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Daemolin

History
The Daemolen are a created race. Created many eons ago by humans before they discovered Omni Magic. They were created as servants by magically crossing gargoyle, demon and human traits. The result was very successful however the daemolin’s eventually rebelled against their human masters and attempted to destroy them. The Masquari interceded and were able to wipe the memory from both humans and daemolin’s. Then scattered the Daemolen throughout Ilysador into various clan groups. The Masquari still keep a watchful eye on the Daemolen. Most Daemolen have no memory of the event and are unsure of their creation, however some are still plagued by nightmares generations later as if the memories are locked into their very soul. 

Personality 
Strong willed independent race they are rugged and revel in their freedom and honor. They all are honor bound by their clans and ever guardful and protective. Daemolen will fight if they need to but prefer to live peaceful lives. Exceptional hunters but are careful to maintain a balance with the land. Fierce fighters and can be powerful mages. 

Appearance
Standing between 6 and 7 feet tall and weigh between 250 and 350 lbs. They have very tough leathery skin that gives them a bonus to ac and increased mass making the flesh just underneath the skin denser, however their bones though tough on the outside are mostly hollow within, supposedly to allow for flight. Daemolen have powerful claws they can attack with. They often have fangs, tails and medium sized horns on their head. When a Daemolen is angered or raging their eyes can glow red. They can only live to 65 years as their increased mass takes a strain on them. 

Affiliations
Daemolen do not interact with the other races and can be considered xenophobic. They are very guarded from outsiders and protective of their clans. The clan comes first. Clan is family. In family they are one. Daemolen have encountered Nasir and do find them very enjoyable to be around. They are reverent of the Masquari and honor their wisdom. They know very little of Eliquins. The Masquari have forbid the Daemolen from interacting with humans. However curious Daemolen sometimes sneak into human communities. They are drawn to them, overwhelmed by a curious feeling a certain urge to be around them. But yet will hide in the shadows and watch from a distance. Very rarely due to being ousted from its clan or for some reason needing to go into the world for resources will a Daemolen become an adventurer. 

Allegiance
Primary - Clan

Region
Daemolen have no specific area but tend to live near large mountain ranges. They can live in any climate from artic to desert. They live in clans, with one leader and a “second,” or second-in-command. The clan members are fiercely loyal to each other, and even evil Daemolen are honor bound to defend another of the same clan from attack or wounding. In fact, Daemolen of the same clan cannot fight, or their clan will disown both of the combatants. 

Religion
Daemolen do not have a belief system per se. In times of need or crisis they turn to the Masquari for help or advice. 

Language: Daemolen 

Bonus Languages: Common 

Daemolen Racial Traits: 

  • +2 Dex or Str +2 Con or Wis, -2 Intelligence, Daemolen are strong and tough but react out of instinct most of the time and have difficulty getting along outside their clans. 
  • Medium creatures 
  • Base speed is 30’ 
  • Resistance to cold and fire ER10, the daemolin’s skin is very tough and partially magically enhanced, giving it some resistances 
  • +4 to Athletics checks, the daemolin’s mighty claws help it to climb well 
  • Unarmed attack acts as a magical weapon, magic is infused in the daemolin’s makeup 
  • Claws do 1d6 dmg + Str bonus 
  • Natural Body Armor +5 
  • Dark vision 
  • Can handle extreme temperature environments with no penalty effects 
  • Aberration: Daemolin’s are not subject to spells or effects that effect humanoids only, such as charm person or dominate person 

Magical Aura (sp)
Due to their magical makeup, if a detect magic is cast near or around Daemolen they will glow with a faint transmutation aura. 

Magic Scent (ex) 
Daemolin’s have the extraordinary ability to smell out magic. They basically have detect magic at will, but by smell. They can still retain all the information as the spell gives but through scent. 

Fearful Visage (ex)
While raging the Daemolin’s features change. Calling on the darker side of its nature, powerful energies course through him. His eyes glow a burning seething red. His pupils disappear, his horns become more pronounced and his fangs are bared. If he has wings they become flexed, his claws grow larger. His visage changes into something much more demonic and sinister. Anyone viewing this must make will save DC15 or flee for 1d4 rounds. 

