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View Full Version : Succubi/Incubi and Albasters (Non-Outsider Base Classes 3.5)



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).

LordErebus12
2013-03-18, 08:03 AM
Feats

Cursed Kiss
Some succubi have mastered the ability to curse those she kisses, instead of dealing damage.

Prerequisites: Drain Life 2d6
Benefit: The succubi may place a curse on the subject, instead of draining life energy. Forgoing all damage the kiss might have dealt, the succubi places a curse upon the target. Choose one of the following three effects.

–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
The curse bestowed by this ability cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. These penalties are not accumulative, and do not stack in any way with another Bestow Curse or another Cursed Kiss.



Life-Stealing Kiss
Some succubi have mastered the ability to absorb the life force they drain through their Drain Life ability, allowing them to partially heal themselves with each successful kiss.

Prerequisites: Cha 13+, Drain Life ability.
Benefit: The succubi automatically heals a number of hit points equal to half the damage dealt by the Drain Life ability.
Normal: The succubi receives no healing from its Drain Life ability.



Blessings of the Lilitu
some succubi's natures shield them from most forms of magical detection, and their ability to pose as clerics goes a long way toward allowing them to gain an impressionable town’s gratitude

Prerequisites: Cha 17+, Succubi only.
Benefit: Spells and spell-like abilities that have the good descriptor treat the succubi as if her alignment was good. Magic items are similarly fooled. The succubi adds the Healing and Renewal domains to their list of available domains.

A succubi's heretical nature renders her particularly susceptible to divine magic. She makes all saving throws against divine magic at a –2 penalty, and checks to overcome her spell resistance (if any) with a divine spell gain a +4 sacred bonus.

LordErebus12
2013-03-18, 08:18 AM
"Hello, Whore." *the sound of steel leaving a sheath rings off behind you*
-- Random Albaster --

Albasters

Albasters deal in control and abuse, making the targets suffer through shame, causing the targets to give up more than just the will to fight. An Albaster isn’t finished until their targets wish for death or even attempt to seize it themselves. Albasters seem to be able to sense others thoughts and emotions; using this to every advantage. They attempt to dominate those with weaker wills than theirs and are typically brutal killers.

They enjoy playing on their target's emotions, specifically any internal remorse on the opponent's mind, making it difficult to overpower the Albaster. They are resistant to powers and magic from others cast from others, but can lower their guard if they wish. They often hold elaborate charades to lure their targets into a false sense of security, before striking with lethal intent.

Albasters feed on negative sexual emotions in general. Albasters create massive shame in their targets over these sexual actions that lead to depression and eventual suicide. They are wrathful creatures who are quick to seek revenge. Their lives growing up are typically full of sadistic murders and abuse of all kinds, they are from the worst of stock.

Similar to the Succubi, the Albasters also have glowing eyes, although theirs favor a grey-blue glow and intense red color-shifts when angered.

Changes are in DarkOrange.

Role:
An Albaster favors dominance to get what he wants, using his abilities to force or control his targets into giving in to his demands. His magic is limited but potent. In combat, the Albaster reveals his true fury, growing giant horns and a long whip-like tail to give him the advantage. Using his Drain Will ability, he can absorb creatures energy to weaken them and strengthen himself.

Abilities:
Charisma is extremely important to an Albaster, as his class features and many of his skills are Charisma based. Intelligence is also important for extra skill points in the Albaster's many skills. Dexterity is favorable over strength for several reasons. Constitution is a good choice too.

Alignment:
Albasters are never good, but can be of any other alignment. The majority favoring evil alignments and tend towards chaotic.

Races:
Tieflings and half-fiends favor this class, however every race has the potential to carry the blood of the Albaster 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 Albaster'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: Albaster Class
Level| BAB | Fort| Ref |Will| Special Abilities| Domains| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th

1st |+0 |+0 |+0 |+2 | Drain Will (1d4), Hunger of the Albaster |2|2|-|-|-|-|-|-|-|-
2nd |+1 |+0 |+0 |+3 | Detect Thoughts |2|3|1|-|-|-|-|-|-|-
3rd |+2 |+1 |+1 |+3 | Horns of the Albaster |2|4|2|-|-|-|-|-|-|-
4th |+3 |+1 |+1 |+4 | Sneak Attack +1d6 |2|5|3|1|-|-|-|-|-|-
5th |+3 |+1 |+1 |+4 | Albaster's Caress |3|6|4|2|-|-|-|-|-|-

