Acolyte

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Acolyte

Alignment: Any non-good; Alignment defines the paths that the character may later take.

Hit Die: d4

Class Skills

The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Acolyte
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell Pool Bonus
1st+0+2+0+2Imp Familiar, Arcane Will +2
2nd+1+3+0+3 Demonic Drift 1 +2
3rd+2+3+1+3 -- +2
4th+3+4+1+4 Demonic Drift 2 +3
5th+3+4+1+4 Additional Domain +3
6th+4+5+2+5 Demonic Drift 3 +3
7th+5+5+2+5 -- +4
8th+6/+1+6+2+6 Demonic Drift 4 +4
9th+6/+1+6+3+6 -- +4
10th+7/+2+7+3+7 Demonic Drift 5 +5
11th+8/+3+7+3+7 -- +5
12th+9/+4+8+4+8 Demonic Drift 6 +5
13th+9/+4+8+4+8 --- +6
14th+10/+5+9+4+9 Demonic Drift 7 +6
15th+11/+6/+1+9+5+9 Additional Domain +6
16th+12/+7/+2/+10+5+10 Demonic Drift 8 +7
17th+12/+7/+2+10+5+10 --- +7
18th+13/+8/+3+11+6+11 Demonic Drift 9 +7
19th+14/+9/+4+11+6+11 --- +8
20th+15/+10/+5+12+6+12 Demonic Drift 10 +8

Class Features

Arcane Will: When making a will-save to resist drain from an arcane spell, you may substitute your wisdom modifier with your intelligence modifier.


Spells: To learn, prepare, or cast a spell, the acolyte must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a acolyte’s spell is 10 + the spell level + the acolyte’s Intelligence modifier.

Acolytes cast spells from any domains they know. At level 1, an Acolyte chooses three domains. At levels 5 and 15, they choose an additional domain. See list Acolyte Domains

Imp Familiar: Acolytes have an imp familiar; often this little imp was the one that showed them the way of infernal magic. Though the imp might be using the magician for its own goals, it's genuinely loyal to the Acolyte it serves. Imps grant their masters +1 intelligence for bonding with them.


Drift

Drift is a process in which the acolyte becomes less and less human; at first, it's less visible, but as he grows in power it comes more and more noticeable. The choice of path is not a conscious one that the acolyte makes; he merely begins to drift in the path that suits his personality. Unlike a mystic's drift, the acolyte's drift happens in a distinct progression along one of three paths.

The three paths are the following, each representing different things;

Path of the Pit Fiend: Alignment; Chaotic Evil - Those who take the path of the pit fiend are ruthless people who desire, above all else, power. They are utterly selfish, uncaring, and without mercy. Unlike those of the tempted, they desire power for a cause. They may wish to take revenge upon a rival, or against a country, or simply to take dominion over others. They will do anything to advance their own cause

Path of the Tempted: Alignment; Any non-good - Acolytes that take the path of the tempted desire power, not for any specific purpose, but to further their own scholarly pursuit of magic power. While not as selfish and uncaring as those who channel the pit fiend, they can still be quite nasty, depending on the individual.

Path of the Foocubus: Alignment; Chaotic Neutral or Chaotic Evil - Those who take the path of the Foocubus (Succubus for females, Incubus for males) are those who are selfish and unloving; while they are gripped by lust, they are unable to understand love. They see love merely as lust and beauty; and something to take. They enjoy breaking the hearts of others; often, they couple this with physical pain. They are quite fond of making someone fall in love with them, only destroy their self-confidence and mind, or even worse, to physically torture and deform their lovers.


Drift 1: -Path of the Pit Fiend

  • Your hit dice increase to 1d8 for all following levels
  • You gain Armored Spellcaster (Light)
  • Your skin changes to a redish color
  • Your irises becomes red
  • Your voice becomes deeper

-Path of the Tempted

  • You permanently gain +2 to your spell-pool
  • Your irises become red

-Path of the Fooccubus

  • You permanently gain +1 to your spell-pool
  • You become slightly more attractive; your hair is glossier, your eyes become more alluring.


