Savage Progressions
Half-Fiend and Wereboar Template Classes
By Sean K Reynolds

In last month's installment, we converted the half-dragon and the wererat templates to 3-level template classes. This month, we tackle the half-fiend and the wereboar -- a 4-level and a 3-level template class, respectively.

The Half-Fiend

Half-fiends are the spawn of mortals and fiends -- powerful demons, devils, or other evil outsiders. Tainted from conception with evil, half-fiends are mistreated by true fiends and feared by mortals. "Half-fiend" is usually an inherited template, but it could be acquired through special magical rituals as well.

Some depraved mortals voluntarily subject themselves to evil power in hopes of becoming more like fiends, and occasionally such tampering results in a half-fiend. Such beings can advance in the half-fiend template class, just as natural-born half-fiends can if they wish to develop their powers more slowly. Because almost all half-fiends are evil, the DM is free to require that a good or neutral character who advances as a half-fiend become fully evil by the time she has completed the class progression.

Because the half-fiend template and half-celestial template differ only in alignment focus, the half-fiend template class can easily be used as a model to create a half-celestial template class. (See the "About the Author" section at the end of this article for more information on another half-celestial class option.)

Table SP-5: The Half-Fiend Template Class
Level CR Special
1st * Dex +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities
2nd ** Str +2, Con +2, bite, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell resistance (lesser), spell-like abilities
3rd *** Str +2, Int +2, damage reduction, smite good, spell-like abilities
4th *** Dex +2, Int +2, Cha +2, (acid 10, cold 10, electricity 10, fire 10), spell resistance (greater), spell-like abilities, wings
* A 1st-level half-fiend with fewer than 11 HD has a CR adjustment of +0. One with 11 or more HD has a CR adjustment of +1.
** A 1st-level half-fiend with fewer than 11 HD has a CR adjustment of +1. One with 11 or more HD has a CR adjustment of +2.
*** A 1st-level half-fiend with fewer than 5 HD has a CR adjustment of +1. One with 5-10 HD has a CR adjustment of +2. One with 11 or more HD has a CR adjustment of +3.

Half-Fiend Template Class Features

All of the following are class features of the half-fiend template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st level, the half-fiend's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.

Claws: At 1st level, the half-fiend gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-fiend's claws are natural attacks.

Size Damage
Fine --
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6

Darkvision (Ex): At 1st level, the half-fiend gains darkvision to a 60-foot range.

Spell-Like Abilities: Starting at 1st level, a half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fiend's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fiend's Charisma modifier).

Minimum
Half-Fiend Level
Minimum
Character Level
Spell-Like Abilities Gained
1st 1st Darkness 3/day
7th Poison 3/day
13th Unhallow 1/day
2nd 3rd Desecrate 1/day
6th Unholy blight 1/day
13th Unholy aura 3/day
3rd 9th Contagion 1/day
15th Horrid wilting 1/day
17th Summon monster IX (fiends only) 1/day
4th 11th Blasphemy 1/day
19th Destruction 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fiend whose character level is 6th has darkness (1st-level half-fiend) plus desecrate and unholy blight (2nd-level half-fiend).

Outsider Type: At 1st level, the half-fiend completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids.

Bite: At 2nd level, the half-fiend gains a bite attack if she didn't already have one. For the base damage of the half-fiend's bite attack, use the appropriate value from the table below if the base creature did not previously have a bite attack. If she did, use either the value from the table or the base creature's bite damage, whichever is better. The half-fiend's bite is a natural attack.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Poison Immunity (Ex): At 2nd level, a half-fiend becomes immune to all poisons.

Resistances (Ex): At 2nd level, a half-fiend gains resistance 5 to acid, cold, electricity, and fire. At 4th level, each of these resistances increases to 10.

Spell Resistance (Su): At 2nd level, a half-fiend gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 3rd-level or higher half-fiend has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher. A half-fiend treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Smite Good (Su): Once per day, a half-fiend of at least 3rd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Wings (Ex): At 4th level, a half-fiend grows batlike wings, which she may use to fly at up to her base land speed with average maneuverability.

