True Fiend, Variant (3.5e Class)

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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.

Note: This class was intended to make a True Fiend. However, I will be adding variations and notes on adapting it for Angels, Archons, Elementals & other forms of Outsider's along those lines. They should all be powerful immortal characters with innate powers. When making a character with this class, you should stick to one theme or base creature. You don't have to only pick things they have - an Angel might develop claws, instead of slam attacks for instance. But if you have a strong theme it generally helps keep a creature within a balance that is acceptable, as well as give them much power and yet, still have limitations. Of course, you could mix two themes together (Half Angel/Half Demon, or a Fire Demon, Or an Elemental tainted with dragons etc)

Making a True Fiend

Alignment: This class forms a basis for a character to be any sort of Outsider. Your alignment is recommended to relate to that of your chosen Outsider, but its not required. Just Recommended

Races: The True Fiend or Outsider class is mainly for any Non-Outsider race. This class represents becoming an Outsider slowly and gaining the powers of their chosen type over time, without needing level adjustment nor a monstrous progression to be made. In this way we create a flexible class that is powerful, but comparable to other characters.

Starting Gold: 6d6x10 gp (210 gold).

Starting Age: Since a True Fiend or Angel is immortal and never ages, a character may claim any starting age she wishes.

Table: The True Fiend or Outsider

Hit Die: 1d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+0+0+2 Outsider Theme, Immortality, Fiendish Traits
2nd+2+0+0+3 Telepathy, Spell-Like Ability
3rd+3+1+1+3 Fiendish Damage Reduction
4th+4+1+1+4 Spell-Like Ability
5th+5+1+1+4 Greater Fiendish Traits
6th+6+2+2+5 Spell-Like Ability
7th+7+2+2+5 Improved Fiendish Damage Reduction
8th+8+2+2+6 Spell-Like Ability
9th+9+3+3+6 Summon, Subtype
10th+10+3+3+7 Spell-Like Ability
11th+11+3+3+7 Bonus Feat
12th+12+4+4+8 Spell-Like Ability
13th+13+4+4+8 Greater Fiendish Damage Reduction
14th+14+4+4+9 Spell-Like Ability
15th+15+5+5+9 Greater Summoning
16th+16+5+5+10 Spell-Like Ability
17th+17+5+5+10 Dark Power
18th+18+6+6+11 Spell-Like Ability
19th+19+6+6+11 Epic Damage Reduction
20th+20+6+6+12 Spell-Like Ability

Class Skills (4 + 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 (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int) Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),Spot (Wis), Survival (Wis), Use Magic Device (Cha) and Use Rope (Dex).

Note: You may at your GM's option replace some or all of your Class skills for the Skill list of your Chosen Outsider Race.

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.

Outsider Theme: You should choose a theme at first level, to decide what sort of Outsider your Character is becoming. This will affect much of their power in later levels, giving them options related to that idea. However, GM's should be lenient and allow each character to vary from that core idea in some ways - mostly in ideas for Outsider/Fiendish Heritage feats. This allows each character to become a unqiue construction, not simply a clone of a monster thats probably already in Savage Species.

Immortality (Ex): You no longer need to eat, sleep or breathe, you are immune to all effects that require respiration and cannot drown/suffocate ect. You no longer take penalties for aging.

If you are killed you are forced back to your home plane and are unable to leave for 100 years.

If 40HD: At 20 constitution reduce this time by -10 years per +1 constitution modifier above 20 to a minimum of 10 years, if you are killed on your home plane you will die unless you possess then Dark Discorporation ability.

If so you will be forced into this state, set to 10% hit points for the same alloted time above AND be unable to leave your home plane, if you are killed in this discorporation state before the penalty time is expired you will permenantly die. (Standard higher fiend immortality)

Outsider Traits: A True Fiend or Angel is a member of one of the iconic representatives of an ideal. 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.


Spell-Like Ability: The True Fiend or Outsider gains access to a Spell-Like Ability at every even level. They can choose to gain any one spell like ability of up to half their Class level (Rounded down), usable once per day at every even level. If you wish, you can choose to increase a previously chosen ability's uses per day instead of a new ability. In this case, your uses increase from once per day to three per day. If you later choose the same ability for a third time, its uses become unlimited or its effect becomes constant, at the GM's discretion. This is subject to GM approval - some abilities may be considered too powerful to have at will or constantly. The caster level for these abilities is equal to your class level. Note, abilities that are usable at will, do not have an unlimited duration unless the GM approves this rare exception. A True Fiend can choose their spell like abilities from the spell list of their chosen outsider, spells related to that creature or related to its spells (Eg you might choose Dimension door instead of Teleport) or from one domain related to their creature. To choose a domain power, they must have an appropriate alignment. I'm leaving this ability open - its only a total of 10 spells in the end, often 5-8 with a few usable more than once a day. The spell list should be restrictive, but there should be a few spells from each spell level available to pick from. Its easiest if the player has picked a theme or two related to their character for this to work well.

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.

Subtype: At 9th level, A True Fiend gains a Subtype of their parent of choice. Alignment Subtypes automatically convert your alignment to match them. Elemental Subtypes grant immunities & weaknesses, whilst racial subtypes like Tanari should have already provided full benefits from previous class features.

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 up to a CR of your Class level - 5. You have a 30% chance of success.

Dark Power: The powers of the lower planes are awesome to behold. At 17th level, the True Fiend can choose one of the following powers to represent this: Fast healing 1, Elemental Aura (You can wreath your weapons and/or body in an elemental energy - adding +1d6 energy damage to your attacks and to opponents attacking you in melee), True Seeing (Constantly on), Grow one size category, Gain a new movement move of a speed twice your base move (Swim, Burrow, Fly, etc), Double one movement speed, Add your Charisma bonus to your saves, Spell Resistance of 10+ your Class level (Or +5 to any existing Spell Resistance) or other unusual abilities held by your race/concept.

See Also



Back to Main Page 3.5e Homebrew Classes Base Classes
Back to Main Page 3.5e Homebrew Sourcebooks Tome of Fiends → Fiends with Class

gollark: What is that sword?
gollark: I hope that, should I bother to actually get this anywhere near finished, my reactor autooptimizer, will come up with such ridiculous designs.
gollark: Well, as someone without ways to obtain redstone other than witches and automining, not really, but cool nevertheless.
gollark: Madness.
gollark: Also, is this accurate? https://ftb.gamepedia.com/Fission_Reactor#Reactor_Cell
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