can physically reshape damned souls using the Craft (soulshaping) skill. Activating this ability costs one iliaster per three levels of the target soul.

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.

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.

V – Haimon’s Way (Blasphemous): When this link manifests – nothing happens. However, at any point after that, the demon can choose to kill itself and reanimate its body as an undead thing. When this is done, the demon is instantly restored to full hit points. It can continue to gain levels, but gains no further mutations. However, it also no longer needs to feed on iliaster to survive and is not subject to dissolution.


House Lictat
Favoured Skills: Bluff (Cha), Craft (any) (Int), Gather Information (Cha), Handle Spawn (Cha), Hide (Dex) and Ride (Dex)
House Feat: Any
Due to their relative youth, House Lictat doesn't have a House Chain yet; demons instead gain a Random mutation.


House Oblurott
Favoured Skills: Appraise (Int), Diplomacy (Cha), Drive (Dex), Handle Spawn (Cha), Knowledge (local, nobility & royalty) (Int), Perform (Cha) and Torture (Wis)
House Feat: Weapon Focus (bite)

House Chain of Oblurott
I – Gross Flesh (Physical): The demon becomes obscenely fat. This gives it Damage Reduction 5/slashing.
This link carries a drawback; the demon’s flying speed (if any) is reduced by one third (round down).

II – Metabolism Control: The demon becomes able to control its own metabolism. By spending two iliaster, it gains a +4 bonus to one Fortitude save.

III – Excess Growth: The demon can now spread unnatural vitality and growth to those around it. By touching another creature and spending five iliaster, the demon can cause that creature to experience one day of growth. The target may make a Fortitude save to resist this effect. The target regains hit points, ability damage and so on as if it had rested for a full 24 hours, but also must spend iliaster/eat food as if 24 hours had passed.

IV – Insatiable Hunger (Psychic, Mind-Affecting): The demon’s aura now instils a feeling of hunger in those around it. Anyone within 30 feet of the demon who is not feeding in some fashion suffers a –2 distraction penalty to all attack rolls and skill checks due to the constant gnawing hunger. The target may make a Will save to resist this effect.
This link carries a drawback; the demon grows so fat that its movement is reduced by ten feet.

V – Oblurott’s Hunger (Mind-Affecting): The demon’s appetite is so great that it can make others eat themselves. The demon targets any one creature affected by its aura of Insatiable Hunger and spends seven iliaster. That target must spend its next action eating, either through conventional means or by making a bite attack on the nearest target. The target may make a Will save in each round after the first to throw off the hunger; if the save is failed, the target must continue eating (or trying to) and can do nothing except feed its hunger.


House Riethii
Favoured Skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Seduction (Cha) and Sense Motive (Wis)
House Feat: Related Knowledge

House Chain of Riethii
I – Demonic Allure (Physical): The demon becomes more sexually attractive, either through obvious transformations (in the case of humanoid creatures like malcubi) or through pheromones (in the case of Beasts and other bizarre monsters). The demon gains a +4 bonus to Seduction checks.

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 while in the demon’s presence.

III – Endurance: The Riethii are notorious tireless. The demon is immune to the effects of fatigue or exhaustion.

IV – Drain Strength: By touching or kissing another character, the Riethii may drain strength or iliaster from the target. Activating this ability costs two iliaster. The target is permitted a Fortitude save to resist. If the saving throw is failed, the victim suffers 1d6 points of temporary Strength damage or loses 1d6 points of iliaster. The Riethii gains an equal amount to the Strength or iliaster lost.

V – Riethii’s Embrace (Blasphemous): The Riethii now exudes corruption. Anyone who engages in physical congress with the demon commits an SR 20 sin.


House Sturrach
Favoured Skills: Climb (Str), Craft (hellfire) (Cha), Drive (Dex), Intimidate (Str), Knowledge (history, infernography) (Int), Ride (Dex), Spot (Wis) and Warcraft (Wis)
House Feat: Martial Weapons Proficiency

House Chain of Sturrach
I – Warrior’s Horns (Physical): The demon develops the distinctive curved horns of the House. This gives the demon a +2 bonus to armour class.
This link carries a drawback; the demon can no longer wear headgear that is not specially made for it.

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 the trance, the demon gains a +2 bonus to attack rolls, but cannot take any actions except attack actions and activating combat mutations.

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 move 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 link is selected, the demon may select one or more links that it does not have in Chains it already possesses. The demon may now gain access to those links while in its war form. Shifting into the war form costs five iliaster per link. If the demon gains one of the war-form’s links normally, it may select another link in a chain to replace it for the war-form. The demon remains in war-form for one round per character level.

V – Sturrach’s War (Mental): The demon becomes a master general. It may spend any amount of iliaster to gain a point-for-point insight bonus to a Warfare check. Any amount of iliaster can be spent activating this ability.


House Zethu
Favoured Skills: Concentration (Con), Craft (any)(Int), Decipher Script (Int), Drive (Dex), Knowledge (any)(Int) and Sorcery (varies)
House Feat: Exotic Weapons Proficiency (shattergun)

Chain of House Zethu
I – Demonic Insight (Mental): The demon may spend three iliaster to take 15 on any skill check that involves evil works and malice, such as Craft (torture device), various forms of Infl uencing, Torture, Sorcery and so on. Taking 15 works just like taking 10 or 20.

II – Boost: The demon gains the Boost Armour or Boost Weapon feat and may use it despite being a demon.

III – Sorcerer’s Blood: The blood of the Zethu is awash with magical energy. The demon may convert its hit points into iliaster when casting sorcerous rituals at a rate of three hit points to one iliaster. Converting hit points in this fashion is a free action.

IV – Evil Thoughts (Mental): The demon’s mind becomes progressively more twisted. When this link is selected, the demon may transfer ability score points from its Charisma and Wisdom to its Intelligence. This transfer is on a one-for-one basis and is permanent.

V – Zethu’s Thought: The demon may now use Intelligence as the controlling attribute for all Sorcery checks, no matter what the ritual is.


Non-House demons can't receive House mutations and presumambly can select a random mutation like House Lictat demons. The favoured skills of these demons are as follows:
Unaligned Demons- Survival (Wis), Torture (Wis) and any four others.

Mercenary Demons- Survival (Wis), Warcraft (Int) and any four others.

Free City Demons- Craft (Any) (Int) and any five others
Forgot to post this before: all demons, irregardless of breed, have the following racial standards/rules...

*Demons are Breached when reduced to negative hit points. When breached, iliaster gushes from their wounds, causing the demon to lose iliaster equal to one point per HP it is below zero (so a demon at -5HP would lose 5 iliaster) per round. Beings adjacent to a breached demon can drink this iliaster as normal. Once the demon has run out of iliaster, they start to lose Constitution OR Charisma (their choice) at the same rate as they would iliaster, though they can divide this amount between the two stats. Points of Con & Cha lost are permanently lost. Once either score drops to zero, the demon is destroyed.

*Demons have Fire Resistance 5.

*Demons must sleep and breath, though they do not need to eat or drink (except to partake of iliaster).

*A demon must consume iliaster equal to 1 point per level each day or become Dissolute (see below). Demons can drink extra iliaster and store it in their internal reserve- the amount they can hold is determined by their level. Excess iliaster can be drunk, but is lost at the rate of one point per round until it drops to maximum capacity.

