CHAPTER 2PRESTIGECLASSES20Illus. by M. Phillippifiendish skin is for all intents and purposes the character’sown. It increases the acolyte of the skin’s natural armor bonusby 1 and grants a +2 inherent bonus to Dexterity. The acolytealso gains darkvision out to 60 feet.The DM determines the actual nature of the skin, be itdemonic, devilish, or from some other fiendish creature.Poison (Sp): An acolyte of the skin can use poison once perday as an 8th-level caster. The save DC is 14 + the acolyte’s primaryspellcasting 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 twotimes per day.Flame Resistant (Ex): At 2nd level and higher, the fiendishskin binds more tightly, granting an acolyte resistance tofire 10.Fiendish Glare (Su): From 3rd level on, an acolyte of theskin has the supernatural ability to unnerve opponents witha ferocious glare once per day. This is not a gaze attack, andVorta Nehalem, an acolyte of the skinthe target need not meet the acolyte’s eyes or even see theacolyte (although the acolyte must have line of effect to thetarget). Glaring is a standard action that affects any creaturethe acolyte can see within 100 feet. The target becomesshaken 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 hitpoints:50 or less 10 rounds51 to 100 3 rounds101 to 150 2 rounds151 or more 1 roundFiendish glare is a mind-affecting fear effect.Skin Adaptation (Su): By 5th level, an acolyte’s skin and itswearer have grown more comfortable together, as if they hadnever been separate. The increase to natural armor grantedby the fiendish skin improves to +2, the acolyte gains a +2inherent bonus to Constitution, and the acolyte’s darkvisionis effective out to 120 feet.Cold Resistant (Ex): Beginning at 6th level, anacolyte has resistance to cold 10.Glare of the Pit (Su): At 7th level and higher,an acolyte has the supernatural ability to producefiery rays from his eyes. Once per day as a standardaction, he can project two rays (one from each eye)with a range of 100 feet. Each ray requires a rangedtouch attack to hit and deals 8d6 points of fire damage.The rays can be aimed at two different targets withinrange, but the target of each ray must be designatedsimultaneously.Summon Fiend (Sp): At 9th level, anacolyte learns to draw on another power of hisfiendish skin. If the skin is demonic, once perday he can summon a babau; if devilish, onceper day he can summon a chain devil. Thesummoned creature does the acolyte’s bidding,but it automatically returns whence it cameafter 1 hour. A summoned creature cannotuse any innate summoning abilities it mighthave. An acolyte’s caster level for this abilityis equal to his spellcaster level.Fiendish Symbiosis (Ex): At 10th level,the fiendish skin and acolyte become one,and only final death can separate them. Theacolyte’s type changes to outsider. Additionally,an acolyte of this level gains damage reduction10/good. Unlike other outsiders, an acolyte canbe raised or resurrected.SAMPLEACOLYTE OF THE SKINVorta Nehalem: Male human warlock 6/acolyteof the skin 3; CR 9; Medium humanoid;HD 6d6+6 plus 3d8+3; hp 46; Init +8; Spd30 ft.; AC 23, touch 15, flat-footed 19; Base Atk
+6; Grp +5; Atk +6 melee (1d8–1, masterwork morningstar)or +11 ranged touch (4d6 fire plus catch fire, brimstone blast);Full Atk +6/+1 melee (1d8–1, masterwork morningstar) or+11 ranged touch (4d6 fire plus catch fire, brimstone blast); SAfiendish glare, poison 1/day; SQ darkvision 60 ft., resistance tofire 10, wear fiend; AL CE; SV Fort +6, Ref +4, Will +9; Str 8,Dex 18, Con 13, Int 10, Wis 12, Cha 15.Skills and Feats: Concentration +13, Intimidate +14, Knowledge(the planes) +12, Survival +1 (+3 when on other planes);Extra Invocation†, Improved Initiative, Precise Shot, PointBlank Shot, Weapon Focus (eldritch blast).