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[[Category:Film and Media]]
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[[Category:D and D]]
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{{infobox DnD character class
| name              = Half-Succubus
| role              = Seductress<br>Temptress<br>Influencer
| alignment        = Any Evil
| editions          = All
| source            = SimChamber Role Playing Game
| mythical          = [[Succubus (Traditional)|Succubus]]
| based            = [[Succubus (Dungeons and Dragons)|Succubus]]
}}
''For other uses of the word [[Succubus]], see [[Succubus (disambiguation)]].''
''For other uses of the word [[Succubus]], see [[Succubus (disambiguation)]].''


A '''Half-Succubus''' is a character statistics designed to be used in the ''SimChamber'' role playing game to create a fiend with these characteristics. Some of those stats and concepts can be used in the ''Dungeons and Dragons'' role playing game universe as well.


'''The following article was originally posted at the [http://www.big-metto.net/RP_Wiki/index.php?title=Half_Succubus SimChamber Wiki]'''
== Statistics ==
 
{| {{wikitable}} 
 
 
This article is a series of stats and background information to be used in the SimChamber RPG game to create a half-Succubus fiend. Some of those stats and concepts can be used in the Dungeons and Dragons RPG universe as well.
 
 
 
== The Half-Succubus ==
{| border="1"
! Level !! Special
! Level !! Special
|-
|-
| 1st || Str +2, Cha +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities, bonus class skills
| '''1st''' || Str +2, Cha +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities, bonus class skills
|-
|-
| 2nd || Int +2, Cha +2, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell resistance (lesser), spell-like abilities
| '''2nd''' || Int +2, Cha +2, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell resistance (lesser), spell-like abilities
|-
|-
| 3rd || Dex +2, Cha +2, natural armor +1, damage reduction, smite good, spell-like abilities
| '''3rd''' || Dex +2, Cha +2, natural armor +1, damage reduction, smite good, spell-like abilities
|-
|-
| 4th || Int +2, Cha +2, resistances (acid 10, cold 10, electricity 10, fire 10), spell resistance (greater), spell-like abilities, wings
| '''4th''' || Int +2, Cha +2, resistances (acid 10, cold 10, electricity 10, fire 10), spell resistance (greater), spell-like abilities, wings
|}
|}


== Features ==
== Features ==
{| class="wikitable" style="float:right; margin-left: 10px;"
! Size
! Damage
|-
|Fine    ||    --
|-
|Diminutive || 1
|-
|Tiny    ||    1d2
|-
|Small  ||    1d3
|-
|Medium  ||    1d4
|-
|Large  ||    1d6
|-
|Huge    ||  1d8
|-
|Gargantuan || 2d6
|-
|Colossal  ||  3d6
|}
All of the following are class features of the half-fiend template class:


All of the following are class features of the half-fiend template class.
*'''Ability Score Changes:''' The indicated ability score increases or decreases by the amount noted.
*'''Natural Armor Improvements:''' At 1st level and 3rd level, the half-fiend's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
*'''Claws:''' At 1st level, the half-fiend gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-fiend's claws are natural attacks.
*'''Darkvision (Ex):''' At 1st level, the half-fiend gains darkvision to a 60-foot range.
*'''Bonus Class Skills:''' A Half-Fiend treats the following skills as class skills: Bluff, Diplomacy, Disguise.
*'''Spell-Like Abilities:''' Starting at 1st level, a half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fiend's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fiend's Charisma modifier). The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fiend whose character level is 6th has darkness (1st-level half-fiend) plus desecrate and unholy blight (2nd-level half-fiend).


'''Ability Score Changes:''' The indicated ability score increases or decreases by the amount noted.
{| class="wikitable" style="float:right; margin-left: 10px;"
 
! Min<br>Half-Succubus<br>Level ||Minimum<br>Character<br>Level ||Spell-Like<br>Abilities<br>Gained
'''Natural Armor Improvements:''' At 1st level and 3rd level, the half-fiend's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
|-
 
|'''1st''' || 1st    ||   Detect Good 3/day
'''Claws:''' At 1st level, the half-fiend gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-fiend's claws are natural attacks.
|-
 
|    || 7th   ||    Tongues 3/day
Size        Damage
|-
Fine        --
|    ||13th   ||  Greater Teleport 1/day
Diminutive  1
|-
Tiny        1d2
|'''2nd''' ||    3rd     ||  Detect Thoughts 1/day
Small      1d3
|-
Medium      1d4
|    ||      5th   ||    Alter Self 3/day
Large      1d6
|-
Huge        1d8
|      ||    13th   ||    Ethereal Jaunt 3/day
Gargantuan  2d6
|-
Colossal    3d6
| '''3rd''' ||    9th   ||    Suggestion 1/day
 
|-
'''Darkvision (Ex):''' At 1st level, the half-fiend gains darkvision to a 60-foot range.
|      ||    15th   ||    Unholy Aura 1/day
 
|-
'''Bonus Class Skills:''' A Half-Fiend treats the following skills as class skills: Bluff, Diplomacy, Disguise.
|      ||    17th ||    Summon monster IX (demons only) 1/day
 
|-
'''Spell-Like Abilities:''' Starting at 1st level, a half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fiend's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fiend's Charisma modifier).
| '''4th''' ||    11th   ||  Charm Monster 1/day
 
|-
Min Half- Minimum   Spell-Like Abilities Gained
|      ||    19th   ||    Destruction 1/day
Succubus  Character
|}
Level    Level
1st      1st        Detect Good 3/day
          7th       Tongues 3/day
          13th       Greater Teleport 1/day
  2nd      3rd       Detect Thoughts 1/day
          5th       Alter Self 3/day
          13th       Ethereal Jaunt 3/day
  3rd      9th       Suggestion 1/day
          15th       Unholy Aura 1/day
          17th       Summon monster IX (demons only) 1/day
  4th      11th       Charm Monster 1/day
          19th       Destruction 1/day


The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fiend whose character level is 6th has darkness (1st-level half-fiend) plus desecrate and unholy blight (2nd-level half-fiend).
*'''Outsider Type:''' At 1st level, the half-fiend completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids.


