Summon Stats<color=Gold><b>Acolyte of the Skin</b></color>
<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>
The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.
The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies - or at least references thereto - survive along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the fiend, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends that are all too eager to share their terrible knowledge. The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires at least a minute from initiation to completion, and, once begun, nothing can halt its progress. The fiendish essence consumes the caster's own skin, an agonizing process - wise candidates keep some cure potions on hand. At the end of the rite, the acolyte's skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels in the prestige class, his skin darkens, sprouts spikes, and gradually gives him a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer can accept or ignore this advice according to his temperament.)
Acolytes of the skin are ill suited for any position other than one that provides temporal power. Although NPC acolytes might sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte might lead an expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power.
<color=Gold>Requirements:</color>
<b>Alignment:</b> Must be evil.
<b>Feats:</b> Evil Brand, Disciple of Darkness, Scion of Sorrow, or Thrall to Demon.
<b>Skills:</b> Lore: The Planes 8 ranks.
<b>Spells of Spell-Like Abilities:</b> Caster level 5th.
<b>Special:</b> Must have made peaceful contact with a summoned evil outsider.
<b>Special:</b> Must undergo the Ritual of Bonding (see below).
<b>Special:</b> Cannot cross class with druid, spirit shaman, ranger, or feytouched.
<color=Gold>Class Features:</color>
- <b>Hit Die:</b> d6
- <b>Base Attack Bonus:</b> Medium.
- <b>High Saves:</b> Fort, Will.
- <b>Weapon and Armor Proficiencies:</b> Acolytes of the skin gain no proficiency with any weapon or armor.
- <b>Skill Points:</b> 2 + Int modifier per level.
- <b>Class Skills:</b> Concentration, Intimidate, Lore: Arcana, Lore: The Planes, and Spellcraft.
- <b>Spells per Day/Spells Known:</b> At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
- <b>Wear Fiend (Su):</b> An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the character's own. It increases the acolyte of the skin's natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision. The character chooses at first level whether this skin is a devil, a demon, or a yugoloth.
- <b>Poison (Sp):</b> An acolyte of the skin can use poison once per day. The save DC is 14 + the acolyte's primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day.
- <b>Flame Resistant (Ex):</b> At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.
- <b>Fiendish Glare (Su):</b> From 3rd level on, an acolyte of the skin has 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 eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte's class level + Cha modifier) or be stunned. The duration of the stun effect depends on the target's hit points:
50 or less: 10 rounds
51 to 100: for 3 rounds
101 to 150: for 2 rounds
151 or more: 1 round
Fiendish glare is a mind-affecting fear effect.
- <b>Fiendish Knowledge:</b> The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto unknown ability. At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites.
- <b>Skin Adaptation:</b> By 5th level, an acolyte's skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves to +2 and the acolyte gains a +2 inherent bonus to Constitution.
- <b>Cold Resistant (Ex):</b> Beginning at 6th level, an acolyte has resistance to cold 10.
- <b>Glare of the Pit (Su):</b> At 7th level and higher, an acolyte has the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 8d6 points of fire damage.
- <b>Summon Fiend (Sp):</b> At 9th level, an acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can summon a babau; if devilish, once per day he can summon a chain devil. If daemonic, once per day he can summon a mezzoloth. The summoned creature does the acolyte's bidding, but it automatically returns whence it came after 1 hour per caster level. An acolyte's caster level for this ability is equal to his spellcaster level.
- <b>Fiendish Symbiosis (Ex):</b> At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. An acolyte of this level gains damage reduction 10/good.
Acolyte of the Skin summons scale up to HD 20 (or 19 for Babau) by default, like PM summons. Acolyte summons do gain benefit from Conjuration spell focuses.
Chain Devil (16d8 LE Outsider)
Str 15, Dex 17, Con 15, Int 6, Wis 10, Cha 12
HP 160, AC 21, Melee x4 19 AB
Fort 12, Ref 13, Will 10
Speed 30ft
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Resistances: Acid 10, Physical 5/Good or Silver
Immunities: Cold, Fire, Poison
Spell Resistance: 22
Regeneration: 2
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Alertness, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Finesse, Improved Initiative, Weapon Focus (Whip), Improved Critical (Whip), Greater Weapon Focus (Whip), Devil traits
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Special Abilities
Unnerving Gaze: Once per round, the chain devil selects a random target within a 15 foot radius around them and gazes at them. If the target fails a Will Save against a DC of 19, they suffer a -2 penalty to attacks for 1d3 rounds.
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Gear
Two +2 Whips (1d6)
Babau (15d8 CE Outsider)
Str 21 Dex 12 Con 20 Int 14 Wis 13 Cha 16
HP 195, AC 19, Melee x3 20 AB
Fort 14, Ref 10, Will 10
Speed 30ft
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Resistances: Acid 10, Cold 10, Fire 10, Physical 10/Good or Cold Iron
Immunities: Electricity, Poison
Spell Resistance: 18
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Cleave, Great Cleave, Power Attack, Sneak Attack 3d6, Weapon Focus (Creature), Greater Weapon Focus (Creature), Multiattack, Demon traits
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Special Abilities
Spell-Like Abilities: Permanent See Invisibility, At Will Darkness and Dispel Magic at CL 15
Babau Slime: The babau is coated in a protective slime that deals 1d8 acid damage to any creature that hits it in melee.
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Gear
Two +2 Claws (1d6), one +2 Bite (1d6)
Mezzoloth (16d8 NE Outsider)
Str 18 Dex 12 Con 21 Int 7 Wis 10 Cha 14
HP 208, AC 23, Melee x4 20 AB
Fort 15, Ref 11, Will 10
Speed 40ft
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Resistances: Cold 10, Fire 10, Electricity 10, Physical 10/Good
Immunities: Acid, Poison
Spell Resistance: 26
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Power Attack, Improved Critical (Halberd), Weapon Focus (Halberd), Weapon Specialization (Halberd), Weapon Specialization (Creature), Weapon Focus (Creature), Improved Critical (Creature), Improved Initiative, Greater Weapon Focus (Halberd), Greater Weapon Focus (Creature), Yugoloth traits
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Special Abilities
Spell-Like Abilities: Permanent See Invisibility, At Will Darkness at CL 16, 1/day Cloudkill and Dispel Magic at CL 16
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Gear
Two +2 Claws (1d12)
Will have a +2 Halberd (1d12) once model can be corrected to visually equip it properly. Creature weapon feats will be removed after that, and claws will be scaled down to 1d4.
+2 Heavy Shield (already factored into its AC)
New Pre-req Feats
Evil Brand
Type of Feat: General
Specifics: You are physically marked forever as a servant of an evil power greater than yourself or as a villain who does not care that you seek only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers.
Evil creatures automatically recognize the symbol now emblazoned upon you as a sign of your utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. You gain a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures. This ability only works with consent between players or when arbitrated by a DM.
Use: Automatic.
Scion of Sorrow
Type of Feat: General
Prerequisites: Neutral evil alignment
Specifics: You formally supplicate yourself to a yugoloth lord. In return for this obedience, you gain a small measure of the lord's power. Once per day, while performing an evil act, you can call upon your yugoloth patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check. You also gain a +2 bonus on Lore: The Planes skill checks, and you are able to be raised or resurrected normally even if you have selected a yugoloth lord as a patron deity.
The bonus on Lore: The Planes skill checks does not stack with the bonus from Disciple of Darkness or Thrall to Demon.
Use: Automatic.