Savage Progressions 03/19/2004


Transition Classes



In last month's installment, we created racial classes to account for the level adjustments of races such as the drow, aasimar, and tiefling. This month, we take the concept in a new direction by examining how a character already on the way to a template class can streamline the transition.

Transition Classes

So far, this series of articles has covered how to apply a template to a base creature in level-based pieces. But what if the base creature already had a head start on the qualities of the desired template? Shouldn't an aasimar be able to turn into a half-celestial more quickly than a human? Or a tiefling into a half-fiend? Or a feytouched into a half-fey? Of course! By the same logic, a half-drow should be able to turn into a full drow, or a surface gnome into a svirfneblin, with very little trouble. With the rules for template classes, we can adjust the granted abilities and total levels of the template (or level-adjusted race) to accommodate abilities the base creature already has. In effect, this process creates a custom template for each of these special transitions and converts that into a template class.

In this article, we create "transition classes" that turn aasimar into half-celestials, dwarves into duergar, feytouched into half-fey, half-drow into full drow, gnomes into svirfneblin, and tieflings into half-fiends. In each case, we simply figure out what abilities the template grants over and above those of the base creature's race. With the exception of ability score modifiers, a transition class should not subtract from the base race's abilities because it's against the spirit of the rules to remove something a character has already earned. For example, dwarves have weapon familiarity with the urgrosh but duergar do not. Removing weapon familiarity from a dwarf who takes the duergar template, however, would penalize the urgrosh-wielding dwarf for his choice.

The Aasimar/Half-Celestial Transition Class

An aasimar is born with a touch of the divine and a +1 level adjustment. Aasimars who wish to become half-celestials can do so in just three levels instead of the normal four that the standard template class requires.

Table SP-26: The Aasimar/Half-Celestial Transition Class

Level CR Special
1st * Str +2, Con +2, natural armor +1, disease immunity, poison resistance, resistance (acid 5, cold 5, electricity 5), spell-like abilities, spell resistance (lesser)
2nd ** Str +2, Dex +2, Int +2, damage reduction, smite evil, spell-like abilities (greater)
3rd ** Con +2, Wis +2, Cha +2, resistances (acid 10, cold 10, electricity 10), spell-like abilities, spell resistance (greater), wings (fly speed equal to double base speed, good maneuverability)
*A 1st-level aasimar/half-celestial with fewer than eleven character levels has a CR adjustment of +1. One with eleven or more character levels has a CR adjustment of +2.
**A 2nd- or 3rd-level aasimar/half-celestial with fewer than five character levels has a CR adjustment of +1. One with five to ten character levels has a CR adjustment of +2. One with eleven or more character levels has a CR adjustment of +3.

Aasimar/Half-Celestial Transition Class Features

All of the following are class features of the aasimar/half-celestial transition class.

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

Natural Armor Improvement: At 1st level, the character'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.

Disease Immunity (Ex): An aasimar/half-celestial is immune to all diseases.

Poison Resistance (Ex): An aasimar/half-celestial has a +4 racial bonus on Fortitude saves against poison.

Resistances (Ex): At 1st level, an aasimar/half-celestial gains acid, cold, and electricity resistance 5. When she reaches 3rd level, each of these resistances increases to 10.

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

Minimum Transition
Class Level
Minimum
Character Level
Spell-Like Abilities Gained
1st 1st Bless 1/day, protection from evil 3/day
3rd Aid 1/day, detect evil 1/day
7th Holy smite 1/day, remove disease 1/day
13th Hallow 1/day, holy aura 3/day
2nd 5th Cure serious wounds 1/day
9th Dispel evil 1/day
15th Mass charm monster 1/day
17th Summon monster IX (celestials only)
3rd 5th Neutralize poison 1/day
11th Holy word 1/day
19th Resurrection 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative.

Spell Resistance (Su): At 1st level, an aasimar/half-celestial 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 2nd-level or higher aasimar/half-celestial 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. An aasimar/half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Smite Evil (Su): Once per day, an aasimar/half-celestial of at least 2nd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil 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 3rd level, an aasimar/half-celestial grows birdlike wings, which she may use to fly at up to double her base land speed with good maneuverability.

