To qualify to become an Acolyte, a character must fulfill the following criteria.
Skills: Knowledge (theology and philosophy) 6 ranks, Listen 6 ranks, Sense Motive 6 ranks.
Allegiance: At the time that the character receives her first level in the Acolyte
advanced class, she must decide if her faith leans toward the positive energy or negative energy of the universe. This choice adds either the good (positive) or evil (negative)
allegiance to the character, and determines how the Acolyte uses certain aspects of her faith.
Holy Symbol: When the character declares her
allegiance, she must designate one of her personal possessions as a symbol of her dedication to her
allegiance. This possession can be either an actual
religious object or some other item of personal significance. This object is referred to as the Acolyte's
holy symbol. It is typically of Tiny or Diminutive size, so that it can be easily held and manipulated in one hand, and its weight is negligible, so that it does not affect the Acolyte's carrying capacity.
The Acolyte gains 1d8
hit points per level. The character's Constitution modifier applies.
The Acolyte gains a number of
action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Concentration (Con), Craft (structural, visual arts, writing) (Int),
Diplomacy (Cha), Knowledge (behavioral sciences, earth and life sciences, theology and philosophy) (Int),
Listen (Wis),
Profession (Wis),
Read/Write Language (none), Sense Motive,
Speak Language (none),
Spellcraft (Int),
Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.
Table: The Acolyte
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0 |
+2
|
+0
|
+2
|
Divine skills, divine spells |
+1
|
+2
|
2nd |
+1 |
+3
|
+0
|
+3
|
Turn or rebuke undead, divine spells |
+1
|
+2
|
3rd |
+2 |
+3
|
+1
|
+3
|
Bonus feat, divine spells |
+2
|
+2
|
4th |
+3 |
+4
|
+1
|
+4
|
Spontaneous cast, divine spells |
+2
|
+3
|
5th |
+3 |
+4
|
+1
|
+4
|
Combat casting, divine spells |
+3
|
+3
|
6th |
+4 |
+5
|
+2
|
+5
|
Bonus feat, divine spells |
+3
|
+3
|
7th |
+5 |
+5
|
+2
|
+5
|
Turn or rebuke magical beast, divine spells |
+4
|
+4
|
8th |
+6 |
+6
|
+2
|
+6
|
Turn or rebuke outsider, divine spells |
+4
|
+4
|
9th |
+6 |
+6
|
+3
|
+6
|
Bonus feat, divine spells |
+5
|
+4
|
10th |
+7 |
+7
|
+3
|
+7
|
Maximize spell, divine spells |
+5
|
+5
|
An Acolyte has access to the following
divine skills. These skills are considered
class skills for the Acolyte, and she can use her skill points to buy ranks in them, just like other skills in the game.
Concentration (Con): The normal Concentration
skill expands to include divine applications, as defined below.
Check: You must make a Concentration
check whenever you may potentially be distracted while engaged in an activity, including casting a spell or concentrating on an active spell, that requires your full attention.
If the
check succeeds, you may continue with the action as normal. If the
check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends.
The table in the Concentration
skill description summarizes the various types of distractions. In situations where the distraction occurs while you are casting a spell, you add the level of the spell to the DC.
Try Again?: You can
try again, but doing so doesn't cancel the effects of a previous failure. If you lost a spell, the spell is lost.
Spellcraft (Int): Trained only. Use this
skill to identify spells as they are cast or spells already in place.
Check: You can identify spells and magic effects.
Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft
check as detailed in the spell description.
Time: Unless otherwise indicated, Spellcraft is a
move action.
DC
|
Task
|
15 + spell level |
Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) You can't try again. |
15 + spell level |
When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.) |
20 + spell level |
Identify a spell that's already in place and in effect. (You must be able to see or detect the effects of the spell.) You can't try again. |
20 + spell level |
Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. You can't try again. |
20 + spell level |
Decipher a written spell (such as a scroll) without using read magic. One try per day. |
25 + spell level |
After rolling a saving throw against a spell targeted at you, determine what spell was cast upon you. This is a reaction. |
25 |
Identify a potion. This takes 1 minute. |
30 or higher |
Understand a strange or unique magical effect. You can't try again. |
The Acolyte's key characteristic is the ability to cast
divine spells. (See Chapter Ten: FX Abilities for a list and descriptions of
divine spells.)