*Dissolution has the following effects:
-For every one point of iliaster the demon fails to consume, it gains one temporary negative level. Each negative level inflicts a -1 penalty to attacks, saving throws, ability checks and skill checks, as well as causing it to count as being one level lower for all purposes- such as calculating saving throws against its abilities. It loses access to one mutation of its choice (and can break mutation chains by picking low-level ones) and reduces its iliaster reserve and requirement by one, to a minimum of one.

-If the demon has a number of temporary negative levels equal to its character levels, and then gains more negative levels, it begins converting temporary negative levels to permanent ones instead.

-Once the character has a number of permanent negative levels equal to character level, it dissolves into a puddle of plasm and is destroyed.

-A demon can rid itself of temporary negative levels by consuming and spending a sufficient quantity of iliaster; equal to five times its current effective level (character level minus TNLs). Under normal circumstances, it can't lose permanent negative levels.
No comments? Please, I'm desperate, if you have any opinion at all, even if it's "you're nuts", I really want to hear it.

The few vague thoughts I've been able to come up with on the subject are these:
*Firstly, it seems to me that the role the Demon class is suited for would be developed by/based upon/influenced by the specific breed chosen. The way I look at it, these seem the most likely divisions:
Controller- Beast, Fiend, Slaver(?)
Defender- Hulk, Slaver(?), Artificer
Leader- Deceiver, Malcubus
Striker- Imp, Stalker, Fiend

The Slaver could fit into either Controller or Defender role because it's a tough brute of a demon who excels in handling large numbers of weaker opponents, developing powers that allow it to compel obedience or fear. The Fiend is a Controller or a Striker because it's a fast, mobile opponent who can blast wide areas with gouts of hellfire.

*Secondly, I was thinking that some breeds would have a kind of "racial affinity" for a specific class, and that this would give them extra options. Normally, the Demon class/race's powers are focused around developing its own infernal nature; I was thinking that a select few breeds could instead choose to gain powers from a different class instead of Demon powers. This also lets them gain "affiliated class" paragon paths. My specific ideas were:
Beast- Wizard and/or Infernal Warlock (they were bred to be masters of sorcery)
Deceiver- Warlord (they were bred to be generals and commanders)
Hulk- Fighter
Imp- Rogue
Stalker- Ranger (they are trackers and huntsdemons by their very nature)
Is this a setting you have made up? if it's not... where can I find out more?
I dont think it's a bad idea. Now as too converting classes to 4ed... I suggest you dont try too convert mechanics directly to 4th. instead I suggest you figure out what role each of them serves and rebuild them too fill that role.
I am Black/Green
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This is an OGL setting called "Infernum" from a USA game company called Mongoose Publishing. I had to mailorder to get the three books (it's a pretty self-contained setting; Book of the Damned (PH), Book of the Tormentor (DMG & MM) and Book of the Conquerer (Campaigns)), but I personally found it worth it.

While that might be the better option, I literally and truly haven't the faintest clue how to do so.
Does anyone have any advice? I'm basically a rookie at all this, so any help and/or advice you can give would be more than welcome. Even if it's simply "this is a stupid idea- give up and die".
Well, 4th Edition is incredibly easy to work with, but not if you attempt straight conversion.

What you're looking at here are a bunch of different kinds of demon, with different looks and stats. Make each breed a separate race, giving them apropriate stat modifiers, generic racial benefits, and maybe a particularly representitive power. Use the 4e races as your basic guide, try to keep the demon races of similar power and complexity.

Next, you want to retain some of the interest of mutations, so make a few per demon race into feats. You may have to scale them down in power. Demons who want to mutate, can mutate.

Finally, you've got houses. Now each house seems to cover a specific role - it's like a mini-class. I say, make it a full class.

House Astyanath could become a Torturer class. House Carthenay could become a Litigator class. House Glabretch could become a Corrupter class. House Hamion could become a Deathshaper class. House Oblurott come become a Devourer class. The house chains give you decent theme for class abilities, so just make up the power lists and you're good to go.

Making full power lists could be a lot of work - you may want to find ways to trim it down. One way to do this would be allow members of these classes to choose another class of the same role, and allow them to pick powers from the list of either class.

Don't forget to make multiclass feats that allow characters of normal classes to add a little demon-class spice to their lives if you've adopted this aproach.

Alternately, make the demon houses paragon paths that are available only to demons who buy a matching "house feat" that you create. That way you have far less abilities to manage, but the downside is they don't kick in until level 10, and demons will have to choose a normal class like everybody else.
Thank you very much for that inspiring reply! Making each Breed into a seperate race and making the Houses classes sounds like a great idea- far easier than simply converting. I don't suppose you could suggest how to do so? I've never done that sort of thing before.

I'll try and think up some possible ideas for each demon 'race', but like I said I've never done something like this before.

Artificer
*Likely stat bonuses to me seem to be +2 Int and +2 Wis; these are the engineers, artisians and scientists of the Infernum.
*Perhaps one racial trait might be adding 1/2 their level to their AC? Representing the shell of armor plating and machinery that they sprout?
*They're basically demonic dwarves; should they be Small, or 'count as' Medium like dwarves do in 4E?

Beast
*Stat bonuses would probably be +2 to a mental stat (Int, Wis, Cha) of their choice and a +2 to a physical stat (Str, Con, Dex) of their choice.
*Likely racial trait would be a racial bonus to all Ritual casting checks.
*Perhaps let them choose a Wizard At-Will as an extra At-Will power?

Deceiver
*+2 Charisma is par for the course, but what might the other bonus be? +2 Wisdom?
*Perhaps their racial power allows them deal Psychic damage to a nearby foe once per encounter? Representing them reaching into their mind and ripping at it?

Fiend
*+2 Str and +2 Dex seems right for a flying warrior
*How their ability to fly could be balanced escapes me.
*Racial power is obviously their Hellfire Breath ability, which would mimic the Dragonborn breath weapon but be restricted to Hellfire damage...

Hulk
*+2 Strength and +2 Con seems right; this is a creature bred to fight.
*Perhaps one racial trait would let them knock opponents around more? These hulking creatures would be quite adept at sending others flying.
*Alternatively, perhaps their racial power is, once per day, to suddenly charge into a group of foes in a blinding fury, knocking all enemies flying as they get (literally) swatted aside?

Imp
*+2 Int and Cha seems the most fitting for these little wheedlers.
*Small size, for sure.
*Perhaps a racial power akin to the Kobold's "Shifty" ability?

Malcubus
*+2 Cha and +2 Con, perhaps?

Slaver
*+2 Str and +2 Cha; these brutes are fearsome and intimidating, and not afraid to bust heads when they have to.
*Perhaps their racial power induces fear in nearby enemies? They cower beneath the waves of projected malice and rage the Slaver is projecting?

Stalker
*+2 Dex and +2 Con seem to work
*Perhaps a racial ability akin to the Ranger's "Hunter's Quarry" class feature?
The first thing I would do was think about how many different builds you can make.
Then, sort them into the 4E roles: Tough melee guys, single-target damage and debuffs, multi-target debuffs and damage, and healing/buffing support.
Then decide if the builds are similar enough to go in the same class, like a hammer fighter and a sword fighter, or different enough to be in two different classes, like a warlord and a cleric.
Now you know which classes you need to make. Design powers by looking for similar effects in other class power lists, and class features from the things your builds could do that didn't take actions.
I'm sorry, BillTheManiac, but I just can't seem to understand what you're trying to say. I know you're offering advice, and I'm grateful for it, but to my shame I just can't follow what it is you're actually saying.

