LordErebus12
2013-03-18, 07:27 AM
"Wait, you work? Succubi don't work? Wow, I don't have any idea how to use your true gifts. Your Box isn't broken, is it?"
-- One experienced succubus discovering a new succubi, who works as a tavern wench --
The Succubus (or Incubus if male)
Seductress, Wanderer, Fiend. A Succubus travels the world in search of a place to call her own. Growing up as a succubi is hard, powers begin manifesting with the coming of puberty. Typically this time is extremely difficult for a Succubi, she often feels completely misunderstood and lost; many are depressed or still scared. Most end up killing without understanding the powers fully; worst yet, some end up enjoying killing.
Almost all end up running away from home before adulthood, to escape capture or through a wanderlust. They take to adventuring and often thievery with ease, finding such a life far in preference to staying in an ordinary boring life. Many have to run to avoid any trouble they encounter or create as they age and come into control of their powers. Although with some, this is not a good thing, their powers spring from pure lust, and many give in to their passions.
After years of travel most succubi set up multiple contacts throughout the lands, using different identities to allow herself to travel with greater ease and to conceal her presence.
Most are known for their unique eye traits. Whenever heavily aroused or while using their powers, a succubi's eyes change from their natural color to that of a glowing shade of neon blue. Whenever the succubus is greatly angered, the ignite with a deeper purple glow with flashing color shifts of red sporadically.
Changes are in DarkOrange.
Role:
A succubus favors guile and charm to get what she wants, using her abilities to trick or control her targets into giving in to her demands. Her magic is limited but potent. In combat, the succubus reveals her true fury, growing razor sharp claws and bat-like wings to give her the advantage. Using her drain life ability, she can absorb creature’s energy to weaken them and strengthen herself.
Abilities:
Charisma is extremely important to a Succubi, as her class features and many of her skills are Charisma based. Intelligence is also important for extra skill points in the succubi's many skills. Dexterity is favorable over strength for several reasons. Constitution is a good choice too.
Alignment:
Succubi can be of any alignment, but they typically don't favor lawful or good alignments. Most favor chaos and some fall to evil tendencies. Though rare, even good or lawful succubi appear from time to time.
Races:
Tieflings and half-fiends favor this class, however every race has the potential to carry the blood of the succubi within them, even if it’s merely a trace amount. Generations pass before one is born in some bloodlines, while in others its every generation. Like their ancestors, their gifts are just as chaotic and random as the abyss.
Hit Die: d8.
Starting Gold: As Rogue.
Class Skills
The Succubi's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: 4 x (6 + Int modifier).
Skill Points per Level: 6 + Int modifier.
{table=head]{colsp=16}Table: Succubi Class
Level| BAB | Fort| Ref |Will| Special Abilities| Domains| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th
1st |+0 |+0 |+0 |+2 | Drain Life (1d6), Hunger of the Succubi |2|2|-|-|-|-|-|-|-|-
2nd |+1 |+0 |+0 |+3 | Shifting Features |2|3|1|-|-|-|-|-|-|-
3rd |+2 |+1 |+1 |+3 | Claws of the Succubi |2|4|2|-|-|-|-|-|-|-
4th |+3 |+1 |+1 |+4 | Drain Life (2d6) |2|5|3|1|-|-|-|-|-|-
5th |+3 |+1 |+1 |+4 | Succubi's Caress |3|6|4|2|-|-|-|-|-|-
6th |+4 |+2 |+2 |+5 | Quasit Familiar |3|6|5|3|1|-|-|-|-|-
7th |+5 |+2 |+2 |+5 | Drain Life (3d6), Succubi Resilience 5 |3|6|6|4|2|-|-|-|-|-
8th |+6/+1 |+2 |+2 |+6 | Improved Drain Life |3|6|6|5|3|1|-|-|-|-
9th |+6/+1 |+3 |+3 |+6 | Succubi Healing |4|6|6|6|4|2|-|-|-|-
10th |+7/+2 |+3 |+3 |+7 | Drain Life (4d6) |4|6|6|6|5|3|1|-|-|-
11th |+8/+3 |+3 |+3 |+7 | Wings of the Succubi |4|6|6|6|6|4|2|-|-|-
12th |+9/+4 |+4 |+4 |+8 | Succubi Resilience 10 |4|6|6|6|6|5|3|1|-|-
13th |+9/+4 |+4 |+4 |+8 | Drain Life (5d6) |5|6|6|6|6|6|4|2|-|-
14th |+10/+5 |+4 |+4 |+9 | Greater Succubi's Caress |5|6|6|6|6|6|5|3|1|-
15th |+11/+6/+1 |+5 |+5 |+9 | Silver Tongued |5|6|6|6|6|6|6|4|2|-
16th |+12/+7/+2 |+5 |+5 |+10 | Drain Life (6d6) |5|6|6|6|6|6|6|5|3|1
17th |+12/+7/+2 |+5 |+5 |+10 | Succubi Resilience 15 |6|6|6|6|6|6|6|6|4|2
18th |+13/+8/+3 |+6 |+6 |+11 | Summon Demon |6|6|6|6|6|6|6|6|5|3
19th |+14/+9/+4 |+6 |+6 |+11 | Mass Drain Life (1/Day) |6|6|6|6|6|6|6|6|6|4
20th |+15/+10/+5 |+6 |+6 |+12 | Mantle of the Succubi |6|6|6|6|6|6|6|6|6|5
[/table]
Class Features
The following are the class features of Succubi.
