Description

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.

Characters with levels in druid, spirit shaman, ranger, and feyseeker cannot access the class, even if meeting other requirements - the natural world does not like fiends.

Requirements

Alignment: Any evil

Feats: Evil Brand, Disciple of Darkness, Scion of Sorrow, or Thrall to Demon.

Skills:: Lore: The Planes 8

Spells or Spell-like Abilities: Caster level 5th.

Special: Must have made peaceful contact with a summoned evil outsider.

Special: Must undergo the Ritual of Bonding (see below).

Special: Cannot cross class with druid, spirit shaman, ranger, or feytouched.

Class Features

Hit die: d6
Proficiencies: None
Skill points: 2 + Int modifier
Class skills: Concentration, Intimidate, Lore: Arcana, Lore: The Planes, Spellcraft
Base attack bonus progression: Medium
Saving throws high: Will, Fortitude
low: Reflex


Class Progression

Level Features Gained
1 +1 Spellcasting Level, Wear Fiend, Poison
2 Flame Resistant
3 +1 Spellcasting Level, Fiendish Glare
4 Fiendish Knowledge
5 +1 Spellcasting Level, Skin Adaptation
6 Cold Resistant
7 +1 Spellcasting Level, Glare of the Pit
8 Fiendish Knowledge
9 +1 Spellcasting Level, Summon Fiend
10 +1 Spellcasting Level, Fiendish Symbiosis

Spells per Day/Spells Known:

At each odd-numbered level and level ten, 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.

Wear Fiend (Su)

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.

Poison (Sp)

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.

Flame Resistant (Ex)

At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.

Fiendish Glare (Su)

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.

Fiendish Knowledge

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.

Skin Adaptation

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.

Cold Resistant

Beginning at 6th level, an acolyte has resistance to cold 10.

Glare of the Pit

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.

Fiendish Symbiosis

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.

Gameplay Notes

Acolyte of the Skin's AC bonus from the abilities 'Wear Fiend' and then 'Skin Adaptation' is calculated as an increase to Base Natural AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974988#p974988 (8/26/2025)