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W0LF

W0LF

Advancement

 

Monster Class Progression

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class as class as class as class Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain, Bonus Feats (Alertness, Dodge)
2 as class as class as class as class Dex +2 Resistances (Cold/Elec 5), Spider Climb 1/day, Flight 1/day, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class as class as class as class Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack, Dominate 1/day, Fast Healing 1/rnd
4 as class as class as class as class Str +2 Resistances (Cold/Elec 10), NA+1, Dhampir Skills +4, Spider Climb 3/day, Flight 3/day,
5 as class as class as class as class Dex +2, Int +2 Children of the Night, Damage Reduction 5/Magic,
6 as class as class as class as class Con +2 Dominate 3/day, NA +1, Spider Climb at will, Flight at will
7 as class as class as class as class Str +2, Cha +2  
8 as class as class as class as class Dex +2 NA +1
9 as class as class as class as class Con +2, Int +2 Damage Reduction, Smite Good, Dominate at will
10 as class as class as class as class Str +2 Dhampir Skills +6
11 as class as class as class as class Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class as class as class as class Wis +2 HF Resistances (10), Spell Res (+10)

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

A Dhampir can attempt to bite a victim with his fangs and suck blood. If the Dhampir makes a successful grapple check and pins the foe, it sucks blood, draining 1d4 points of Con from the target, and simultaneously gains 5 temporary hit points that last for up to 1 hour. It can do this once per round.

 

Dominate (Su):

A Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 30 feet and is usable as per the table.

 

Children of the Night (Su):

Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a a pack of 4d8 Dire Rats, a swarm of 10d10 bats, or a pack of 3d6 Wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

 

Class Progression

Level Hit Dice BAB Saves Skill Points Special
1 - Monk D10 0.75 2.5/2.5/2.5 (4+ Int) x4 Bonus Feat, Flurry of Blows, Unarmed Strike, AC Bonus, Unarmored Speed Bonus
2 as class as class as class as class  
3 as class as class as class as class  
4 as class as class as class as class  
5 as class as class as class as class  
6 as class as class as class as class  
7 as class as class as class as class  
8 as class as class as class as class  
9 as class as class as class as class  
10 as class as class as class as class  
11 as class as class as class as class  
12 as class as class as class as class  
W0LF

W0LF

Advancement

 

Monster Class Progression

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class as class as class as class Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain, Bonus Feats (Alertness, Dodge)
2 as class as class as class as class Dex +2 Resistances (Cold/Elec 5), Spider Climb 1/day, Flight 1/day, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class as class as class as class Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack, Dominate 1/day, Fast Healing 1/rnd
4 as class as class as class as class Str +2 Resistances (Cold/Elec 10), NA+1, Dhampir Skills +4, Spider Climb 3/day, Flight 3/day,
5 as class as class as class as class Dex +2, Int +2 Children of the Night, Damage Reduction 5/Magic,
6 as class as class as class as class Con +2 Dominate 3/day, NA +1, Spider Climb at will, Flight at will
7 as class as class as class as class Str +2, Cha +2  
8 as class as class as class as class Dex +2 NA +1
9 as class as class as class as class Con +2, Int +2 Damage Reduction, Smite Good, Dominate at will
10 as class as class as class as class Str +2 Dhampir Skills +6
11 as class as class as class as class Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class as class as class as class Wis +2 HF Resistances (10), Spell Res (+10)

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

A Dhampir can attempt to bite a victim with his fangs and suck blood. If the Dhampir makes a successful grapple check and pins the foe, it sucks blood, draining 1d4 points of Con from the target, and simultaneously gains 5 temporary hit points that last for up to 1 hour. It can do this once per round.

 

Dominate (Su):

A Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 30 feet and is usable as per the table.

 

Children of the Night (Su):

Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a a pack of 4d8 Dire Rats, a swarm of 10d10 bats, or a pack of 3d6 Wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

W0LF

W0LF

Advancement

 

Monster Class Progression

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class as class as class as class Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain, Bonus Feats (Alertness, Dodge)
2 as class as class as class as class Dex +2 Resistances (Cold/Elec 5), Spider Climb 1/day, Flight 1/day, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class as class as class as class Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack, Dominate 1/day, Fast Healing 1/rnd
4 as class as class as class as class Str +2 Resistances (Cold/Elec 10), NA+1, Dhampir Skills +4, Spider Climb 3/day, Flight 3/day,
5 as class as class as class as class Dex +2, Int +2 Children of the Night, Damage Reduction 5/Magic,
6 as class as class as class as class Con +2 Dominate 3/day, NA +1, Spider Climb at will, Flight at will
7 as class as class as class as class Str +2, Cha +2  
8 as class as class as class as class Dex +2 NA +1
9 as class as class as class as class Con +2, Int +2 Damage Reduction, Smite Good, Dominate at will
10 as class as class as class as class Str +2 Dhampir Skills +6
11 as class as class as class as class Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class as class as class as class Wis +2 HF Resistances (10), Spell Res (+10)

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

Lesser - a Dhampir can attempt to bite a victim with his fangs and suck blood. If the Dhampir makes a successful grapple check and pins the foe, it sucks blood, draining 1d4 points of Con from the target, and simultaneously gains 5 temporary hit points that last for up to 1 hour. It can do this once per round.

