Wild:PC/Brilla/Vestiges/Aramoth: Difference between revisions
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''Infernal Pact:'' Once per day, you can make someone obey an agreement with you. When someone agrees to a bargain with you, you may place a ''lesser geas'' on the creature. At 14th level, you may place a ''geas/quest'' instead. | ''Infernal Pact:'' Once per day, you can make someone obey an agreement with you. When someone agrees to a bargain with you, you may place a ''lesser geas'' on the creature. At 14th level, you may place a ''geas/quest'' instead. | ||
[[Category:Homebrew]] |
Revision as of 07:41, 1 January 2010
Aramoth always had an interest in history. Through research, he found that his family line had had tainted blood. Soon after the Demonsiege began, a group of high ranking devils met with the elder council to make a pact to better destroy the demon threat, giving the devils an edge in the Blood Wars.
Through foul ritual, Aramoth was able to summon one of the Pit Fiends, Verendiscus, that made the agreement. Ammused by the bold nature of Aramoth, they engaged in discussion and developed what could remotely be called a friendship.
Eventually a pirate group called Mikhail's Marrauders threatened the island. Knowing that his powers as a warlock were not enough to fend off the island, he contacted Verendiscus to gain the power he needed. The negotiations went 4 nights as the contract was written.
Aramoth's guile was great and he got the better edge of the deal. Verendiscus was resentful of the trickery, but holds true to the agreement. He gained the power of the Nine Hells, as will all of his blood.
He fought off the pirates successfully, and for his success he was sacrificed by his daughter, Brilla, so that his power may be used by his kin. That sacrifical death circumvented the final part of the contract Verendiscus, and has left him quite vengeful.
Sign: A small, flaming halo appears above your head. It radiates 5' of bright light and 5' of shadowy illumination. It is warm to the touch, but deals no damage.
Influence: When talking to others, you must always try to twist a situation to your favor and always try to get the upper hand. Though you can tell the truth, it is always twisted in some way. You can not use diplomacy, though you may freely use bluff.
Granted Abilities: Aramoth provides the abilities that his devilish taint provided and his command over the fires of hell.
Burning Soul: Once every 5 rounds as a swift action, you may sacrifice some of your life energy to deal more damage with an attack. You may sacrifice 3 HP to deal an additional 1d6 fire damage, 5 HP to deal an additional 3d6 fire damage, and 10 HP to deal an additional 5d6 fire damage. This loss of HP can not be prevented.
Devil's Defenses: You gain a +4 bonus to resist poison, gain resistance 10 to fire, and a bonus to natural armor. This bonus to natural armor starts at +2 and increases by +1 for every 3 binder levels above 7.
Devil's Sight: You gain the ability to see in darkness of any kind, including that created by the deeper darkness spell.
Immolation: You may active this ability as a standard action and it femain in effect until dismissed. Any weapon weilded or natural attack becomes a flaming burst weapon. Any spell or spell like ability that does damage deals an extra 1d6 damage and all of the damage becomes fire damage.
Infernal Pact: Once per day, you can make someone obey an agreement with you. When someone agrees to a bargain with you, you may place a lesser geas on the creature. At 14th level, you may place a geas/quest instead.