Anyway, some rough 'concepts' of the Houses/Classes

Torturer of House Astyanath
Role: Striker/Defender
The Torturer is a sadistic and vicious demon, one who exults equally in his own suffering and the pain of others. It relies less on armor and more on powers that reduce damage, abundant healing surges and a plethora of HP. For offensive purposes, it specialises in blows and attacks that inflict agonising pain or extreme damage, crippling and maiming.

Warmonger of House Sturrach
Role: Leader
The Warmonger is a master in the lore of battle and an artificer of carnage. Bred to fight, the Warmonger specialises in reading the ebb and flow of any battle and directing its charges in response to this through a mixture of tactical lore and intimidation. When roused into the fight itself, it smashes into the foe like an engine of destruction, equally inspiring and frightening its allies and driving its enemies before it.

Seducer of House Riethii
Role: Leader/Controller
The Seducer's role is its mastery of emotions, its ability to manipulate others and guide them to deeds on its behalf. The Seducer inspires and enthuses its allies, driving fear and exhaustion from their minds and filling them with passionate fury and bloodlust. It also turns this attention on its enemies, sapping their minds and weakening their wills, manipulating them with its power so that they are like puppets dancing to the demon's strings.

Devourer of House Oblurott
Role: Defender
The Devourer's purpose in combat is defined by its powers. The Devourer cares not where or why; it cares only to eat the foe, or die. Devourers use their massive bulk to blockade their foes from the 'squishier' members of the party, then set about trying to crush and consume their enemies. The most proficient Devourers are almost unstoppable, literally eating their enemies alive and growing stronger with each meal.

Firestorm of House Zethu
Role: Controller/Striker
Schooled in the destructive arts of sorcery and gunnery, the Firestorm takes to both with excessive glee. The Firestorm is a ranged combatant, laying down swathes of fire and explosions that mangle all in their path, or adopts a 'one shot, one kill' mentality that means any target it singles out is a dead demon walking.

What classes, if any, could be brewed from the remaining houses I don't know, but do these class concepts have any potential to them?
Does no one have any comments? I'm a complete newcomer to this, so I really do need advice.
Okay, I was typing a lengthy reply and realized I'd be better off just formatting something up for you. Gimme like 20 min and I'll post it.
Here you go. An example of what you can do with your races while maintaining the flavor of the setting.

The Metallice (renamed Artificer)

That was a lot of fun. I think I'll try my hand at one of the houses next .
A thousand times a thousand thank-yous! Looks great- though I don't quite understand how the set of racial powers work; are you saying that a Metallice needs to use the Multiclassing Feats to acquire them?

Either way, it looks truly remarkable; could I perhaps prevail upon you to try your hand at all of the Breeds?
Will do. This is a cool concept you've brought to my attention. I always love mongoose's works (though most are on the powerful side) and I never saw this. Anyway, yes. To get access to the powers, you'd have to paragon multiclass.
Here's the Beast (renamed Beasteral).

The Beasteral
Another great piece of work, though for its multiclassing options I'd change Fighter or Rogue to Wizard or Warlock (Infernal Pact)- these better fit the fact that it was literally created to wield arcane magic. That said, I love the Living Armor/Weapon ritual, as it seems a great way to reflect the mutability of the Beasteral form.

Just two questions: first, for Metallice, in the multiclassing section you mention Artificer- is this referring to the Arcane Leader class, a prototype of which has shown up in Dragon, or was it meant to refer to its racial powers? Secondly, I'd change Warlord to Fighter- the Metallice is something of an underdog in Infernum society.
hmm. Easy enough. I didn't know that the beast was a caster though, with the stats and the other things it has going for it that makes little sense. Would you say it should be left as is and just make the two options with multiclass wizard and warlock? If, with all of the physical bonuses this race gets, it's still supposed to be a caster, you may want to update me with more information on the other races. Is the deceiver a starpact warlock type race? Or is it kind of a paladin for some reason? I'm just suddenly confused.

As to the Metallice, yes, I meant the artificer previewed in dragon and the warlord because they're similar classes. Just because he's an underdog doesn't mean he can't help to buff his allies. Also, if he were fighter, that'd make him tougher than most as opposed to an assistant
It is odd, now that you mention it, but in Infernum, all spellcasting is done through use of the Sorcery skill, which is always a class skill for Beasts, and which gains a bonus from one mental skill (Int, Wis, Cha) dependant upon the actual ritual- the majority favor Cha. So yeah, the stats don't really match up with their role, but I'd still say the flavor makes Wizard and Infernal Warlock powers more suitable for Beasts. I don't know whether or not to keep the stats as they are; I think part of the Beast's design was for them to be skilled at sorcery, yet still savage in combat due to their mutant physiology. Perhaps an easier way to reflect their fluff-stated mastery of sorcery is to give them some paragon racial powers (ala the Metallice) with a suitably mystical feel? In addition to or instead of the Wizard "kinship" for paragon multiclassing?

Though that then raises the question on whether or not a "breed paragon path", ala how Warforged have the Juggernaut and Lifeseeker racial paragon classes, might be the best way to handle the more potent demonic powers...

The Warlord and Rogue actually look like the most "suitable" classes for Deceivers, as they were originally bred to be officers and intelligence. But I think that's the main questions out of the way.

By the way, are you going to try and 'stat up' the houses? If yes, any ideas how? They could be either a Paragon Path or an actual Class, as others have mentioned- the latter
Awesome. I see what you mean now, having read your second post on the breeds. I missed it earlier, but have more to go with now. Okay, I'll revamp the Beast tonight with some stuff.

Here's how I've done it so far.

1) Figure out the basics of the breed; stats, role, etc
2) apply a dual function of multiclass with the PHB (ish) classes in mind
3) give the race it's own pseudo class accessible through multiclassing
a) this is where the dual function of classes comes in. For the novice, adept and acolyte feats, take two classes that fit the flavor of the breed and allow those powers as options. Then give the breed it's distinct powers for paragon tier multiclassing.
4) Make the Houses actual classes to allow paragon tier to remain open for the multiclassing.
5) Since the houses are classes and the breeds are race/multiclass, that leaves the paragon tier available to "mutate" more or to take one of the standard phb paragon paths since you act as both available classes.

Anyway, that's the way I wrote it out when concepting these. I'm working to make the races/classes splashable into campaign settings if you don't mind. That way a character can spend his first level feat to be an awesome beast or metallice. In an infernum specific campaign, i'd probably allow every race the free multiclass feat at first level if they want to. I'll get back to you, foods on
Thanks for explaining how you were doing this, and I'll try to help however I can when it comes to making classes from the Houses. 30 levels (more or less) of powers for things that, in 3.5, were represented by extra class skills and a few mutations... that's going to be tough. And I don't mind you making these 'generic; I actually put together a homebrew campaign setting where I used the Infernum as a 'linked plane' (akin to the Shadowfell and Feywild) that replaced the Nine Hells and the Abyss.

Out of curiosity, part of the 3.5 setting was the concept of "common" mutations, which all demons, and even sufficiently corrupt mortals, could have. Do you think we should try and convert them (if that's possible) after the breeds and houses are done?
feats would be the easiest way to handle the normal mutations. they would be like grafts from 3.5
Perhaps. On the subject of Houses-as-classes, when we reach that stage, will you want me to put up (or at least detail) the noble mutation chains for each house? To see whether or not they might gives us some ideas for the general "set" to use to create powers for each house?
Yes please. I'm actually working on the devourer atm and it's turning out to be pretty cool (and gruesome...) Should I go for shock factor with the classes? I know mongoose did some of that with grittier meterial, I just wasn't sure if this book qualified.
Shock value...? I don't know... let's see, this is a game about Hell, a race of player Demons, a race that must torture and murder to survive, a society literally built on suffering and hatred, a race that cannot feel sorrow and barely comprehend the existence of positive emotions, a race that reproduces by dissolving a living demon in a pit of acid so that their organs chew their way free and pupate into fully adult demons... so, yeah, I'd definately say MA rating, which makes shock value pretty appropriate.