 

Dominate (Su):

Lesser - a Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 30 feet and is usable as per the table.

 

Children of the Night (Su):

Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a a pack of 4d8 Dire Rats, a swarm of 10d10 bats, or a pack of 3d6 Wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

W0LF

W0LF

Advancement

 

Monster Class Progression

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class as class as class as class Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain, Bonus Feats (Alertness, Dodge)
2 as class as class as class as class Dex +2 Resistances (Cold/Elec 5), Spider Climb 1/day, Flight 1/day, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class as class as class as class Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack, Dominate 1/day, Fast Healing 1/rnd
4 as class as class as class as class Str +2 Resistances (Cold/Elec 10), NA+1, Dhampir Skills +4, Spider Climb 3/day, Flight 3/day,
5 as class as class as class as class Dex +2, Int +2 Children of the Night, Damage Reduction 5/Magic,
6 as class as class as class as class Con +2 Dominate 3/day, NA +1, Spider Climb at will, Flight at will
7 as class as class as class as class Str +2, Cha +2  
8 as class as class as class as class Dex +2 NA +1
9 as class as class as class as class Con +2, Int +2 Damage Reduction, Smite Good, Dominate at will
10 as class as class as class as class Str +2 Dhampir Skills +6
11 as class as class as class as class Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class as class as class as class Wis +2 HF Resistances (10), Spell Res (+10)

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

Lesser - a Dhampir can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Wisdom damage each round that the pin is maintained. With each such successful attack, the Dhampir gains 1 temporary hit point.
Greater - the Dhampir has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Wisdom drain, and he gains 5 temporary hit points with each successful blood drain.

 

Dominate (Su):

Lesser - a Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day.
Moderate - the Dhampir can use this ability three times per day at a range of 10 feet.

Superior - his range increases to 30 feet.

Greater - the Dhampir may use his dominate ability at will.

 

Children of the Night (Su):

Lesser - Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Greater - the Dhampir can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves. The creatures arrive and serve as above.

W0LF

W0LF

Advancement

 

Monster Class Progression

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class as class as class as class Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain (lesser), Bonus Feats (Alertness, Dodge)
2 as class as class as class as class Dex +2 Resistances (Cold/Elec 5), Spider Climb, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class as class as class as class Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack
4 as class as class as class as class Str +2 Blood Drain (Greater), Resistances (Cold/Elec 10), Dominate (lesser), NA+1, Dhampir Skills +4
5 as class as class as class as class Dex +2, Int +2 Children of the Night (lesser), Damage Reduction 5/Magic,
6 as class as class as class as class Con +2 Dominate (moderate), NA +1
7 as class as class as class as class Str +2, Cha +2 Fast Healing 1/rnd, Children of the Night (greater)
8 as class as class as class as class Dex +2 Dominate (superior), NA +1
9 as class as class as class as class Con +2, Int +2 Damage Reduction, Smite Good, Dominate (greater)
10 as class as class as class as class Str +2 Dhampir Skills +6
11 as class as class as class as class Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class as class as class as class Wis +2 HF Resistances (10), Spell Res (+10), Wings

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

Lesser - a Dhampir can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Wisdom damage each round that the pin is maintained. With each such successful attack, the Dhampir gains 1 temporary hit point.
Greater - the Dhampir has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Wisdom drain, and he gains 5 temporary hit points with each successful blood drain.

 

Dominate (Su):

Lesser - a Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day.
Moderate - the Dhampir can use this ability three times per day at a range of 10 feet.

Superior - his range increases to 30 feet.

Greater - the Dhampir may use his dominate ability at will.

 

Children of the Night (Su):

Lesser - Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Greater - the Dhampir can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves. The creatures arrive and serve as above.

W0LF

W0LF

Advancement

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class +1 +1 2.5/2.5/2.5 8+ Int mod Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain (lesser), Bonus Feats (Alertness, Dodge)
2 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Resistances (Cold/Elec 5), Spider Climb, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack
4 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Blood Drain (Greater), Resistances (Cold/Elec 10), Dominate (lesser), NA+1, Dhampir Skills +4
5 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Int +2 Children of the Night (lesser), Damage Reduction 5/Magic,
6 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2 Dominate (moderate), NA +1
7 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2, Cha +2 Fast Healing 1/rnd, Children of the Night (greater)
8 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Dominate (superior), NA +1
9 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Int +2 Damage Reduction, Smite Good, Dominate (greater)
10 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Dhampir Skills +6
11 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class +1 +1 0.5/0.5/0.5 8+ Int mod Wis +2 HF Resistances (10), Spell Res (+10), Wings

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

Blood Drain (Ex):

Lesser - a Dhampir can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Wisdom damage each round that the pin is maintained. With each such successful attack, the Dhampir gains 1 temporary hit point.
Greater - the Dhampir has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Wisdom drain, and he gains 5 temporary hit points with each successful blood drain.

