Half-fiends and tieflings are both very broad and unappealing racial options for someone who is the (probably not uncommon) spawn of human and succubus union. So, I made this hoping to preserve the best traits of the succubus and still have it as little LA as possible.
HALF-SUCCUBUS RACIAL TRAITS•
+2 Charisma, –2 Wisdom. Half-succubi are charming but foolish and weak-willed.
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Humanoid (human, extraplanar): Half-succubi are humanoids with the human and extraplanar subtypes.
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Bluff, Disguise, Diplomacy, and Sense Motive are always class skills. Half-succubi are master manipulators; it is literally in their blood
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Low-Light Vision: A half-succubus can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
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+2 bonus on saving throws against poison•
Demonic Urges: If a half-succubus is not chaotic in alignment, she must make a Will Save (DC 10+1/2 her HD) at the beginning of each day or be forced to commit an action that day intended soley to sow moderate mischief or confusion. Additionally, if she is not of evil alignment, she must make a separate Will save at the day's start or be forced to commit an act that day intended solely to moderately hurt another physically, psychologically, or socially. The player may choose when to commit each of these acts, but if they have not yet chosen to and the DM find a certain moment particularly enticing, they may direct the player to commit either act. The DM may not tell the player what to do, only that they must commit some chaotic or evil act at that time if they failed their save for the day. One act may be both chaotic AND evil.
If the player rolls a natural 1, the act for the day must be severely chaotic or severely evil instead of moderately
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Evil Soul: A half-succubus has an evil aura, regardless of alignment.
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Spiritual Vigor: The half-succubus gains some of the abilities that her demon parent had, but she cannot manifest them freely. In fact, using these abilities drains her spiritual vigor, leaving her weary and weak. Fortunately, she can draw spiritual vigor from those around her through acts of passion. She has a number of Spiritual Vigor Points equal to (1/2 her HD)+CHA mod (minimum 1). At the end of each day, she loses one point. When she reaches 0 points, her passive demonic abilities stop working and she becomes fatigued until they raise above 0 again. When she reaches a negative value equal to her CHA mod, she begins to take CON damage (1d3 damage for every additional point lost). When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.
She can regain one point by participating in acts of consensual sexual passion for fifteen minutes. When she does this, her primary partner for that time must make a fortitude save (DC 10+1/2 half-succubus' HD+her CHA mod) or take 1d3 CHA damage. This is unpleasant, but not painful.
At the end of each fifteen-minute sexual session, the primary partner is affected by a suggestion spell asking them to continue for another fifteen minute session (which carries the same effects previously mentioned), and if the partner succumbs to the effect of the spell, the half-succubus must make a Will Save (DC 10+1/2 her HD) or continue for another session, too. At the end of each session, each participant takes 1d6 points of nonlethal damage due to exertion.
If the primary participant is brought to 0 CHA, the half-succubus has consumed their soul, and they die. The can only be be revived by a wish or similar powerful magic.
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Active Demonic Abilities: Use of active demonic abilities decreases spiritual vigor points. When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.
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Disguise Self (Sp): The half-succubus may expend two spiritual vigor point to cast disguise self as a spell-like ability.
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Detect Good (Sp): The half-succubus may expend one spiritual vigor point to cast detect good as a spell-like ability.
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Charm Person (Sp): Once she has acquired 2 HD, the half-succubus may expend three spiritual vigor point to cast charm person as a spell-like ability.
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Detect Thoughts (Sp): Once she has acquired 4 HD, the half-succubus may expend four spiritual vigor point to cast detect thoughts as a spell-like ability.
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Suggestion (Sp): Once she has acquired 6 HD, the half-succubus may expend four spiritual vigor point to cast suggestion as a spell-like ability.
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Energy Drain (Sp): Once she has acquired 8 HD, the half-succubus may expend two spiritual vigor point to place a draining kiss upon a creature she is either grappling or engaging in sexual relations with as a spell-like ability. This kiss bestows one negative level to the recipient and restores 1d4 spiritual vigor points to the half-succubus.
