Half-Fiend Paragon

Game Rule Information

Half-fiend paragons have the following game statistics.

Abilities:
Half-fiend paragons value Strength above all, prefering violence to get their way. Constitution is important to make them tougher than their enemies. Charisma is useful for its role in guile and deceit, and because it enhances their spell-like abilities.
Alignment:
Any evil.
Hit Dice:
d10.

Class Skills

The half-fiend paragon's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int).

Skill Points at Each Level:
4 + Int modifier.
The Half-Fiend Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Summon fiends, extra smiting
2nd +2 +3 +3 +3 Natural armor increase
3rd +3 +3 +3 +3 Ability boost (Wis +2)

Class Features

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

Weapon and Armor Proficiency:
Half-fiend paragons are proficient with all simple and martial weapons and with all armor and shields (except tower shields).
Summon Fiend (Sp):
By forging a stronger link to her fiendish progenitor, a half-fiend paragon gains a limited ability to summon other fiendish creatures to assist her. The half-fiend paragon gains the ability to use summon monster as a spell-like ability. This ability can only be used to summon demons, devils, or creatures with the fiendish creature template. (Caster level is equal to the half-fiend paragon's Hit Dice.) The half-fiend paragon can use this ability once per day per class level.
As the half-fiend paragon rises in level, she can summon more (or more powerful) fiends. The version of summon monster the half-field paragon can use is equal to one-half her Hit Dice, but no more than three times her half-field paragon level.
For example: A half-fiend with four Fighter levels and two Half-Fiend Paragon levels (total HD 6) would be able to use summon monster III. Upon gaining two more Fighter levels, she could use summon monster IV. However, even if she got to Fighter 12/Half-Field Paragon 2 (total Hit Dice 14), she would still only be able to use summon monster VI. She would need a third level of Half-Field Paragon to use summon monster VII or higher.
Extra Smiting (Su):
At 1st level, a half-fiend paragon gains 1 additional use of her smite good ability per day.
Natural Armor Increase (Ex):
At 2nd level, a half-fiend paragon's natural armor bonus improves by 1.
Ability Boost (Ex):
At 3rd level, a half-fiend paragon's Strength score increases by 2 points.

All text in the shaded box above is Open Game Content, as defined in Section 1d of the Open Game License Version 1.0a.

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