Midnight RPG - Chapter 34.546

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What is this

Below are TWO templates for the Half-Fiend you (Adam) has suggested.
The first is the unmodified version of your own.
The second is your version with my corrections and addition suggestions.


Half-Succubus - ADAM's version

"Half-Succubus Spell-Like Abilities"
HD: Abilities
1-2 Detect Thoughts 3/day
3-4 Suggestion
5-6 Chaos Hammer
7-8 Enervation 3/day
9-10 Charm Monster
11-12 Word of Chaos
13-14 Cloak of Chaos 3/day, unhallow
15-16 Energy Drain
17-18 Summon monster IX (Fiends only)
19-20 Destruction

Creating a Half-Succubus

"Half-Succubus" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and a nonlawful, nongood alignment (referred to hereafter as the base creature).
A half-Succubus uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-Succubi are normally native outsiders. Additionally, as an outsider, the target also gains the ‘Trapped’ and ‘Spirit’ subtypes.

Speed

A half-Succubus has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).

Armor Class

Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Attack

A half-Succubus has two claw attacks, and the claws are primary natural weapon. If the base creature can use weapons, the half-Succubus retains this ability. A half-Succubus fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack

A half-Succubus fighting without weapons uses both claws when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage

Half-Succubi have claw attacks. If the base creature does not have this attack form, use the following damage values:
Small 1d3
Medium 1d4
Large 1d6.
Use these values or the base creature’s damage values, whichever are greater.

Special Attacks

A half-Succubus retains all the special attacks of the base creature and gains the following special attack.
  • Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities

A half-Succubus with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative.
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
Additionally the half-Succubus’ Enervation and Energy Drain abilities are touch spells, rather than rays.

Special Qualities

A half-Succubus has all the special qualities of the base creature, plus the following special qualities.
  • Darkvision out to 60 feet.
  • Telepathy out to 100 feet.
  • Immunity to poison.
  • Resistance to acid 10, cold 10, electricity 10, and fire 10.
  • Damage reduction: 5/Good (if HD 11 or less) or 10/Good (if HD 12 or more).
  • A half-Succubus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  • Spell resistance equal to creature’s HD + 10 (maximum 35).

Abilities

Increase from the base creature as follows:
Str +2, Dex +2, Int +4, Cha +8.

Skills

A half-Succubus gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD + 3).
Do not include Hit Dice from class levels in this calculation—the half-Succubus gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating

HD 4 or less, as base creature +1
HD 5 to 10, as base creature +2
HD 11 or more, as base creature +3.

Alignment

Chaotic Evil.

Level Adjustment

+4

Acquiring the Half-Succubus Template

Subject must consume the essence of a succubus; this may be done through soul-trapping magic, and a ritual, or through other means that allow the subject to ingest and consume the soul, imparting its essence.
The Subject must prepare for the ritual by consuming a pint of blood from a willing or compelled succubus. This blood, ritually consumed, acts as a potent toxin, dealing 1d3 points of constitution drain that cannot be healed by any effort, save by completing the apotheosis and attaining the final level of the half-succubus template. Additionally, the drinker suffers 1 point of charisma damage per day, until he has consumed the required demonic soul. During this process, the drinker is wracked by sporadic pain, and looks unhealthy, with pale skin, sunken eyes and widespread bruising as the blood alters and damages his flesh.
  • Level 1: +2 Cha, Darkvision, (Sp) abilities 1-4
  • Level 2: +2 Int +2 Cha, Telepathy, Poison Immunity, (Sp) abilities 5-10
  • Level 3: +2 Dex +2 Cha, SR, Claw Attack, (Sp) abilities 11-14
  • Level 4: +2 Str +2 Int +2 Cha, Wings, DR, Resistances, Type change, Natural Armor, (Sp) Abilities 15-20, Con restored.



Half-Succubus - Kevin's version

Notes & Questions

  • since this is an "unknown" to Zal'Kazzir, I'd like to build the template with some "uknowns" on the sheet. Hole that come into play (good and/or bad) that you shouldn't know about since its an experiment.
  • the "becoming" of this needs alot more details and some more opportunity for role-play and background challenges. The one thing you have to consider is that nothing is "free"... At the very least I'd want their to be a "deal with the devil" type thing in here. I'm thinking about Zal making a "deal with the devil" so to speak...