The Dwarf/Duergar Transition Class

In some campaigns (such as the Forgotten Realms Campaign Setting), duergar were normal dwarves until their clan was enslaved by mind flayers. Over the course of many generations, these dwarves eventually developed magical powers and the ability to resist certain attacks, and they used these abilities to escape their monstrous captors. Using the transition class rules, a normal dwarf could explore the inner magical potential of his duergar kin and actually become a gray dwarf at the cost of a 1-level transition class.

This transition class assumes the base creature is a hill dwarf (a standard dwarf as presented in the Player's Handbook), though it can easily be adapted for other dwarf subtypes (such as the gold dwarves of the Forgotten Realms Campaign Setting).

Table SP-27: The Dwarf/Duergar Transition Class

Level CR Special
1st +1 Cha -2, darkvision 120 ft., enlarge person, immunities, invisibility, languages, light sensitivity, skill bonuses

Dwarf/Duergar Transition Class Features

All of the following are class features of the dwarf/duergar transition class.

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

Darkvision (Ex): When the dwarf/duergar reaches 1st level, the range of his darkvision increases to 120 feet.

Enlarge Person (Sp): Once per day, a dwarf/duergar may use enlarge person (caster level equals twice the dwarf/duergar's character level, minimum 3rd). This ability affects only the character and whatever he carries.

Immunities: The dwarf/duergar becomes immune to paralysis, phantasms, and poison. This ability replaces the base dwarf's resistance to poison.

Invisibility (Sp): A dwarf/duergar may use invisibility (caster level equals twice the dwarf/duergar's character level, minimum 3rd) once per day. This ability affects only the character and whatever he carries.

Languages: The dwarf/duergar becomes fluent in Common, Dwarven, and Undercommon if he was not already. If he has any bonus language slots available, he may select bonus languages from the following list: Draconic, Giant, Goblin, Orc, Terran. These languages are in addition to the hill dwarf's automatic and bonus languages.

Light Sensitivity (Ex): Once the dwarf/duergar completes his transformation, his eyes become sensitive to light. He is dazzled in bright sunlight or within the radius of a daylight spell.

Skill Bonuses (Ex): The dwarf/duergar gains a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Move Silently checks.

The Feytouched/Half-Fey Transition Class

Feytouched creatures bear the fingerprint of the weird and pay for it with a +1 level adjustment. Those who embrace their wild side can go on to become half-fey, and this transition requires only one level instead of the normal two for the standard template class.

Table SP-28: The Feytouched/Half-Fey Transition Class

Level CR Special
1st +1 Wis +2, Cha +2, immunity to enchantments, spell-like abilities, wings

Feytouched/Half-Fey Transition Class Features

All of the following are class features of the feytouched/half-fey transition class.

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

Immunity to Enchantments (Ex): A feytouched/half-fey is immune to all spells and effects from the Enchantment school.

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

Minimum
Character Level
Spell-Like Abilities Gained
1st Charm person at will, faerie fire or glitterdust 1/day, hypnotism 1/day
3rd Detect law 3/day, enthrall or sleep 1/day
5th Protection from law 3/day
7th Confusion or emotion 1/day
9th Eyebite or lesser geas 1/day
11th Dominate person or hold monster 1/day
13th Mass invisibility 1/day
15th Geas/quest or mass suggestion 1/day
17th Insanity or mass charm 1/day
19th Otto's irresistible dance 1/day

Wings (Ex): A feytouched/half-fey grows insectlike wings (usually butterfly-type), which she may use to fly at up to double her base land speed with good maneuverability.

The Half-Drow/Drow Transition Template Class

A half-drow is a half-elf born of a human and drow union. A half-drow typically has dusky skin, silver or white hair, and eyes of some normal human shade. Half-drow have the abilities of normal half-elves except that they have darkvision (60-foot range) instead of low-light vision. A half-drow who wishes to explore his dark elf heritage can become a full drow with a 2-level transition class.

