Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DC's PrC reworking thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dragon Child" data-source="post: 923953" data-attributes="member: 12217"><p><strong>We found an acolyte! Can we skin him?</strong></p><p></p><p>Acolyte of the Skin... why, who HASN'T wanted to play a spellcaster with half casting progression, and abilities easily duplicated by spells and items? The PrC simply sucks. It needs more spellcasting!</p><p></p><p><strong><u>Acolyte of the Skin</u></strong></p><p>An Acolyte of the Skin is a spellcasting that, through unholy rituals calls upon the powers of fiends and eventually turns himself into one.</p><p></p><p><strong>Requirements</strong></p><p>To become a blood-magus, a character must fufill all the following requirements.</p><p><u>Alignment:</u>Any nongood</p><p><u>Skills:</u> Knowledge (The Planes) 5 ranks</p><p><u>Spells:</u> Ability to cast arcane spells of 3rd level or higher</p><p><u>Special:</u> The acolyte of the skin must have made peaceful contact with a summoned evil outsider.</p><p></p><p></p><p><strong> Hit Dice:</strong> d4</p><p><strong> Base Attack Bonus: </strong> 1/2 (as Wizard)</p><p><strong> Saves: </strong>Good Fortitude, Good Will, Bad Reflex</p><p></p><p><strong> Class Skills </strong></p><p>The Blood Magus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the <em> Player's Handbook </em> for skill descriptions.</p><p>Skill points at each level: 2+ int modifier.</p><p></p><p></p><p><strong> Class Features </strong></p><p></p><p><u> Weapon and Armor Proficiency: </u> An acolyte of the skin gains no additional proficiencies in weapons or armor.</p><p></p><p>1st: Wear Fiend</p><p>2nd: <em> Summon Minor Fiend </em>, +1 caster level</p><p>3rd: Evil Magic +1, +1 caster level</p><p>4th: Fiendish Glare, +1 caster level</p><p>5th: Skin Adaptation</p><p>6th: <em> Summon Fiend </em>, +1 caster level</p><p>7th: Evil Magic +2, +1 caster level</p><p>8th: Glare of the Pit, +1 caster level</p><p>9th: Evil Magic +3, +1 caster level</p><p>10th: Symboisis, <em> Summon Major Fiend </em>, +1 caster level</p><p></p><p><u>Spells per Day:</u> At 2nd, 3rd, 4th, 6th, 7th, 8th, 9th, and 10th level, an Acolyte of the Skin gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte of the skin, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.</p><p></p><p><u>Wear Fiend (Su)</u>: An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not to be undertaken lightly. the ritual requires a day of meditating and chanting, during which the fiendish essence subsumes the caster's own skin, which is an agonizing process.</p><p> At the end of the rite, the acolyte's skin sports an oily, almost unnoticable sheen. However, as he gains additional levels of the prestige class, his skin darkes, sprots spikes, and gradually gives the wearer a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temprament).</p><p> The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a +2 natural armor bonus, fire resistance 10, and 60-foot darkvision.</p><p></p><p><em><u>Summon Minor Fiend (Sp)</u></em>: Starting at 2nd level, an Acolyte of the Skin may summon a fiend to do his bidding as through the <em>Lesser Planar Ally </em> spell. This is a spell-like ability.</p><p></p><p><u>Evil Magic</u>: At 3rd level, an Acolyte of the Skin gains a +1 bonus to caster level and DCs when casting spells with the [Evil] descriptor. This improves to +2 at 7th level, and +3 at 9th level.</p><p></p><p><u>Fiendish Glare (Su)</u>: At 4th level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any crature he can see within 100 feet. Opponents must succeed at a Will save (DC 10 + 1/2 acolyte of the skin's class level + acolyte of the skin's cha mod) or be appalled by the terrigble promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes.</p><p></p><p><u>Skin Adaptation (Su)</u>: By 5th level, skin and wearer have grown more comfortable together, as if they had never been seperate. The natural armor bonus greated by the fiendish skin increases to +4, the fire resistance increases to 20, and the darkvision improved to a 120-foot long range.</p><p></p><p><em><u>Summon Fiend (Sp)</u></em>: At 6th level, an Acolyte of the Skin gains more fiendish allies. He may, once per day, summon a fiend as per the <em>Planar Ally </em> spell. This is a spell-like ability.</p><p></p><p><u>Glare of the Pit (Su)</u>: At 8th level, the acolyte gains the supernatuarl ability to produce fiery rays from his eyes. Once per day per as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two diffrent targets, by making a ranged touch attack. A ray that hits the target deals 1d8 points of fire damage per class level. If both rays hit the same target, the damage is 2d8 per class level.</p><p></p><p><u>Symboisis</u>: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to "outsider", which means (amond other things) that he is no longer affected by spells that specifically target humanoids, such as <em> charm person </em>, but he can be hedged out by a <em> magic circle </em> spell against his alignment. Additionally, the acolyte gains damage reduction 20/+1, and an additional use of Fiendish Glare and Glare of the Pit each day.</p><p></p><p><em><u>Summon Major Fiend (Sp)</u></em>: At 10th level, an acolyte of the skin gains many powerful fiendish friends. He may summon a fiend as per the <em>Greater Planar Ally </em> spell once per day. This is a spell-like ability</p></blockquote><p></p>