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Passive Demon Abilities: The half-succubus has a number of demonic abilities granted by her bloodlines which remain active always, but she can only benefit from one at a time. Once she reaches tenth level, she may benefit from two passive demon abilities as long as she has at least 5 spiritual vigor points left. She may not benefit from passive demonic abilities with 0 or fewer spiritual vigor points
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Damage Reduction (1/2 HD)/cold iron or good (requires 4 HD)
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Spell Resistance 10+1/2 HD (requires 12 HD)
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Telepathy 5 ft/HD (requires 3 HD)
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Dark Vision 30 ft (pierces magical darkness, too)
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Energy Resistance: electricity resistance 1/2 HD, fire, cold, acid resistance 1/4 HD (requires 4 HD)
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Tongues spell on self always active (requires 8 HD)
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Wings (Ex): A half-succubus is born sporting malformed wings which are initially useless but will slowly develop through her lifetime. One she has 6 HD or more she can use these wings to aid her jumps (granting a +10 racial bonus on Jump checks) and to glide and fly.
Gliding: A half-succubus of 6 HD or more can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. She glides at a speed of 30 feet with average maneuverability. Even if her maneuverability improves, she can’t hover while gliding. She can’t glide while carrying a medium or heavy load.
If she becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. She descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: A half-succubus of 6 or more HD also has a fly speed of 30 feet with average maneuverability. She can’t
fly while carrying a medium or heavy load or while fatigued or exhausted. She 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 by such exertion. She is likewise fatigued after spending a total of more than 10 minutes per day flying. Because she 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.
A half-succubus with flight can make a dive attack. A dive attack works like a charge, but she must move a minimum of 30 feet and descend at least 10 feet. She can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A half-succubus with flight can use the run action while flying, provided she flies in a straight line.
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Claws (Ex): A half-succubus of 3 HD or more has two claw attacks dealing 1d4 plus 1/2 STR mod each
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Automatic Languages: Abyssal, Common.
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Favored Class: Sorcerer.
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Level Adjustment: +2
• +2 Charisma, –2 Wisdom. Half-succubi are charming but foolish and weak-willed.
• Humanoid (human, extraplanar, evil): Half-succubi are humanoids with the human, extraplanar, and evil subtypes. This means that she has an evil aura, regardless of alignment.
• Bluff, Disguise, Diplomacy, and Sense Motive are always class skills. They receive a +2 racial bonus in these skills. Half-succubi are master manipulators; it is literally in their blood
• Low-Light Vision: A half-succubus can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 bonus on saving throws against poison
• Claws: Half succubi have naturally razor sharp nails, granting them two claw attacks at 1d4 damage.
• Spell-like Abilities: 1/day: Disguise Self; at-will: Detect Evil
• Charming Touch(Su) Half Succubus are naturally charming, to an extent where it overrides common sense. 1/day, the Half Succubus can charm a humanoid creature as a standard action with a touch. This functions as per the charm person spell, except the save DC is 10+1/2HD+Cha.
Body of the Succubus:
DR, Energy resist
Wings of the Succubus:
flight
Soul of the Succubus:
SR
Mind of the Succubus
telepathy, darkvision, tongues, suggestion
• Spiritual Vigor: The half-succubus gains some of the abilities that her demon parent had, but she cannot manifest them freely. In fact, using these abilities drains her spiritual vigor, leaving her weary and weak. Fortunately, she can draw spiritual vigor from those around her through acts of passion. She has a number of Spiritual Vigor Points equal to (1/2 her HD)+CHA mod (minimum 1). At the end of each day, she loses one point. When she reaches 0 points, her passive demonic abilities stop working and she becomes fatigued until they raise above 0 again. When she reaches a negative value equal to her CHA mod, she begins to take CON damage (1d3 damage for every additional point lost). When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.
