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View Full Version : Some Half-Fiend Variants (3.5, Templates, PEACH)



Solaris
2012-05-04, 04:29 PM
I dislike the half-fiend template in the Monster Manual as being awfully unspecific. These are fluff-less; they're the offspring of fiends sired on mortal critters. I'm mostly sticking with the ones that could reasonably breed with humanoids and thus work as PCs, or at least are the coolest.


Design notes: I changed the smite to work more like the paladin's than the standard fiendish/half-fiend template's smite. It'll be that way for all of 'em.
This one felt the closest to the standard-issue half-fiend template, though I did change the SLAs to suit the balor's style and focused them more, rather than the large number the ordinary half-fiend gets. Half-balor shouldn't be obviously better than half-fiend if they're both at the same LA.
Half-Balor
'Half-balor' is an inherited template that can be added to any humanoid, monstrous humanoid, fey, giant, or outsider (referred to hereafter as the "base creature"). A half-balor uses all of the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to outsider (native) unless already an outsider. It gains the augmented subtype, if necessary, and retains all its previous subtypes.
Speed: A half-balor gains batlike wings that eventually grant him a flight speed (see Wings, below).
Armor Class: The half-balor's natural armor bonus improves by +4 (this stacks with any natural armor bonus the base creature has).
Attack and Damage: The half-balor gains a slam attack, two if Large or larger. A Medium half-balor deals 1d6 damage with his slam, and can use it as a primary natural weapon - or if fighting with a weapon in one hand, attack with the other as a secondary natural weapon.
Special Attacks: A half-balor has all the special attacks of the base creature, plus the following special attacks. Smite: Once per day, the half-balor may make a special smite attack against any good-aligned opponent (if evil or morally neutral) or evil-aligned foe (if good). This smite attack adds his Charisma bonus to the attack roll and his character level (not ECL) to the damage roll.
Spell-Like Abilities: A half-balor with an Intelligence or Wisdom score of 8 or higher has access to the following spell-like abilities depending on her Hit Dice: Blades of fire 1/day per 3 HD, becoming at-will at 18 HD. Charm person 1/day, gaining an additional use per day at 6th level and another at every 6 levels after that, becoming charm monster at 10th level. At 9th level the half-balor gains flame shield usable at will and dimension door usable 1/day. It gains another dimension door at 12th, 15th, and every three levels after that. At 15th level, an evil or neutral half-balor gains blasphemy 1/day, while a good half-balor gains holy word 1/day. At 17th level, an evil or neutral half-balor gains unholy aura usable 1/day, while a good half-balor gains holy aura 1/day. The save DCs are 10 + spell level + Charisma modifier.
Special Qualities: A half-balor has all the special qualities of the base creature, plus the following special qualities. Darkvision: 60 ft.
Immunity: Poison
Energy Resistance: Acid 5, cold 5, electricity 10, fire 10.
Damage Reduction: 5/magic or cold iron (if 11 HD or less) or 10/magic or cold iron (if HD 12 or more).
Spell Resistance: Equal to base creature's HD +5 (maximum 35).
Telepathy: 30 ft.
Wings (Ex): The half-balor's wings, though not strong enough to fly, aid his jumps and grant a +10 bonus on Jump checks. He can also use them to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. He glides at a speed of 20 feet with average maneuverability. Even if his maneuverability improves, she can't hover while gliding. A half-balor can't glide while carrying a medium or heavy load, and he is denied his Dexterity bonus to AC while gliding.
When the half-balor reaches 6 HD, he gains a fly speed equal to her base speed with average maneuverability. He can't fly while carrying a medium or heavy load or while fatigued or exhausted. Flight is as strenuous for the half-balor as running, and he cannot take the run action while flying.
When the half-balor reaches 12 HD, his flight speed doubles and flight is no longer strenuous for him. He may take the run action while flying to fly quadruple his flight speed (or quintuple in the case of the Run feat) but it must be in a straight line.
Abilities: Adjust from the base creature as follows: +6 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, and +4 Charisma.
Feats: A half-balor gains Fiendish Heritage as a bonus feat, and need not meet the alignment prerequisite for it or the feats which have it as a prerequisite. If not already proficient, it gains proficiency in longswords and whips as well as Weapon Focus in the same.
Skills: The half-balor gains a +4 racial bonus on Spot and Listen checks.
Favored Class: As base creature.
Level Adjustment: +4.


