Transformation Classes

The SRD is full of races that start out with an higher effective level as 1 and so become difficult to insert in a 1st level campaign.
Too compensate there was the idea of adding levels in a monster class like it was explained in the savage species book.
Unfortunately that option always came down to have certain levels where the character didn't get any hit dice. (And so none of the usual benefits coming with a new level, like hitpoints, skillpoints, and the level wouldn't even count to gain new feats or raise abilities)
To make characters that have some blood of a different species, that slowly emerges over time become more playable, I intoduce here Transition classes that actually give hit dice skillpoints etc. But at the cost of taking at least twice as many levels then the normal ECL would be. (Depending on type, outsiders get good attacks and saving throws and so need three times as much to stay balanced)
As racial classes, the classes presented here are not considered when calculating XP penalties for multiclassing. They also don't count as interruption in spell progression (Which might be important for certain classes9
Some transformation classes might have certain prerequisites. (i.E to take the half fey class you need to be fey touched, either because you started with that template, or because you have finished class progression for the appropiate transformation class)

Transformation to Feytouched

Requirements:

Any mortal (non fey) base creature can have a fey as a remote ancestor and so qualifies.

Game rules

Hit die:D6
Class skills:
Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Ride, Sense Motive, Spot, Swim, Use Rope
Skill Points at each additional Level:6+Int Modifier

Class Features

Charm PersonA 1st-level feytouched may use charm person (caster level equals feytouched's character level; save DC 11 + feytouched's Cha modifier) once per day.
Fey typeWith 2nd level the characters type changes to Fey. As such they are vulnerable tospell that affect fey, but are immune to effects targeting there former type.
ImmunitiesAt 2nd level, a feytouched becomes immune to all mind-affecting effects. Replacing the saving throw bonus from level 1
Low-Light Vision A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Saving Throw BonusesA 1st level feytouched has a +4 racial bonus on saving throws against mind-affecting effects.
Skill bonusesAt 1st level, a feytouched gains a +2 racial bonus on Hide and Move Silently checks.

Transformation Feytouched

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Charm Person, skill bonuses, -2 Constitution, Low Light Vision,Saving Throw Bonuses
2 +1 +0 +3 +3 Immunities, +2 Dexterity, +2 Charisma, Fey Type


Transformation to Half-Fey

Requirements:

Feytouched.

Game rules

Hit die:D6
Class skills:
Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Ride, Sense Motive, Spot, Swim, Use Rope
Skill Points at each additional Level:6+Int Modifier

Class Features

Immunity to enchantmentAt 1st level, a becoming half-fey becomes immune to all enchantment spells. (So enhancing the immunity against mind effecting spells they have as feytouched
greater spell like abilities Depending on their HD they get following powers:
Total hit dice Spell like ability
1 Faerie fire or Glitterdust 1/day
3 Enthrall or sleep 1/day
7 Confusion or emotion 1/day
11 Dominate Person or hold monster 1/day
15 Geas/quest or mass suggestion 1/day
19 Otto's irrestible dance 1/day
lesser spell like abilities Depending on their HD they get following powers:
Total hit dice Spell like ability
1 Charm Person at will and hypnotism 1/day
3 Detect law 3/day
5 Protection from law 3/day
9 Eyebite or lesser geas 1/day
13 Mass invisibility 1/day
17 Insanity or mass charm 1/day
WingsAt 3rd level the transformed Half-Fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly with twice her land speed with good maneuverability

transformation to Half-fey

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Immunity to enchantment, lesser spell like abilities
2 +1 +0 +3 +3 greater spell like abilities, Wis +2, Cha +2
3 +1 +1 +3 +3 Wings


Transformation to Planetouched

Requirements:

Any mortal (non outsider) base creature can have an outsider as a remote ancestor and so qualifies. (Player can decide on type of outsider the body changes depend on that, and might include, horns, strange skincolor, hooves, unusable wings....)

Game rules

Hit die:D8
Class skills:
Any 15 skills chosen by player
Skill Points at each additional Level:8+Int Modifier

Class Features

DarkvisionAt 2nd level the planetouched develop the ability to see in darkness up to 60'
Energy resistancePlanetouched gain energy resistances. At each level they can pick one. (fire, cold, electricity, acid...) The first 5 points of damage done by the attack get ignored. Those of celestial heritage usually have resistances against acid, cold and electricity, those of fiendish heritage tend to have resistances against cold, electricity and fire.
SkillbonusPlanetouched have a bonus to 2 skills. Those of celestial heritage tend to have a bonus to Spot and Listen, while those of fiendish origin tend to have a bonus to bluff and hide.
Spell like abilityAt 3rd level the Planetouched gains the ability to use a non attack spell of up to 3rd level as a spell like ability once per day. Those of celestial heritage usally pick Daylight, those of fiendish heritage tend to have darkness. If a different spell is chosen it needs aproval of the DM (like always) and should be on the spell list of a chosen ancestor. (or be a weaker version of a spell on that list)
Type change to outsiderAt 3rd level the changes in the character are so big that he changes type to outsider and loses his previous type.