Weapon and Armor Proficiency:
A succubi is proficient with all simple weapons plus the Longbow, longsword, rapier, sap, short sword, shortbow, and whip. Succubi are proficient with light armor, but not with shields.
Domain Spells:
A Succubi casts divine spells, which are drawn from a specific list of cleric domains. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Succubi must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a succubi's spell is 10 + the spell level + the Succubi's Charisma modifier. Like other spellcasters, a succubi can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Succubus Table. In addition, she receives bonus spells per day if she has a high Charisma score.
A Succubi chooses two domains from among those on the list below. A Succubi can select an alignment domain (Chaos or Evil) only if her alignment matches that domain. Each domain gives the Succubi access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. The cleric gets the granted power of only one domain; however, she can change which power is granted each day with 10 minutes of mediation. At 6th, 11th, and 16th level the Succubi gains an additional domain from the list available, allowing her to choose granted powers from the new domain and cast spells from the domain list.
The succubi's selection of spells is extremely limited, drawn from the following list of domains and must meet all requirements of the domains: Abyss, Chaos, Charm, Destruction, Domination, Envy, Evil, Luck, Lust, Pact, Summoner, Travel, and Trickery. Upon reaching 5th level, and at every fifth succubi level after that (10th, 15th, and 20th), a succubus can choose to learn a new domain in place of one she already knows. In effect, the succubi “loses” the old domain in exchange for the new one. The new domain must be the list above. A succubi may swap only a single domain at any given level, and must choose whether or not to swap the domain at the same time that she gains new spells known for the level.
As noted above, a succubus need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
1st - Drain Life (Su):
At will as a standard action, a succubus can drain energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity.
The succubus’s kiss or embraced causes the target to becomed dazed for 1 round (no save) and the target suffers some negative energy damage (will save for half). The damage dealt is 1d6 at 1st level, increasing by another 1d6 at 4th, 7th, 10th, 13th, and 16th levels (max 6d6). The succubus who uses this ability is treated as though she has just consumed a good meal and is sated for the Hunger of the Succubi ability.
1st - Hunger of the Succubi (Su):
A succubus constantly craves intimacy, driving her to seek it out daily. At first its not as bothersome but after a time it becomes a craving that never truly leaves, something only sated for a time. At least once per day, a succubus needs to feed off someone's energy to remain healthy. If the succubus does go without feeding for one day, she develops a bad headache, suffering a -2 morale penalty on all checks and cannot cast spells until she successfully feeds.
Feeding can be accomplished via the Drain Life ability or through part of the Succubi Healing's healing ability. If she does manage to feed, she receives a +2 morale bonus on all attacks, damage, skills and ability checks for one hour per succubi level.
2nd - Shifting Features (Su):
While using this ability, a succubus can alter her physical appearance to that of any other humanoid female of similar size as a swift action. The succubi gains a +10 circumstance bonus on Disguise checks while in this form. This change of appearance is merely cosmetic, and does not alter or grant racial traits or abilities.