Rage (ex)
A daemolin’s can fly into a rage a certain number of times per day. In a rage, a daemolin’s temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the daemolin’s hit points by 2 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 daemolin’s 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, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Daemolen may prematurely end his rage. At the end of the rage, the Daemolen loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. 

A Daemolen can fly into a rage only once per encounter. He can use his rage ability 1+Con mod. Entering a rage takes no time itself, but a Daemolen can do it only during his action, not in response to someone else’s action. If the Daemolen takes classes in barbarian then this rage stacks with that of the class or feats. 

Improved Magical Ability (ex) 
Daemolin’s have magic in their blood and in their soul. They after all were a created race. This often manifests in Daemolen who gain spontaneous spell casting abilities or enhanced spell casting abilities. If using a spell casting class roll on this table: 

D20 
20 Grand Master Archmage +3 bonuses to casting level 
18-19 Blessed Arcane +2 bonus to casting level 
16-17 True Mage +1 bonus casting level 
13-15 Additional Spells known +1 1st, 2nd & 3st level 
9-12 Additional Spells known +1 1st & 2nd level 
4-8 Additional Spells known +1 1st level 
1-3 +1 DC to spell saves 

Improved Psionic Ability (ex) 
Daemolin’s have begun to also manifest Psionic powers. Some of them posses greater ability in using them. Roll on the table below: 

D20 
20 Grand Master +3 bonus to manifester level 
18-19 Blessed Psion +2 bonus to manifester level 
16-17 True Psion +1 bonus to manifester level 
13-15 Additional Powers known +1 1st, 2nd & 3rd level power 
9-12 Additional Powers known +1 1st & 2nd level power 
4-8 Additional Powers known +1 1st level power 
1-3 +1 DC to saves 

Hydrophobia (weakness)
Due to their dark history of their creation. Daemolen have a severe phobia of large amounts of water. Because they were created in large tubes of liquid and underwent horrific pain in them. They are fine around a small stream or pond. But will not venture towards large bodies of water (large rivers, lakes or the ocean), in them or sail across them. If a Daemolen is attacked using a water attack they must roll a Will Check save DC20 with +1 bonus per level. If it fails they will flee immediately for 1d4 rounds. 

Wings (Optional) 
*(Note: This will increase your ECL by +1) 

As there are a variety of features with Daemolen, this parameter allows you to add wings to you character. Though very rare among this race occasionally they can appear. They are fully functional and allow you to glide, they can glide on air currents at a base speed of 20’. 

You can choose between the following types: 
Bat wings – large leather, appearance similar to a bats 
Glider webbing (webbing between arms and legs) 
Bird wings – large feathered wings 

Clan Rank (R) 
Clans are the cornerstone of Daemolen society. To most it is everything they are. Daemolen will fight fiercely to protect their clan and its members. If your character is a member of a clan, you can use this parameter to record your rank or level of authority in the clan. 

D20 
20 Clan Leader – You are the leader of a small clan (1d6). You have full clan resources at your disposal. You are adventuring to gain more resources for your clan. 

19 Clan second – You are the second in command of a small clan (1d6) you have partial clan resources at your disposal. And can request 1-2 fellow clans men with leader permission. You are adventuring to gain more resources for your clan. 

7-18 Clan member. You are a member of a clan, but have set out to see the world and gather more resources for your clan. 

6 Always looking' for one – clan has either disappeared or died out. 

3-5 Clanless/Outcast – You were cast out from your clan for breaking Clan Law. Can be chaotic. 

1-2 What's a clan? - Though you are a Daemolen you were raised by another race. Can be chaotic. 

Age: 10 +1d8 

ECL Adjustment: +2/+3* 

Racial Levels
HD10
 Level     BAB Fort Reflex Will Special
 1st +0 +2 +0 +0 Energy Resistance, Rage, Magical Scent
 2nd +1 +3 +0 +0 Improved Magic/ Psionic Ability
 3rd +2 +3 +1 +1 Wings



Classes: Fighter/ Barbarian/ Sorcerer / Psychic Warrior/ Wilder

Racial Prestige Classes: none 

Racial (arms/armor): none 

Racial Feats: none
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