The Acolyte is limited to a certain number of spells of each spell level per day, according to her Acolyte class level. In addition, the Acolyte receives bonus spells based on her Wisdom score. Determine the Acolyte's total number of spells per day by consulting the two tables below.
Acolyte Level
|
---- Spells per Day by Spell Level ----
|
0
|
1
|
2
|
3
|
4
|
5
|
1st
|
3
|
2
|
-
|
-
|
-
|
-
|
2nd
|
4
|
3
|
-
|
-
|
-
|
-
|
3rd
|
4
|
3
|
2
|
-
|
-
|
-
|
4th
|
5
|
4
|
3
|
-
|
-
|
-
|
5th
|
5
|
4
|
3
|
2
|
-
|
-
|
6th
|
5
|
4
|
4
|
3
|
-
|
-
|
7th
|
6
|
5
|
4
|
3
|
2
|
-
|
8th
|
6
|
5
|
4
|
4
|
3
|
-
|
9th
|
6
|
5
|
5
|
4
|
3
|
2
|
10th
|
6
|
5
|
5
|
4
|
4
|
3
|
Wis Score
|
---- Bonus Spells by Spell Level ----
|
0
|
1
|
2
|
3
|
4
|
5
|
12-13
|
-
|
1
|
-
|
-
|
-
|
-
|
14-15
|
-
|
1
|
1
|
-
|
-
|
-
|
16-17
|
-
|
1
|
1
|
1
|
-
|
-
|
18-19
|
-
|
1
|
1
|
1
|
1
|
-
|
20-21
|
-
|
2
|
1
|
1
|
1
|
1
|
22-23
|
-
|
2
|
2
|
1
|
1
|
1
|
The Acolyte meditates or prays for her spells, receiving them through her own strength of faith or as divine inspiration. The Acolyte must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on the Acolyte's spell preparation. To learn, prepare, or cast a spell, an Acolyte must have a Wisdom score of at least 10 + the spell's level.
An Acolyte can prepare a lower-level spell in place of a higher-level one if she desires.
An Acolyte may prepare and cast any spell on the
divine spell list, provided she can cast spells of that level.
The
Difficulty Class of a
saving throw to resist the effects of an Acolyte's spell is 10 + the spell's level + the Acolyte's Wisdom modifier.
Starting at 2nd level, an Acolyte gains the supernatural ability to affect undead creatures, such as zombies, skeletons, ghosts, and vampires. The Acolyte's
allegiance (good or evil) determines the effect she can have on these unholy abominations. A character of the good
allegiance can turn undead, driving them away or perhaps destroying them. One of the evil
allegiance can use negative energy to rebuke undead, causing the creatures to cower in her presence. (In the text that follows, up to the section on Effect and Duration of Turning, "turning" refers to turning or rebuking, whichever is appropriate for a particular Acolyte.)
How Turning Works: An Acolyte can turn undead (or other types of creatures at higher level) as an
attack action. Doing so does not provoke an
attack of opportunity. An Acolyte must present her
holy symbol to make a turning attempt, holding it in one hand in such a way that it is visible to the creatures she wants to affect.
Times per Day: An Acolyte may attempt to turn a number of times per day equal to 3 + her Charisma modifier.
Range:
The Acolyte turns the closest turnable creature first. She can't turn creatures that are more than 60 feet away or that have total
cover.
Turning Check: First, roll a turning
check to determine how powerful a creature you can turn. This is a Charisma
check (1d20 + Charisma modifier). The table below shows the Hit Dice of the most powerful creature you can affect, relative to your Acolyte level. With a given turning attempt, you can't turn any creature whose Hit Dice exceeds the result of your turning
check.
Turning Check Result
|
Most Powerful Creature Affected (Maximum Hit Dice)
|
0 or lower
|
Acolyte level -4
|
1-3
|
Acolyte level -3
|
4-6
|
Acolyte level -2
|
7-9
|
Acolyte level -1
|
10-12
|
Acolyte level
|
13-15
|
Acolyte level +1
|
16-18
|
Acolyte level +2
|
19-21
|
Acolyte level +3
|
22 or higher
|
Acolyte level +4
|
Turning Damage: If your turning
check result is high enough to let you turn at least some of the undead (or other appropriate) creatures within 60 feet, roll 2d6 and add your Acolyte level and your Charisma modifier to the result to determine turning
damage. That's how many total Hit Dice of undead (or other) creatures you can turn on this attempt.
