Half Fiend

"Half-Fiend" is an inherited or acquired template that can be applied to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature's statistics and special abilities except as noted here.


Physical Description:
Half-Fiends are mortals born of beings of fiendish power. Their appearance is generally that of their base race twisted with the traits of their devilish or demonic sire.

Society:
Half-Fiends have no society of their own and are often outcasts in an society that they try to mingle with.

Relations:
Half-Fiends tend to be loners. They aren't particularly comfortable in mingling with others or in large groups of people since they are generally either feared or despised for their appearance. They are not very well understood and many see them as evil beings even though this is not always the case. If they aren't meant with hostility then it is usually with fear or derision in its place.

Alignment:
Any Non-Good

Adventurers:
Half-Fiends adventure for many reasons, whether it be power, fame, glory, fortune or even to change the opinions that others may have of them or their kind as a whole.

Half Fiend Racial Traits


CR+2 Outsider (Native)

+4 to three scores and +2 to the remaining three scores: Half-Fiends are the offspring of either devils or demons. Raw profane power flows within their veins granting them power beyond that of the average mortal.

  • Size: Half-Fiends retain the size of the base creature.
  • Speed: Half-Fiends retain the base speed of the base creature.
  • Languages: Half-Fiends begin play speaking the languages of the base creature. They may select Abyssal or Infernal as bonus languages.
  • Outsider: Half-Fiends gain the following traits associated with being an Outsider (native).
    • Darkvision 60'
    • Type changes to Outsider (native), other subtypes from the base race and other sources are retained.
    • eat, breathe, and sleep
  • Natural Armor: Half-Fiends improve their natural armor by +1 (or gain +1 natural armor if the base creature does not possess it).
  • Fiendish Resilience: Half-Fiends are immune to poison and gain a +4 profane bonus on saving throws made against diseases.
  • Fiendish Resistance: Half-Fiends have acid, cold, electricity, and fire resistance 5.
  • Spell Resistance: Half-Fiends gain spell resistance equal to 11 + their CR.
  • Natural Weapons: Half-Fiends gain two primary natural claw attacks (1d4 + Strength) and a secondary natural bite attack (1d6 +1/2 Strength). If a natural attack is used in conjunction with a manufactured weapon, it is always treated as a secondary attack. Small sized half-fiends deal 1d3 claw damage and 1d4 bite damage instead.
  • Fiendish Trait: Half-Fiends gain one of the following abilities when the template is added to the base creature. Once selected, this may not be changed.
    • Fiendish Magic (Sp): The Half-Fiend gains the following spell-like abilities: constant — detect good, at will — Darkness, 3/day — Bane, and 1/day — Doom. The caster level for these spell-like abilities is equal to the user's character level, the DC's are charisma based.
    • Fiendish Glide (Ex): The Half-Fiend gains a +4 racial bonus on Fly skill checks and take no damage from falling. While in midair, half-fiends can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of up to twice their base land speed per round. It cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
      • At character level 7th, the half-fiend loses the Fiendish Glide ability and instead gains Fiendish Flight (Ex). Fiendish Flight (Ex): The half-fiend gains a +4 racial bonus on Fly skill checks and gains a fly speed equal to twice the base creature's base speed with good maneuverability.
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