3rd - Claws of the Succubi (Su):
As a swift action, the Succubi can cause her hands to grow long and sharp clawed. These claws are primary attacks that deal 1d6 damage. If a manufactured weapon is used in addition to claw attacks, the claws are considered as secondary attacks. These claws last until the succubi dismisses them (free action) or is rendered unconscious. These claws are considered magical for the purposes of damage reduction.
5th - Succubi's Caress (Su):
As a standard action, a succubi's mere contact can influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell-like ability.
The suggested course of activity can continue for 1 hour per level or until completed. If the suggested activity can be completed in a shorter time, the spell-like ability ends when the subject finishes what it was asked to do. The succubi can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell-like ability duration expires, the activity is not performed.
A very reasonable suggestion causes the will save to be made with a penalty (such as –1 or –2). The will save is DC 10 + half the Succubi's level + succubi's charisma modifier to negate the effect.
6th - Quasit Familiar:
The Succubi gains a Quasit familiar as a companion, as if he had taken both the Familiar and improved familiar feats, but is only ever allowed to choose the Quasit (despite it normally requiring a 7th caster level). This quasit familiar functions otherwise just as a wizard's improved familiar functions.
7th - Succubi Resilience 5 (Ex):
The succubi is quite resistant to most types of elemental damage. The Succubi gains resistance to acid 5, cold 5, electricity 5, and fire 5. The succubi also gains damage reduction 5/cold iron.
8th - Improved Drain Life (Su):
The drain life ability can also place the target under the effects of a suggestion spell, one asking the victim to accept another kiss from the succubus. The victim must succeed on a will save (DC 10 + half the Succubi's level + succubi's charisma modifier) or willingly allow the succubi another kiss.
The drain life ability also bestows one negative level, unless the target makes a successful fortitude save at the same DC for the will save.
9th - Succubi Healing (Su):
Whenever the succubi performs a drain life ability with a willing ally, the succubi can heal a number of points of damage equal to the succubi's charisma modifier, without dealing damage to the partner. The partner is still dazed, though. If the succubi engages in at least 10 minutes of sexual activity with a willing partner, the succubi instead heals 1d6 per two succubi levels (max 10d6), and is considered as having a good meal and is sated for the day for the hunger of the succubi ability.
11th - Wings of the Succubi (Su):
As a swift action, the Succubi can cause bat-like wings to grow out of her shoulder blades. These wings grant a fly speed equal to 50 ft. with average maneuverability. These wings last until the succubi dismisses them (free action) or is rendered unconscious.
12th - Succubi Resilience 10 (Ex):
The succubi is quite resistant to certain types of elemental damage. The Succubi gains resistance to acid 10, cold 10, electricity 10, and fire 10. The succubi also gains damage reduction 10/cold iron.
14th - Greater Succubi's Caress (Su):
The Succubi can activate her Succubi's Caress ability as a swift action, rather than standard action.
15th - Silver Tongued (Sp):
The succubi can speak and understand any spoken language, as if under a constant Tongues spell. This does not grant the ability to read or write in languages not learned through the normal means.
17th - Succubi Resilience 15 (Ex):
The succubi becomes even more resistant to certain types of elemental damage. The Succubi gains resistance to acid 15, cold 15, electricity 15, and fire 15. The succubi also gains damage reduction 15/cold iron.
18th - Summon Demon (Sp):
As a full round action once per day, the succubi can summon one demon of her choice with hit dice lower than her own, with 50% success. The demon summoned typically obeys the succubi's commands, within reason, but the demon's initial attitude depends on whether or not she shares part or all of an alignment with it.
If she doesn't share either the chaotic or evil alignment, the starting attitude is Indifferent. If she shares either the chaotic or evil alignment, the starting attitude is Friendly. If she shares both the chaotic and evil alignments, the starting attitude is Helpful.
19th - Mass Drain Life (Su):
As a full round action once per day, the succubi can perform a Drain Life attempt against all opponents within 60 ft. of the Succubi. Each targets are allowed a will save as normal, with no save for the 1 round of being dazed.
20th - Mantle of the Succubi:
The Succubi type changes to Native Outsider with either the Evil or Chaotic subtype. The Claws and Wings abilities are a free action, with the claws overcoming DR to the chosen alignment. The Succubi gains the following spell-like abilities, usable at will: charm monster, detect good, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only).