Table SP-29: The Half-Drow/Drow Transition Class

Level CR Special
1st +1 Dex +2, Con -2, dancing lights, darkvision 120 ft., faerie fire, favored class, skill bonuses, spell resistance (lesser)
2nd +1 Int +2, Cha +2, darkness, languages, light blindness, proficiencies, saving throw bonuses, spell resistance (greater)

Half-Drow/Drow Transition Class Features

All of the following are class features of the half-drow/drow transition class.

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

Dancing Lights (Sp): A half-drow/drow may use dancing lights (caster level equals half-drow/drow's character level) once per day.

Darkvision (Ex): When the half-drow/drow reaches 1st level, the range of his darkvision increases to 120 feet.

Faerie Fire (Sp): At 1st level, the half-drow/drow may use faerie fire (caster level equals half-drow/drow's character level) once per day.

Favored Class: A half-drow/drow who adopts this transition class may keep his original favored class ("any") or adopt the standard drow favored class (wizard if male, cleric if female).

Skill Bonuses: The character's racial bonus on Listen, Search, and Spot checks increases from +1 to +2. Furthermore, a half-drow/drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

Spell Resistance (Su): At 1st level, the half-drow/drow gains spell resistance equal to 5 + character level. At 2nd level, his spell resistance increases to 11 + character level.

Darkness (Sp): At 2nd level, the half-drow/drow may use darkness (caster level equals half-drow/drow's character level) once per day.

Languages: At 2nd level, the half-drow/drow becomes fluent in Common, Elven, and Undercommon if he was not already. If he has any bonus languages slots available, he may select bonus languages from the following list: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. These choices are in addition to the half-elven automatic and bonus languages. (Their bonus languages are normally "any," but this ability enables the drow to learn special languages that a DM might deny to surface dwellers.)

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a half-drow/drow for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.

Proficiencies: At 2nd level, a half-drow/drow becomes proficient with the hand crossbow, rapier, and short sword if he was not already. If he spent feats to become proficient with these weapons, he may not reassign those feat slots.

Saving Throw Bonuses (Ex): At 2nd level, a half-drow/drow gains a +2 racial bonus on Will saves against spells and spell-like abilities.

The Gnome/Svirfneblin Transition Class

Callarduran Smoothhands is the patron deity of the deep gnomes, or svirfneblin. It is he who watches over them in the deep places of the earth and keeps them safe from drow, duergar, and other evil beings. Surface gnomes can participate in a religious ritual with the clerics of Callarduran to become one of the svirfneblin via a 3-level transition class.

This transition class assumes the base creature is a rock gnome (a standard gnome as presented in the Player's Handbook), though it can easily be adapted for other gnome subtypes (such as forest gnomes).

Table SP-30: The Gnome/Svirfneblin Transition Class

Level CR Special
1st +0 Dex +2, Cha -2, darkvision 60 ft., disguise self, Hide bonus +0/+2, languages, saving throw bonus +1, stonecunning
2nd +1 Wis +2, blur, darkvision 120 ft., favored class, Hide bonus +2/+4, saving throw bonus +2, spell resistance (lesser)
3rd +1 Cha +2, blindness/deafness, nondetection, spell resistance (greater), svirfneblin dodge

Gnome/Svirfneblin Transition Class Features

All of the following are class features of the gnome/svirfneblin transition class.

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

Darkvision (Ex): At 1st level, the gnome/svirfneblin gains darkvision to a range of 60 feet. When he reaches 2nd level, the range of her darkvision increases to 120 feet. This ability is in addition to normal gnome low-light vision.

Disguise Self (Sp): The gnome/svirfneblin may use disguise self (caster level equals gnome/svirfneblin's class level) once per day.

Hide Bonus: At 1st level, a gnome/svirfneblin gains a +2 racial bonus on Hide checks when underground. At 2nd level, she gains a +2 racial bonus on Hide checks under all circumstances, and her bonus while underground increases to +4.

Languages: The gnome/svirfneblin becomes fluent in Common, Gnome, and Undercommon if she was not already. If she has any bonus languages slots available, she may select bonus languages from the following list: Dwarf, Elf, Giant, Goblin, Orc, Terran. These languages are in addition to the rock gnome automatic and bonus languages.

