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BoVD 3.5e: Hellbound!
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<blockquote data-quote="Nifft" data-source="post: 1879106" data-attributes="member: 6562"><p><strong>Summoner of the Skin</strong></p><p></p><p>Role: Niche Spellcaster</p><p></p><p><u>Prerequisites:</u></p><p>Alignment: Evil (any)</p><p>Skill Ranks: Concentration 8+, Knowlege(Arcana, Planes) 8+ each</p><p>Feats: Evil Brand, Great Fortitude</p><p>Spells or Spell-Like Abilities: Caster level 5th</p><p>Special: Must make peaceful contact with an evil outsider and undergo the Ritual of Amalgamation</p><p></p><p><u>Benefits:</u></p><p>HD: d8</p><p>BAB: 3/4 (as Cleric)</p><p>Good Save: Fort, Will</p><p>Skill Points: 4 + Int bonus</p><p>Class Skills: Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).</p><p></p><p>[code]</p><p>[u]</p><p>Level BAB F/R/W Special Abilities [/u]</p><p>1 +0 +2/0/2 Fiend-Skin, Evil Aura</p><p>2 +1 +3/0/3 Con +2, Blazing Glare</p><p>3 +2 +3/1/3 Natural Armor +2, Favored Binding</p><p>4 +3 +4/1/4 Str +2, Enhanced Skin</p><p>5 +3 +4/1/4 Natural Armor +3, Dex +2, Super-Amalgamation</p><p>[/code]</p><p></p><p><strong>Special Abilities</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Fiend-Skin</strong> (Ex): The mage bonds his skin with a lesser Fiend -- Diabolic, Demonic, or of some other [Evil] lineage. The horror of the Ritual of Amalgamation causes the mage to permanently lose two points of Wisdom, but his new skin grants him several benefits:<br /> <ul> <li data-xf-list-type="ul"> +4 to all Fort saves vs. Poison and Disease<br /> </li> <li data-xf-list-type="ul"> +2 Dexterity<br /> </li> <li data-xf-list-type="ul"> +1 Natural Armor<br /> </li> <li data-xf-list-type="ul"> +4 to all Intimidate checks<br /> </li> <li data-xf-list-type="ul"> Fire Resistance 5<br /> </li> <li data-xf-list-type="ul"> -10 to all Disguise checks<br /> </li> </ul></li> <li data-xf-list-type="ul"><strong>Evil Aura</strong> (Su): The Summoner gains the [Evil] descriptor, and radiates evil (for the purpose of <em>Detect Evil</em> and the like) as though he were a Cleric of equal HD. He may never again cast spells with the [Good] descriptor.</li> <li data-xf-list-type="ul"><strong>Blazing Glare</strong> (Su): The Summoner gains the ability to shoot rays of hellfire from his eyes, which manifests specificially in one of the following ways, depending on how he gained access to the Skin. In either case, using this ability is a standard action that draws an attack of opportunity.<br /> <ul> <li data-xf-list-type="ul"> If he used Spellcaster (Sorcerer or Wizard) levels to qualify, he gains the ability to sacrifice a prepared spell or unused spell-slot to shoot two rays of fire (one from each eye). Each ray deals 1d6/spell level + 1d6/Summoner level of fire damage, and the rays may be directed at different targets or the same target.<br /> </li> <li data-xf-list-type="ul"> If he used Warlock levels to qualify, he instead gains the ability to shoot a single beam from his eyes, which deals damage equal to his Eldrich Blast. However, this beam deals fire damage, and is supernatural in nature (rather than spell-like).<br /> </li> </ul></li> <li data-xf-list-type="ul"><strong>Favored Binding</strong> (Sp): The Summoner gains access to his namesake ability: the ability to summon fiends. For the purpose of this ability only, the Summoner's caster level equals his spellcaster level + his Summoner level. (Note that the Practiced Spellcaster feat cannot cause Summoner levels to be counted twice, though it could be used to offset other non-caster levels.) The exact power depends on the Summoner's total caster level:<br /> <ul> <li data-xf-list-type="ul"> 8-10: [Evil] outsider up to 6 HD<br /> </li> <li data-xf-list-type="ul"> 11-14: [Evil] outsider up to 12 HD<br /> </li> <li data-xf-list-type="ul"> 15-20: [Evil] outsider up to 18 HD<br /> </li> </ul>Fiends may be summoned as though called via <em>(Lesser/Greater) Planar Binding</em>, except that they are favorably pre-disposed towards their summoner, and generally willing to work for lower prices than usual. Alternately, one may be summoned at no cost to serve for no more than 10 minutes/Summoner level, as though called through a <em>Summon Monster</em> spell.<br /> In either case, this spell-like ability may be used once per day.</li> <li data-xf-list-type="ul"><strong>Enhanced Skin</strong> (Ex): His Skin's fiendish toughness increases. The Summoner gains fire and cold resistance 10.</li> <li data-xf-list-type="ul"><strong>Natural Armor</strong> (Ex): The Summoner's skin becomes tougher. His innate natural armor increases by the number indicated. This replaces (does not stack with) the bonus provided by his Fiend-Skin ability gained at 1st level.</li> <li data-xf-list-type="ul"><strong>Ability Increase</strong>: His fiendish symbiot grants the Summoner supernatural strength, speed and toughness. Over five levels, he gains a total of +4 Dex, +2 Str and +2 Con. These ability increases are gained as though through level advancement.