6th |+4 |+2 |+2 |+5 | Quasit Familiar |3|6|5|3|1|-|-|-|-|-
7th |+5 |+2 |+2 |+5 | Drain Will (2d4), Albaster Resilience 5 |3|6|6|4|2|-|-|-|-|-
8th |+6/+1 |+2 |+2 |+6 | Improved Drain Will |3|6|6|5|3|1|-|-|-|-
9th |+6/+1 |+3 |+3 |+6 | Death Urge |4|6|6|6|4|2|-|-|-|-
10th |+7/+2 |+3 |+3 |+7 | Sneak Attack +2d6 |4|6|6|6|5|3|1|-|-|-

11th |+8/+3 |+3 |+3 |+7 | Barbed Tail of the Albaster |4|6|6|6|6|4|2|-|-|-
12th |+9/+4 |+4 |+4 |+8 | Albaster Resilience 10 |4|6|6|6|6|5|3|1|-|-
13th |+9/+4 |+4 |+4 |+8 | Drain Will (3d4) |5|6|6|6|6|6|4|2|-|-
14th |+10/+5 |+4 |+4 |+9 | Greater Albaster'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 | Sneak Attack +3d6 |5|6|6|6|6|6|6|5|3|1
17th |+12/+7/+2 |+5 |+5 |+10 | Albaster 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 Will (1/Day) |6|6|6|6|6|6|6|6|6|4
20th |+15/+10/+5 |+6 |+6 |+12 | Mantle of the Albaster |6|6|6|6|6|6|6|6|6|5
[/table]

Class Features
The following are the class features of Albaster.

Weapon and Armor Proficiency:
An Albaster is proficient with all simple weapons plus the Longbow, longsword, rapier, sap, short sword, shortbow, and whip. Albaster are proficient with light armor, but not with shields.

Domain Spells:
An Albaster casts divine spells drawn from a specific list of cleric domains. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an Albaster must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an Albaster's spell is 10 + the spell level + the Albaster's Charisma modifier. Like other spellcasters, an Albaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Albaster Table. In addition, he receives bonus spells per day if he has a high Charisma score.

An Albaster chooses two domains from among those on the list below. An Albaster can select an alignment domain (Chaos or Evil) only if his alignment matches that domain. Each domain gives the Albaster access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Albaster gets the granted power of only one domain; however, he can change which power is granted each day with 10 minutes of mediation. At 6th, 11th, and 16th level the Albaster gains an additional domain from the list available, allowing his to choose granted powers from the new domain and cast spells from the domain list.

The Albaster's selection of spells is extremely limited, drawn from the following list of domains and must meet all requirements of the domains: Abyss, Chaos, Destruction, Domination, Evil, Greed, Lust, Pact, Suffering, Summoner, Travel, Trickery, Tyranny, and Wrath. Upon reaching 5th level, and at every fifth Albaster level after that (10th, 15th, and 20th), an Albaster can choose to learn a new domain in place of one he already knows. In effect, the Albaster “loses” the old domain in exchange for the new one. The new domain must be the list above. An Albaster may swap only a single domain at any given level, and must choose whether to swap the domain at the same time that he gains new spells known for the level.

As noted above, an Albaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

1st - Drain Will (Su):
At will as a standard action, an Albaster can drain the will power 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 Albaster must start a grapple, which provokes an attack of opportunity.

The Albaster’s kiss or embraced causes the target to becomed dazed for 1 round (no save) and the target suffers wisdom damage (will save for a minimum of 1 wisdom damage). The damage dealt is 1d4 at 1st level, increasing by another 1d4 at 7th, and 13th level (max 3d4). The Albaster who uses this ability is healed for a number of hit points equal to the Albaster’s charisma modifier, is treated as though he has just consumed a good meal and is sated for the Hunger of the Albaster ability.

1st - Hunger of the Albaster (Su):
An Albaster constantly craves the suffering of others, driving his to seek it out daily. At first, it is 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, an Albaster needs to feed off someone's suffering to remain healthy. If the Albaster does go without feeding for one day, he develops a bad headache, suffering a -2 morale penalty on all checks and cannot cast spells until he successfully feeds.

Feeding can be accomplished via the Drain Will ability or through part of the Death Urge ability. If he does manage to feed, he receives a +2 morale bonus on all attacks, damage, skills and ability checks for one hour per Albaster level.

2nd – Detect Thoughts (Su):
While using this ability, the albaster can detect surface thoughts from all within a 60 ft. cone, as a standard action. The amount of information revealed depends on how long he studies a particular area or subject. This requires concentration to perform but can be used at will. Each round, the Albaster can turn to detect thoughts in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks the ability’s effect.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than the Albaster’s own Intelligence score), the Albaster is stunned for one round and the effect ends. This ability does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the Albaster from reading its thoughts, and Albaster must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that the Albaster can pick up.

