Daemon Bound (3.5e Class)

Summary:: Minimum Level:: Class Ability:: Class Ability Progression::

{{3.5e Class Alignments |All

Daemon Bound
Not all Demons are evil, those who aren't are called Daemons. Daemons can empower other creatures to be Daemon Bound.

Making a Daemon Bound
Can aid in combat and out of combat. Paladins never work with Daemon Bound.

Abilities: All are important in some way, Con, Str, and Dex help in combat where as Int, Wis, and Cha help with skills.

Races: Daemons can favor anyone, but most will not make other outsiders Bound.

Alignment: Any

Starting Gold: As Fighter.

Starting Age: As Rogue.

Class Features
All of the following are class features of the Daemon Bound.

Weapon and Armor Proficiency: Simple, Martial, and a single exotic weapon and Light armor.

Alignment of this Daemon is Player's Choice as is the type, but the playing of the Daemon is up to DM. It will always act like a parental figure to the Bound, and has an attitude of Helpful toward them. The Bound can contact its Daemon up to 1/level/month. This means that at 4th level a Daemon bound could contact their Patron 4/month. The Daemon will give information to a bound, but will not risk its life to aid them. Information it gives must be accurate to the best of its knowledge.

 : A Bound may have a Demon or Devil of any non-evil alignment (Treat as a special case since it can be any type including ones that are Always Evil) that will aid them, even at risk of death. Cannot have a CR higher than Bound Levels. A 1st level bound can have a 2 CR demon/devil, but that is the only exception. A Succubus could not accompany a 4th level Bound for instance.

 : A second level Daemon Bound gains +4 Competence bonus on Skill Checks against Demons or Devils. This increases to +6 if they are of nonevil alignment.

 : A third level Daemon Bound gains the ability to deal damage that heals them. The Bound deals an extra 2d4 damage plus an extra d4 at every odd level after, per hit, and heals that much as he is energized by his opponents energy. The Daemon Bound can suppress this ability at will.

 : A Daemon Bound, Starting at 5th level, infuses his blood with potent magic increasing one of his stats by 2 permanently every 5 levels. This bonus stacks, thus if a Daemon Bound were to select Wisdom at fifth level and then again at tenth he would have a cumulative 4 extra wisdom.



 : A Daemon Bound of 7th level is so empowered with their Patron's energy they gain the ability to Plane Shift, as the spell, once per day. At 12th level this increases to 3/day and at 17th it is at will.



 : At 9th level the Daemon Bound gains the Tongues ability as the Spell.

 : A Daemon Bound of 10th level is so adept at watching Daemons pop in and out of existence they learn to use Greater Teleport at Will, as the spell of the same name.

 : At 11th level the Bound are so adept at combat that they seem to be there one second and gone the next. They gain a deflection bonus to AC equal to twice their Charisma Modifier. They also add their Charisma modifier to all saves.

 : A Daemon Bound Gains "wings" at 11th level. They can use Fly as the spell, permanently while it is active they appear to have either black feather wings or batlike wings, players choice. They can suppress or activate this ability at will, so dispelling it causes them to fall until their next turn. See falling in DMG.

 : At 13th level a Daemon Bound gains +5 on all social skill (such as bluff, diplomacy, intimidate, etc.). Once per day they can attempt to use suggestion at a caster level=Daemon Bound level.

 : Gain Darkvision out to 60' or improve it by 60'. Can see in any darkness, even magical darkness.

 : Gain Telepathy out to 60'.

 : A Bound of 20th level becomes a native outsider, gaining the Half-fiend template, except for wings and natural attacks. They look exactly like they did before except they have a cloak of shadow about them, suppressible at will, which grants 20% miss chance. Their Wings abiliy now makes their speed 120'.

Ex-Daemon Bound
Daemon Bound who willingly relinquish their Daemon's favor lose Most of their class abilities, retaining only their weapon and armor proficiencies, blood ceremonies, bonus feats, and evasion.

Epic Daemon Bound
Improved Dark Defense: At level 26 and every 5 levels after add .5 modifier to the Dark Defense Ability. At 26 this makes it 2.5 chrisma mod to AC and 1.5 to saves.



Campaign Information
Daemon Bound are warriors with power beyond what normal warriors can do. This being said they are sometimes mistaken for wizard/fighters. The real difference between them is that a Daemon Bound has inherent ability that other warriors seldom do, and then on top they have powerful allies.

Playing a Daemon Bound
Religion: They may or may not worship deities. They are widely different from one another and therefore have different views, but if they do worship it is usually a god of strength or war.

Other Classes: Has the relations that other fighters do, but paladins, once they know where the power comes from usually take a disliking to them.

Combat: Close quarters or ranged. They are relatively decent fighters, with mediocre armor.

Advancement: Stick with Daemon Bound, they have a good roleplaying basis.

Daemon Bound in the World
"Not everything is as it appears."

Daemon Bound can fit almost anywhere. They can be stalwart crusaders for good or depraved villains that prey on others.

Daily Life: Really the same as any other warrior.

Notables: They are some of the greatest heros and worst villains as well as commoners. It all depends on if they take their abilities and hone them.

Organizations: There are no known organizations of Daemon Bound, because paladins would probably raid them if they found out. Even the good ones are "threats to the Greater Good" as most paladins put it.

NPC Reactions: Depends on the NPC. Most commoners would think them a Fighter/Wizard, but those who know about their daemon bonds tend to frown upon them.

Daemon Bound in the Game
Generally warriors. But some can pass off as transport specialist Wizards with a knack for swordplay.

Adaptation: Any powerful outsider can grant abilities. If you wanted Evil Angels they could be considered Daemons as well.