-- One experienced succubus discovering a new succubi, who works as a tavern wench --
The Succubus (or Incubus if male)
Seductress, Wanderer, Fiend. A Succubus travels the world in search of a place to call her own. Growing up as a succubi is hard, powers begin manifesting with the coming of puberty. Typically this time is extremely difficult for a Succubi, she often feels completely misunderstood and lost; many are depressed or still scared. Most end up killing without understanding the powers fully; worst yet, some end up enjoying killing.
Almost all end up running away from home before adulthood, to escape capture or through a wanderlust. They take to adventuring and often thievery with ease, finding such a life far in preference to staying in an ordinary boring life. Many have to run to avoid any trouble they encounter or create as they age and come into control of their powers. Although with some, this is not a good thing, their powers spring from pure lust, and many give in to their passions.
After years of travel most succubi set up multiple contacts throughout the lands, using different identities to allow herself to travel with greater ease and to conceal her presence.
Most are known for their unique eye traits. Whenever heavily aroused or while using their powers, a succubi's eyes change from their natural color to that of a glowing shade of neon blue. Whenever the succubus is greatly angered, the ignite with a deeper purple glow with flashing color shifts of red sporadically.
Changes are in DarkOrange.
Role:
A succubus favors guile and charm to get what she wants, using her abilities to trick or control her targets into giving in to her demands. Her magic is limited but potent. In combat, the succubus reveals her true fury, growing razor sharp claws and bat-like wings to give her the advantage. Using her drain life ability, she can absorb creature’s energy to weaken them and strengthen herself.
Abilities:
Charisma is extremely important to a Succubi, as her class features and many of her skills are Charisma based. Intelligence is also important for extra skill points in the succubi's many skills. Dexterity is favorable over strength for several reasons. Constitution is a good choice too.
Alignment:
Succubi can be of any alignment, but they typically don't favor lawful or good alignments. Most favor chaos and some fall to evil tendencies. Though rare, even good or lawful succubi appear from time to time.
Races:
Tieflings and half-fiends favor this class, however every race has the potential to carry the blood of the succubi within them, even if it’s merely a trace amount. Generations pass before one is born in some bloodlines, while in others its every generation. Like their ancestors, their gifts are just as chaotic and random as the abyss.
Hit Die: d8.
Starting Gold: As Rogue.
Class Skills
The Succubi's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: 4 x (6 + Int modifier).
Skill Points per Level: 6 + Int modifier.
{table=head]{colsp=16}Table: Succubi Class
Level| BAB | Fort| Ref |Will| Special Abilities| Domains| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th
1st |+0 |+0 |+0 |+2 | Drain Life (1d6), Hunger of the Succubi |2|2|-|-|-|-|-|-|-|-
2nd |+1 |+0 |+0 |+3 | Shifting Features |2|3|1|-|-|-|-|-|-|-
3rd |+2 |+1 |+1 |+3 | Claws of the Succubi |2|4|2|-|-|-|-|-|-|-
4th |+3 |+1 |+1 |+4 | Drain Life (2d6) |2|5|3|1|-|-|-|-|-|-
5th |+3 |+1 |+1 |+4 | Succubi's Caress |3|6|4|2|-|-|-|-|-|-
6th |+4 |+2 |+2 |+5 | Quasit Familiar |3|6|5|3|1|-|-|-|-|-
7th |+5 |+2 |+2 |+5 | Drain Life (3d6), Succubi Resilience 5 |3|6|6|4|2|-|-|-|-|-
8th |+6/+1 |+2 |+2 |+6 | Improved Drain Life |3|6|6|5|3|1|-|-|-|-
9th |+6/+1 |+3 |+3 |+6 | Succubi Healing |4|6|6|6|4|2|-|-|-|-
10th |+7/+2 |+3 |+3 |+7 | Drain Life (4d6) |4|6|6|6|5|3|1|-|-|-
11th |+8/+3 |+3 |+3 |+7 | Wings of the Succubi |4|6|6|6|6|4|2|-|-|-
12th |+9/+4 |+4 |+4 |+8 | Succubi Resilience 10 |4|6|6|6|6|5|3|1|-|-
13th |+9/+4 |+4 |+4 |+8 | Drain Life (5d6) |5|6|6|6|6|6|4|2|-|-
14th |+10/+5 |+4 |+4 |+9 | Greater Succubi's Caress |5|6|6|6|6|6|5|3|1|-
15th |+11/+6/+1 |+5 |+5 |+9 | Silver Tongued |5|6|6|6|6|6|6|4|2|-
16th |+12/+7/+2 |+5 |+5 |+10 | Drain Life (6d6) |5|6|6|6|6|6|6|5|3|1
17th |+12/+7/+2 |+5 |+5 |+10 | Succubi Resilience 15 |6|6|6|6|6|6|6|6|4|2
18th |+13/+8/+3 |+6 |+6 |+11 | Summon Demon |6|6|6|6|6|6|6|6|5|3
19th |+14/+9/+4 |+6 |+6 |+11 | Mass Drain Life (1/Day) |6|6|6|6|6|6|6|6|6|4
20th |+15/+10/+5 |+6 |+6 |+12 | Mantle of the Succubi |6|6|6|6|6|6|6|6|6|5
[/table]
Class Features
The following are the class features of Succubi.