The Wereboar

Wereboars are aggressive creatures that often provoke fights to drive other creatures out of their territories, or sometimes just for the sake of fighting. The ease with which a wereboar's ire can be triggered means that a great many creatures can be exposed to the wereboar's curse.

A character who chooses to keep his lycanthropic curse can progress in the wereboar template class to gain wereboar abilities. This template class can also be used by natural wereboars who wish to start play at lower levels and develop their powers, or for characters who somehow acquire this form of lycanthropy from another source.

This template class can be taken only by a lycanthrope who is aware of his condition, whether because he was born a wereboar or because he realizes that he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the wereboar in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.

Each lycanthrope template class has three levels, but only natural lycanthropes can take all the levels it offers. An afflicted lycanthrope can take only 1st and 2nd levels in the class, since his level adjustment is +2 instead of +3.

Lycanthrope template classes also follow special rules relating to the benefits such characters acquire from their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does not include the Hit Dice from the lycanthrope's animal form. So while a 1st-level human natural wereboar warrior (as presented in the Monster Manual) has a level adjustment of +3, his ECL is actually 7 -- 1 from his warrior Hit Die, +3 from the template, +3 for his boar Hit Dice. Likewise, a 1st-level natural werebear human warrior has an ECL of 10 -- 1 from his warrior Hit Die, +3 from the template, +6 for his bear Hit Dice.

Thus, in addition to the 2 or 3 levels offered via the appropriate lycanthrope template class, each kind of lycanthrope also has a separate (optional) class progression for his animal abilities. Essentially, a character progressing as a lycanthrope multiclasses into the template class and can also multiclass into the appropriate animal class if desired.

The animal class is entirely optional. No would-be lycanthrope is required to take it, but doing so is an advantage, since a character without it is weaker than other lycanthropes of the same type. Taking levels in the appropriate animal template class gives the character the animal's Hit Dice and hit points (in all forms), saving throw bonuses (in all forms), skill points (in all forms), racial skill bonuses (in all forms), conditional skill modifiers (in animal form), ability score modifiers (in hybrid or animal form), natural armor bonus, and special attacks (such as the boar's ferocity). Levels in the animal class may be taken at any point after the character takes one level in the lycanthrope template class. He is also free to take levels in other classes between levels of the template class and the animal class, as desired. The animal class, like the template class, does not count when determining whether a character takes an XP penalty for multiclassing.

An afflicted lycanthrope that is cured of lycanthropy (as described in the Monster Manual on page 178) immediately loses all wereboar template class levels and boar class levels (if any). These levels cannot be restored with restoration or similar magic; they are simply gone. Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell in order to prevent this traumatic change.

The wereboar template class can also be used for dire wereboars. The only difference is that a dire wereboar must use Table SP-8 for advancement, while a normal wereboar uses Table SP-7.

Table SP-6: The Wereboar Template Class
Level CR Special
1st +1 Wis +2, natural armor +2, alternate form (boar), low-light vision, shapechanger subtype, wereboar feat (Alertness)
2nd +1 Alternate form (hybrid), boar empathy, damage reduction (5/silver), wereboar feats (Iron Will, Toughness)
3rd +2 Curse of lycanthropy, damage reduction (10/silver)

Wereboar Template Class Features

All of the following are class features of the wereboar template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Natural Armor Improvements: At 1st level, the wereboar's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

Alternate Form (Su): At 1st level, the wereboar can take the form of a boar, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the wereboar is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.

A wereboar character who is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope kind (neutral for wereboars and dire wereboars) in all forms. Any voluntary change to boar or hybrid form immediately and permanently changes the character's alignment to neutral.

Until the character has taken one or more optional levels in the boar animal class (see Boar Abilities, below), changing shape to boar form does not give him the abilities of a boar -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the wereboar template class choose to take levels of the boar class as well in order to gain the full abilities of their animal forms.