†New feat described on page 79.Language: Common.Fiendish Glare (Su): Once per day, Vorta can attemptto unnerve opponents with a ferocious glare. Glaring is astandard action that affects any creature Vorta can see within100 feet. The target becomes shaken for 10 minutes and mustattempt a DC 15 Will save or be stunned. The duration of thestun effect depends on the target’s hit points, as described inthe fiendish glare ability above. Creatures with immunity tofear effects are immune to Vorta’s fiendish glare.Poison (Sp): Once per day, Vorta can use poison as an 8thlevelcaster (+5 melee touch; Fortitude DC 16 negates).Invocations Known (3 least, 1 lesser): least—dark one’s ownluck, devil’s sight, miasmic cloud (DC 13), sickening blast (DC 14);lesser—brimstone blast (DC 15).Possessions: +3 chain shirt, masterwork morningstar, ring ofprotection +1, potion of cure moderate wounds, 100 gp.ALIENISTAlienists deal with powers and entities from terrifyinglyremote reaches of space and time. For them, magical poweris the triumph of the mind over the rude boundaries ofdimension, distance, and often, sanity. With knowledge anddetermination, they pierce the barrier at the edge of timeitself. In the Far Realm, outside time, Herculean minds drift,absorbed in contemplations of madness. Unspeakable beingswhisper terrifying secrets to those who dare communication.These secrets were not meant for mortals, but the alienistplunges into abysses of chaos and entropy that would blasta weaker mind. An alienist’s mad certainty is sometimesstrong enough to sway others to believe in her own futuretranscendence.Alienists might, on rare occasions, gather in secludedgroups to enact some obscure ritual, but more often theyare encountered singly. NPC alienists sometimes hauntlibraries or specialty bookshops in large cities, skulking andmumbling among stacks of rare (and dangerous) volumes.Adaptation: The inclusion of the alienist in your campaignworld, as printed here, requires that you make some basicassumptions about the cosmology of your campaign: Placesfar worse than Hell exist in the multiverse, and even demonshave more in common with characters than the entities thatexist outside what is known, a mere glimpse of which candrive the sanity from someone’s mind.If you prefer that demons and devils retain their top seatin the hierarchy of evil, you can adjust this prestige class sothat the alienist has congress with demons instead of thenebulous entities of the Far Realm.Hit Die: d4.RequirementsTo qualify to become an alienist, a character must fulfill allthe following criteria.Alignment: Any nonlawful.Skills: Knowledge (the planes) 8 ranks.Feat: Augment Summoning.Spells: Able to cast at least one summoning spell of 3rdlevel or higher.Special: Must have made peaceful contact with an alienistor a pseudonatural creature.Class SkillsThe alienist’s class skills (and the key ability for each skill) areConcentration (Con), Gather Information (Cha), Knowledge(all skills, taken individually) (Int), Listen (Wis), Profession(Wis), Spellcraft (Int), and Spot (Wis).Skill Points at Each Level: 2 + Int modifier.Class FeaturesAll the following are class features of the alienist prestigeclass.Weapon and Armor Proficiency: Alienists gain noproficiency with any weapon or armor.CHAPTER 2PRESTIGECLASSESTable 2–3: The AlienistBase Attack Fort Ref WillLevel Bonus Save Save Save Special Spells per Day/Spells Known1st +0 +0 +0 +2 Familiar abilities, summon alien +1 level of existing spellcasting class2nd +1 +0 +0 +3 Alien blessing +1 level of existing spellcasting class3rd +1 +1 +1 +3 Metamagic secret +1 level of existing spellcasting class4th +2 +1 +1 +4 Mad certainty +1 level of existing spellcasting class5th +2 +1 +1 +4 Pseudonatural familiar +1 level of existing spellcasting class6th +3 +2 +2 +5 Extra summoning +1 level of existing spellcasting class7th +3 +2 +2 +5 Metamagic secret +1 level of existing spellcasting class8th +4 +2 +2 +6 Insane certainty +1 level of existing spellcasting class9th +4 +3 +3 +6 Timeless body +1 level of existing spellcasting class10th +5 +3 +3 +7 Alien transcendence +1 level of existing spellcasting class21