Author Topic: Rewrite: Acolyte of the Skin  (Read 5348 times)

Offline Prime32

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Rewrite: Acolyte of the Skin
« on: April 16, 2013, 02:53:23 PM »
The Acolyte of the Skin PrC in Complete Arcane is a cool concept (a spellcaster who replaces their skin with a demon), but a bit underwhelming. Here's an attempt at reworking it.



ACOLYTE OF THE SKIN


   
"I've got you under my skin
I've got you deep in the heart of me
So deep in my heart that you're really a part of me
I've got you under my skin"

-I've Got You Under My Skin, Cole Porter

BECOMING AN ACOLYTE OF THE SKIN
Warlocks are the most common entrants to this prestige class, but any character with even one level in a spellcasting class can meet the prerequisites via the Practiced Spellcaster feat (see Complete Arcane or Complete Divine).

ENTRY REQUIREMENTS
 Alignment: Any nongood
 Skills: Knowledge (the planes) 6 ranks
 Spells or Spell-Like Abilities: Caster level 5th
 Special: Must have made peaceful contact with an evil outsider

Class Skills (2+Int): Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Spellcraft, Use Magic Device

Hit Dice: d8



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2Improved caster level, Wear fiend
2nd+1+3+0+3Darkvision, Glare of the pit, Fell power +1
3rd+2+3+1+3Energy resistance, Skin invocation (least)
4th+3+4+1+4Fell power +2, Fiendish claws
5th+3+4+1+4Skin adaptation, Wings
6th+4+5+2+5Fell power +3, Skin invocation (least), Slippery mind
7th+5+5+2+5Fiendish glare, True seeing
8th+6+6+2+6Fell power +4, Poison claws
9th+6+6+3+6Infernal teleportation, Skin invocation (least or lesser)
10th+7+7+3+7Fell power +5, Fiendish symbiosis

Weapon and Armor Proficiencies: Acolytes of the skin gain proficiency with martial weapons, but not with any new types of armor or shields.

Improved Caster Level: Levels in acolyte of the skin stack with levels in all spellcasting and invoking classes for determining the caster level of their spells and spell-like abilities, as well as the damage dealt by a warlock's eldritch blast. This does not allow your caster level to exceed your character level, nor does it provide you with extra spells per day or spells known.

Wear Fiend (Ex): At 1st level an acolyte of the skin replaces their skin with a sentient fiend, gaining an armor bonus to AC equal to 4 + their class level, and DR/good equal to their class level. The acolyte may choose to enchant their skin as magic armor, but it does not count as armor for abilities which would be hindered by it (such as the monk's AC bonus).
In addition, the fiend can communicate emotions and urges with the acolyte, granting them Alertness as a bonus feat.

Darkvision (Ex): At 2nd level an acolyte of the skin gains darkvision 120ft.

Fell Power: At every even level, an acolyte may treat his spells and spell-like abilities as one spell level higher whenever it would be convenient. For instance, a fighter 4/wizard 1/acolyte of the skin 8 could treat his burning hands as a 5th-level spell for determining its save DC and interaction with globe of invulnerability, while still casting it from a 1st-level slot. He would meet the prerequisites for the Arcane Strike feat, and could use it to expend burning hands for +5 attack/+5d4 damage.

Glare of the Pit (Su): At 2nd level, an acolyte of the skin may project two rays (one from each eye) as a standard action at will, each targeting a creature within 100ft; each ray deals 1d6 fire damage per two caster levels (using your highest caster level of all classes) if he hits with a ranged touch attack. This ability cannot inflict damage to the same creature more than once per use, even if it is targeted by both rays. An Acolyte of the Skin with warlock levels may apply eldritch essence and blast shape invocations to this ability as if it were an eldritch blast.

Energy Resistance (Ex): At 3rd level an acolyte of the skin gains resistance to fire and cold equal to their caster level, stacking with any existing resistance to fire and cold.

Skin Invocation (Su): At 3rd level an acolyte of the skin may command his skin to create a mystical effect independently of himself. He learns one Least invocation as a warlock, except that it requires only a swift action to use and is considered a supernatural ability; it has no somatic component, does not provoke attacks of opportunity, and is not subject to spell resistance. The caster level for this effect is equal to your highest caster level, and its save DC (if any) is 10 + half your caster level + your highest mental ability score modifier. The acolyte learns an additional Least invocation at 6th level, and a Least or Lesser invocation at 9th level. The acolyte may not learn eldritch essence or blast shape invocations as skin invocations; at the DM's option, however, he may select invocations from the dragonfire adept list.

Fiendish Claws: At 4th level the acolyte's unarmed strikes deal slashing, bludgeoning and piercing damage, possess a critical threat range of 18-20/x2, gain an enhancement bonus of +1 per three caster levels (using your highest caster level), and overcome damage reduction as adamantine weapons. He gains Improved Unarmed Strike as a bonus feat if he does not possess it.

Skin Adaptation (Ex): At 5th level the acolyte's skin is capable of knitting itself back together when damaged, and has started to take over some of his bodily functions. The acolyte gains fast healing equal to half his caster level, and no longer needs to eat or sleep (though he may do so if he wishes).

