Tweaked Half-Fiend Template help


Homebrew and House Rules


Hey

the BBEG of my campaign is a half-fiend. I thought about tweaking the template a bit to fit better, but i'm not really good in such things, so i'd appreciate help and critic.

basically the character is the son of a deceptive lord of hell, with his father having a strong fire affinity.
So i thought about giving him fire immunity instead of resistance, but removing cold resistance as the first change.
keeping other defenses, fly speed and melee attacks, but specifically losing all special attacks/spell-like abilities except darkness or at least exchange the evil-flavored abilities for some deception-flavored.
He is not supposed to be an embodiment of evil as a standard half-fiend, instead more of a conciously created spy for his father.
Therefore he gains the ability to use alter self at will (not as a magical effect, but as a feature of his anatomy - like a doppelganger), so he can remove all traces of his fiendish heritage and pass for a member of his mother's race.
In addition this allows for funky political mischief when he is able to impersonate powerful figures in different, even opposed nations/power groups.
The racial stat boosts are kept.

What bugs me most is how exacly the removal of most special abilies affects his scaling CR boost, if the scaling DR and SR are kept.

would the template actually get weak enough to only give +2 CR at HD 11+, or is change shape + fire immunity powerful enough to substitute for all the removed spell-like abilities?

To sum it up:
Creating a Half-Fiend (Son of The Lord of Shadowfire)
“Half-fiend” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature’s statistics and special abilities except as noted here.
CR: HD 10 or less, as base creature + 1; HD 11 or more, as base creature + 2.
Alignment: Any evil.
Type: The creature’s type changes to outsider (native).
Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison and fire; acid and electricity resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR + 11 (maximum 35); Gain Change Shape (Alter Self).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature’s land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Spell-Like Abilities: Darkness 3/day, CL equals the creature’s HD.
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Any thoughts?

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