3rd - Horns of the Albaster (Su):
As a swift action, the Albaster can cause his forehead to grow long and sharp horns. These horns grants a primary gore attack that deals 1d8 damage. If a manufactured weapon is used in addition to gore attack, the gore is considered as a secondary attack. These horns last until the Albaster dismisses them (free action) or is rendered unconscious. These horns are considered magical for the purposes of damage reduction.

5th - Albaster's Caress (Su):
As a standard action, an Albaster'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 Albaster 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 Albaster's level + Albaster's charisma modifier to negate the effect.

6th - Quasit Familiar:
The Albaster 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 - Albaster Resilience 5 (Ex):
The Albaster is quite resistant to most types of elemental damage. The Albaster gains resistance to acid 5, cold 5, electricity 5, and fire 5. The Albaster also gains damage reduction 5/cold iron.

8th - Improved Drain Will (Su):
The Drain Will ability can also place the target under the effects of a suggestion spell, one asking the victim to accept another kiss from the Albaster. The victim must succeed on a will save (DC 10 + half the Albaster's level + Albaster's charisma modifier) or willingly allow the Albaster another kiss.

The Drain Will ability also bestows one negative level, unless the target makes a successful fortitude save at the same DC for the will save.

9th – Death Urge (Su):
As a standard action, the Albaster can plant a hidden death-urge impulse in the subject’s unconscious within close range. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself. If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.

If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon. The target is able to make a will save (DC 10 + half the Albaster's level + Albaster's charisma modifier) to negate the effect. If the target fails the save, the effect only lasts one round. If successful, the Albaster is treated as though he has just consumed a good meal and is sated for the Hunger of the Albaster ability.

11th - Barbed Tail of the Albaster (Su):
As a swift action, the Albaster can grow a long barbed tail, one capable of painful wounds that continue to bleed. The tail is long, capable of striking targets within a 15 ft. reach and is capable of tripping a target as well. The tail’s attacks are treated as a primary attack, just as the Albaster’s horns are. The tail deals 2d4 slashing damage, with a chance of double damage on a successful critical hit on natural rolls of 19 and 20. This tail last until the Albaster dismisses it (free action) or is rendered unconscious. This tail attack is considered magical for the purposes of damage reduction.

12th - Albaster Resilience 10 (Ex):
The Albaster is quite resistant to certain types of elemental damage. The Albaster gains resistance to acid 10, cold 10, electricity 10, and fire 10. The Albaster also gains damage reduction 10/cold iron.

14th - Greater Albaster's Caress (Su):
The Albaster can activate his Albaster's Caress ability as a swift action, rather than standard action.

15th - Silver Tongued (Sp):
The Albaster 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 - Albaster Resilience 15 (Ex):
The Albaster becomes even more resistant to certain types of elemental damage. The Albaster gains resistance to acid 15, cold 15, electricity 15, and fire 15. The Albaster also gains damage reduction 15/cold iron.

18th - Summon Demon (Sp):
As a full round action once per day, the Albaster can summon one demon of his choice with hit dice lower than his own, with 50% success. The demon summoned typically obeys the Albaster's commands, within reason, but the demon's initial attitude depends on whether or not he shares part or all of an alignment with it.

If he doesn't share either the chaotic or evil alignment, the starting attitude is Indifferent. If he shares either the chaotic or evil alignment, the starting attitude is Friendly. If he shares both the chaotic and evil alignments, the starting attitude is Helpful.

19th - Mass Drain Will (Su):
As a full round action once per day, the Albaster can perform a Drain Will attempt against all opponents within 60 ft. of the Albaster. All targets are allowed a will save as normal, with no save for the 1 round of being dazed.

20th - Mantle of the Albaster:
The Albaster type changes to Native Outsider with either the Evil or Chaotic subtype. The Horns and Barbed Tail abilities are usable as a free action, with the claws overcoming DR to the chosen alignment. The Albaster gains the following spell-like abilities, usable at will: detect good, detect thoughts, dominant person, ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only).

Holocron Coder
2013-03-18, 08:55 AM
Just looking it over, but I'm pretty sure that there's no way for a 1st level succubus to remove the penalty, since both options listed are only received at a higher level (2nd and 6th, respectively).

