ACOLYTE Alignment:
Any lawful.
Hit Die:
d6.
Class Skills:
The acolyte’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (wis), Swim (Str) and Tumble (Dex)
Skill Points at 1st Level:
(6 + Int modifier) ×4.
Skill Points at Each Additional Level:
6 + Int modifier.
Code:
Saves Spells Per Day Spells Known
Lvl BAB For Ref Wil Special 0 1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1 +0 +0 +2 +2 Domain, Aura 2 - - - - - - 4 - - - - - -
2 +1 +0 +3 +3 Bonus Feat 3 0 - - - - - 5 2* - - - - -
3 +2 +1 +3 +3 3 1 - - - - - 6 3 - - - - -
4 +3 +1 +4 +4 3 2 0 - - - - 6 3 2* - - - -
5 +3 +1 +4 +4 Axiomatic Strike (Lawful) 3 3 1 - - - - 6 4 3 - - - -
6 +4 +2 +5 +5 3 3 2 - - - - 6 4 3 - - - -
7 +5 +2 +5 +5 3 3 2 0 - - - 6 4 4 2* - - -
8 +6 +2 +6 +6 3 3 3 1 - - - 6 4 4 3 - - -
9 +6 +3 +6 +6 3 3 3 2 - - - 6 4 4 3 - - -
10 +7 +3 +7 +7 Axiomatic Strike (+1d6) 3 3 3 2 0 - - 6 4 4 4 2* - -
11 +8 +3 +7 +5 3 3 3 3 1 - - 6 4 4 4 3 - -
12 +9 +4 +8 +5 3 3 3 3 2 - - 6 4 4 4 3 - -
13 +9 +4 +8 +5 3 3 3 3 2 0 - 6 4 4 4 4 2* -
14 +10 +4 +9 +5 4 3 3 3 3 1 - 6 4 4 4 4 3 -
15 +11 +5 +9 +5 Axiomatic Strike (+2d6) 4 4 3 3 3 2 - 6 4 4 4 4 3 -
16 +12 +5 +10 +10 4 4 4 3 3 2 0 6 5 4 4 4 4 2*
17 +12 +5 +10 +10 Voice of the Lawgiver 4 4 4 4 3 3 1 6 5 5 4 4 4 3
18 +13 +6 +11 +11 4 4 4 4 4 3 2 6 5 5 5 4 4 3
19 +14 +6 +11 +11 4 4 4 4 4 4 3 6 5 5 5 5 4 4
20 +15 +6 +12 +12 Axiomatic Strike (+3d6) 4 4 4 4 4 4 4 6 5 5 5 5 5 4
* Provided the acolyte has a high enough Charisma score to have a bonus spell of this level.
Class Features:
All of the following are class features of the acolyte.
Weapon and Armor Proficiency
An acolyte is proficient with all simple weapons, plus the longsword, rapier, and short sword. Acolytes are proficient with light armor and shields (except tower shields).
Spells:
An acolyte casts divine spells, which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an acolyte must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an acolyte’s spell is 10 + the spell level + the acolyte’s Charisma modifier. An acolyte can’t cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Like other spellcasters, an acolyte can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the acolyte gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The acolyte’s selection of spells is extremely limited. An acolyte begins play knowing four 0-level spells of your choice. At most new acolyte levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells an acolyte knows is not affected by his Charisma score; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third acolyte level after that (8th, 11th, and so on), an acolyte can choose to learn a new spell in place of one he already knows. In effect, the acolyte "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level acolyte spell the acolyte can cast.
An acolyte may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, an acolyte need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Aura (Ex):
An acolyte has a particularly powerful lawful aura (see the detect evil spell for details).
Domain:
An acolyte gains access to the spells and domain power of the Law domain. The acolyte automatically knows the spells of the Law domain for those levels for which he can cast acolyte spells. These spells do not count against his number of spells known as shown on the table.
Bonus Feat:
At 2nd level, an acolyte may select either Investigator or Negotiator as a bonus feat.
Axiomatic Strike (Su):
At 5th level, an acolyte is able to channel the power of Law into his attacks. The acolyte’s unarmed attacks, as well as any weapons he wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. At 10th level, the acolyte's attacks deal an additional 1d6 points of damage against all of chaotic alignment, similar to an axiomatic weapon. This damage bonus does not stack with the damage bonus from weilding an axiomatic weapon. At 15th and 20th levels, this damage bonus increases by +1d6, to 2d6 and 3d6, respectively.
Voice of the Lawgiver: (Sp)
At 17th level, an acoylte is able to speak a single word, calling down the power of Law on his foes. Once per day, as a spell like power, he can cast Dictum (at his acolyte caster level) using his charisma as the casting stat.
Ex-Acolytes:
An acolyte who becomes non-lawful in alignment loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as an acolyte until he atones (see the atonement spell description).