NekoIncardine
2011-10-09, 05:16 PM
I'll just start this by explaining the logic that led to it, note that I'm missing at least one piece, and then linking the item.
YAY: Succubi in Pathfinder are fun, and I like the Monsters as PC Races rules of Pathfinder.
BOO: If the campaign doesn't start at 7th level, you can't use the rules without shoehorning.
OOH: Savage Species' mechanics could easily hybridize with the Monsters as PC Races rules.
BASIC MATHMATH: A Succubus gains 3 'bonus levels' under the Pathfinder rules - one every 3 levels. 7+(3*3)=1 total levels, so that's the length the class lasts, gaining 9 levels plus three bonus levels for a total of 12 class levels over 16.
COPY IN: A couple bits of the Gestalt Rules - the Succubus gains either a racial HD, or a class level, or both.
NOTE: I'm trying to make this mesh with the PF Succubus as much as possible.
WHY NOT, THROW IT IN: I did add a stack of weapon proficiencies from d20pfsrd.com's Exotic lists - weapons that are either stylish, or fit with a seductress theme. I am thinking that this balances on the logic that the class already has all Simples and Martials, plus a good Natural Weapon.
That said, here's the current build (note that I have it on Google Cloud Sync, so if I update the class, it'll update on this link automatically): https://docs.google.com/leaf?id=1dRj7VXcvTOPWy-wsoxKu3-BnH2sihtpaRpbkVPvAsOU
The Succubus gains its spell-like abilities more-or-less when an equivalent Wizard would be able to learn them, with the exception of greater teleport (moved to 9th level, when a Wizard can learn normal teleport), and summon (moved to 11th level to represent that a succubus needs some 'rank' to be able to try and summon help, and to fill an otherwise empty level). I added charm person basically so that one of the succubus' iconic tricks is available right out the gate - it gets de-facto replaced by charm monster later in.
The goal is that this take on the Succubus, as an option, should be a reasonably practical choice at varying grades of play and player - a novice who picks them for the fluff should be okay in a party that's mostly novices, while players who know the game more should find it on par with options they already have from WotC sources - less optimized maybe, but still good enough to be fun for that sorta player.
However, numbers-wise, 16th-level needs to come out more-or-less equivalent to using the Monsters as Races rules as-is - The only major advantage this should have, is working from 1st level.
YAY: Succubi in Pathfinder are fun, and I like the Monsters as PC Races rules of Pathfinder.
BOO: If the campaign doesn't start at 7th level, you can't use the rules without shoehorning.
OOH: Savage Species' mechanics could easily hybridize with the Monsters as PC Races rules.
BASIC MATHMATH: A Succubus gains 3 'bonus levels' under the Pathfinder rules - one every 3 levels. 7+(3*3)=1 total levels, so that's the length the class lasts, gaining 9 levels plus three bonus levels for a total of 12 class levels over 16.
COPY IN: A couple bits of the Gestalt Rules - the Succubus gains either a racial HD, or a class level, or both.
NOTE: I'm trying to make this mesh with the PF Succubus as much as possible.
WHY NOT, THROW IT IN: I did add a stack of weapon proficiencies from d20pfsrd.com's Exotic lists - weapons that are either stylish, or fit with a seductress theme. I am thinking that this balances on the logic that the class already has all Simples and Martials, plus a good Natural Weapon.
That said, here's the current build (note that I have it on Google Cloud Sync, so if I update the class, it'll update on this link automatically): https://docs.google.com/leaf?id=1dRj7VXcvTOPWy-wsoxKu3-BnH2sihtpaRpbkVPvAsOU
The Succubus gains its spell-like abilities more-or-less when an equivalent Wizard would be able to learn them, with the exception of greater teleport (moved to 9th level, when a Wizard can learn normal teleport), and summon (moved to 11th level to represent that a succubus needs some 'rank' to be able to try and summon help, and to fill an otherwise empty level). I added charm person basically so that one of the succubus' iconic tricks is available right out the gate - it gets de-facto replaced by charm monster later in.
The goal is that this take on the Succubus, as an option, should be a reasonably practical choice at varying grades of play and player - a novice who picks them for the fluff should be okay in a party that's mostly novices, while players who know the game more should find it on par with options they already have from WotC sources - less optimized maybe, but still good enough to be fun for that sorta player.
However, numbers-wise, 16th-level needs to come out more-or-less equivalent to using the Monsters as Races rules as-is - The only major advantage this should have, is working from 1st level.