'''Outsider Type:''' At 1st level, the half-fiend completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
*'''Poison Immunity (Ex):''' At 2nd level, a half-fiend becomes immune to all poisons.


'''Poison Immunity (Ex):''' At 2nd level, a half-fiend becomes immune to all poisons.
*'''Resistances (Ex):''' At 2nd level, a half-fiend gains resistance 5 to acid, cold, electricity, and fire. At 4th level, each of these resistances increases to 10.


'''Resistances (Ex):''' At 2nd level, a half-fiend gains resistance 5 to acid, cold, electricity, and fire. At 4th level, each of these resistances increases to 10.
*'''Spell Resistance (Su):''' At 2nd level, a half-fiend gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).


'''Spell Resistance (Su):''' At 2nd level, a half-fiend gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).
*'''Damage Reduction (Su):''' A 3rd-level or higher half-fiend has damage reduction 5/good and silver if her character level is 11th or lower, or damage reduction 10/good and silver if her character level is 12th or higher. A half-fiend treats her natural weapons as  weapons for the purpose of bypassing the damage reduction of other creatures.


'''Damage Reduction (Su):''' A 3rd-level or higher half-fiend has damage reduction 5/good and silver if her character level is 11th or lower, or damage reduction 10/good and silver if her character level is 12th or higher. A half-fiend treats her natural weapons as  weapons for the purpose of bypassing the damage reduction of other creatures.
*'''Smite Good (Su):''' Once per day, a half-fiend of at least 3rd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.


'''Smite Good (Su):''' Once per day, a half-fiend of at least 3rd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
*'''Wings (Ex):''' At 4th level, a half-fiend grows batlike wings, which she may use to fly at up to her base land speed with average maneuverability.


'''Wings (Ex):''' At 4th level, a half-fiend grows batlike wings, which she may use to fly at up to her base land speed with average maneuverability.


==External Links==
==External Links==
*[http://www.big-metto.net/RP_Wiki/index.php?title=Half_Succubus The original source of this article at the SimChamber RPG Wiki]
*[http://www.big-metto.net/RP_Wiki/index.php?title=Half_Succubus The original source of this article at the SimChamber Wiki]

Latest revision as of 06:48, 24 April 2014

Half-Succubus
Characteristics
Role Seductress
Temptress
Influencer
Alignment Any Evil
Publication history
Editions All
Source books SimChamber Role Playing Game
Mythological origins Succubus
Based on Succubus

For other uses of the word Succubus, see Succubus (disambiguation).

A Half-Succubus is a character statistics designed to be used in the SimChamber role playing game to create a fiend with these characteristics. Some of those stats and concepts can be used in the Dungeons and Dragons role playing game universe as well.

Statistics

Level Special
1st Str +2, Cha +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities, bonus class skills
2nd Int +2, Cha +2, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell resistance (lesser), spell-like abilities
3rd Dex +2, Cha +2, natural armor +1, damage reduction, smite good, spell-like abilities
4th Int +2, Cha +2, resistances (acid 10, cold 10, electricity 10, fire 10), spell resistance (greater), spell-like abilities, wings

Features

Size Damage
Fine --
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6

All of the following are class features of the half-fiend template class:

  • Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
  • Natural Armor Improvements: At 1st level and 3rd level, the half-fiend's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
  • Claws: At 1st level, the half-fiend gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-fiend's claws are natural attacks.
  • Darkvision (Ex): At 1st level, the half-fiend gains darkvision to a 60-foot range.
  • Bonus Class Skills: A Half-Fiend treats the following skills as class skills: Bluff, Diplomacy, Disguise.
  • Spell-Like Abilities: Starting at 1st level, a half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fiend's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fiend's Charisma modifier). The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fiend whose character level is 6th has darkness (1st-level half-fiend) plus desecrate and unholy blight (2nd-level half-fiend).
Min
Half-Succubus
Level
Minimum
Character
Level
Spell-Like
Abilities
Gained
1st 1st Detect Good 3/day
7th Tongues 3/day
13th Greater Teleport 1/day
2nd 3rd Detect Thoughts 1/day
5th Alter Self 3/day
13th Ethereal Jaunt 3/day
3rd 9th Suggestion 1/day
15th Unholy Aura 1/day
17th Summon monster IX (demons only) 1/day
4th 11th Charm Monster 1/day
19th Destruction 1/day
  • Outsider Type: At 1st level, the half-fiend completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
  • Poison Immunity (Ex): At 2nd level, a half-fiend becomes immune to all poisons.
  • Resistances (Ex): At 2nd level, a half-fiend gains resistance 5 to acid, cold, electricity, and fire. At 4th level, each of these resistances increases to 10.
  • Spell Resistance (Su): At 2nd level, a half-fiend gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).
  • Damage Reduction (Su): A 3rd-level or higher half-fiend has damage reduction 5/good and silver if her character level is 11th or lower, or damage reduction 10/good and silver if her character level is 12th or higher. A half-fiend treats her natural weapons as weapons for the purpose of bypassing the damage reduction of other creatures.
  • Smite Good (Su): Once per day, a half-fiend of at least 3rd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
  • Wings (Ex): At 4th level, a half-fiend grows batlike wings, which she may use to fly at up to her base land speed with average maneuverability.


External Links