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View Full Version : Improved Succubus Monster Class (with new feats!)



jiriku
2010-09-23, 07:18 PM
Posted for cross-linking in the Dude, Pimp My Unicorn (http://www.giantitp.com/forums/showthread.php?t=169348&page=2) thread.

SUCCUBUS (DEMON)
Outsider (Chaotic, Evil)
Succubi represent the erotic, seductive aspect of evil. Although their true forms are obviously demonic, they are still strangely attractive—and most mortals never see the creature’s true form, but only its idealized humanoid disguises. Less oriented toward physical combat than other demons, succubi are still powerful creatures with many abilities at their disposal. They make good characters for players who want to play spellcasters that rely on enchantment effects and still have a few tricks when unseduceable creatures such as undead appear. Succubi are powerful creatures, with spell resistance, energy resistances, half a dozen spell-like abilities, good ability score modifiers, and the ability to converse in any language and sometimes summon a vrock. The energy resistance starts at a low value and scales up over ten levels. The spell-like abilities are awarded at approximately the levels where a sorcerer might acquire their spell equivalents. The ability scores increase over most of the class levels, but the powerful summon tanar'ri ability doesn’t appear until the succubus has fully matured.

Racial Traits
• Starting Ability Score Adjustments: +2 Dex, +2 Int, +6 Cha. Succubi are lithe, clever, and very charming.
• Speed: Succubus land speed is 30 feet.
• Darkvision: Succubi can see in the dark up to 60 feet.
• Poison Immunity: Succubi are native to a plane where poison is omnipresent.
• Skills: +10 racial bonus on Jump checks. +8 racial bonus on Listen and Spot checks.
• Automatic Languages: Abyssal, Celestial, and Draconic.
• Favored Class: Succubus. The best multi-classing choices for a succubus are bard, sorcerer, and wizard.

{table=head]Level|Hit Dice|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skill Points|Special
1st|1d8|+1|+2|+2|+2|(8 + Int mod) x 4|Feat, 2 claws 1d6, alternate form (1), wings (glide), +3 natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, subtypes (chaotic, evil)
2nd|2d8|+2|+3|+3|+3|8 + Int mod|+2 Cha, lesser succubus powers 1/day, telepathy 100 ft.
3rd|2d8|+2|+3|+3|+3|—|Open-minded, +2 Con, alternate form (3), +5 natural armor, DR 2/cold iron or good, SR 4 + HD
4th|3d8|+3|+3|+3|+3|8 + Int mod|Feat, +2 Wis, +2 Cha, lesser succubus powers 3/day, resistances (acid 10, cold 10, electricity 10, fire 10), wings (limited flight) 50 ft. (average)
5th|4d8|+4|+4|+4|+4|8 + Int mod|+2 Int, alternate form (any humanoid), energy drain 3/day
6th|4d8|+4|+4|+4|+4|—|Open-minded, +2 Wis, +2 Cha, lesser succubus powers at will, DR 5/cold iron or good, SR 8 + HD, +7 natural armor
7th|5d8|+5|+4|+4|+4|8 + Int mod|+2 Str, energy drain at will, succubus powers 1/day
8th|6d8|+6/+1|+5|+5|+5|8 + Int mod|Feat, +2 Int, +2 Cha, electricity immunity, succubus powers 3/day
9th|6d8|+6/+1|+5|+5|+5|—|Open-minded, +2 Int, +2 Cha, wings (unlimited flight), DR 10/cold iron or good, SR 12 + HD, +9 natural armor, succubus powers at will, summon tanar'ri (vrock, 30%)[/table]

Class Skills
The succubus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).

Class Features
All of the following are class features of the succubus monster class.
Weapon and Armor Proficiency: Succubi are proficient with all simple and martial weapons but not with armor or shields.
Feats: A succubus receives one feat at 1st level and additional ones at 4th and 8th level. After 9th level she gains feats normally according to her character level.
Alternate Form (Su): At 1st level, the succubus chooses one alternate humanoid form from Small to Large size. At higher levels it masters more such forms until it can assume the appearance of any humanoid of the appropriate size.
Claws (Ex): A succubus has two claw attacks that are natural weapons, dealing 1d6 damage plus Strength bonus.
Telepathy (Su): At 2nd level, a succubus gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Wings (Ex): A succubus possesses large batlike wings, although it takes her some time to grow into the strength necessary to remain aloft. Succubi can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those of 6th level or more can use their wings to fly.

