0% found this document useful (0 votes)
15 views4 pages

True Fiend Class

The True Fiend class in 3.5e Dungeons & Dragons allows players to create powerful fiend characters from the Lower Planes, emphasizing their immortality and unique fiendish traits. This class features a balanced progression in abilities and skills, with a focus on damage reduction and summoning capabilities. True Fiends are recommended to be of evil alignment and gain various enhancements based on their fiendish heritage as they level up.

Uploaded by

sammspooderman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views4 pages

True Fiend Class

The True Fiend class in 3.5e Dungeons & Dragons allows players to create powerful fiend characters from the Lower Planes, emphasizing their immortality and unique fiendish traits. This class features a balanced progression in abilities and skills, with a focus on damage reduction and summoning capabilities. True Fiends are recommended to be of evil alignment and gain various enhancements based on their fiendish heritage as they level up.

Uploaded by

sammspooderman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 4

True Fiend (3.

5e Class)
EDIT

Created By
Frank and K
Date
2006
Created:
Status: Complete
Editing: Spelling and grammar only
Balance: Wizard

{{#set:Summary=A new way to build new and interesting fiend creatures. |Length=20
|Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save
Progression=Good |Reflex Save Progression=Good |Will Save Progression=Good |
Class Ability=Alternate Magic |Class Ability Progression=Other }} {{#set:Allowed
Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed
Alignments=Chaotic Evil}}

True Fiend

I am a lord of the realms infernal, if I wanted your opinion I would beat it out of you.

Tanar'ri, Baatezu, Yugoloth, Demodand... these are the names that inspire terror
throughout the planes, and with good reason. These True Fiends are far more
powerful than the other denizens of the Dark Realms. These fiends stand above
others and are destined to a life of greatness, to be legendary in the annals of Evil.

These true fiends are good at everything they do, but this doesn't make them more
powerful at any particular level than any other fiend. Indeed, level is a measure of
power. The most powerful fiends are True Fiends and higher level than Fiendish
Brutes. The True Fiend advances in everything all at once, and thus gains new
abilities relatively slowly compared to what other, more focused Fiendish
progressions are capable of.
Making a True Fiend
Alignment: Nothing requires a True Fiend to be Evil, but it's... highly recommended
that they be Evil.
Races: The True Fiend is only available to Outsiders with a plane of origin in the
Lower Planes. Creatures from the prime material plane whose ancestors were from a
Lower Plane may take this class, but they must have the Outsider type.
Starting Gold: 6d6x10 gp (210 gold).
Starting Age: Since a True Fiend is immortal and never ages, a character may claim
any starting age she wishes.
Table: The True Fiend
Hit Die: d8