LordErebus12
2013-03-18, 08:58 AM
Just looking it over, but I'm pretty sure that there's no way for a 1st level succubus to remove the penalty, since both options listed are only received at a higher level (2nd and 6th, respectively).

could be worded better.


Edit: fixed

Holocron Coder
2013-03-18, 09:27 AM
As-written, having the Hunger at 1st level is meaningless, so it should not be gained at 1st level, but rather at 2nd.

EDIT: Also unsure as to why a demon-flavored class has the resistances of both demons and devils. Go with just the demon resistances. Also, they're a bit low. Starting at 5 is alright, but they should probably improve to 15 by max.

Mephibosheth
2013-03-18, 09:57 AM
Drain life seems like a pretty powerful ability for second level. One negative level and a Suggestion effect? I'd tone it down and grant incremental improvements. Like, maybe it deals negative energy damage at second level, replacing it with a negative level later in the progression. The same with Suggestion. Maybe start with charmed and ramp it up later. Maybe add an improvement every time the succubus gets another daily use.

The same is true of succubi's caress. As I read it, it's Suggestion at will. At 3rd level. Again, incrementally ramping up the power would be better, imo. Charm < suggestion < dominate.

Succubi Healing doesn't seem too overpowered, but since there's no downside, it's effectively infinite out-of-combat healing. I'm a little leery of things like that. It's not too outrageous, but a little more than I'm comfortable with at 6th level. I guess it depends on your games. If you typically have days with fewer encounters where out-of-combat resources aren't particularly limited, then it's not too bad.

Shifting Features is the opposite. I'd actually like to see it phased in earlier. Maybe as Disguise Self at lower levels and then Alter Self or Change Shape at higher levels. For me, taking on different forms is a big part of a succubus' schtick.

A lot of the abilities seem to have unlimited uses. Is that intentional? I don't think anything necessarily needs per day limits, but I just figured I'd ask. I know I tend to forget to add those sometimes.

Overall, I think this does a decent job of spreading succubi-themed abilities out over 20 levels. I think it's a little front-loaded and, with the exception of Mass Drain Life, the higher levels could use a boost. But an interesting class!

Belial_the_Leveler
2013-03-18, 09:58 AM
This is weird; no charm person/monster SLA?

RedWarlock
2013-03-18, 10:18 AM
I'm not sure why the female-only restriction. Succubus and Incubus are the same creature, female and male versions respectively.

LordErebus12
2013-03-18, 10:43 AM
been watching lost girl, lol. trying to base it off of Bo's abilities as a succubus.

The Succubus
2013-03-18, 10:48 AM
Just started watching that myself, actually...

I may be tempted to try out this base class if I find a willing PbP. =3

LordErebus12
2013-03-18, 11:38 AM
As-written, having the Hunger at 1st level is meaningless, so it should not be gained at 1st level, but rather at 2nd.

EDIT: Also unsure as to why a demon-flavored class has the resistances of both demons and devils. Go with just the demon resistances. Also, they're a bit low. Starting at 5 is alright, but they should probably improve to 15 by max.

Moved the class features around a bit, made some big changes. hunger and life drain are both first level, so the penalties/bonuses apply earlier. Succubi have all electricity immunity, with energy resistance 10 to the other three i gave it, i dont know why your blurting out Devils...


Drain life seems like a pretty powerful ability for second level. One negative level and a Suggestion effect? I'd tone it down and grant incremental improvements. Like, maybe it deals negative energy damage at second level, replacing it with a negative level later in the progression. The same with Suggestion. Maybe start with charmed and ramp it up later. Maybe add an improvement every time the succubus gets another daily use.

The same is true of succubi's caress. As I read it, it's Suggestion at will. At 3rd level. Again, incrementally ramping up the power would be better, imo. Charm < suggestion < dominate.

Succubi Healing doesn't seem too overpowered, but since there's no downside, it's effectively infinite out-of-combat healing. I'm a little leery of things like that. It's not too outrageous, but a little more than I'm comfortable with at 6th level. I guess it depends on your games. If you typically have days with fewer encounters where out-of-combat resources aren't particularly limited, then it's not too bad.

Shifting Features is the opposite. I'd actually like to see it phased in earlier. Maybe as Disguise Self at lower levels and then Alter Self or Change Shape at higher levels. For me, taking on different forms is a big part of a succubus' schtick.

A lot of the abilities seem to have unlimited uses. Is that intentional? I don't think anything necessarily needs per day limits, but I just figured I'd ask. I know I tend to forget to add those sometimes.

Overall, I think this does a decent job of spreading succubi-themed abilities out over 20 levels. I think it's a little front-loaded and, with the exception of Mass Drain Life, the higher levels could use a boost. But an interesting class!

how about now?


