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The Demon Hunters (New)

The Demon Hunters are a loosely aligned coalition of various groups who share a goal of driving out Demons from the Kingdom and the entire plane and eliminating knowledge of Demonology from the world. They have strong connections with the Temple of Order, Tower of General Magic and Temple of Balance, but a strained relationship with the Temple of Freedom.

Guild views are split on the summoning of other creatures. Some view elementals and avatars as just as great a potential menace as Demons, just extraplanar predators in another form, but the ability to summon such beings is too entrenched in the Ceremonial and Ritual teachings of the Paths, Schools and their relevant Guilds for such views to make any political headway.

Guildmaster

Kingdom:
Barony Van Heusen: Demon Hunter Naismith

Joining

A starting character can join the guild immediately.

A non-starting character must prove their worth before joining the Demon Hunters. The usual test is for the character to defeat a Demon of higher Rank, or by destroying many Demon with total Ranks exceeding twice the character’s Rank. Only after proving their devotion are they inducted as full members of the Demon Hunters. The Character Ref will decide if/when they are ready.

Requirements

A member of the Demon Hunters must

  • hunt down and dismiss all Demons.
  • hunt down and destroy all Demonologists and others known to summon Demons.
Tax

10%

Advanced Training

A member of the Demon Hunters has access to

  • Miracles, Religious Ceremony and Consecrate Item in the Path of Order/Justice/Life/Freedom/Might/Balance above level 4.
  • Miracle adepts in Path of Order/Justice/Life/Freedom/Might/Balance
  • Spells in the School of General Magic above level 4.
  • Spell adepts in the School of General Magic.
Bonuses

A member of the Demon Hunters gains the following bonuses.

  • [LOSE] He can use the title Demon Hunter.
  • [KEEP BOUGHT] They can learn the Detect Demon miracle as a miracle from a Path of their choice.
  • [KEEP BOUGHT] They can learn the Demonology spells Dismiss Demon and Mass Dismiss Demon as part of the General List.
  • [LOSE] They gains a bonus of Guild Rank/10 to the amount of Willpower added to Dismiss Demon spells

Example: Naismith, a a Guild Rank 22 Demon Hunter has 2 natural Willpower, his Demon Hunter bonus gives him an extra 2 Willpower added to Dismiss Demon. This gives him a combined 4 Willpower added to Dismiss Demon, but this is still halved as usual to 2. Hence he could cast:
Dismiss Demon 1 as Dismiss Demon 2.
Dismiss Demon 2 as Dismiss Demon 4.
Dismiss Demon 3 as Dismiss Demon 5 etc.

  • [KEEP RESTRICTED] They gain Normal and Power armour equal to their Guild Rank/10 effective only against Demon attacks (melee, ranged and magical). Spells and Miracles which give protection have their effects added to this value. This does not impose a Dexterity penalty
    Hunt down and destroy all Demons.
    hunt down and destroy all Demonologists and others known to summon Demons.
  • [LOSE] They are immune to the pain caused by the Wrack spell. They take damage from the spell as normal, but are able to continue fighting even if they do so due to their Demon Hunter training.
  • [LOSE] They gain Demon Resistance equal to their Guild Rank/10 (Rounded up). This works as Path/School resistance, but on all castings cast by a demon. This stacks with, and is used before, any other Path/School resistance where relevant. It refreshes once per hour.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Dismiss Demon 1 Dismiss Demon 2
Detect Demon 1 Detect Demon 2 Detect Demon 3
High Level
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Dismiss Demon 3 Dismiss Demon 4 Dismiss Demon 5
Mass Dismiss Demon 1 Mass Dismiss Demon 2 Mass Dismiss Demon 3
Dismiss Demon <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Demon
Resisted By: Willpower
Effect:
The targeted Demon is immediately returned to its home Plane if it fails to resist.

Mass Dismiss Demon <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target Area (10’ Radius)
Resisted By: Willpower
Prerequisite: Dismiss Demon <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and every demon within 10’ is targeted by a Dismiss Demon <n>.

Detect Demon

Range: Self
Duration: 15 minutes
Type: Informational
Target: Area
Effect:

For Detect Demon 1:

  • The caster will be made aware of all Demons within 10’, even those that cannot be seen by normal eyesight. You can also determine whether an Demon will regenerate after being ‘killed’.
  • This is a passive miracle, it will not automatically warn you of undead in the area. In order to detect undead, you must Concentrate and call “Detect Demon”.

For Detect Demon 2:

  • All effects from Detect Demon 1.
  • Additionally the caster will be made aware of the type of any Demon that they can see (this is analogous to the caster having Recognise Creature Mastery for Demons only) by calling “Recognise Demon Mastery”.

For Detect Demon 3:

  • All effects from Detect Demon 2.
  • Additionally the caster will be made aware of the type of any Demon that they can see (this is analogous to the caster having Recognise Creature Legendary Mastery for Demons only) by calling “Recognise Demon Legendary Mastery”.
  • OPTIONALLY if specified by the GM additional information about the Demon (this is not stats information, but could be pacts entered, how created, true names etc.)

Example: Naismith casts Detect Demon 2, before encountering 2 Fire Demons and an Earth Devil. He calls “Recognise Demon Mastery”. The monsters reply Dextrous Fire Demon and Tough Earth Devil appropriately.

Later once they have been killed, while standing within 10’ of the Earth Devil he calls “Detect Demon”. The Earth Devil responds “Yes” as he will regenerate.