She can regain one point by participating in acts of consensual sexual passion for fifteen minutes. When she does this, her primary partner for that time must make a fortitude save (DC 10+1/2 half-succubus' HD+her CHA mod) or take 1d3 CHA damage. This is unpleasant, but not painful.
At the end of each fifteen-minute sexual session, the primary partner is affected by a suggestion spell asking them to continue for another fifteen minute session (which carries the same effects previously mentioned), and if the partner succumbs to the effect of the spell, the half-succubus must make a Will Save (DC 10+1/2 her HD) or continue for another session, too. At the end of each session, each participant takes 1d6 points of nonlethal damage due to exertion.
If the primary participant is brought to 0 CHA, the half-succubus has consumed their soul, and they die. The can only be be revived by a wish or similar powerful magic.
•Active Demonic Abilities: Use of active demonic abilities decreases spiritual vigor points. When she reaches a negative value equal to her HD, she can no longer use active demonic abilities.
-Disguise Self (Sp): The half-succubus may expend two spiritual vigor point to cast disguise self as a spell-like ability.
-Detect Good (Sp): The half-succubus may expend one spiritual vigor point to cast detect good as a spell-like ability.
-Charm Person (Sp): Once she has acquired 2 HD, the half-succubus may expend three spiritual vigor point to cast charm person as a spell-like ability.
-Detect Thoughts (Sp): Once she has acquired 4 HD, the half-succubus may expend four spiritual vigor point to cast detect thoughts as a spell-like ability.
-Suggestion (Sp): Once she has acquired 6 HD, the half-succubus may expend four spiritual vigor point to cast suggestion as a spell-like ability.
-Energy Drain (Sp): Once she has acquired 8 HD, the half-succubus may expend two spiritual vigor point to place a draining kiss upon a creature she is either grappling or engaging in sexual relations with as a spell-like ability. This kiss bestows one negative level to the recipient and restores 1d4 spiritual vigor points to the half-succubus.
•Passive Demon Abilities: The half-succubus has a number of demonic abilities granted by her bloodlines which remain active always, but she can only benefit from one at a time. Once she reaches tenth level, she may benefit from two passive demon abilities as long as she has at least 5 spiritual vigor points left. She may not benefit from passive demonic abilities with 0 or fewer spiritual vigor points
-Damage Reduction (1/2 HD)/cold iron or good (requires 4 HD)
-Spell Resistance 10+1/2 HD (requires 12 HD)
-Telepathy 5 ft/HD (requires 3 HD)
-Dark Vision 30 ft (pierces magical darkness, too)
-Energy Resistance: electricity resistance 1/2 HD, fire, cold, acid resistance 1/4 HD (requires 4 HD)
-Tongues spell on self always active (requires 8 HD)
•Wings (Ex): A half-succubus is born sporting malformed wings which are initially useless but will slowly develop through her lifetime. One she has 6 HD or more she can use these wings to aid her jumps (granting a +10 racial bonus on Jump checks) and to glide and fly.
Gliding: A half-succubus of 6 HD or more can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. She glides at a speed of 30 feet with average maneuverability. Even if her maneuverability improves, she can’t hover while gliding. She can’t glide while carrying a medium or heavy load.
If she becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. She descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: A half-succubus of 6 or more HD also has a fly speed of 30 feet with average maneuverability. She can’t
fly while carrying a medium or heavy load or while fatigued or exhausted. She 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 by such exertion. She is likewise fatigued after spending a total of more than 10 minutes per day flying. Because she 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.
A half-succubus with flight can make a dive attack. A dive attack works like a charge, but she must move a minimum of 30 feet and descend at least 10 feet. She can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A half-succubus with flight can use the run action while flying, provided she flies in a straight line.
• Claws (Ex): A half-succubus of 3 HD or more has two claw attacks dealing 1d4 plus 1/2 STR mod each
• Automatic Languages: Abyssal, Common.
• Favored Class: Sorcerer.
•Level Adjustment: +2