 

Dominate (Su):

Lesser - a Dhampir gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the Dhampir must use a standard action, and those merely looking at him are not affected. Anyone the Dhampir targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person spell (caster level 12th). The ability has a range of 5 feet and is usable once per day.
Moderate - the Dhampir can use this ability three times per day at a range of 10 feet.

Superior - his range increases to 30 feet.

Greater - the Dhampir may use his dominate ability at will.

 

Children of the Night (Su):

Lesser - Dhampirs command the lesser creatures of the world. Starting at 5th level, a Dhampir can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Greater - the Dhampir can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves. The creatures arrive and serve as above.

W0LF

W0LF

Advancement

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class +1 +1 2.5/2.5/2.5 8+ Int mod Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain (lesser), Bonus Feats (Alertness, Dodge)
2 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Resistances (Cold/Elec 5), Spider Climb, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack
4 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Blood Drain (Greater), Resistances (Cold/Elec 10), Dominate (lesser), NA+1, Dhampir Skills +4
5 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Int +2 Children of the Night (lesser), Damage Reduction 5/Magic,
6 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2 Dominate (moderate), NA +1
7 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2, Cha +2 Fast Healing 1/rnd, Children of the Night (greater)
8 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Dominate (superior), NA +1
9 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Int +2 Damage Reduction, Smite Good, Dominate (greater)
10 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Dhampir Skills +6
11 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Cha +2 Damage Reduction 10/Magic, NA +1
12 as class +1 +1 0.5/0.5/0.5 8+ Int mod Wis +2 HF Resistances (10), Spell Res (+10), Wings

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

W0LF

W0LF

Advancement

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class +1 +1 2.5/2.5/2.5 8+ Int mod Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain (lesser), Bonus Feats (Alertness, Dodge)
2 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Resistances (Cold/Elec 5), Spider Climb, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack
4 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Blood Drain (Greater), Resistances (Cold/Elec 10), Dominate (lesser), NA+2, Dhampir Skills +4
5 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Int +2 Children of the Night (lesser), Damage Reduction 5/Magic,
6 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2 Dominate (moderate), NA +2
7 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2, Cha +2 Fast Healing 1/rnd, Children of the Night (greater)
8 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Dominate (superior)
9 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Int +2 Damage Reduction, Smite Good, Dominate (greater)
10 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Dhampir Skills +6
11 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Cha +2 Damage Reduction 10/Magic, NA +2
12 as class +1 +1 0.5/0.5/0.5 8+ Int mod Wis +2 HF Resistances (10), Spell Res (+10), Wings

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

W0LF

W0LF

Advancement

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class +1 +1 2.5/2.5/2.5 8+ Int mod Str +2, Int +2 NA +1, 2 Claws, Darkvision 60ft, Outsider Type, Spell-like Abilities, Blood Drain (lesser), Bonus Feats (Alertness, Dodge)
2 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Resistances (Cold/Elec 5), Spider Climb, Bonus Feat (Improved Initiative, Lightning Reflexes), Dhampir Skills +2
3 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Cha +2 Bite, Poison Immunity, HF Resistances (5), Spell Res (Level), Slam Attack
4 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Blood Drain (Greater), Resistances (Cold/Elec 10), Dominate (lesser), NA+2, Dhampir Skills +4
5 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Int +2 Children of the Night (lesser), Damage Reduction 5/Magic,
6 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2 Dominate (moderate), Fast Healing 1/rnd, NA +2
7 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2, Cha +2
8 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2 Children of the Night (greater), Dominate (superior)
9 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Int +2 Damage Reduction, Smite Good, Dominate (greater)
10 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2 Dhampir Skills +6
11 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Cha +2 Damage Reduction 10/Magic, NA +2
12 as class +1 +1 0.5/0.5/0.5 8+ Int mod Wis +2 HF Resistances (10), Spell Res (+10), Wings

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

W0LF

W0LF

Advancement

Level Hit Dice BAB Saves Skill Points Ability Adj Special
1 as class +1 +1 2.5/2.5/2.5 8+ Int mod Str +2, Int +2  
2 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2  
3 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Cha +2  
4 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2  
5 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Int +2  
6 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2  
7 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2, Cha +2
8 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2  
9 as class +1 +1 0.5/0.5/0.5 8+ Int mod Con +2, Int +2  
10 as class +1 +1 0.5/0.5/0.5 8+ Int mod Str +2  
11 as class +1 +1 0.5/0.5/0.5 8+ Int mod Dex +2, Cha +2  
12 as class +1 +1 0.5/0.5/0.5 8+ Int mod Wis +2  

 

 

Half-Fiend Spell-likes

Minimum H-F 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 1/day
4th 11th Blasphemy 1/day
  19th Destruction 1/day

 

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