Saving Throw Bonus: At 1st level, a gnome/svirfneblin gains a +1 racial bonus on all saving throws. This bonus overlaps (does not stack) with her normal +2 racial bonus on saves against illusions. When she reaches 2nd level, her bonus on all saves increases to +2.

Stonecunning: This ability grants a 1st-level or higher gnome/svirfneblin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A gnome/svirfneblin who merely comes within 10 feet of unusual stonework can make a Search check as if she were actively searching, and she can use the Search skill to find stonework traps as a rogue can. A gnome/svirfneblin can also intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.

Blur (Sp): At 2nd level, the gnome/svirfneblin may use blur (caster level equals gnome/svirfneblin's class level) once per day.

Favored Class: A gnome/svirfneblin taking this class may either keep her original favored class (bard) or adopt the standard svirfneblin favored class (rogue).

Spell Resistance (Su): At 2nd level, the gnome/svirfneblin gains spell resistance equal to 5 + character level. At 2nd level, her spell resistance increases to 11 + character level.

Blindness/Deafness (Sp): Once per day, a 3rd-level gnome/svirfneblin may use blindness/deafness (caster level equals gnome/svirfneblin's class level). The save DC is Charisma-based, and a +4 racial bonus applies.

Nondetection (Su): At 3rd level, the gnome/svirfneblin gains a continuous nondetection ability, as the spell (caster level equals the character's class level).

Svirfneblin Dodge: When the gnome/svirfneblin reaches 3rd level, her +4 dodge bonus against giants becomes effective against all creatures.

The Tiefling/Half-Fiend Transition Class

A tiefling is born tainted by evil and saddled with a +1 level adjustment. Tieflings who wish to become half-fiends can do so in just three levels instead of the normal four that the standard template class requires.

Table SP-31: The Tiefling/Half-Fiend Transition Class

Level CR Special
1st * Str +2, Con +2, natural armor +1, 2 claws, bite, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell-like abilities, spell resistance (lesser)
2nd ** Str +2, damage reduction, smite good, spell-like abilities
3rd ** Dex +2, Int +2, Cha +2, resistances (acid 10, cold 10, electricity 10, fire 10), spell-like abilities, spell resistance (greater), wings
*A 1st-level tiefling/half-fiend with fewer than eleven character levels has a CR adjustment of +1. One with eleven or more character levels has a CR adjustment of +2.
**A 2nd- or 3rd-level tiefling/half-fiend with fewer than five character levels has a CR adjustment of +1. One with five to ten character levels has a CR adjustment of +2. One with eleven or more character levels has a CR adjustment of +3.

Tiefling/Half-Fiend Transition Class Features

All of the following are class features of the tiefling/half-fiend transition class.

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

Natural Armor Improvements: At 1st level, the tiefling/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 tiefling/half-fiend gains two natural claw attacks if he didn't already have them. Each claw attack deals 1d4 points of damage.

Bite: At 1st level, the tiefling/half-fiend gains a natural bite attack if he didn't already have one. His bite attack deals 1d6 points of damage.

Poison Immunity (Ex): At 1st level, a tiefling/half-fiend becomes immune to all poisons.

Resistances (Ex): At 1st level, a tiefling/half-fiend gains acid, cold, and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

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

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

The character gains each spell-like ability as soon as he meets both qualifications for it. Spell-like abilities are cumulative.

Spell Resistance (Su): At 1st level, a tiefling/half-fiend gains spell resistance equal to his character level (maximum 25). At 3rd level, his spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher tiefling/half-fiend has damage reduction 5/magic if his character level is 11th or lower, or damage reduction 10/magic if his character level is 12th or higher. A tiefling/half-fiend treats his natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Smite Good (Su): Once per day, a tiefling/half-fiend of at least 2nd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to his character level (maximum +20) against a good foe. If he accidentally smites a creature that is not good, the smite has no effect but is still used up for the day.

Wings (Ex): At 3rd level, a tiefling/half-fiend grows batlike wings, which he may use to fly at up to his base land speed with average maneuverability.

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. Check out his website. Sean would like to thank Brian Cortijo for coming through with the fey statistics in a pinch.

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