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The Tiefling/Half-Fiend Transition Class


The Tiefling/Half-Fiend Transition Class

Tieflings who wish to become half-fiends can do so in just three race levels.

Table The Tiefling/Half-Fiend Transition Class

LevelHD F R WSpecial
1std10 2 0 2Str +2, Con +2, natural armor +1, 2 claws, bite, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell-like abilities, spell resistance (lesser)
2ndd10 3 0 3Str +2, damage reduction, spell-like abilities
3rdd10 3 1 3Dex +2, Int +2, Cha +2, resistances (acid 10, cold 10, electricity 10, fire 10), spell-like abilities, spell resistance (greater), wings

Tiefling/Half-Fiend Transition Class Features

All of the following are class features of the tiefling/half-fiend transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st level, the tiefling/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.

Claws: At 1st level, the tiefling/half-fiend gains two natural claw attacks if he didn't already have them. Each claw attack deals 1d6 points of damage.

Bite: At 1st level, the tiefling/half-fiend gains a natural bite attack if he didn't already have one. His bite attack deals 1d8 points of damage.

Poison Immunity (Ex): At 1st level, a tiefling/half-fiend becomes immune to all poisons.

Resistances (Ex): At 1st level, a tiefling/half-fiend gains acid, cold, and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

Spell-Like Abilities: Starting at 1st level, a tiefling/half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the tiefling/half-fiend's character level and level in the transition class, according to the following table. In each case, the caster level equals the tiefling/half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + 1/2 HD + tiefling/half-fiend's main class modifier). These abilities are in addition to his tiefling spell-like abilities. 

Minimum Transition
Class Level
Minimum
Character Level
Spell-Like Abilities Gained
1st1stDarkness
3rdDesecrate
5thUnholy blight
7thPoison
13thUnhallow, Unholy Aura
2nd9thContagion
15thHorrid wilting 
17thSummon monster IX (fiends only) 
3rd11thBlasphemy 
19thDestruction 

The character gains each spell-like ability as soon as he meets both qualifications for it. Spell-like abilities are cumulative. Spell-like abilities can be used x times per day.

Tiefling / Half - Fiend Spell-Like Abilities x / day



Spell Resistance (Su): At 1st level, a tiefling/half-fiend gains spell resistance equal to his character level (maximum 25). At 3rd level, his spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher tiefling/half-fiend has damage reduction 5/good if his character level is 11th or lower, or damage reduction 10/good if his character level is 12th or higher. 

Smite (Su): Once per day, a tiefling/half-fiend of at least 2nd level may attempt to smite a creature with one normal melee attack. This attack deals +1 Attk/ 2 lvls and extra damage equal to his HD (maximum +20) against a foe plus main class modifier if applicable. (Only Cha, Wis, Int modifier).

Wings (Ex): At 3rd level, a tiefling/half-fiend grows batlike wings, which he may use to fly at up to his base land speed with average maneuverability.

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