Gliding: A succubus can use her wings to glide, negating damage from a fall from any height and allowing 30 feet of forward travel for every 5 feet of descent. Succubi glide at a speed of 50 feet with average maneuverability. Even if a succubus' maneuverability improves, she can't hover while gliding. A succubus can't glide while carrying a medium or heavy load.
If a succubus becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The succubus descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

Flight: When a succubus reaches 4th level, she gains a fly speed of 50 feet with average maneuverability. A succubus can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A succubus can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued after such exertion. The succubus is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a sucubus can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 9th level, a succubus has enough stamina and prowess to fly without tiring. She can fly at a speed of 50 feet (average maneuverability) with no more exertion than walking or running. A succubus with flight can use the run action while flying, provided she flies in a straight line.
Tongues (Su): A succubus can speak with any creature that has a language. This ability is always active unless the succubus chooses to disable it as a free action.
Lesser Succubus Powers (Sp): At 2nd level, a succubus can use the following spell-like abilities once per day: detect good, detect thoughts, and suggestion. At 4th level it can use them three times per day, and at 6th level and higher it can use them at will. A succubus’s caster level for all spell-like abilities is equal to its effective character level.
Damage Reduction (Ex): At 3rd level, a succubus gains damage reduction of 2/cold iron or good. This improves to 5/cold iron or good at 6th level, and 10/cold iron or good at 9th level.
Open Minded: A succubus acquires new skills and talents rapidly as she matures. She gains Open-Minded as a bonus feat at 3rd level, and again at 6th and 9th level.
Spell Resistance (Ex): At 3rd level, a succubus gains spell resistance equal to 4 + its HD. This spell resistance improves to 8 + HD at 6th level and 12 + HD at 9th level.
Energy Drain (Su): A succubus of 5th level or higher drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss bestows one negative level. The succubus can use this ability thrice per day at 5th level. At 7th level it can be used at will, and the kiss has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Fortitude save to remove the negative level has a DC of 10 + ½ succubus’s HD + succubus’s Cha modifier.
Succubus Powers (Sp): A succubus can use charm monster, ethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day at 7th level, three times per day at 8th level, and at will when the succubus attains 9th level. A succubus’s caster level for all spell-like abilities is equal to its effective character level.
Summon Tanar'ri (Sp): Once per day a 9th-level succubus can attempt to summon a vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.


NEW FEATS

IMPROVED SUCCUBUS POWERS [Monstrous]
You have access to more spell-like abilities than most succubi.
Prerequisite: succubus.
Benefit: Add clairaudience/clairvoyance, darkness, desecrate, and doom to your list of lesser succubus powers. You also add unholy blight to your list of succubus powers gained at 7th level, but unlike your other succubus powers, this ability is usable only once per day.

EXALTED SUCCUBUS [Exalted, Monstrous]
Your redemption has purified your succubus spell-like and supernatural abilities.
Prerequisite: succubus, good alignment, at least one exalted feat.
Benefit: Add detect evil to your list of lesser succubus powers. Creatures slain by your energy drain rise as deathless wights instead of normal wights, and have a chaotic good alignment. They have a neutral attitude towards you and are uncontrolled.
Whenever you could inflict a negative level with your energy drain power, you may instead provide the benefits of the restoration spell if the recipient is of good alignment. This is a supernatural ability.
Your Summon Tanar'ri ability is replaced with Summon Guardinal, which has a 30% chance of summoning an avoral.
Special: If you have the Improved Succubus Powers feat, add daylight to your list of lesser succubus powers, and replace desecrate and doom with consecrate and benediction (CC 116). Replace unholy blight with blessing of the righteous (PH2 104).

SUBTLETY OF THE REDEEMED [Exalted, Monstrous]
You use your telepathic ability and your powers of suggestion to subtly erase your presence from the minds of others, allowing you to move unnoticed if you do not draw attention to yourself.
Prerequisite: telepathy special quality, suggestion as an at-will ability, Exalted Succubus, Mindsight.
Benefit: If you can perceive a creature with your mindsight, it takes a penalty equal to your Charisma modifier on Spot and Listen checks to locate you. You must still have cover or concealment to make a Hide check.

Cieyrin
2010-09-24, 04:19 PM
This looks pretty nice, though I'm not sure what's so Exalted about Subtlety of the Redeemed that any one could take it, provided they met all the other prereqs. Messing with other people's minds doesn't seem like the most good act to me, even if it is something as simple as making people ignore your presence.

jiriku
2010-10-12, 12:53 PM
It is Exalted because it requires an exalted feat as a prerequisite. :smallcool: In actuality, it's a blatant play at creating an Exalted feat that does not suck, so that I can take something useful with my Vow of Poverty bonus feat slots at higher levels.

Ultimately, the Exalted designation wasn't necessary, though, because the campaign it was intended for never started and I ended up using this character in a different campaign under a different DM who houseruled that VoP bonus feat slots can be used to acquire any feat, not just a bonus feat.