This is weird; no charm person/monster SLA?

Charm person/monster sucks, im not negotiate with my slaves. lol

Mephibosheth
2013-03-18, 12:00 PM
Better. Much better, imo. I think it would be OK to add negative levels back into Drain Life at higher levels, say at level 10. I don't think you want to lose that aspect of the succubi completely, just postpone it in the progression.

Also, just a minor thing, Succubi Healing still references Delicious Kiss, which is not longer an ability.

Finally, I'm a little bit confused about the succubus' spells known. My guess is that you intend her domain spells to be her only spells known, since there's no spells known chart and no other spell list. I like that mechanic, though if that's the case, I think it might be a good idea to give her an extra domain in the early levels so she has more than one spell known.

Nice class!

LordErebus12
2013-03-18, 12:15 PM
Better. Much better, imo. I think it would be OK to add negative levels back into Drain Life at higher levels, say at level 10. I don't think you want to lose that aspect of the succubi completely, just postpone it in the progression.

Also, just a minor thing, Succubi Healing still references Delicious Kiss, which is not longer an ability.

Finally, I'm a little bit confused about the succubus' spells known. My guess is that you intend her domain spells to be her only spells known, since there's no spells known chart and no other spell list. I like that mechanic, though if that's the case, I think it might be a good idea to give her an extra domain in the early levels so she has more than one spell known.

Nice class!

hmm, good ideas and nice catch.

LordErebus12
2013-03-18, 12:22 PM
Okay...

added back in the negative level for improved drain life.

reworked succubi healing a bit.

added three feats.

LordErebus12
2013-03-18, 12:48 PM
increased the domains to two at first level then growing to 6, rather than 1-4.

you still only get one domain power choice per day.

LordErebus12
2013-03-18, 08:15 PM
Albaster is up.

Sgt. Cookie
2013-03-18, 08:40 PM
Having these be gender restricted is... wrong. After all Incubi were a thing, hell "Incubus" means "to lie on". I'd remove the restrictions, they're arbitrary and asanine. It also has a wiff of bias, the restrictions. Women are for pleasure, men are for pain.

LordErebus12
2013-03-18, 08:48 PM
Having these be gender restricted is... wrong. After all Incubi were a thing, hell "Incubus" means "to lie on". I'd remove the restrictions, they're arbitrary and asanine. It also has a wiff of bias, the restrictions. Women are for pleasure, men are for pain.

Albasters are not Incubi.

its the source material im working with. i dont know if the Incubi even have similar powers to the Succubi. but its not an incubi. Incubi are creatures of pleasure, not pain. The gender specific classes were not done for your given reasons. Ill remove them, and specify the difference.

vasharanpaladin
2013-03-18, 10:33 PM
Gender-neutral term is "malcubus."

RedWarlock
2013-03-18, 11:53 PM
Gender-neutral term is "malcubus."

That's not so much official as a bad pun, though one I approve of. Succubus means "one who lies below", while Incubus means "one who lies above". Malcubus roughly translates to "bad lay".

The Succubus
2013-03-19, 06:03 AM
Gender-neutral term is "malcubus."

Actually, the term you're looking for is "malificae". I've done a fair bit of research on this and in "Malleus Maleficarum", a 15th century book that goes into quite some detail on the subject, evil spirits were generally regarded as being sexless, "creating a shell of flesh from the cold earth". Succubi and incubi are the names given to these shells. =)

Sgt. Cookie
2013-03-19, 08:33 AM
Albasters are not Incubi.

its the source material im working with. i dont know if the Incubi even have similar powers to the Succubi. but its not an incubi. Incubi are creatures of pleasure, not pain. The gender specific classes were not done for your given reasons. Ill remove them, and specify the difference.


My Dad's a social scientist, after a while you start to pick up on certain things, even if they were unintended.

Hell, Seska mentions that Incubi exist in a conversation with Bo, talking about Bo's parentage, used like the terms "Dog" and "Bitch", different names for different genders. Also, only one Alabaster was shown, in that same episode in fact, so that's no reason to assume that they're all Male.

vasharanpaladin
2013-03-19, 12:05 PM
That's not so much official as a bad pun, though one I approve of. Succubus means "one who lies below", while Incubus means "one who lies above". Malcubus roughly translates to "bad lay".

At least someone gets it. :smalltongue:

LordErebus12
2013-03-19, 12:32 PM
At least someone gets it. :smalltongue:

so the consensus is to change the name of the class?