You may skip over already turned creatures that are still within range so that you don't waste your turning capacity on them.
Effect and Duration of Turning: Turned creatures flee from the Acolyte by the best and fastest means available to them. A turned creature flees for 10 rounds (1 minute). If it can't flee, it cowers (can take no actions, -2 penalty to
Defense).
If the Acolyte moves to within 10 feet of a cowering turned creature, it overcomes the turning and can act normally. (The Acolyte can be standing within 10 feet of the creature without breaking the turning effect; she just can't approach any closer to the creature.) The Acolyte can attack a turned and cowering creature with ranged attacks from more than 10 feet away, and others can attack in any fashion, without breaking the turning effect.
Destroying Undead: If the Acolyte has twice as many Acolyte levels (or more) as the undead has Hit Dice, she destroys any creature that she would normally turn.
Evil Acolytes and Undead: An Acolyte with the evil
allegiance channels negative energy to rebuke (awe) or command (control) undead, instead of turning or destroying them. An evil Acolyte makes the equivalent of a turning
check. Creatures that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked: A rebuked creature cowers as if in awe (can take no actions, -2 penalty to
Defense) for 10 rounds.
Commanded: A commanded creature falls under the mental control of the Acolyte. The Acolyte can give mental orders to a commanded creature as an
attack action. The Acolyte can command any number of creatures whose total Hit Dice don't exceed her Acolyte level. She may voluntarily relinquish command in order to establish command on different creatures.
Dispel Turning: An evil Acolyte may dispel the turning effect of a good Acolyte. To do so, the evil Acolyte makes a turning
check as if attempting to rebuke. If the turning
check result is equal to or greater than the turning
check result that the good Acolyte scored when turning them, then the creatures are no longer turned. The evil Acolyte rolls turning
damage to see how many Hit Dice worth of creatures she can affect in this way.
Bolster Undead: An evil Acolyte may bolster creatures against turning effects in advance. She makes a turning
check as if attempting to rebuke them, but the Hit Dice result becomes the creatures' effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures' normal Hit Dice). This bolstering lasts for 10 rounds.
At 3rd, 6th, and 9th level, the Acolyte gets a
bonus feat. The
bonus feat must be selected from the following list, and the Acolyte must meet all the prerequisites of the feat to select it.
Animal Affinity,
Archaic Weapons Proficiency,
Armor Proficiency (light),
Attentive,
Combat Expertise,
Educated,
Frightful Presence,
Iron Will,
Medical Expert,
Studious,
Trustworthy.
An Acolyte of 4th level or higher can channel stored energy into spells she has not prepared ahead of time. The Acolyte "loses" a prepared spell to cast another spell of the same level or lower.
An Acolyte with a good
allegiance can spontaneously cast cure spells (spells with "cure" in their name). An Acolyte with an evil
allegiance can spontaneously convert prepared spells into inflict spells (spells with "inflict" in their name).
At 5th level, the Acolyte becomes adept at casting spells during
combat. She gets a +4 bonus on Concentration checks made to cast a spell while on the defensive.
Turn or Rebuke Magical Beast
At 7th level, the Acolyte gains the supernatural ability to affect magical beasts. This ability works just like turning undead, except the creature type is magical beast. Magical beasts, unlike undead creatures, can't be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt (3 + Cha modifier) does not increase.
At 8th level, the Acolyte gains the supernatural ability to affect outsiders. This ability works just like turning undead and magical beasts, except the creature type is outsider. Outsiders, unlike undead creatures, can't be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt (3 + Cha modifier) does not increase.
At 10th level, an Acolyte learns to cast some of her spells to maximum effect. All variable, numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of
damage, affects the maximum number of targets, and so forth, as appropriate.
Saving throws and
opposed checks are not affected. Spells without random variables are not affected.
When a maximized spell is prepared, it is treated as a spell of three levels higher than the spell's actual level.
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