And since you're there, here are the Noble Chains of House Oblurott, given in their 3.5 stats.

Chain of the Hungry Lord
I - Devour Others: the demon can now swallow smaller beings that are either helpless or unresisting whole. They cannot escape unless the demon is breached or killed. The victim suffers 1D4 Consitution damage each round and the demon gains an equal amount of iliaster. (So if the victim loses 2 Constitution, the demon gains 2 iliaster.)

II - Devour the Memories: by spending iliaster equal to half the level of a creature just consumed using the previous link, the demon gains access to the memories of that consumed creature. The demon may ask one question per level of those memoriese before they are forgotten.
Drawback: the demon grows even more grotesquely fat, reducing its flying speed by one-third and its base movement by 10 feet.

III - Devour the Face (Shapeshift): the demon gains the ability to shapeshift into the form of a creature just consumed using Devour Others for a number of days equal to its level. The cost for this is calculated as normal for shapeshifting.
(see this topic for the details on specific types of mutations: http://forums.gleemax.com/showthread.php?t=1053972 )

IV - Devour the Mind: the demon can now consume the skills and feats of creatures consumed using the Devour Others mutation by paying 1 iliaster per skill rank and 3 iliaster per feat. Stolen feats/skills are retained for 1 day/level. The demon cannot add skill ranks from different meals together, nor can it add stolen skill ranks to skills it already possesses on its own.


Chain of Dionysus
1 - Vine Covering (Physical, Exclusivity: Hide): thousands of green shoots emerge from the demon's hide, swiftly growing into thick vines. In essence, the demon gains +20 max hp due to ther presence of these vines. Furthermore, by spending 1 iliaster, the demon can animate these vines for one round- whislt animate, the vines can either be used as an extra limb (which is capable of taking actions, but not attacking) or to grant a +4 bonus to Grapple checks.

II - Sprout Fruit: the demon can now spend iliaster to make fruits grow from its vines, at the cost of one iliaster per fruit. Fruits can contain iliaster drawn from the demon's reserve, or work in the same way as the first link in the Chain of Gifts. Alternatively, at the cost of 2 iliaster per fruit, the demon may sprout intoxicating fruit- any creature that eats these must make a Fortitude save or suffer a -2 penalty to all skill rolls, attack rolls and saving throws for the next 1D4 hours.
Drawback: the demon must spend at least one hour of each day rooted into the soil, or increase its daily requirement by +50%.

III - Tied to the Land (Blasphemous): the demon can use its vines to infuse its essence into its domain. If a creature has eaten food grown in that domain within the last 24 hours, the demon can spend iliaster equal to the target's level in order to either force it into a (Strength 10 + 1D10) Covenant or to expose it to Corruption of SR10 + 1D10.


Chain of the Mud King
I - Shape the Soil: the demon may spend one iliaster to gain the ability to reshape mud for ten minutes. When this time elapses, the shaped mud becomes hard as stone. This mutation can be used to construct stone buildings and other structures out of easily-moulded mud.

II - Swallowing Mud: as a swift action, the demon can spend 6 iliaster to cause the mud around it to become boggy and drag victims down into the mire. This mutation only functions within the demon's domain. Any creature within reach of the demon starts sinking into the sodden earth. Creatures are allowed Reflex saves to find safe footing in the mud for this round. A creature sinks and begins to drown after a number of rounds equal to 3 + Size Modifier. A sinking creature can make a Strength or Escape Artist check to pull itself free, at a DC of 10 + 1/2 the Oblurott's level + its Con modifier. As a free action, the demon can spend 1 iliaster to increase the DC by a further +2 for one escape attempt. The sinking effect lasts for ten minutes, but doesn't move with the demon.
Drawback: the demon's movement outside of muddy terrain is reduced by -10 feet.

III - Flow like Mud (Physical 2): the demon's body transmutes into a mud-like consistency. It is now immune to critical hits, and when attacked by a melee or ranged weapon that is not an area effect or splash weapon, it may spend one iliaster to make a Reflex save at a DC equal to the attack roll. If successful, it only takes half damage from that attack, as its fluid body absorbs the blow.
It's awesome how some things kinda fall into place without need of information. Most of the stuff you've included for the devourer (i'm calling it hungerer since devourers are MM creatures) I already added. Here's a peak. Since I'm at work, I can't upload the file, but i will when i get home.

The Hungerer
Class Traits

Role: Defender
Power Source: Arcane
Key Abilities: Constitution, Strength, Wisdom

Armor Training: Cloth, Leather, Hide, Chain, Scale
Weapon Proficiencies: Simple melee weapons
Bonus to Defenses: +2 Fortitude

Starting HP: 15 + Constitution Score
HP per level gained: 6 HP/level
Healing Surges: 9 + Constitution Modifier

Trained Skills: Endurance plus 3 others
Available Skills: Arcana, Bluff, Endurance, History, Insight, Intimidate, Religion

Build Options: Matter Hungerer, Mind Hungerer
Class Features: Encumbered Speed, Favorite Food, Girth, Slow, Soak

All Hungerers share these class features

Encumbered Speed: Like a dwarf, you suffer no penalty to speed for being encumbered or wearing heavy armor.

Favorite Food: Pick one of the following options.











[deck=CANNIBAL]Hungerer Feature
You hunger for the souls of the fallen.
Encounter Arcane, Healing
Standard Action Melee touch
Target: One creature which has been reduced to 0 or less hit points.
Effect: The target is removed from the encounter. You regain hit points equal to the higher of your healing surge value or the target’s level.[/deck]

Girth: You count as an ooze type creature. You can only squeeze through spaces of your original size or larger without penalty. You do not lose any ability you have to see, nor do you gain any special ability to sense other creatures, except where described. At 11th level and again at 21st level, you grow one size category and count as a long creature for the purpose of reach (like a horse).

Slow: You are always slowed, but can take move actions when you could use a minor action instead. You are immune to slow and immobilize effects and ignore difficult terrain. Because you’re used to your own weight, you suffer no penalty to athletics or acrobatics checks except those based upon your speed.

