Fiend (3.5e Racial Paragon Class)

From D&D Wiki
Jump to navigation Jump to search


Fiend[edit]

For those wanting their character to become fiends or a fiendish progression.

Making a Fiend[edit]

Fiend Paragons are Non-Fiends that gain qualities of the fiendish template, however do so slowly as other benefits from the fiendish attributes (such as outsider qualities) are also present in this class. Good aligned characters and creatures are a bit more vulnerable thanks to the 'Smite Good' and 'Improved Unarmed Strike' class features gained.

Abilities: Strength or Dexterity should be the top ability score, as a Fiend relies on its physical abilities and defenses. Constitution comes in second as it can improve the HP total.

Races: Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin would strongly consider this racial paragon class, provided they are intelligent enough to take such progressions.

Alignment: Any non-good alignment.

Starting Gold:2d4×10 gp (50 gp).

Starting Age: As rogue.

Table: The Fiend

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +0 Fiendish Strikes, Fiendish Transformation, Smite Good 1/day
2nd +2 +1 +1 +1 Fiendish Defense
3rd +3 +1 +1 +1 Darkvision
4th +4 +2 +2 +2 Damage Reduction
5th +5 +2 +2 +2 Energy Resistance

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Rope (Dex).

Class Features[edit]

Fiend Paragons are simply characters/creatures seeking to gradually become Fiends. All of the following are class features of the Fiend.

Weapon and Armor Proficiency: A Fiend does not gain proficiencies involving manufactured weapons, armor, or shields.

Fiendish Strikes (Ex): While a Fiend does not gain use of weapons, a Fiend of 1st level gains the Improved Unarmed Strike Feat as a free feat. A fiend (of the same level) that also has a natural weapon(s) also gains weapon proficiency(-ies) and to the natural weapon(s) possessed, if not already proficient.

Fiendish Transformation: At 1st level, a Fiend begins gaining fiendish traits and qualities. To begin with, the fiend's type and subtype change as follows: Animals and Vermin become Magical Beasts (With intelligence improved to 3, if necessary). All others become Outsiders. Regardless of the specific former type, the Fiend gains the Native and Evil subtypes. As such, a Fiend can never become an Ex-Fiend as no matter what alignment they become, their alignment always treated as Evil (including prerequisites of alignment in any prestige classes) from now on.

Smite Good (Su): At 1st level, a Fiend gains the ability to once per day add their Charisma bonus (if any) to attack rolls and deal 1 extra point of damage per Fiend Level. If the Fiend accidentally attempts to smite a non-good creature, the smite attempt is used up but does not provide benefits to the attack.

Fiendish Defense (Ex): While a Fiend does not gain use of armor, a Fiend of 2nd level gains the special quality Spell Resistance equal to Fiend Level. A Fiend also gains a natural armor bonus equal to Fiend Level. If any other sources for Natural Armor exist, the values stack. If any other sources of Spell Resistance exist, use the better value.

Darkvision: At 3rd level, a Fiend gains the special quality Darkvision, which extends out to 60 feet. They can also discern color (contrary to the description typical to Darkvision). If the Fiend already possesses this Special Quality, use better value (In either case, they can still discern color).

Damage Reduction (Su): At 4th level, a Fiend gains the ability to deflect some damage dealt to them. They gain the special quality Damage Reduction equal to Fiend Level. Also, all natural weapons that a Fiend possesses is treated as a Magic weapon for purpose of overcoming another's Damage Reduction. Only magic (that overcomes SR) and weapons of a similar quality (Such as another Fiend of at least this level) can bypass this Damage Reduction. At character level 12, the Damage Reduction value improves to double Fiend Level (Fiend Level X 2). If another source of Damage Reduction exists, use whichever value that benefits the Fiend.

Energy Resistance (Su): At 5th level, a Fiend gains resistance 5 to Fire and Cold energies. At 8th character level, the values double to resistance 10 to Fire and Cold energies. If any other source of energy resistance to either of these energy types exist, use the better value. This energy resistance can stack with the Energy Resistance Feat.

Ex-Fiends[edit]

No escape pal. Once a Fiend, always a Fiend.

Fiend Starting Package[edit]

Subrace: Human.

Weapons: Gauntlet (1d3 Bludgeoning, 20/x2 Critical, 1 lb) x2.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Disguise 4 Cha -
Escape Artist 4 Dex -
Hide 4 Dex -
Intimidate 4 Cha -
Knoweldge (The Planes) 4 Int -
Move Silently 4 Dex -
Use Rope 4 Dex -

Feat: Two Weapon Fighting (If Strength > Dexterity) or Weapon Finesse (If Strength < Dexterity).

Bonus Feats: Weapon Focus (Unarmed Attack) or Two Weapon Fighting

Gear: Cloak, shoes, breeches, tunic, belt, vest, cap, small belt pouch, backpack with waterskin, three day’s trail rations, hooded lantern, 2 flasks oil, flint and steel, 6 candles, 50 feet of silk rope, grappling hook, mallet, small mirror, large sack (empty), 10 pitons, bedroll.

Gold: 3d4 GP.

Campaign Information[edit]

Playing a Fiend[edit]

Religion: Evil aligned Deities are most worshiped by Fiends.

Other Classes: Paladins refuse to be associated with Fiends, Clerics vary by alignment, Sorcerers might find common ground, Druids might not be so fond of Fiends, and other classes vary.

Combat: A Fiend takes a role similar to a Fighter or some Rouge-like roles.

Advancement: Fighter and Rogue themed classes/prestige classes would be of consideration.

Fiends in the World[edit]

Fiends fit in wherever Evil aligned creatures or similarly aligned cultists exist. The stronger evil's presence, the more likely a Fiend is to walk.

Daily Life: Fiends tend to live as Fiendish creatures or creatures that visit from Evil-Aligned plains.

Organizations: Fiends tend to have connections with those of the Evil-Aligned plains. As such, there might be a shocking level of resources to a Fiend's disposal.

NPC Reactions: When NPCs discover what they are, it's basically the same reaction as a fiendish individual.

Fiend Lore[edit]

Characters with ranks in Knowledge (The Planes) can research Fiends to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes)
DC Result
5 "Fiends are creatures from the Material Plane that have been influenced by the Evil aligned Planes."
10 "Fiends that become fully fiendish creatures right away, but do gain other benefits."
15 Means of becoming a Fiend Paragon, including any rituals necessary.
20 A particular notable fiend, including last known deed and location.

Fiends in the Game[edit]

Any place a Fiendish creature, devil, or demon would fit, characters taking this class would fit in as well.

Adaptation: This is simply an adaptation of the Fiendish Creature Template. Similar can be done for templates of a similar nature.


Back to Main Page3.5e HomebrewClassesRacial Paragon Classes