Liber Demonica (3.5e Sourcebook)/LD3

Chapter 3: Those That Would Traffic With Demons

The power that can be offered by the Abyss is great indeed, for those who dare to claim it. This section lists many tools and materials that players may wish to use, and that the GM can also use to make their demon-allied NPCs and monsters more unique.

Demonic Races
There are a few races that are irrevocably tainted with demonic energies. While any mortal being has the potential of returning to the Abyss that it originally came from, some of them are much closer to it than others. The most notable of these are listed below.


 * Jerren

Demonic Classes
There are many ways to draw upon the power of the demonic, both for those beginning their careers as adventurers and those who want to expand their repertoire after already becoming experienced. This volume has one base class (the abyssal warlock), and several prestige classes, listed below.

Demonic Feats
This section lists all the feats designed for this volume. While many are specific to those aligned with demons or demonically-inclined, some are useful for everyone.

Demonic Items
While they are not the prolific crafters that their devil cousins are, demons have created some magical items that are in more-or-less common use. These aren't very standard, however - due the demons' love of individuality and creative approach, most of these tend to look very different to each other.

Demonic Grafts
For the truly depraved or desperate, grafts are magically-preserved organs, limbs or tissues that are affixed directly to the bodies of others. While they are disgusting, and few would willingly undertake to have them implanted, they offer considerable power.

Gaining grafts: A graft 'uses up' a magic item slot, as if it were a magic item itself. Additionally, no creature can possess a graft which has a higher level than their own (or is a higher level than their CR, if they don't have levels). In order to receive a graft, a creature must be either willing or immobilized. The entire process requires an hour, and is excruciatingly painful, dealing 10% of a creature's full normal hit points in hit point burn (this cannot be healed by magic, and can only recover naturally). Aside from the lack of magic item slots, there is no limit to how many grafts a creature can receive.

Removing grafts: Grafts are generally permanent once attached, as they become part of the body of whoever they were attached to. In order to remove them, they must be manually severed, which requires a coup de grace action. This is also painful, dealing 10% of the creature's full normal hit points in hit point burn (see above). Additionally, half of this damage never heals, except by long-term care from a creature with at least 7 ranks in Heal, or from a regenerate spell.

Grafts and appearance: Grafts tend to look unsightly in the extreme. A creature with at least one graft receives a -2 penalty on any checks required to interact with non-evil individuals. A creature which has three or more grafts instead takes a -4 penalty on such checks. A creature with five or more grafts takes a -8 penalty on such checks.