Design Notes: This one gains fewer SLAs than the normal half-fiend, and is overall weaker in a fight. It strikes me as being a good +2 or a low +3. It has a lot of protections, all fairly minor, but the DR is of the most easily bypassed kind and the lack of a Constitution bonus makes it very difficult to bring any higher.
I'm considering removing the SR and replacing it with a bonus to saves against spells, perhaps a profane bonus equal to the Charisma bonus.
Half-Succubus
'Half-succubus' is an inherited template that can be added to any humanoid, monstrous humanoid, fey, giant, or outsider (referred to hereafter as the "base creature"). A half-succubus uses all of the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to outsider (native) unless already an outsider. It gains the augmented subtype, if necessary, and retains all its previous subtypes.
Speed: A half-succubus gains batlike wings that eventually grant her a flight speed (see Wings, below).
Armor Class: The half-succubus's natural armor bonus improves by +1 (this stacks with any natural armor bonus the base creature has).
Attack and Damage: The half-succubus's hands, while normally dainty, can shift into vicious claws at will (a free action). A Medium half-succubus deals 1d6 damage with her claws, and can use them as primary natural weapons - or if fighting with a weapon in one hand, attack with the other as a secondary natural weapon.
Special Attacks: A half-succubus has all the special attacks of the base creature, plus the following special attacks. Smite: Once per day, the half-succubus may make a special smite attack against any good-aligned opponent (if evil or morally neutral) or evil-aligned foe (if good). This smite attack adds her Charisma bonus to the attack roll and her character level to the damage roll.
Succubus's Kiss (Su): The effects of a half-succubus's kiss depend on her alignment. If good, she bestows the effects of a heroism spell (caster level equal to her HD). If evil or morally neutral, it has the effect of a vampiric touch spell (caster level equal to her HD, save DC Charisma-based). Kissing also has the effect of a charm person (or charm monster, if 6 HD or greater), but does not count against the half-succubus's uses of the ability for that day. It has the same save DC as her SLA. The foe does not detect her draining his life away unless he succeeds on the Will save against the charm effect; the half-succubus's attentions are in fact quite pleasurable. Use of this ability is a standard action, but the half-succubus must grapple an unwilling opponent to force her attentions onto her target.
Spell-Like Abilities: A half-succubus with an Intelligence or Wisdom score of 8 or higher has access to the following spell-like abilities depending on her Hit Dice: Alter self (unlimited duration) 1/day per 3 HD. Charm person 3/day, gains additional use at 6 HD and 1 more every 6 HD after, becomes charm monster at 9th level. At 5th level, gains suggestion 1/day, gaining an additional use at 11th level and 1 more at every 6 levels after. The save DCs are 10 + spell level + Charisma modifier.
Special Qualities: A half-succubus has all the special qualities of the base creature, plus the following special qualities. Darkvision: 60 ft.
Immunity: Poison
Energy Resistance: Acid 5, cold 5, electricity 10, fire 5.
Damage Reduction: 5/magic or cold iron (if 11 HD or less) or 10/magic or cold iron (if HD 12 or more).
Spell Resistance: Equal to base creature's HD +10 (maximum 35).
Telepathy: 30 ft.
Wings (Ex): The half-succubus's wings, though not strong enough to fly, aid her jumps and grant a +10 bonus on Jump checks. She can also use them to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. She glides at a speed of 20 feet with average maneuverability. Even if her maneuverability improves, she can't hover while gliding. A half-succubus can't glide while carrying a medium or heavy load, and she is denied her Dexterity bonus to AC while gliding.
When the half-succubus reaches 6 HD, she gains a fly speed equal to her base speed with average maneuverability. She can't fly while carrying a medium or heavy load or while fatigued or exhausted. Flight is as strenuous for the half-succubus as running, and she cannot take the run action while flying.
When the half-succubus reaches 12 HD, her flight speed improves by +10 feet and flight is no longer strenuous for her. She may take the run action while flying to fly quadruple her flight speed (or quintuple in the case of the Run feat) but it must be in a straight line.
Abilities: Adjust from the base creature as follows: +2 Strength, +2 Dexterity, +4 Intelligence, +2 Wisdom, and +6 Charisma.
Feats: A half-succubus gains Fiendish Heritage as a bonus feat, and need not meet the alignment prerequisite for it or the feats which have it as a prerequisite.
Skills: Speak Language is always a class skill. The half-succubus gains a +4 racial bonus on Listen and Spot checks. While using her alter self ability, the half-succubus gains a +10 bonus on Disguise checks.
Favored Class: I could see Bard, Battle Dancer, Beguiler, and/or Paladin working here.
Level Adjustment: Same as base creature +2.