Transformation Planetouched

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Skillbonus of +2 to two skills, 1st energy resistance at 5
2 +2 +3 +3 +3 2nd Energy resistance at 5, Darkvision 60'
3 +3 +3 +3 +3 3rd Energy resistance, Spell like ability, type change to outsider


Transformation to Half-Fiend

Requirements:

Planetouched creature with an Ancestor from one of the so called lower planes.

Game rules

Hit die:D8
Class skills:
Any 15 skills chosen by player
Skill Points at each additional Level:8+Int Modifier

Class Features

Claw and BiteAt Level 3 the character gains small claws and sharp teeth. If no weapon is at hand, those can be used to attack. (Full attack is both claws as primary and bite as secondary attack)
SizeBite damageClaw damage
Fine1-
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan3d62d6
Colossal4d63d6
Damage ResistanceAt 4th level the future half-fiend gets Damage resistence 5 against all but magic weapons. His own natural attacks now countas magical to overcome damage resistance. At level 8 the damage resistance improves to 10
Immunity to poisonWith level 6 the character becomes immune to the effect of all poisons
ResistancesAt 1st level the character gets resistance against 4 energy attacks (replacing the ones taken as planetouched), at level 5 those increase to 10.
Smite goodAt level 7 the becoming half-fiend gains the ability to smite good once a day. (One attack does 1 extra point of damage per outsider hit dice against a good foe)
Spell like abilitiesThe becoming half fiend has several spell like abilities. All outsider hitdice count as caster level (Planetouched levels+half fiend levels). Saving throw is Cha based.
Spell resistanceThe character gains a spell resistance of 10+his outsider levels. (up to a maximum of 35)
WingsAt level 9 the Half-fiend gains wings and can fly at his land speed with average maneuverability.(if the base creature could already fly ignore this)

Transformation Half-Fiend

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Resistance to acid 5, cold 5 electricity 5 and fire 5, Spell resistance 10+level, Planetouched spell like ability useable 3 times a day.
2 +2 +3 +3 +3 Natural armor +1, Dex+2, Int+2, Spell like ability Desecrate and Unholy Blight 1/day
3 +3 +3 +3 +3 Claw and Bite, Con+2, Cha+2, Spell like ability: Poison 3/day
4 +4 +4 +4 +4 Damage resistance 5/magic, Spell like ability Contagion 1/day
5 +5 +4 +4 +4 >Resistance to acid 10, cold 10 electricity 10 and fire 10, Spell like ability Blasphemy 1/day
6 +6 +5 +5 +5 Dex+2, Int+2, Immunity to poison, Spell like ability: Unholy Aura 3/day
7 +7 +5 +5 +5 Smite good, Spell like ability: Unhallow 1/day, Horrid wilting 1/day
8 +8 +6 +6 +6 Damage resistance 10/magic, counts as half-fiend (for example for other classes or magic items), Spell like ability Summon monster IX (fiends only) 1/day
9 +9 +6 +6 +6 Wings, Spell like ability: Destruction 1/day


Transformation to Half-Celestial

Requirements:

Planetouched creature with an Ancestor from one of the so called upper planes.

Game rules

Hit die:D8
Class skills:
Any 15 skills chosen by player
Skill Points at each additional Level:8+Int Modifier

Class Features

Damage ResistanceAt 4th level the future half-fiend gets Damage resistence 5 against all but magic weapons. His own natural attacks now countas magical to overcome damage resistance. At level 8 the damage resistance improves to 10
Immunity to diseasesWith level 6 the character becomes immune to all diseasesons
ResistancesAt level 5 the energy resistances taken for the planetouched status increase to 10.
Smite evilAt level 7 the becoming half-celestial gains the ability to smite evil once a day. (One attack does 1 extra point of damage per outsider hit dice against an evil foe)
Spell like abilitiesThe becoming half celestial has several spell like abilities. All outsider hitdice count as caster level (Planetouched levels+half celestial levels). Saving throw is Cha based.
Spell resistanceThe character gains a spell resistance of 10+his outsider levels. (up to a maximum of 35)
WingsAt level 9 the Half-celestial gains wings and can fly at twice his land speed with good maneuverability.(if the base creature could already fly ignore this)

Transformation Half-Celestial

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +2 Spell resistance 10+level, Planetouched spell like ability at will.
2 +2 +3 +3 +3 Natural armor +1, Con+2, Wis+2, Cha+2, Spell like ability Protection from evil 3/day, bless 1/day
3 +3 +3 +3 +3 Claw and Bite, Dex+2, Int+2, Spell like ability: Aid 1/day, detect evil 1/day
4 +4 +4 +4 +4 Damage resistance 5/magic, Spell like ability: Cure serious wounds 1/day, neutralize poison 1/day
5 +5 +4 +4 +4 Resistance to selected energy forms raises to 10, Spell like ability Holy smite 1/day, remove disease 1/day
6 +6 +5 +5 +5 Con+2, Wis +2, Cha+2, Immunity to disease, Spell like ability: Dispel evil 1/day
7 +7 +5 +5 +5 Smite good, Spell like ability: Holy word 1/day, Holy aura 3/day
8 +8 +6 +6 +6 Damage resistance 10/magic, counts as half-fiend (for example for other classes or magic items), Spell like ability: hallow 1/day, Mass charm monster 1/day
9 +9 +6 +6 +6 Wings, Spell like ability: Summon Monster IX (celestials only)1/day, Ressurection 1/day