Half-fiendPrerequisitesTo become a Half-Fiend, the character must meet the following requirements
-Must have an ancestor who was an outsider native to the lower planes
ORSkills: Knowledge(the planes):8 ranks
Alignment: any non-good
Special: Must drink fiend blood in a special ritual
HD:d8
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +2 | Tainted body, Smite good, Lesser fiendish magic, +1 Con |
2nd | +1 | +0 | +3 | +3 | Tainted Soul,Wings, +1 dex, Intermediate Fiendish magic |
3rd | +2 | +0 | +3 | +3 | Tainted Hide, Greater fiendish magic, +1str, +1int |
Skills: 4+int mod. Class skills are bluff, hide, intimidate, listen, knowledge(arcana) knowledge(the planes), move silently, sense motive, spellcraft, and spot
Proficiencies: A Half-fiend gains proficiency with their own natural wepons
Features:
Tainted body:Unlike other monster classes, the Half-fiend doesn't lose its racial ability modifiers, but he does gain native outsider traits.
The half-fiend gains two claw attacks dealing 1d4+Str damage each and a bite attack dealing 1d6+1/2 Str damage. Those are the values for a medium sized half-fiend, and should be adjusted to half-fiends of other size by the standard die size changes.
The half fiend also gains a +1 bonus to natural armor(stacking with any previous natural armor bonus they had) and gain a bonus on saves against poison equal to her HD.
Smite good: A number of times per day equal to 1+1/5HD, a Half fiend can make a normal melee attack with a bonus equal to her Cha mod that deals extra damage equal to her HD against a good foe.
Fiendish magic: A half-fiend gains spell like abilities. The abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
HD Required | Fiendish Magic Required | Spell | Uses per day |
1 | lesser | Darkness | 1/HD |
3 | lesser | Desecrate | 1/2HD |
5 | lesser | Unholy Blight | 1/2HD |
7 | lesser | poison | 1/HD |
9 | intermediate | Contagion | 1/HD |
11 | intermediate | Blasphemy | 1/2HD |
13 | intermediate | Unhallow | 1/4HD |
13 | Greater | Unholy Aura | 1/2HD |
15 | Greater | Horrid Wilting | 1/4HD |
17 | Greater | Summon MosterIX | 1/4HD |
19 | Greater | Destruction | 1/4HD |
If they multiclasses for an arcane/divince class they can count its Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-fiend 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-fiend levels wouldn't count for it
Ability Increase: The Half-fiend gains +1 to Con at first level, +1 to Dex at second level and +1 to Str and Int at 3rd level, for a total of +1 Con, +1 Dex, +1 Str, +1 Int at 3rd level.
Tainted soul: A second level Half-fiend gains spell resistance equal to 15+HD. She may raise or lower it at any time as a free action.
Wings: A half fiend at gains wings that allow she to fly at its land speed with average manueverability.
Tainted Hide: At third level, the Half-fiend's hide becomes supernaturally resilient. She gains damage reduction/magic equal to half his HD and resistance to acid, cold, fire and electricity equal to half its HD
Comments
The main challenge with the half-fiend class was making the levels balanced. I made the spell-like abilities dependent on both half-fiend levels and total HD
Done by Crafty Cultist from GITP