Acolyte
From Paradox Haze
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'''Alignment:''' Any non-good; Alignment defines the paths that the character may later take. | '''Alignment:''' Any non-good; Alignment defines the paths that the character may later take. | ||
- | '''Hit Die:''' | + | '''Hit Die:''' d6. |
===Class Skills=== | ===Class Skills=== |
Revision as of 18:57, 6 October 2007
Acolyte
Alignment: Any non-good; Alignment defines the paths that the character may later take.
Hit Die: d6.
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.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Imp Familiar/Whispering Presence, Scribe Scroll | 3 | 1 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Demonic Drift 1 | 4 | 2 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | -- | 4 | 2 | 1 | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | Demonic Drift 2 | 4 | 3 | 2 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | -- | 4 | 3 | 2 | 1 | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | Demonic Drift 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | -- | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | Demonic Drift 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | -- | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — |
10th | +5 | +3 | +3 | +7 | Demonic Drift 5 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | -- | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | Demonic Drift 6 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | -- | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — |
14th | +7/+2 | +4 | +4 | +9 | Demonic Drift 7 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
15th | +7/+2 | +5 | +5 | +9 | -- | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — |
16th | +8/+3 | +5 | +5 | +10 | Demonic Drift 8 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
17th | +8/+3 | +5 | +5 | +10 | -- | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
18th | +9/+4 | +6 | +6 | +11 | Demonic Drift 9 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +9/+4 | +6 | +6 | +11 | -- | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
20th | +10/+5 | +6 | +6 | +12 | Demonic Drift 10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
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.
Like other spellcasters, a acolyte can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Acolyte. In addition, she receives bonus spells per day if she has a high Intelligence score.
Acolytes cast spells from the Acolyte Spell List
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.
Whispering Presence: Acolytes who intend to choose the path of the celestial, instead of having an Imp Familiar, are visited constantly in their dreams by 'celestial' figures, who give you false delusions of superiority. They only further your intolerant and self-righteous personality.
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 four paths.
The four 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. They desire power not for any cause, but for the sake of power itself; with power, they can act with impunity, and however they please. The most evil acolytes are the ones that channel the pit fiend.
Path of the Tempted: Alignment; Lawful and Neutral Evil - Those who take the path of the tempted are the ones that are most influenced by their imp servants; they desire power, but unlike those of the Pit Fiend, 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. These acolytes are the ones that become the most able spell-casters. Those of the Path of the Tempted are not as uncaring as those of the Pit Fiend, and may have one or two beings (perhaps their imp familiar) that they value as much as themselves.
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.
Path of the Celestial: Alignment; Any Non-Good - Those who fall into the path of the Celestial are those who the world in terms of black and white; good and evil, with no shades of gray. They are often people utterly concerned with morality, and believe themselves to be pure and above judgment. They intolerant in the extreme; of race, region, sexual preference, everything. They take it upon themselves to exterminate those who they judge to be too far corrupt for redemption; which is anyone that gives them a personal reason to think or, or falls under their criteria of intolerance. They believe themselves to be charged with a divine mission. They are often quite charismatic, and can rally others under their banners of hate.
Drift 1: -Path of the Pit Fiend
- Your skin changes to a redish color
- Your irises becomes red
- Your voice becomes deeper
-Path of the Mage
- Your skin becomes paler
- Your hair begins to discolor
-Path of the Fooccubus
- You become slightly more attractive; your hair is glossier, your eyes become more alluring.
-Path of the Celestial
- No physical changes to your appearance
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 cold resistance 5.
- You gain Drain Resistance (Add Wisdom)
-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
-Path of the Celestial
- Your looks become more appealing and knightly
- You gain proficiency with all armor and weapons
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
-Path of the Tempted
- Your hair becomes thinner, and your skin even paler
- You gain +4 to concentration and spellcraft checks.
- You gain +1 INT
-Path of the Fooccubi
- Your good looks become quite astonishing; women have curvaceous bust and hips, and men have athletic bodies and impressive equipment
- You gain +4 to bluff, diplomacy, and intimidate checks; and all these skills become class skills.
- You gain +1 DEX
-Path of the Celestial
- You become adept at swaying the hearts and minds of others you gain +4 to Perform (Oratory) and Diplomacy checks, and these become class skills.
- You gain +1 CHA
Drift 4: -Path of the Pit Fiend
- Your hit dice increase to 1d8 for all following levels
- Your skin becomes redder and thicker, and you gain +1 natural armor
-Path of the Tempted
- You gain +5 Spell Resistance
-Path of the Fooccubi
- You gain the ability to speak and understand any language, as if using the Tongues Spell.
-Path of the Celestial
- Your hit dice increase to 1d8 for all following levels
Drift 5:
-Path of the Pit Fiend
- +1 CON
-Path of the Tempted
- You gain +5 spell resistance
- +1 INT
-Path of the Fooccubi
- +1 CHA
-Path of the Celestial
- +1 CON
Drift 6:
-Path of the Pit Fiend
- Your horns have grown, and become larger and sharp (1d6 gore attack)
-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)
-Path of the Celestial
- Smite Ability - Once per day, you may make a smite attack, like a Paladin.
- Inspire Dread - As Evangelist Ability (see Complete Divine)
Drift 7:
-Path of the Pit Fiend
- +1 STR
-Path of the Tempted
- +1 INT
-Path of the Fooccubi
- +1 CHA
-Path of the Celestial
- +1 STR
Drift 8: -Path of the Pit Fiend
- You gain large, red, bat-like wings (fly speed 30 feet)
-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 1d6 temporary wisdom damage that lasts as long as the spell.
-Path of the Celestial
- Smite/2 day
Drift 9:
-Path of the Pit Fiend
- +1 STR, +1 CON
-Path of the Tempted
- +2 INT
-Path of the Fooccubi
- +2 CHA
-Path of the Celestial
- +1 STR, +1 CHA
Drift 10: -Path of the Pit Fiend
- Your skin becomes even thicker, raising your natural armor to +2
- You gain Damage Reduction 10/Silver
-Path of the Tempted
- Improved Drain Resistance (Add Intelligence and Charisma Modifiers to Will Save)
- 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 1d4 charisma, 1d4 wisdom, and 1d4 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
-Path of the Celestial
- Gain Damage Reduction 10/Silver
- Inspire Courage+4 (as Bard Ability)