Weapon and Armor Proficiency:
A succubi is proficient with all simple weapons plus the Longbow, longsword, rapier, sap, short sword, shortbow, and whip. Succubi are proficient with light armor, but not with shields.
Domain Spells:
A Succubi casts divine spells, which are drawn from a specific list of cleric domains. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Succubi must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a succubi's spell is 10 + the spell level + the Succubi's Charisma modifier. Like other spellcasters, a succubi can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Succubus Table. In addition, she receives bonus spells per day if she has a high Charisma score.
A Succubi chooses two domains from among those on the list below. A Succubi can select an alignment domain (Chaos or Evil) only if her alignment matches that domain. Each domain gives the Succubi access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. The cleric gets the granted power of only one domain; however, she can change which power is granted each day with 10 minutes of mediation. At 6th, 11th, and 16th level the Succubi gains an additional domain from the list available, allowing her to choose granted powers from the new domain and cast spells from the domain list.
The succubi's selection of spells is extremely limited, drawn from the following list of domains and must meet all requirements of the domains: Abyss, Chaos, Charm, Destruction, Domination, Envy, Evil, Luck, Lust, Pact, Summoner, Travel, and Trickery. Upon reaching 5th level, and at every fifth succubi level after that (10th, 15th, and 20th), a succubus can choose to learn a new domain in place of one she already knows. In effect, the succubi “loses” the old domain in exchange for the new one. The new domain must be the list above. A succubi may swap only a single domain at any given level, and must choose whether or not to swap the domain at the same time that she gains new spells known for the level.
As noted above, a succubus need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
1st - Drain Life (Su):
At will as a standard action, a succubus can drain energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity.
The succubus’s kiss or embraced causes the target to becomed dazed for 1 round (no save) and the target suffers some negative energy damage (will save for half). The damage dealt is 1d6 at 1st level, increasing by another 1d6 at 4th, 7th, 10th, 13th, and 16th levels (max 6d6). The succubus who uses this ability is treated as though she has just consumed a good meal and is sated for the Hunger of the Succubi ability.
1st - Hunger of the Succubi (Su):
A succubus constantly craves intimacy, driving her to seek it out daily. At first its not as bothersome but after a time it becomes a craving that never truly leaves, something only sated for a time. At least once per day, a succubus needs to feed off someone's energy to remain healthy. If the succubus does go without feeding for one day, she develops a bad headache, suffering a -2 morale penalty on all checks and cannot cast spells until she successfully feeds.
Feeding can be accomplished via the Drain Life ability or through part of the Succubi Healing's healing ability. If she does manage to feed, she receives a +2 morale bonus on all attacks, damage, skills and ability checks for one hour per succubi level.
2nd - Shifting Features (Su):
While using this ability, a succubus can alter her physical appearance to that of any other humanoid female of similar size as a swift action. The succubi gains a +10 circumstance bonus on Disguise checks while in this form. This change of appearance is merely cosmetic, and does not alter or grant racial traits or abilities.