At 3rd level, the wereboar can assume a hybrid form -- a shape between his humanoid and his boar forms. As with the boar form, this change is purely cosmetic unless the character has taken the boar class to gain the appropriate abilities.

Low-Light Vision (Ex): A 1st-level wereboar gains low-light vision.

Shapechanger Subtype (Ex): At 1st level, the wereboar gains the shapechanger subtype.

Wereboar Bonus Feats: At 1st and 2nd level, the wereboar gains the feats indicated on Table SP-6 as bonus feats, assuming that he doesn't already have them. If the wereboar doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

Boar Empathy (Ex): Starting at 2nd level, a wereboar in any form can communicate and empathize with normal or dire boars. This ability gives him a +4 racial bonus on checks made to influence the attitude of boars or dire boars. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Curse of Lycanthropy (Su): At 3rd level, a natural wereboar can infect other creatures with lycanthropy. Any humanoid or giant hit by the gore attack of a wereboar in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Damage Reduction (Ex): At 2nd level, the wereboar gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.

Table SP-7: The Boar (Lycanthrope) Class
Class
Level
Hit
Dice
Base
Attack
Bonus
Fort.
Save
Ref.
Save
Will
Save
Skill
Points
Special
1st 1d8 +0 +2 +2 +0 2 + Int mod. Con +2, natural armor +2, boar abilities, gore
2nd 2d8 +1 +3 +3 +0 2 + Int mod. Str +2, Con +2, natural armor +2, scent
3rd 3d8 +2 +3 +3 +1 2 + Int mod. Str +2, Con +2, natural armor +2, ferocity

A character can take levels the dire boar animal class only if he is a natural or afflicted dire wereboar. Because of the size restrictions on lycanthropy, only Medium, Large, or Huge creatures can become dire wereboars.

Table SP-8: The Dire Boar (Lycanthrope) Class
Class
Level
Hit
Dice
Base
Attack
Bonus
Fort.
Save
Ref.
Save
Will
Save
Skill
Points
Special
1st 1d8 +0 +2 +2 +2 2 + Int mod. Con +2, natural armor +2, boar abilities, gore
2nd 2d8 +1 +3 +3 +3 2 + Int mod. Str +2, Con +2, natural armor +2, scent
3rd 3d8 +2 +3 +3 +3 2 + Int mod. Str +2, Con +2, natural armor +2, ferocity
4th 4d8 +3 +4 +4 +4 2 + Int mod. Str +2
5th 5d8 +3 +4 +4 +4 2 + Int mod. Str +2
6th 6d8 +4 +5 +5 +5 2 + Int mod. Str +4, Endurance, Large
7th 7d8 +5 +5 +5 +5 2 + Int mod. Str +4

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Natural Armor Improvements: At 1st level, the character's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

Boar Abilities (Ex): Upon taking a level in the boar or dire boar animal class, the character gains the animal's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-7 or SP-8.

In boar or dire boar form, the wereboar's speed changes to 40 feet. Class skills for the boar or dire boar racial Hit Dice are Control Shape, Listen, and Spot.

Gore: The boar or dire boar animal class gives the wereboar a gore attack. The gore is a natural weapon that deals 1d8 points of damage.

Scent (Ex): As a 1st-level boar or dire boar, a wereboar in any form gains the scent ability.

Ferocity (Ex): Beginning at 2nd level of the boar or dire boar animal class, a wereboar may fight while disabled or dying without penalty.

Endurance: At 6th level in dire boar class, the wereboar gains Endurance as a bonus feat.

Large (Ex): When the dire wereboar reaches 6th level in the animal class, his animal and hybrid forms become Large size. In either of those forms, he takes a -1 penalty to AC and attack rolls for size, and his Space/Reach changes to 10 ft./5 ft. His ability scores and natural armor bonus change as indicated on Table SP-8.

About the Author

Sean K Reynolds spends a remarkable amount of time on trains, where he defeats bandits, solves complex mathematical equations, and shushes noisy children. Then he wakes up. The d20 System product Anger of Angels from Malhavoc Press that Sean also wrote presents the half-celestial template as a template class. Check out his website.


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