Drift 2: -Path of the Pit Fiend

  • You develop small unusable horns
  • You gain proficiency with all martial weapons

-Path of the Tempted.

  • You gain a +1 permanent bonus to your spell pool
  • You gain access to an additional domain

-Path of the Fooccubi

  • Rapture of Beauty - Anyone that is attracted to your gender/race takes a -1 Attack Penalty when attacking you.
  • You gain Perform (All) as a class skill


Drift 3: -Path of the Pit Fiend

  • Your eyes begin to glow red, and you gain thermo-graphic vision
  • You gain +4 to climb, jump, and swim checks; and all these skills become class skills
  • You gain +1 STR
  • You gain armored spellcaster (medium)

-Path of the Tempted

  • You gain low-light vision
  • You gain +4 to concentration and spellcraft checks.
  • You gain +1 INT

-Path of the Fooccubi

  • Your good looks become quite astonishing; women are quite curvaceous, and men are attractive and well equiped
  • You gain +4 to bluff, diplomacy, and intimidate checks; and all these skills become class skills.
  • You gain +1 DEX


Drift 4: -Path of the Pit Fiend

  • Your skin becomes redder and thicker, and you gain +1 natural armor
  • Your hit dice increase to 1d10 for all following levels

-Path of the Tempted

  • Your eyes glow a fiery red while angry
  • You gain a spell secret
  • You gain access to an additional domain of your choice

-Path of the Fooccubi

  • You gain the ability to speak and understand any language, as if using the Tongues Spell.
  • You may use the spell Charm Person without drain chance


Drift 5: -Path of the Pit Fiend

  • +1 CON, +1 STR

-Path of the Tempted

  • You gain +5 Spell Resistance
  • +1 INT

-Path of the Fooccubi

  • +2 CHA


Drift 6: -Path of the Pit Fiend

  • Your horns have grown, and become larger and sharp (1d6 gore attack)
  • You gain a Bonus Feat from the fighter bonus feat list.

-Path of the Tempted

  • You gain a spell secret (as Wu-Jen; see Complete Arcane)

-Path of the Fooccubi

  • A Thousand Faces - The Foocubi can change his/her appearance slightly, to better suit the situation. (Must maintain same gender)


Drift 7: -Path of the Pit Fiend

  • +1 STR

-Path of the Tempted

  • +1 INT

-Path of the Fooccubi

  • +1 CHA


Drift 8: -Path of the Pit Fiend

  • You gain large, red, bat-like wings (fly speed 30 feet)
  • You gain a Bonus Feat from the fighter bonus feat list.

-Path of the Tempted

  • You gain immunity to all mind-affecting enchantments

-Path of the Fooccubi

  • Charming Passion - If someone willingly engages in an act of passion (strong kissing or more) for more than a minute, they are charmed as if they had failed their saving throw of a Charm Person spell cast by you. The subject also takes 1d4 temporary wisdom and intelligence damage that lasts as long as the spell. The acolyte gains temporary ability bonuses equal to the damage dealt while the spell lasts, and for 3 hours afterwards.


Drift 9: -Path of the Pit Fiend

  • +1 STR, +1 CON

-Path of the Tempted

  • +5 Spell Resistance
  • +1 INT

-Path of the Fooccubi

  • +2 CHA

Drift 10: -Path of the Pit Fiend

  • You gain a Bonus Feat from the fighter bonus feat list.
  • You gain Damage Reduction 10/Silver

-Path of the Tempted

  • You gain a +1 permanent bonus to your spell pool
  • Gain Damage Reduction 10/Silver

-Path of the Fooccubi

  • Reap Passion; If someone willingly engages in sex with the acolyte, the acolyte may choose to deal 1d6 charisma, 1d6 wisdom, and 1d6 intelligence damage to their partner; the acolyte gains temporary ability bonuses equal to the damage dealt. This effect lasts for 24 hours.
  • Gain Damage Reduction 10/Silver
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