Acolyte

From Paradox Haze

[edit] Acolyte

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

Hit Die: d6.

[edit] 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 SaveSpecial Spells per Day
0th1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Imp Familiar/Whispering Presence, Scribe Scroll 31
2nd+1+0+0+3 Demonic Drift 1 42
3rd+1+1+1+3 -- 421
4th+2+1+1+4 Demonic Drift 2432
5th+2+1+1+4 -- 4321
6th+3+2+2+5 Demonic Drift 3 4332
7th+3+2+2+5 -- 44321
8th+4+2+2+6 Demonic Drift 4 44332
9th+4+3+3+6 --444321
10th+5+3+3+7 Demonic Drift 5444332
11th+5+3+3+7 --4444321
12th+6/+1+4+4+8 Demonic Drift 64444332
13th+6/+1+4+4+8 --44444321
14th+7/+2+4+4+9 Demonic Drift 744444332
15th+7/+2+5+5+9 --444444321
16th+8/+3+5+5+10 Demonic Drift 8444444332
17th+8/+3+5+5+10 -- 4444444321
18th+9/+4+6+6+11 Demonic Drift 94444444332
19th+9/+4+6+6+11--4444444433
20th+10/+5+6+6+12 Demonic Drift 104444444444


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.

[edit] 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. 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.

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 hit dice increase to 1d8 for all following levels
  • Your skin changes to a redish color
  • Your irises becomes red
  • Your voice becomes deeper

-Path of the Tempted

  • Your spells per day progression becomes like that of a Wizard
  • Your irises become red

-Path of the Fooccubus

  • You become slightly more attractive; your hair is glossier, your eyes become more alluring.

-Path of the Celestial

  • Your hit dice increase to 1d8 for all following levels
  • 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 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

  • 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

-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 skin becomes redder and thicker, and you gain +1 natural armor

-Path of the Tempted

  • Your eyes glow a fiery red while angry
  • You gain a spell secret

-Path of the Fooccubi

  • You gain the ability to speak and understand any language, as if using the Tongues Spell.

-Path of the Celestial

  • +4 to Will Save


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 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.

-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 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

-Path of the Celestial

  • Gain Damage Reduction 10/Silver
  • Inspire Courage+4 (as Bard Ability)
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