</li> <li data-xf-list-type="ul"><strong>Super-Amalgamation</strong> (Ex): The Summoner has bonded totally with his Fiend-Skin. His type changes to Outsider, and he gains the following benefits:<br /> <ul> <li data-xf-list-type="ul"> DR 5/magic and good<br /> </li> <li data-xf-list-type="ul"> Darkvision 60 ft.<br /> </li> <li data-xf-list-type="ul"> Claw natural attacks (1d6/1d6 if Medium, 1d4/1d4 if Small), which are considered magic and evil for the purpose of penetrating damage reduction.<br /> </li> <li data-xf-list-type="ul"> Black bat wings, which grant him natural flight (at base speed +10 ft, maneuverability average).<br /> </li> </ul></li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1879106, member: 6562"] [b]Summoner of the Skin[/b] Role: Niche Spellcaster [u]Prerequisites:[/u] Alignment: Evil (any) Skill Ranks: Concentration 8+, Knowlege(Arcana, Planes) 8+ each Feats: Evil Brand, Great Fortitude Spells or Spell-Like Abilities: Caster level 5th Special: Must make peaceful contact with an evil outsider and undergo the Ritual of Amalgamation [u]Benefits:[/u] HD: d8 BAB: 3/4 (as Cleric) Good Save: Fort, Will Skill Points: 4 + Int bonus Class Skills: Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str). [code] [u] Level BAB F/R/W Special Abilities [/u] 1 +0 +2/0/2 Fiend-Skin, Evil Aura 2 +1 +3/0/3 Con +2, Blazing Glare 3 +2 +3/1/3 Natural Armor +2, Favored Binding 4 +3 +4/1/4 Str +2, Enhanced Skin 5 +3 +4/1/4 Natural Armor +3, Dex +2, Super-Amalgamation [/code] [b]Special Abilities[/b]: [list] [*][b]Fiend-Skin[/b] (Ex): The mage bonds his skin with a lesser Fiend -- Diabolic, Demonic, or of some other [Evil] lineage. The horror of the Ritual of Amalgamation causes the mage to permanently lose two points of Wisdom, but his new skin grants him several benefits: [list] [*] +4 to all Fort saves vs. Poison and Disease [*] +2 Dexterity [*] +1 Natural Armor [*] +4 to all Intimidate checks [*] Fire Resistance 5 [*] -10 to all Disguise checks [/list] [*][b]Evil Aura[/b] (Su): The Summoner gains the [Evil] descriptor, and radiates evil (for the purpose of [i]Detect Evil[/i] and the like) as though he were a Cleric of equal HD. He may never again cast spells with the [Good] descriptor. [*][b]Blazing Glare[/b] (Su): The Summoner gains the ability to shoot rays of hellfire from his eyes, which manifests specificially in one of the following ways, depending on how he gained access to the Skin. In either case, using this ability is a standard action that draws an attack of opportunity. [list] [*] If he used Spellcaster (Sorcerer or Wizard) levels to qualify, he gains the ability to sacrifice a prepared spell or unused spell-slot to shoot two rays of fire (one from each eye). Each ray deals 1d6/spell level + 1d6/Summoner level of fire damage, and the rays may be directed at different targets or the same target. [*] If he used Warlock levels to qualify, he instead gains the ability to shoot a single beam from his eyes, which deals damage equal to his Eldrich Blast. However, this beam deals fire damage, and is supernatural in nature (rather than spell-like). [/list] [*][b]Favored Binding[/b] (Sp): The Summoner gains access to his namesake ability: the ability to summon fiends. For the purpose of this ability only, the Summoner's caster level equals his spellcaster level + his Summoner level. (Note that the Practiced Spellcaster feat cannot cause Summoner levels to be counted twice, though it could be used to offset other non-caster levels.) The exact power depends on the Summoner's total caster level: [list] [*] 8-10: [Evil] outsider up to 6 HD [*] 11-14: [Evil] outsider up to 12 HD [*] 15-20: [Evil] outsider up to 18 HD [/list] Fiends may be summoned as though called via [i](Lesser/Greater) Planar Binding[/i], except that they are favorably pre-disposed towards their summoner, and generally willing to work for lower prices than usual. Alternately, one may be summoned at no cost to serve for no more than 10 minutes/Summoner level, as though called through a [i]Summon Monster[/i] spell. In either case, this spell-like ability may be used once per day. [*][b]Enhanced Skin[/b] (Ex): His Skin's fiendish toughness increases. The Summoner gains fire and cold resistance 10. [*][b]Natural Armor[/b] (Ex): The Summoner's skin becomes tougher. His innate natural armor increases by the number indicated. This replaces (does not stack with) the bonus provided by his Fiend-Skin ability gained at 1st level. [*][b]Ability Increase[/b]: His fiendish symbiot grants the Summoner supernatural strength, speed and toughness. Over five levels, he gains a total of +4 Dex, +2 Str and +2 Con. These ability increases are gained as though through level advancement. [*][b]Super-Amalgamation[/b] (Ex): The Summoner has bonded totally with his Fiend-Skin. His type changes to Outsider, and he gains the following benefits: [list] [*] DR 5/magic and good [*] Darkvision 60 ft. [*] Claw natural attacks (1d6/1d6 if Medium, 1d4/1d4 if Small), which are considered magic and evil for the purpose of penetrating damage reduction. [*] Black bat wings, which grant him natural flight (at base speed +10 ft, maneuverability average). [/list] [/list] -- N [/QUOTE]
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