Base Saving Throws


Level Special
Attack Bonus Fort Ref Will
1st +1 +2 +2 +2 Immortality, Fiendish Traits
2nd +2 +3 +3 +3 Telepathy
3rd +3 +3 +3 +3 Fiendish Damage Reduction
4th +4 +4 +4 +4 Sphere
5th +5 +4 +4 +4 Greater Fiendish Traits
6th +6/+1 +5 +5 +5
7th +7/+2 +5 +5 +5 Improved Fiendish Damage Reduction
8th +8/+3 +6 +6 +6 Sphere
9th +9/+4 +6 +6 +6 Summon
10th +10/+5 +7 +7 +7
11th +11/+6/+6 +7 +7 +7 Bonus Feat
12th +12/+7/+7 +8 +8 +8 Sphere
13th +13/+8/+8 +8 +8 +8 Greater Fiendish Damage Reduction
14th +14/+9/+9 +9 +9 +9
15th +15/+10/+10 +9 +9 +9 Greater Summoning
16th +16/+11/+11/+11 +10 +10 +10 Sphere
17th +17/+12/+12/+12 +10 +10 +10 Dark Power
18th +18/+13/+13/+13 +11 +11 +11
19th +19/+14/+14/+14 +11 +11 +11 Epic Damage Reduction
20th +20/+15/+15/+15 +12 +12 +12 Sphere
Class Skills (Skill Points::8 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape
Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int) (all skills, taken
individually), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of
Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use
Rope (Dex).
Class Features
Weapon and Armor Proficiency: True Fiends are proficient with all simple and
martial weapons, as well as the whip, the scourge, and the dire flail. True Fiends are
proficient with light armor but not with shields of any kind.
Immortality (Ex): Like a pizza on the counter, the True Fiend only gets worse with
age.
Fiendish Traits: A True Fiend is a member of one of the iconic aristocracies of evil.
Starting at first level she has gains access to the distinctive abilities of her race, as
befits her plane of origin:
 Baator: Baatezu Traits:
 See in Darkness (Ex): A Baatezu can see in normal or
magical darkness as if it was fully illuminated.
 Immunity to Fire: A Baatezu takes no damage from fire of any
kind.
 Gehenna: Yugoloth Traits:
 Magic Resistance (Ex): Yugoloths are inherently resistant to
magic, and have a Spell Resistance of 10 + their character
level. If a Yugoloth has SR from any other source, this ability
increases that SR by +2 (if that would be more beneficial than
simply replacing the other SR).
 Immunity to Acid: A Yugoloth takes no damage from Acid of
any kind.
 The Abyss: Tanar'ri Traits:
 Bonus Feat: Forged with unbridled Chaos, every Tanar'ri is
unique. Upon gaining access to its Fiendish Traits, a Tanar'ri
gains one bonus feat of any [Fiend] feat that it qualifies for.
 Immunity to Electricity: A Tanar'ri takes no damage from
electricity of any kind.
 Carceri: Demodand Traits:
 Freedom of Movement (Ex): a Demodand benefits from the
effects of a freedom of movement spell at all times.
 Immunity to Poison (Ex): A Demodand suffers no harmful
effect from poisons of any kind.
Telepathy (Su): At 2nd level, a True Fiend gains the ability to communicate
telepathically with any creature that speaks a language within 100 feet.
Fiendish Damage Reduction (Su): At 3rd level, the True Fiend gains damage
reduction that stops their class level in damage and that can be penetrated by Good
weapons or weapons made out of a material that is baneful to the Fiend's race (Silver
for Baatezu, Wood for Yugoloths, Iron for Tanar'ri, and Stone for Demodands). At 7th
level, the Damage Reduction can be penetrated only by Good weapons. At 13th level
the Damage Reduction is only penetrated by weapons which are both Good and
made of a baneful substance. At 19th level, the True Fiend's Damage Reduction can
only be penetrated by Epic weapons.
Sphere: The True Fiend gains basic access to a sphere at 4th level, and gains a new
sphere at every fourth level afterwards. If the True Fiend selects a sphere that she
already has basic access to, she upgrades it to advanced access. If she already had
advanced access, she gains expert access.
Greater Fiendish Traits: A True Fiend of 5th level or more gains access to more of
the distinctive abilities of her race, as befits her plane of origin:
 Baator: Baatezu Traits:
 Mundane Poison Immunity (Ex): A Baatezu is immune to all
non-magical poisons.
 Resistances: A Baatezu has Cold and Acid Resistance 10.
 Gehenna: Yugoloth Traits:
 Mundane Poison Immunity (Ex): A Yugoloth is immune to all
non-magical poisons.
 Resistances: A Yugoloth has Cold, Fire, and Electricity
Resistance 10.
 The Abyss: Tanar'ri Traits:
 Mundane Poison Immunity (Ex): A Tanar'ri is immune to all
non-magical poisons.
 Resistances: A Tanar'ri has Cold, Fire, and Acid Resistance
10.
 Carceri: Demodand Traits:
 Immunities: The worlds of Carceri are varied beyond belief
and each is filled with a new torture that defies
comprehension. Upon reaching 5th level, a Demodand gains
immunity to 2 Energy Types. Once chosen, the energy types
cannot be changed.
Summon (Sp): At 9th level, a True Fiend can attempt to summon others of its kind
(for example: a Yugoloth could summon other Yugoloths). Summoning another Fiend
of the same character level has a 40% chance of success, and summoning a Fiend
of a lower level increases the chances of success by 10% for every level the
summoner's level exceeds the CR of the target.
Bonus Feat: At 11th level, a True Fiend gains a bonus feat. This feat may be any
[Fiend] feat for which she meets the prerequisites.
Greater Summoning: A True Fiend of 15th level may attempt to use her summon
power to summon a fiend of a level higher than her own, though doing so carries only
a 30% chance of success.
Dark Power: The powers of the lower planes are awesome to behold. At 17th level,
the True Fiend gains a +10 bonus to defeating Spell Resistance with the spell-like
abilities granted by her spheres.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy