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The Half-fiend
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Prerequisites

to become a Half-feind, the character must meet the following requirements
Must have an ancestor who was an outsider native to the lower planes

OR

Skills: Knowledge(the planes):8 ranks
Alignment: any non-good
Special: Must drink fiend blood in a special ritual

HD:d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+0
|
+0
|
+2
|
+2
|Tainted body, Smite good, Lesser fiendish magic
2nd|
+1
|
+0
|
+3
|
+3
|Tainted Soul,Wings, +1 dex, Intermediate Fiendish magic
3rd|
+2
|
+0
|
+3
|
+3
|Tainted Hide, Greater fiendish magic, +1str, +1int[/table]
Skills: 4+int mod. Class skills are bluff, hide, intimidate, listen, knowledge(arcana) knowledge(the planes), move silently, sense motive, spellcraft, and spot

Proficiencies: A Half-fiend gains proficiency with their own natural wepons

Features:

Tainted body:Unlike other monster classes, the Half-fiend doesn't lose its racial ability modifiers, but he does gain native outsider traits.

The half-fiend gains two claw attacks dealing 1d4+Str damage each and a bite attack dealing 1d6+1/2 Str damage. Those are the values for a medium sized half-fiend, and should be adjusted to half-dragons of other size by the standard die size changes.

The half fiend also gains a +1 bonus to natural armor and immunity to poison

Smite good: A number of times per day equal to 1+1/5HD, a Half fiend can make a normal melee attack that deals extra damage equal to its HD against a good foe

Feindish magic: A half-fiend gains spell like abilities. the abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
{table=head]HD Required|Feindish Magic Required|Spell|Uses per day
1|lesser|Darkness|1/HD
3|lesser|Desecrate|1/2HD
5|lesser|Unholy Blight|1/2HD
7|lesser|poison|1/HD
9|intermediate|Contagion|1/HD
11|intermediate|Blasphemy|1/2HD
13|intermediate|Unhallow|1/4HD
13|Greater|Unholy Aura|1/2HD
15|Greater|Horrid Wilting|1/4HD
17|Greater|Summon MosterIX|1/4HD
19|Greater|Destruction|1/4HD[/table]
If they multiclasses for an arcane/divince class they can count its Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-fiend 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-fiend levels wouldn't count for it

Tainted soul: A second level Half-fiend gains spell resistance equal to 10+HD+charisma bonus(minimum +1). If the half-fiend already has spell resistance from a different source, It can add its charisma bonus to its spell resistance.

Wings: A half fiend at gains wings that allow it to fly at its land speed with average manueverabilty

Tainted Hide: At third level, the Half-fiend's hide becomes supernaturally resilient. he gains damage reduction/magic equal to his HD and resistance to acid, cold, fire and electricity equal to half its HD

Comments
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The main challenge with the half-fiend class was making the levels balanced. I made the spell-like abilities dependent on both half-fiend levels and total HD
Typo: In Tainted body, it says:

Those are the values for a medium sized half-fiend, and should be adjusted to half-dragons of other size by the standard die size changes.