Soak: Because of your clumsy size, you cannot possibly get out of the way of attacks which others could. Because of this, you’ve developed a particularly thick hide and can take such attacks in stride. You apply your Constitution modifier to your Reflex defense instead of Dexterity or Intelligence.

and some powers
Level 1 Spells
Level 1 At-will Spells

[deck=BODY SLAM]Hungerer Attack 1
You swing your weight around and swat enemies away with it.
At-will Arcane
Standard Action Melee Touch
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage, and push the target 1 square. Increase the number of targets to two adjacent creatures at 11th level and to three adjacent creatures at 21st level.[/deck]

[deck=BILE BLAST]Hungerer Attack 1
You spit foul liquid upon your foe, disgusting them into attacking you instead.
At-will Arcane
Standard Action Close Blast 2
Target: Each enemy in blast
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier damage, and the target is marked. Increase damage to 2d6 + Constitution modifier at 21st level.[/deck]

[deck=SIPHON LIFE]Hungerer Attack 1
You drain your enemy of any will to fight.
At-will Arcane
Standard Action Ranged 3
Target: One creature
Special: The first time you use this power in an encounter, you spend a healing surge but regain no hit points.
Attack: Wisdom vs. Will
Hit: 1d8 damage, and the target is marked and you regain that many hit points. Increase damage to 2d8 at 21st level.[/deck]

Level 1 Encounter Spells

[deck=DEFILE EARTH]Hungerer Attack 1
You cover the area surrounding you with a slippery fluid which sickens those nearby.
Encounter Arcane
Standard Action Close burst 1
Target: Each Enemy in burst
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier damage, and the target is marked and takes a -1 penalty to speed until the end of its next turn.[/deck]


[deck=ASPERATE]Hungerer Attack 1
You close your foe’s windpipe, making it hard to concentrate.
Encounter Arcane
Standard Action Melee Touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier damage, and the target is weakened until the start of your next turn.[/deck]

[deck=MISLEADING VISAGE]Hungerer Attack 1
You appear to your enemy as an ally or beloved.
Encounter Arcane, Charm
Standard Action Ranged 3
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier damage, and pull the target up to 3 squares to a square adjacent to you if possible.[/deck]

Level 1 Daily Spells

[deck=INCITE DELIRIUM]Hungerer Attack 1
You exude a stench which stops your enemy in its tracks.
Daily Arcane
Standard Action Ranged 3
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d6 + Constitution modifier damage, and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.[/deck]

[deck=INCITE PAIN ]Hungerer Attack 1
You wrack the enemy with great pain and relish in the act.
Daily Arcane, Healing
Standard Action Melee touch
Target: One creature
Attack: Strength vs. AC
Hit: 3d8 + Strength modifier damage.
Effect: You spend a healing surge but regain no hit points. Instead, the target takes ongoing damage equal to your Strength modifier (save ends). When it takes damage in this way, you regain that many hit points.[/deck]
[deck=INCITE WRATH]Hungerer Attack 1
You make a mockery of the foe; blinding it with rage against you.
Daily Arcane
Standard Action Ranged 3
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).[/deck]



Quick Explanation - Yes, cannibal is a free heal, but a lot of the powers a hungerer gets require him to spend healing surges without benefit, so it's a trade off.

Any questions?
Looks pretty good so far, though I'm not sure if Arcane is really the best source... eh, if you're going for generic, it works. Couple of things:
Cannibal's fluff is that you hunger for the souls of the fallen. Shouldn't that be the flesh of the fallen?
Incite Pain seems more an Astyanath class ability than an Oblurott one. Incite Wrath likewise seems better as an ally-targeting Sturrach power (that is, you make your allies so mad that they fight harder). Perhaps better replacements might be Incite Hunger (distracts the target) and Incite Torpor (dazes the target)?
Cannibal's fluff is that you hunger for the souls of the fallen. Shouldn't that be the flesh of the fallen?
Incite Pain seems more an Astyanath class ability than an Oblurott one. Incite Wrath likewise seems better as an ally-targeting Sturrach power (that is, you make your allies so mad that they fight harder). Perhaps better replacements might be Incite Hunger (distracts the target) and Incite Torpor (dazes the target)?

- I'll update cannibal.

- Arcane is the default for elemental and planar knowledge, so I ran with it. It wouldn't harm anything to introduce a Demonic power source and call their powers acts, since it's pretty much just fluff anyway, but dm's may be hard pressed to consider including it for the same reason.

- I kinda see the Hungerer as a decrepit, self promoting paladin. A lot of the paladin's powers work well when reflavored appropriately. Also, the two suggested builds will focus one on strength one on wisdom with Constitution being the constant. The Hungerer can defend in ways suited to those two tastes. He also gains one or two powers which bleed without hurting the flavor, such as Incite Pain and Wrath. I'll certainly include hunger and torpor/sloth (gonna work up to the whole 7 deadly sins thing), but a big part of class design is to not pigeon-hole the class lest it become very selective. It would be good to compare the Paladin to the Hungerer as opposed to always taking paladin except for when the hungerer is perfect for the spot.

So, how do these loose concepts work for the rest of the classes?

Oblurott - Hungerer
Decrepit Paladin type more bent on feeding/healing himself than allies. acts as a defender only in mechanics because creatures are so disgusted by his very presence and use of trickery, they're compelled to attack him.

The Dionysus and the Mud King will probably fit well into paragon paths or just alternate classes in and of themselves (depends on how much work should really go into them.) Is each house equally represented in 3.5? Or is there a heirarchy from one down to the others?
I was just suprised to see you call it an Arcane class, that's all.

I... think I get what you're trying to say. It was just that, as the Oblurott's are basically "themed" around the concepts of grotesquity, gluttony, indulgence, indolence and sloth, the idea of them being able to cause torment with a gaze or to inspire wrath just didn't seem right, especially as cruelty and anger are more associated with Astyanath and Sturrach respectively.

I'd personally say that the Hungerer is more a defender less because it makes them concentrate on it and more because:
A: it takes up so much room it's hard to get past it
B: it can afflict an enemy with various distractions (burning hunger) that make them suffer penalties to attacking the Hungerer or its allies
C: it can deliver powerful blows that crush enemies, then gulp down the remains to regenerate its wounds
Does this make any sense?

And what do you mean by 'are the houses represented equally'? I don't follow what you're trying to say.
Are there an equal number of demons in the mud king chain as there are in the hungerer chain? Do demons get powers from all three chains if they're oblurott or do they pick one and go with that?
Ah, I think I understand what you're confused about. Let me explain...
All demons spawned from a House's spawning pit develop House mutations as they grow stronger- these basically are proof that they are "born" family members.

Noble mutations are a completely different form of mutation to the common mutations. Demon society is a feudal one, and noble mutations basically help support this; when a demon reaches a certain social rank, it gains a Noble mutation. This mutation can be selected from one of the "general" Noble chains (Gender, Burning Lands, Iron Fist, Spider Dance and Screaming Skies off the top of my head), or, if the demon is a member of a House, they can select from one of the House chains.

So, basically, a high-ranked Oblurott can choose mutations as it wills from the Chains of the Hungry Lord, Mud King and Dionysus. The total number of Noble mutations it can have is determined by its social rank; I think that the Head of the House has 10 mutations, 11 if it has its own private fortress (ownership of a fortress gives the demon the additional rank of Lord, which grants +1 Noble mutation).

Since it's not possible to convert Infernum directly to 4e, I'd say the easiest thing is to use the House and House Noble mutations as inspiration for the "House Class" powers. If the Chain of Dionysus has powers that you think would work for the Hungry One class, or can be 'twisted' to make powers for the Hungry One class, then do so. If you can't see any way that the 3.5 mutations could be useful, ignore them.

Does that help?
Actually, I just had some thoughts about the Oblurott class that might or might not be helpful. Feel free to ignore them, but I just thought I'd see if they have any use. The Oblurott are aptly named "The Gross" by other demons, and as embodiments of grotesque gluttony, I think their powers would be heavily themed towards that.
-Oblurott in 3.5 had a unique weapon called a Vomit Trumpet that, well, I think you can guess what it did. So perhaps some powers might revolve around the vast quantities of bile, acid and other vile fluids contained within their swollen forms. For example, spewing acid over foes that get too close, or drenching an area with noxious bile to make it slippery/sticky.