3rd - Claws of the Succubi (Su):
As a swift action, the Succubi can cause her hands to grow long and sharp clawed. These claws are primary attacks that deal 1d6 damage. If a manufactured weapon is used in addition to claw attacks, the claws are considered as secondary attacks. These claws last until the succubi dismisses them (free action) or is rendered unconscious. These claws are considered magical for the purposes of damage reduction.
5th - Succubi's Caress (Su):
As a standard action, a succubi's mere contact can influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell-like ability.
The suggested course of activity can continue for 1 hour per level or until completed. If the suggested activity can be completed in a shorter time, the spell-like ability ends when the subject finishes what it was asked to do. The succubi can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell-like ability duration expires, the activity is not performed.
A very reasonable suggestion causes the will save to be made with a penalty (such as –1 or –2). The will save is DC 10 + half the Succubi's level + succubi's charisma modifier to negate the effect.
6th - Quasit Familiar:
The Succubi gains a Quasit familiar as a companion, as if he had taken both the Familiar and improved familiar feats, but is only ever allowed to choose the Quasit (despite it normally requiring a 7th caster level). This quasit familiar functions otherwise just as a wizard's improved familiar functions.
7th - Succubi Resilience 5 (Ex):
The succubi is quite resistant to most types of elemental damage. The Succubi gains resistance to acid 5, cold 5, electricity 5, and fire 5. The succubi also gains damage reduction 5/cold iron.
8th - Improved Drain Life (Su):
The drain life ability can also place the target under the effects of a suggestion spell, one asking the victim to accept another kiss from the succubus. The victim must succeed on a will save (DC 10 + half the Succubi's level + succubi's charisma modifier) or willingly allow the succubi another kiss.
The drain life ability also bestows one negative level, unless the target makes a successful fortitude save at the same DC for the will save.
9th - Succubi Healing (Su):
Whenever the succubi performs a drain life ability with a willing ally, the succubi can heal a number of points of damage equal to the succubi's charisma modifier, without dealing damage to the partner. The partner is still dazed, though. If the succubi engages in at least 10 minutes of sexual activity with a willing partner, the succubi instead heals 1d6 per two succubi levels (max 10d6), and is considered as having a good meal and is sated for the day for the hunger of the succubi ability.
11th - Wings of the Succubi (Su):
As a swift action, the Succubi can cause bat-like wings to grow out of her shoulder blades. These wings grant a fly speed equal to 50 ft. with average maneuverability. These wings last until the succubi dismisses them (free action) or is rendered unconscious.
12th - Succubi Resilience 10 (Ex):
The succubi is quite resistant to certain types of elemental damage. The Succubi gains resistance to acid 10, cold 10, electricity 10, and fire 10. The succubi also gains damage reduction 10/cold iron.
14th - Greater Succubi's Caress (Su):
The Succubi can activate her Succubi's Caress ability as a swift action, rather than standard action.
15th - Silver Tongued (Sp):
The succubi can speak and understand any spoken language, as if under a constant Tongues spell. This does not grant the ability to read or write in languages not learned through the normal means.
17th - Succubi Resilience 15 (Ex):
The succubi becomes even more resistant to certain types of elemental damage. The Succubi gains resistance to acid 15, cold 15, electricity 15, and fire 15. The succubi also gains damage reduction 15/cold iron.
18th - Summon Demon (Sp):
As a full round action once per day, the succubi can summon one demon of her choice with hit dice lower than her own, with 50% success. The demon summoned typically obeys the succubi's commands, within reason, but the demon's initial attitude depends on whether or not she shares part or all of an alignment with it.
If she doesn't share either the chaotic or evil alignment, the starting attitude is Indifferent. If she shares either the chaotic or evil alignment, the starting attitude is Friendly. If she shares both the chaotic and evil alignments, the starting attitude is Helpful.
19th - Mass Drain Life (Su):
As a full round action once per day, the succubi can perform a Drain Life attempt against all opponents within 60 ft. of the Succubi. Each targets are allowed a will save as normal, with no save for the 1 round of being dazed.
20th - Mantle of the Succubi:
The Succubi type changes to Native Outsider with either the Evil or Chaotic subtype. The Claws and Wings abilities are a free action, with the claws overcoming DR to the chosen alignment. The Succubi gains the following spell-like abilities, usable at will: charm monster, detect good, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only).