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===Playing Succubi?=== Although many DMs consider succubi to be amongst the most inherently redeemable of fiends - in an age of [[Monstergirls]] and growing up on stories where love redeems, it's not hard to imagine a succubus who doesn't want to hurt her lovers - actually playing them tends to be a no-no. After all, in addition to the long litany of standard powers & resistances that come from being fiends, succubi have powerful level draining and enchantment abilities. Nothing honks a DM off more than a player having an unlimited supply of charm persons. Nonetheless, this did not stop [[Savage Species]] from turning them into a goddamn playable monster class, nor did it stop [[3.5e]] from giving them a level adjustment of +6 for easy conversion into a playable race, and <i>of course</i> [[Planescape: Torment]] allowed a succubus party member. :'''Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)''' :'''Hit Dice''': 6d8 :'''Speed''': 30 ft. (6 squares), fly 50 ft. (average) :'''Natural armor''': +9 :'''Base Attack/Grapple''': +6/+7 :'''Attack''': Claw +7 melee (1d6+1) :'''Full Attack''': 2 claws +7 melee (1d6+1) :'''Special Attacks''': Energy drain, spell-like abilities, summon tanar’ri : '''Spell-Like Abilities''': At-will: charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based. :'''Special Qualities''': Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues :'''Saves''': Fort +6, Ref +6, Will +7 :'''Abilities''': Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26 :'''Skills''': ::Bluff +19 (9 levels, +8 cha bonus, +2 from Persuasive) ::Concentration +10 (9 levels, +1 con bonus) ::Diplomacy +12 (4 levels, +8 cha bonus) ::Disguise +17 (9 levels, +8 cha bonus) ::Escape Artist +10 (9 levels, +1 dex bonus) ::Hide +10 (9 levels, +1 dex bonus) ::Intimidate +19 (9 levels, +8 cha bonus, +2 from Persuasive) ::Knowledge (any one) +12 (9 levels, +3 int bonus) ::Listen +19 (9 levels, +2 wis bonus, +8 racial bonus) ::Move Silently +10 (9 levels, +1 dex bonus) ::Search +12 (9 levels, +3 int bonus) ::Spot +19 (9 levels, +2 wis bonus, +8 racial bonus) ::Survival +2 (0 levels, +2 wis bonus) (+4 if following tracks due to having 5 or more levels in Search) ::Use Rope +1 (0 levels, +1 dex bonus) (+3 if binding someone due to having 5 or more levels in Escape Artist) :'''Feats''': Dodge, Mobility, Persuasive :'''Level Adjustment''': +6 If a starting ECL of 12 plus class levels is too high for you, then you can play a refluffed [[tiefling]] or a [[Counts as]] tiefling, taking the [[bard]] or [[wizard|enchanter]] class to emphasize your innate mind-whammying mojo and excusing the discrepancy as "you lost most of your fiendish powers when you chose to rise from the pit". In fairness, that's actually really viable in 5e; tieflings have a +2 to [[Charisma]] anyway, and the racial alternative feature "Devil's Tongue" lets you swap out your fiery SLAs for enchantment ones. Pick up the SCAG for the Winged Tiefling variant, and you're good to go. That said, if one of your players actually asks to play a succubus then it may be worth doing a background check on them first...
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