-For defensive purposes, Oblurott tend to rely on their massive bulks and their innate ability to augment their metabolism. So defensive powers might revolve around things like "the gashes in your flesh seal up" and "the cudgel bounces harmlessly off your blubbery body" and "their blows can only scratch your massive frame".

-While not outright rampagers like the Sturrach, Oblurott would probably be very physical in battle, using their massive bulk and powerful jaws to kill. Stuff like "you charge into battle like a runaway train, trampling them under your feet and colliding into them with terrible force", "the sheer weight of your body allows you to overwhelm your foes and crush them under your bulk", "you grab the beast and sink your fangs into their still-living flesh", "you swat the goblins away, grabbing the nearest and pausing only to bash its head on the floor before you crunch it down".

Just some random thoughts.
all of those are things i've been working to put in ; glad to know we're on the same page. I'm home now, so I'll post levels 1-10 here in about an hour.
Just a thought, but perhaps one 'set' of powers would allow it to devour enemies and gain hitpoints? Like, at Paragon tier you can gulp down any Minion-grade enemy you can grab, which basically means each successful melee hit against a Minion kills it and gives you 1 HP, while an Epic tier Encounter/Daily might let you devour a Bloodied opponent that is your inferior in size (so any Medium or smaller creature)?

Anyway, looking forward to your creations- what do you intend to try after the Hungry One (it's a makeshift title, I know, but it seems a bit easier than the Hungerer) is complete? Another breed-as-race? Or another house-as-class?
I vote this stuff to get its own book.

Anyway how do the "Chain of" Feats work? I don't seem to get it so I thought I'd ask.

Also, I know the Beasts are done, but do you think that fluff-wise the Beasteral might be close to sorcerors. Being bred for magic and all. Mostly because their stats seem to sync up very well with what Sorcerors will likely look like when they are released and I want a Sorceror PC.

BTW How balanced are those demon races against the PhB races?
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Basically, in 3.5, "Demon" was a 30 level class and, at each level, you gained a specific mutation- either your choice of a Breed (racial) or House (faction) mutation, a randomly determined common mutation, or your choice of a Breed, House or Common mutation. Mutations function in a "chain"; you take the first mutation, or "link", then you can take the subsequent ones. So to get mutation 3, you need to first get mutation 1 and mutation 2. In 4e, we're converting them into powers. For more detailed rules on how mutations work in 3.5, take this link: http://forums.gleemax.com/leaving.php?destination=http://forums.gleemax.com/showthread.php%3Ft%3D1053972

Does this answer your question?

I... can't quite follow what you're saying for the Beast, but yes, fluffwise the Sorcerer class would probably be a very good fit. Especially seeing as how they get bonus to Con.

As to how balanced these are against the PH races... no idea. I haven't any way to playtest them.
This is still kind of a test phase of how we want the breeds, houses, and mutations to interact with one-another. After that, I'll go back and compare for power level. I don't own the books, so anything I produce is entirely based on safe assumptions and Mist's information.

Anyway, as soon as I'm confident enough to say their balanced, I'll do so. For now, they're on the drawing board and this is it.

class/race structure
Okay, here is a structure I came up with based on your table above. I'll be modifying things some to suit it better.

E = Encounter; D = Daily; U = Utility.

Common Mutations are handled by feats. In exchange for a feat, you can gain a mutation. Faction is your house paragon path or your breed multiclass option. Your evolution is your epic destiny.

01: Breed (E), House (D)
02: Breed (U)
03: House (E)
04: Stat bump
05: Breed (D)
06: House (U)
07: Breed (E)
08: Stat bump
09: House (D)
10: Breed (U)
11: Faction (E), Stat bump
12: Faction (U)
13: Breed (E)
14: Stat bump
15: House (D)
16: House (U)
17: House (E)
18: Stat bump
19: Breed (D)
20: Faction (D)
21: Stat bump
22: Breed (U)
23: Breed (E)
24: Stat bump
25: House (D)
26: Evolution (U)
27: Breed (E)
28: Stat bump
29: House (D)
30:

With it this way, your race always has your easier to understand powers (encounters and more frequent utilities) whereas your house takes training to develop the powers (daily and less frequent utilities). A non-demon character taking a house class gains one phb class set of powers (as described by the house class) when a demon would gain racial powers.
Okay, stepping things up a notch here. I've got the basic foundation laid out for how we can do these, now I need some information to continue with the next evolution. Please let me know what you feel the fluff for the missing breeds would best match and if i've missed a few. Remember, powers can be reflavored, we're looking for basic draft ideas.
Breeds and approximate phb equivalent in Racial powers

1) Metallice - Blaster Artificer
2) Beasteral - Warlock (all)
3) Deceiver - Rogue
4) Fliend - 1h Fighter
5) Hulk - 2h Fighter
6) Imp - ???
7) Malcubus - Wizard
8) Slaver - ???
9) Stalker - ???

Houses and approximate phb equivalent role

??? Need information about the fluff concepts of the houses and which roles they likely fill
I'm not quite understanding what you're doing. Can you please clarify?

In terms of Fluff, I'd say that the Imp is an Artful Dodger-type Scoundrel; they rely upon their wits and their diminutive stature to survive and even thrive by escaping harm and manipulating others. The Slaver is hard, but I think a Paladin might work- these demons are in charge of cowing and managing the slave herds, torturing them, putting them to work, and generally managing others. The Stalker would be a TWF Ranger; they are the huntsdemons, the trackers, able to track a soul over a field of barren stone from a single drop of blood tasted half-a-mile back.

The houses I can detail, but I think I'll wait until you explain precisely what you're trying to do. Here, I'll give you their self-descriptions from the Book of the Tormentor, just in case those might help. When you've clarified things, I'll give you the details from the Book of the Damned and the more indepth stuff from Book of the Tormentor... in that latter case, will Current Standing and Culture & Customs do, or should I add in History as well?

Astyanath
"Cruelty is not a vice, nor a neccessity. It is a vocation. There is nothing nor more engaging than the art of inflicting pain. The Astyanath must know its victim, care for it, love it; it must know what stimulus or tool will bring it to the blinding pain where time extends into a single perfect moment of unutterable agony, where consciousness contracts until the victim cannot think nor remember anything except the pain and its tormentor. Hell was once like this in its entirety, it was one single moment of eternal pain. It is our vocation to honour that heritage."

Carthenay
"Make no mistake; you are property. You have no value save that which we assign you; no purpose save that which we decide for you. You are chattels of the Carthenay, belongings of the Carthenay. You are bought and sold and traded as we wish. It will be better for you if you accept this now, and relinquish whatever erroneous beliefs in your own self-worth or self-determination that still delude you. We shall cause you pain until you become a tool, and the swifter you become a tool, the more value you shall have."

Glabretch
"You are flesh, and flesh rots. We can smell the cells moving and decaying in your body. We whisper to them, moving this chemical here and this enzyme there, and thus we make disease bloom throughout your lungs. Push your flesh another way and your bones sprout cancers like wildflowers. We all succumb to entropy in the end. It is the province of the Glabretchi to decide how you get there. Now, what organs can you do without...?"

Haimon
"From dust you come, and from dust you shall return - and the Haimon shall be there waiting there for you. The Lords of death and dust have claimed their silent kingdom, and from their grasp there is no escape."

Lictat
"Ambition is to be prized, treachery praised, deceit rewarded and victory taken at any cost. Let those who claim to be the rightful Lords of Hell try to stop us! There is no right save what we decide, no right save the might of blade and claw!"