Wings (Ex): At 5th level the acolyte may grow or retract a pair of batlike wings as a move action at will. While his wings are extended, he gains a fly speed equal to double his land speed with average maneuverability. In addition, whenever he gains a fly speed from a magic item, spell or spell-like ability he uses himself, that fly speed is considered an extraordinary ability.

Slippery Mind (Ex): At 6th level the second mind in the acolyte's skin makes it easier for him to resist mental influence. If an acolyte of the skin is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell's effects occur normally.

Fiendish Glare (Su): At 7th level an acolyte of the skin may glare at a creature within 100ft as a swift action at will. That creature becomes shaken for 10 minutes, and must make a Will save (DC = 10 + half your caster level + your highest mental ability score modifier) or be stunned for 1 round (or dazed for 1 round, if it is immune to being stunned). The shaken condition inflicted by this ability does not stack with itself, but it does stack with other sources of fear. Each creature may only be stunned or dazed by this ability 1/encounter.

True Seeing (Su): At 7th level an acolyte of the skin is under a continuous true seeing effect (caster level equals your highest caster level).

Poison Claws (Ex): At 8th level, whenever an acolyte of the skin hits a creature with an unarmed strike they must make a Fortitude save (DC = 10 + half your caster level + your highest mental ability score modifier) or take 1d10 points of Constitution damage. 1 minute later they must make another Fortitude save at the same DC or take another 1d10 points of Constitution damage.

Infernal Teleportation (Sp): At 9th level an acolyte of the skin may use greater teleport as a spell-like ability at will (caster level equals his highest caster level), except that it affects only himself plus 50 pounds of objects.

Fiendish Symbiosis: At 10th level the acolyte and his fiendish skin have become one and the same. The acolyte is now considered an Outsider with the evil subtype, gains a +2 bonus to all ability scores, and may cast a Skin Invocation as either a swift action or a standard action. In addition he recovers 1 point of ability damage at the start of each round, as if he had rested for a day.

EX-ACOLYTES OF THE SKIN
If a 9th-level or lower acolyte changes alignment to good (thus no longer meeting the prerequisites for the class) then he finds that his own skin rejects him, tearing itself away from his body and disappearing. This inflicts 5 points of vile damageBoVD to the acolyte per class level, and 2 points of Constitution drain. If the ex-acolyte receives an atonement spell converting him to a non-good alignment then his demonic skin regrows instantly, converting any remaining Constitution drain to Constitution damage and vile damage into normal damage. A 10th-level acolyte of the skin still loses his acolyte class features if his alignment changes to good, but his skin remains intact.

WARFORGED ACOLYTES OF THE SKIN
A warforged who becomes an acolyte of the skin grows closer to a living creature. He loses his composite plating racial ability, as well as the ability to be healed by repair spells, but can now be healed by positive energy as a living creature (rather than healing half the normal amount). If the warforged possessed any feats which modified his Composite Plating when he entered acolyte of the skin, then he loses those feats but may replace them with any other feats for which he meets the prerequisites. If the warforged's plating was enchanted, its enchantments transfer to his skin.
« Last Edit: April 16, 2013, 06:51:01 PM by Prime32 »

Offline Raineh Daze

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Re: Rewrite: Acolyte of the Skin
« Reply #1 on: April 16, 2013, 03:12:26 PM »
Quote
Fiendish Claws: At 4th level the acolyte's unarmed strikes deal slashing, bludgeoning and piercing damage, possess a critical threat range of 18-20/x2, gain an enhancement bonus of +1 per three caster levels, and overcome damage reduction as adamantine weapons. He gains Improved Unarmed Strike as a bonus feat if he does not possess it.

Caster level? :eh

Offline Concerned Ninja Citizen

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Re: Rewrite: Acolyte of the Skin
« Reply #2 on: April 16, 2013, 05:57:06 PM »
Could be a typo but it seems reasonable to me. The power of the claws is directly proportional to the arcane might of the acolyte.

Offline Braininthejar

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Re: Rewrite: Acolyte of the Skin
« Reply #3 on: April 30, 2013, 01:15:39 PM »
For the bonuses the class gives, the entry requirements seem very easy to meet.

Also, at the last level is it Outsider or native outsider?

Offline Amechra

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Re: Rewrite: Acolyte of the Skin
« Reply #4 on: April 30, 2013, 04:42:45 PM »
Well, you do need 5 caster levels, and it doesn't advance spellcasting...

Though Infernal Power does make up for that...
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Offline veekie

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Re: Rewrite: Acolyte of the Skin
« Reply #5 on: May 01, 2013, 10:40:07 PM »
Well, you do need 5 caster levels, and it doesn't advance spellcasting...

Though Infernal Power does make up for that...
Looks like you'd be entering from Warlock most likely, which makes it mostly a durability/melee specced Warlock. Not sure if that's such a good idea overall(since Warlocks don't really get tough enough to melee much), but with the CL increase and the invocations granted it's fairly solid.
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