Alternate Half-Fiend and Half-Celestial [Archive] - Wizards Community

Post/Author/DateTimePost
Firaeki

01-22-08, 10:50 AM
Looking at the half-fiend and half-celestial, I've come to decide that I don't particularly want them to work that way in my games. And being someone who probably played Devil May Cry one too many times, I actually had an idea, albeit not quite as powerful or visually the same as the DMC halfbreeds.

Well, that and I want the half-celestials to undergo the same sort of remodeling.

Basically, a half-whatever would have two forms: One which would basically be a more physically obvious aasimar (golden eyes, white hair, faint golden aura, blah blah blah) or tiefling (reddish skin, horns, tail, blah blah blah), which would mechanically be this.

Half-Celestial

> Ability Scores: +2 Str, +2 Wis, +2 Cha
> Speed: 30 feet
> Darkvision 60 feet
> Resist acid, cold, electricity 10
> +4 to saves against poison
> DR 5/magic
> Spell Resistance (HD+10)

Half-Fiend

> Ability Scores: +2 Dex, +2 Int, +2 Wis
> Speed: 30 feet
> Darkvision 60 feet
> Resist acid, electricity, fire 10
> DR 5/magic
> Spell Resistance (HD+10)

Now, in addition, each one would have an 'alternate form' ability. Mechanically speaking, this would be like the barbarian's rage ability.

Rage
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
This is excluding the ability to tireless rage or rage more than once per day, and would probably be named something like "(Un)holy Rage" or something.

In addition to the abilities noted in a standard rage, however, they would get additional powers.

Half-Celestial

> +1d6 holy damage to all melee attacks.
> Ability to cast Angelic Fury (Treat as an eldritch blast cast by a warlock of the Half-Celestial's character level)
> Ability to cast spells in rage, except spells which require more than a standard action to cast.
> Wings, flight speed 30 feet (good)

Half-Fiend

> +1d6 unholy damage to all melee attacks.
> Ability to cast Demonic Fury (Treat as an eldritch blast cast by a warlock of the Half-Fiend's character level)
> Ability to cast spells in rage, except spells which require more than a standard action to cast.
> Wings, flight speed 30 feet (good)


Now, that's basically what I'd be doing to the half celestial/fiend if I can manage to do one thing, which is what I was going to ask for help with.

What sort of LA should these things have? I'm thinking around +4, but I'm not really sure. If anyone could help, or offer suggestions of things to add to these guys, it would be appreciated.
sigma999

01-27-08, 04:24 PM
What's that anime... SoulTaker? heh
Interesting.... perhaps a feat or two as requirements for these races would be fitting.
Red_Wizards_Rock

01-27-08, 06:16 PM
What sort of LA should these things have? I'm thinking around +4, but I'm not really sure. If anyone could help, or offer suggestions of things to add to these guys, it would be appreciated.

LA +4? to high, because that's the LA of the regular Half Celestial & Fiend. These don't look very appealing to me I'd lower the LA to +2 at the most. On offense, but I'd choose the MM Half Celestial & Fiend over this. Even than I'd still pick the MM version so far.