[FOCI]

Shepherds Demons

Planar Character Options

"Evoking even the slightest hint of the Abyss on a different plane of existence draws the attention of demons, if any are nearby. That's rare, but something to consider."—Layrn Bulik, author of Apocrypha of Abyssal Layers

"'Nature' is a strange term. For some it suggests Material Plane landscapes untouched by any living thing able to use complex language. Others have a more versatile definition. Or in the case of those who shepherd demons, an extreme one." —Mudarak the Pathbreaker

Someone who Shepherds Demons treasures the unappreciated beauty and raw savagery of that most infamous of Lower Planes: the Abyss. Are those who choose this focus evil schemers who see the infinite layers as a way to multiply their power without regard for morality? No, not for most, though some do indeed become lost in a downward spiral.

Generally considered a series of lands that are harsh, horrific, and inhospitable, the Abyss is seen by those who draw their power from it as a place of transcendental existence. Demons aplenty can be found there, along with other forms of life that had to adapt to extreme measures to hold onto existence under appalling circumstances. Those able to survive in the face of entropic forces are revered by someone who Shepherds Demons.

That said, demon shepherds have a complicated alliance with demons. Given that demons are naturally part of the Abyss, shepherds are not usually interested in going on demon hunts or even think that all demons should be purged. However, they understand that demons outside of the Abyss are almost always a bane. In these cases, demon shepherds find a certain pleasure in banishing transgressors back to the infinite strands of their home plane.

Someone who Shepherds Demons might have additional equipment that includes a small effigy of a demon head formed from cunningly tied knots.

Tier 1

Demonic Familiar Enabler

A quasit—a tiny humanoid demon—accompanies you and follows your instructions. You'll probably make rolls for them in combat or when they take actions. The quasit companion acts on your turn. If your quasit dies, you can meditate on the Abyss for 1d6 days to call a new one.

When you reach tier 2, your quasit's claw attacks become poisonous so that targets that take damage are also hindered on all tasks for one round.

When you reach tier 3, your quasit can use an action to become invisible until they attack. Once they do so, they can't become invisible again until you make a recovery roll.

Quasit: level 2; flies a short distance each round

Tier 2

Demon Shape (3+ Intellect points) Action

DEMON SHAPE OPTIONS

When you use Demon Shape, the following options are available.

Demonic Ice Wolf. You are sized like a regular wolf, but have frost instead of fur and burning blue points of light for eyes. Your movement per turn increases to a long distance, you can make a bite attack without penalty that inflicts a minor wound (3 points) plus 1 point of damage from cold, and you gain +5 to Armor against cold.

Demon Fire Bat. You are sized like a normal bat, but an aura of flame envelops you. You can fly up to a long distance each round, you can make a bite attack without penalty that inflicts a minor wound (1 point) plus 3 points of damage from fire, and you gain +5 to Armor against fire.

Demon Humanoid. This shape is like your normal form but with demonic features such as scaled skin, claws, fangs, burning eyes, vestigial demonic wings, and so on. In this hybrid form, you can speak; use all of your abilities; either claw or bite without penalty, inflicting 4 points of damage plus 2 points of damage from poison; and perform tasks using hands without being hindered. In addition, you gain +1 to Armor (+2 to Armor against cold and fire), an asset on all tasks to intimidate, and vestigial demon wings that allow you to safely fall from any distance.

You change into a demonic creature for ten minutes. Each time you transform, you can take a different demon shape; see specific options in the Demon Shape Options box. Your equipment becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form, your stats remain the same as in your normal form, but you can move and attack according to your demon shape. Tasks requiring hands (such as using door handles or pushing buttons) are hindered when in demon forms other than "demon humanoid." Likewise, unless you are a demon humanoid, you cannot speak but can still use abilities that don't rely on speech. You gain the abilities associated with the demon you become, as indicated.

If you apply a level of Effort when you use this ability, you can either become a talking demonic creature or take the demon humanoid shape. The talking demonic creature retains their demonic non-humanoid form, but you can still talk and use any abilities that rely on speech.

Action to change or revert.

Tier 3

Ability Choice: Choose either Abyssal Breeze or Preternatural Senses as your tier 3 ability.

Abyssal Breeze (4+ Intellect points) Action

You hew a hole in the air from which a fetid breath of wind channeled straight from the Abyss howls. Up to three targets in short range are potentially affected by the foul air (make a separate Intellect attack roll against each). For one minute, an affected creature's movement is reduced by one range category, such as from short to immediate distance per round, during which time you have an asset on any intimidation tasks you attempt against the target. At any time, you can choose to end the effect as part of another action. When you do, or when the duration elapses, each affected target's flesh is withered as they take 3 points of Speed damage (ignores Armor).

In addition to the normal options for applying Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target.

Action to initiate.

Preternatural Senses Enabler

While you are conscious and able to use an action, you cannot be surprised. In addition, you are trained in initiative actions.

Tier 4

Demonic Glamour (3+ Intellect points) Action

For one hour, you take on the illusory seeming of a demon of up to twice your size. Work with your GM to come up with the details of your appearance, or you can decide to look like a general version of a kind of demon you've encountered or seen depicted. You can't look like a specific individual demon. Once created, the disguise requires no concentration.

While your glamour lasts, fiends who see you do not initiate hostilities unless you or an ally attacks them, or unless your interaction with them makes them take a closer look and (if your illusion fails to hold up because they insist on physical inspection) they discover the truth, at which point they act normally toward you.

For each additional Intellect point you spend, you can disguise one other creature. All disguised creatures must stay within sight of you or lose their disguise.

Action to create.

Tier 5

Blinkered by the Abyss (5 Intellect points) Action

An illusion takes root in the mind of a target creature you can see within short range if you succeed on your attack. On their next turn, they believe you have forcibly ejected them into a demonscape inspired by the horrific, gruesome, and fetid layers of the abyss. The target is effectively stunned and takes 2 points of Intellect damage (ignores Armor) by illusory attacks from demons, undead, acid storms, and other dangers they encounter.

You can extend the duration for up to one minute if you use your action each round to keep the illusion going. The effect ends early if you cease using your actions to extend the duration, of if the target is subject to damage from any source outside the illusion.

Action to initiate.

Tier 6

Ability Choice: Choose either Abyssal Ward or Summon Demon as your tier 6 ability.

Abyssal Ward Enabler

Your resistance to the hostile layers of the Abyss means that no matter where you go, your defense tasks to resist disease are eased, and you have +3 to Armor against damage from poison and fire.

If you visit the home of demons, your adaptation becomes invaluable. While in the Abyss, you automatically succeed on all tasks to defend against mental influence or control attempts made by demons against you. In addition, your defense tasks to resist disease are eased by two steps, you have +10 to Armor against damage from poison, and you have +5 to Armor against damage from fire.

Summon Demon (7+ Intellect points) Action

A demon appears within immediate range. If you applied a level of Effort as part of the summoning, the demon is amenable to your instructions; otherwise, it acts according to its nature. Regardless, the demon persists for up to one minute before it fades away—you hope.

Action to initiate.

GM Intrusions: Sometimes particularly foul odors of the Abyss waft from a demon shepherd. Random demons sometimes are drawn to a demon shepherd.