Oblurott
"You are meat. We shall consume you, make you part of us. All you are shall be devoured."

Riethii
"Why do you deny yourself the pleasures we offer you? Why hold back from yourself? Give in to yourself, give unto us. We want you, crave you, and we know you need us just as much. Let your restraint and foolish fears go. Just be with us, in us, through us, forever and ever."

Sturrach
"Violence is not a way of life; it is life. To be is to struggle. The strong thrive, the weak are consumed and destroyed. We fight with death, we bring death, so that we may live. We offer you no quarter, no mercy, no chance to survive. We shall live, and you shall die. All you may do is run and give us an appetite after the victory."

Zethu
"What we make here is the future, and it shall bring down Heaven and consume Hell. We have made light from darkness; we have shaped the clay and breathed life into it. We shall be as Gods when the great work is done."
Actually, here are the descriptions of them from the Book of the Damned, just to have them here... do you want me to add the House Character notes from there as well?

House Astyanath - The Cruel
'I did not expect to meet an angel here.'

'Astyanath have always been accepting of the fallen. They welcome my kind here.'

‘But do the Cruel Ones not cause the most pain and suffering of all the Houses? What liking have they for angels?'

'We suffer the most of all, and they are connoisseurs of pain. This is a gilded cage for their entertainment.'


Astyanath likes to style itself as the most cultured and civilised of the Houses. Its members are dedicated to pain. They are aesthetes of sadism and perversion. The Astyanath are arrogant beyond compare, convinced of their utter superiority - and certainly, only the Riethii exceed the Cruel Ones in political influence. For almost two centuries, an agreement called the Rose Accord has united those two Houses in alliance, making them an almost unassailable power bloc.

Their mastery of torture makes the Astyanath experts in the production of iliaster. They are master artists and expert tormentors, capable of plunging souls into unfathomable pain. The Astyanath vineyards produce the most delicious Agony and their parties are legendary affairs of decadence and excess.

The Astyanath estates are all in the Lower Pit, in the Seventh and Eighth Circles. The only Astyanath demons commonly encountered in the upper Hells are master tortureres sent to deal with a particularly troublesome victim. Militarily, the Astyanath have one of the smaller standing armies, but their Joyous Legion, consisting of demons bred to feel pleasure when wounded, is justly feared. The Astyanath are also notorious for engineering wars between their enemies through cunning political strategems.


House Carthenay - The Hoarders
'The profit margin on trade in metals is eight percent. On weapons, fifteen percent. On drugs, twenty-nine percent. On war, thirty-three percent. On souls, forty percent. What does this tell you?'

'That we should trade in souls.'

'No. That all trade is an expression of control, and that control brings power.'


The wealth of House Carthenay is legendary. Their strength is founded on the cyclopean Vaults of Mammon, where treasures beyond count or compare have been locked away for centuries. House Carthenay is the backbone of the infernal economy; the trade in souls and iliaster would collapse into open war if it were not for the Carthenay's dominating hand.

The Cartheany's wealth is not solely in coin and soul; they have extensive, heavily fortified estates throughout the pit. They have also proved willing to deal with anyone and House Carthenay merchants can be seen from the shores of the Sunless Sea to the First Circle. These merchants are glad to escape the dull bureaucracy and grey emptiness that dominates the fortresses of the House. For all their wealth and power, most elder Carthenay are utterly consumed by a dull, miserly greed. They acquire endlessly and without purpose. The halls of the House are grey, quiet places where the only sound is pens scratching in ledgers and the endless fall of dust.

House Carthenay relies on mercenary troops and an infrequent alliance with House Sturrach, originally forged to balance the Astyanath/Riethii Rose Accord. Their notorious wealth has proved to be a disadvantage in the past; Carthenay is constantly targeted by raiders and pirates hoping to loot their vaults.


House Glabretch - The Putrid
The fruit in the orchards of Glabretch are living humans. They hang from the trees. Branches and twigs penetrate and perforate every orifice and organ, carrying life-sustaining sap into the human body. Each human is infected with a different cocktail of diseases, which causes them to rot and bloat even as they hang on the branches. Sometimes, grotesquely, they ripen.

The fallen never knew disease or discomfort until they entered the Pit. Sickness is the great innovation of the Glabretch. They twisted and perverted life as it first bloomed throughout creation and have used their occult diseases to rise to a position of power among the Houses. Glabretch is perhaps the most isolated of the Houses, the unwelcome black sheep of the Hellish family. If the other Houses had their way, the Glabretch estates would be sealed off, the Glabretch demons would be banished or destroyed and the name of the Putrid House would be forgotten.

However, Glabretch is virtually unassailable. Its army is one of the strongest, but more than that, the thought of what the filth-sorcerers of the Glabretch must have hidden in theri vaults and pits terrifies even the demons. Should Sturrach or Haimon wipe out the Glabretch, then surely some terrible and lethal plague would be loosed on the Houses. Hell might be emptied of demon-kind in a single day.

Even just ignoring the Glabretch is not an option. The House's scions have the irrtating ability to thrive anywhere in the Pit. Any marginal land or blasted wastes can be claimed as Glabretch estates and swiftly converted into plague pits through Putrid magic. While the Glabretch holds are still centered mostly on the Fifth Circle, they have claimed much of Upper Hell unofficially. Their expansion is still curtailed below the Styx (indeed, Glabretch nobles intending to visit the House Citadel in Malebolge must either be summoned or else travel in enclosed gondolas or carriages).

Glabretch finances are in poor shape; they take much more delight in inflicting new and amusing diseases on their slaves than on working them for iliaster. Therefore, the Glabretch give their demons an unprecedented degree of independence in furthering the House's interests. Opportunism is next to filthiness in the eyes of the Glabretch.


House Haimon - The Deathly
In the heart of every Haimon fortress, there is a bell made of a single huge skull dipped in bronze. It tolls sometimes, in the night, but makes no sound. This is the ninety-third secret of Haimon. The elders of the House listen solemnly to the tolling of the bell, but never reveal what it whispers to them.

In their mansions carved of bone, the silent lords of Haimon rule over a kingdom of the dead. They are the necromancer-lords, the masters of death. They are quietly, coldly fascinated by the transition from life into death. They care little for tormenting souls - they care little for anything - but death obsesses them.

The Haimon have the largest stock of damned souls of all the Houses, but they seem to have little interest in their wealth. Their stalkers are especially skilled at finding and retrieving souls and the House harvests more souls in the Upper Hells than any three other Houses combined. They put their damned slaves to work for them, so are not as awash in iliaster as they could be. The Haimon could indulge themselves in excesses that could make the Oblurott blush, but they are focused on their necromantic arts to the exclusion of all pleasure or distraction.

This attitude and mysterious, sinister purpose makes the Haimon the wild card in the politics of the Pit. Their armies have been dispatched to support one House or another in the wars, but they make no long-term alliances. They attend the councils in Pandemonium, but have little interest in dealing with the other Houses except when the Haimon need something.

The Haimon estates are located in the Second and Third Circles. They are cold, grim places, quiet as the empty grave.


House Lictat - The Usurpers
'Who is Lictat?'

'The founder of our House, of course, just as Riethii made the Riethii or Sturrach made the sons of Sturrach.'

'The only demon to bear the name Lictat was slain two hundred years before House Lictat dragged itself up from the gutter. Why do you honour it so?'

'Perhaps a new House must make a heritage for itself from scratch.'

'That is a lie.'

'So it is. Lictat himself would have approved.'