[QUOTE="Dragon Child, post: 923953, member: 12217"] [b]We found an acolyte! Can we skin him?[/b] Acolyte of the Skin... why, who HASN'T wanted to play a spellcaster with half casting progression, and abilities easily duplicated by spells and items? The PrC simply sucks. It needs more spellcasting! [b][u]Acolyte of the Skin[/u][/b] An Acolyte of the Skin is a spellcasting that, through unholy rituals calls upon the powers of fiends and eventually turns himself into one. [b]Requirements[/b] To become a blood-magus, a character must fufill all the following requirements. [u]Alignment:[/u]Any nongood [u]Skills:[/u] Knowledge (The Planes) 5 ranks [u]Spells:[/u] Ability to cast arcane spells of 3rd level or higher [u]Special:[/u] The acolyte of the skin must have made peaceful contact with a summoned evil outsider. [b] Hit Dice:[/b] d4 [b] Base Attack Bonus: [/b] 1/2 (as Wizard) [b] Saves: [/b]Good Fortitude, Good Will, Bad Reflex [b] Class Skills [/b] The Blood Magus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the [i] Player's Handbook [/i] for skill descriptions. Skill points at each level: 2+ int modifier. [b] Class Features [/b] [u] Weapon and Armor Proficiency: [/u] An acolyte of the skin gains no additional proficiencies in weapons or armor. 1st: Wear Fiend 2nd: [i] Summon Minor Fiend [/i], +1 caster level 3rd: Evil Magic +1, +1 caster level 4th: Fiendish Glare, +1 caster level 5th: Skin Adaptation 6th: [i] Summon Fiend [/i], +1 caster level 7th: Evil Magic +2, +1 caster level 8th: Glare of the Pit, +1 caster level 9th: Evil Magic +3, +1 caster level 10th: Symboisis, [i] Summon Major Fiend [/i], +1 caster level [u]Spells per Day:[/u] At 2nd, 3rd, 4th, 6th, 7th, 8th, 9th, and 10th level, an Acolyte of the Skin gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte of the skin, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level. [u]Wear Fiend (Su)[/u]: An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not to be undertaken lightly. the ritual requires a day of meditating and chanting, during which the fiendish essence subsumes the caster's own skin, which is an agonizing process. At the end of the rite, the acolyte's skin sports an oily, almost unnoticable sheen. However, as he gains additional levels of the prestige class, his skin darkes, sprots spikes, and gradually gives the wearer a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temprament). The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a +2 natural armor bonus, fire resistance 10, and 60-foot darkvision. [i][u]Summon Minor Fiend (Sp)[/u][/i]: Starting at 2nd level, an Acolyte of the Skin may summon a fiend to do his bidding as through the [i]Lesser Planar Ally [/i] spell. This is a spell-like ability. [u]Evil Magic[/u]: At 3rd level, an Acolyte of the Skin gains a +1 bonus to caster level and DCs when casting spells with the [Evil] descriptor. This improves to +2 at 7th level, and +3 at 9th level. [u]Fiendish Glare (Su)[/u]: At 4th level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any crature he can see within 100 feet. Opponents must succeed at a Will save (DC 10 + 1/2 acolyte of the skin's class level + acolyte of the skin's cha mod) or be appalled by the terrigble promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. [u]Skin Adaptation (Su)[/u]: By 5th level, skin and wearer have grown more comfortable together, as if they had never been seperate. The natural armor bonus greated by the fiendish skin increases to +4, the fire resistance increases to 20, and the darkvision improved to a 120-foot long range. [i][u]Summon Fiend (Sp)[/u][/i]: At 6th level, an Acolyte of the Skin gains more fiendish allies. He may, once per day, summon a fiend as per the [i]Planar Ally [/i] spell. This is a spell-like ability. [u]Glare of the Pit (Su)[/u]: At 8th level, the acolyte gains the supernatuarl ability to produce fiery rays from his eyes. Once per day per as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two diffrent targets, by making a ranged touch attack. A ray that hits the target deals 1d8 points of fire damage per class level. If both rays hit the same target, the damage is 2d8 per class level. [u]Symboisis[/u]: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to "outsider", which means (amond other things) that he is no longer affected by spells that specifically target humanoids, such as [i] charm person [/i], but he can be hedged out by a [i] magic circle [/i] spell against his alignment. Additionally, the acolyte gains damage reduction 20/+1, and an additional use of Fiendish Glare and Glare of the Pit each day. [i][u]Summon Major Fiend (Sp)[/u][/i]: At 10th level, an acolyte of the skin gains many powerful fiendish friends. He may summon a fiend as per the [i]Greater Planar Ally [/i] spell once per day. This is a spell-like ability [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DC's PrC reworking thread
Top