The Lictat is an uneasy compromise between the ancient and inviolate traditions of the other eight Houses and the unthinkable revolutions of the Free Cities. House Lictat is comprised of demons from half-a-dozen lesser houses that banded together. Such alliances are not unusual, but normally last only for a short period before they tear themselves apart. The Lictat Pact was different.

In the deepest Hell, in the place called Malebolge there are ten valleys. One is the road to Pandemonium. Eight of the others hold the great palaces of the Houses. The ninth valley holds a ninth palace, which in the oldest records of the city was once ruled by a ninth House. The House is long since gone, and the gates of its palace were sealed by impenetrable sorcery. The Houses had warred over it for a time and then gave up when it proved inaccessible.

Thirty years ago, the eight Houses awoke to find that the gates of the palace had opened and that the Lictat had claimed it.

Of course, the established Houses were unwilling to share power with a newcomer, and House Lictat had to defend itself. It recruited new members from among the deposed demons of the Upper Hells. Its motley army of free damned, renegade demons, deserters and fallen angels managed to survive - and then the revolt of Dis transferred the wrath of the Houses from the Malebolge up to the Sixth Circle.

The upper echelons of House Lictat are a mystery, even to its own members. The 'middle management' of the House, its diplomats and captains and estate-managers, are all either members of the original coalition of lesser Houses or else are new recruits. The masters of House Lictat are unknown, shadowy figures, more defined by their absence than their presence. Some suggest they are fallen angels, or that the House is a puppet run by Haimon or Riethii or another faction. It is this uncertainty that has kept most of the free demons from flocking to Lictat's banner - the House offers legitimacy, but at what price?

Lictat's estates are concentrated in the wastelands of Upper Hell, where they clash with Glabretch for unclaimed territory.


House Oblurott - The Gross
‘Why eat food like a mortal, when all the demon form requires is iliaster?’

‘You think like a Haimon, my lad! Consider the Great Chain of Being; the little plants and lichens thrive on the light from the Morningstar; the lesser spawn and the mortals feed on them, the bigger spawn eat them, and we eat the bigger spawn! In doing so, we consume all that brings strength and health.’

‘I see no health or special strength here. I think you should reconsider your policies.’

‘Shut up, food. I’m tired of talking to you.’


More and more and more - that is the Oblurott way. They crave excess in all things, but especially in food. They are gluttons beyond compare. In the massive feasts of House Oblurott, mortals are packed full of food until they explode and the demons eat the bursting entrails; they warp spawn into greasy cathedrals and eat their very feast-halls; they eat and eat and eat and drink and drink and drink and are still not satisified.

The Oblurott are not subtle. They know what they like, what they need, and will go to any lengths to get it. The other Houses, especially the arch and haughty Astyanath, dislike dealing with the Gross, but even they must appreciate the Oblurott's strength and directness. While other Houses will hesitate before committing their troops or iliaster to a cause, the Oblurott charge ahead - waiting means time away from the dinner table. That said, rousing the Oblurott from their gluttonous sloth is difficult. This combination of unpredictable inaction and direct attack has served the Oblurott well in the past.

The Oblurott armies rely heavily on specially bred spawn. A side effect of the Oblurott's vast food farms is the production of especially dangerous war-beasts, which are kept starved so they can feast on the enemy. The victorious Oblurott then eat their war-beasts. The Oblurott estates are located throughout the Pit, but their most fertile are on the muddy Third circle.


House Riethii - The Seducers
On the Seventh Circle, there stands a place called House of Joy, where the most beautiful of the young Riethii are sent. There, they are taught two things. Firstly, how to reduce any being, even the most innocent or strong-willed, into a quivering thing of insatiable lust. And secondly, how to suppress their own pleasure or joy in any act. In that House, the elders of the Riethii forge their weapons for the next age of the war.

If the Astyanath indulge in the glories of pain, then House Riethii is utterly dedicated to the pursuit of the pleasures of the flesh - or so they claim. In truth, Riethii is just as fascinated with pain; the pain of obsession, of craving, of twisted lust and depravity. The elder scions of Riethii are utterly jaded; there is no variation, no perversion they have not tried, but still they desperately try to satisfy their empty desires.

Politically, the Rose Accord binds the Riethii to the Astyanath in an unholy alliance. The bond has been profitable for both Houses; the Riethii have the edge in sorcery and sheer number of souls, while the Astyanath have more efficient iliaster production and a more powerful army. Together, the Rose Accord has ensured the prosperity of the two Houses.

House Riethii's spies and seducers ensure that it has the best intelligence network of any of the Houses; like its allies in Astyanath, Riethii prefers to avoid war through deception and blackmail. The House's estates are mostly in the Seventh and Eighth Circles.


House Sturrach - The Bloody
‘What will the Sturrach do when there is no more Hell to conquer?’

‘We shall storm Heaven and slaughter angels by the flock.’

‘And then?’

‘Grind the mortal world beneath our heel.’

‘And then?’

‘Find new worlds to invade.’

‘War without end, then?’

‘War without end. That is the plan.’


The armies of House Sturrach have drowned the Infernum in blood a thousand times, and will do it a million times more. Theirs is the pre-eminent army of Hell, theirs is the spoil of skulls and the hellfire blast. In truth, it is fairer to say that the army of Sturrach has a noble House attached to it; the needs of the army take precedence over all else in the House. Every high- ranking demon is a general or war-sorcerer; almost every lowly demon is a foot soldier in the hellish legion.

Several times, House Sturrach has threatened to conquer the entire Pit; at the height of its power, Sturrach legions controlled very Circle from the First to the shore of the Styx. An alliance of the other Houses, combined with infighting among the Sturrach leadership led to the defeat of the Sturrach armies in the Battle of the Ash Ghosts. Since then, House Sturrach has been closely watched by the other Houses; any advancement on its part is quickly opposed by a coalition. The Sturrach have managed to establish an alliance with the bankers of House Carthenay, but this is more to balance the Rose Accord and for the Carthenay to put a brake on Sturrach ambition than anything else. The Sturrach profit more from the alliance; they need conquests or outside support to avoid mass starvation.

The Sturrach estates - or, more accurately, military fortresses - are mostly on the war-torn Fifth Circle.


House Zethu - The Unveilers
The fires of Moloch burn ceaselessly. Day and night, the machines grind on. Once, production capacity was limited by the weaknesses of fatigued flesh. Now they replace tired limbs with steam appendages and exhausted minds with spells and cogs. The lights never go out and the machines never stop.

The House of the Unveilers is the smallest of the demonic Houses. Zethu's estates are the smallest and its numbers the least of any of its peers. Despite this, Zethu is perhaps the most influential House in the present day. Zethu's talents lie in the fields of engineering and sorcery. They have, in their own eyes, brough the Infernum out of the dark ages and into an era of progress. In ages past, demons would torture individual souls and fight with crude swords and claws. Now, tens of thousands of damned be tormented by cunning agony-fuelled machines and the battlefields are torn by hell-cannon blasts and stalking bio-mechanical war-beasts.

This is progress.

Zethu's meteoric rise from the least influential House to rulers of Hell has been stalled by the revolt of Dis and the Free Cities. Of all the Houses, Zethu lost the most influence - indeed, no-one is quite sure how much fo Zethu's strength has been lost, and many suspect that the House is now something of a paper tiger. The Zethu made many enemies during their rise and if Dis is not returned soon, these enemies may bring the Unveilers down.

The estates of House Zethu are primarily located on the Sixth Circle.
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