Originally Posted by
edrein
Acolyte of the Skin Rerolled Round 4? (Bonus Round by Edrein)
Core abilities
Acolyte of the Skin I: Choose an outsider essence to summon to begin the Mysterious Bonding Rituals, gaining a Spell Like Ability from that essence. In addition, each enhancement point spent in the Acolyte of the Skin tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Spell points.
Succubus I: Charm Person: Spell Like Ability: Charm Person (Activation Cost: 1 SP. Cooldown: 6 seconds)
Orthon I: You gain proficiency with light crossbows and can use your charisma score to hit with crossbows.
Hezrou I: You gain martial weapons profiency,10 PPR and MRR. (Each core ability after this one grants +10 HP and 2/good DR.)
Mind Flayer I: Hypnotism: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)
Pit Fiend I: You gain martial weapons proficiency and 15hp.
Bezekira I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds)
Beholder I: Ray of Enfeeblement: Spell Like Ability: Ray of Enfeeblement (Activation Cost: 2 SP. Cooldown: 6 seconds)
Marilith I: You gain martial weapons proficieny, 10 HP and -5% ASF. (EAch core ability after this one grants +7hp and -5% ASF.)
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Acolyte of the Skin II: The Mysterious Bonding Rituals continues, gaining a Spell Like Ability from that essence.
Succubus II: Otto's Resistible Dance : Spell Like Ability: Otto's Resistible Dance (Activation Cost: 3 SP. Cooldown: 6 seconds)
Orthon II: You can now use your charisma score to damage with crossbows.
Hezrou II: You gain an Aura of Stench; providing 5% attack slow, -XX attack damage, and -1 saves to all enemies within a 15ft radius. (This Aura will increase/multiply/stack per YY time with each core rank, to a cap of 20% slow, 15-25% damage, and -4 to 6 saves.)
Mindflayer II: Mind Blast: This attack is a standard conal AOE. Anyone caught in this cone must succeed at a Will save (DC 17 + Charisma Score + 1/2 Warlock/Sorcerer Level) or be stunned for 5-10 seconds.
Pit Fiend II: Like a true pit fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Supernatural Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)
Bezekira II: Blindness : Spell Like Ability: Blindness (Activation Cost: 3 SP. Cooldown: 6 seconds)
Beholder II: Dispel Magic : Spell Like Ability: Dispel Magic (Activation Cost: 3 SP. Cooldown: 6 seconds)
Marilith II: Haste : Spell Like Ability: Haste (Activation Cost: 3 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: Acolyte of the Skin I, Sorcerer Level 3
Acolyte of the Skin III: The Mysterious Bonding Rituals continues, gaining a Spell Like Ability from that essence.
Succubus III: Charm Monster : Spell Like Ability: Charm Monster (Activation Cost: 3 SP. Cooldown: 6 seconds)
Orthon III: Your Orthon skin has enabled you to increase the power of your crossbow: Your RANGED attacks now deal 1d6 + sonic spellpower/Ranged power. (This ability further increases in damage at ranks 12 and 18, increasing to 3d6 and 5d6 respectfully.)
Hezrou III: Infernal Power: +4 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed for 30 seconds. (Activation Cost: 15 SP. Cooldown: 45 seconds.)
Mind Flayer III: Hold Person : Spell Like Ability: Hold Person (Activation Cost: 6 SP. Cooldown: 6 seconds)
Pit Fiend III: Tail Lash: You swing your tail outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +1W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 15 seconds.)
Bezekira III: Haste : Spell Like Ability: Haste (Activation Cost: 6 SP. Cooldown: 6 seconds)
Beholder III: Lesser Globe of Invulnerability : Spell Like Ability: Lesser Globe of Invulnerability (Activation Cost: 6 SP. Cooldown: 6 seconds)
Marilith III: Rage : Spell Like Ability: Rage (Activation Cost: 6 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: Acolyte of the Skin II, Sorcerer Level 6
Acolyte of the Skin IV: The Mysterious Bonding Rituals continues, gaining a Spell Like Ability from that essence.
Succubus IV: Mind Fog : Spell Like Ability: Mind Fog (Activation Cost: 10 SP. Cooldown: 6 seconds)
Orthon IV: Rapid Fire: You gain 20% ranged alacrity for 30 seconds. (Activation Cost: 15 SP. Cooldown: 45 seconds.)
Hezrou IV: Multiselector; Unholy Blight or Chaos Hammer: both spells are added to your spell list.
Mind Flayer IV: Feeblemind : Spell Like Ability: Feeblemind (Activation Cost: 10 SP. Cooldown: 6 seconds)
Pit Fiend IV: Burning Blood : Spell Like Ability: Burning Blood (Activation Cost: 15 SP. Cooldown: 6 seconds)
Bezekira IV: Displacement : Spell Like Ability: Displacement (Activation Cost: 10 SP. Cooldown: 6 seconds)
Beholder IV: Break Enchantment : Spell Like Ability: Break Enchantment (Activation Cost: 10 SP. Cooldown: 6 seconds)
Marilith IV: Blade Barrier : Spell Like Ability: Blade Barrier (Activation Cost: 50 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: Acolyte of the Skin III, Sorcerer Level 12
Acolyte of the Skin V: The Mysterious Bonding Rituals continues, gaining a Spell Like Ability from that essence.
Succubus V: Dominate Monster : Spell Like Ability: Dominate Monster (Activation Cost: 15 SP. Cooldown: 6 seconds)
Orthon V: Your skin has become corrupted and filled with maggots like an Orthon: You gain Maggot Guard; when struck by an enemy you deal 10d4 Evil Damage. (This ability scales with Light Spellpower/Ranged Power.)
Hezrou V: Infernal Warmachine: You gain +4 alchemical strength and constitution, full BAB, and +10% doublestrike. However, you have grown accustomed to using fury over magic and receive -2 to spell DCs and all spells gain a 1.5 increase to their cooldowns. (Activation Cost: 100 SP. Cooldown: 30 seconds.)
Mind Flayer V: Hold Monster : Spell Like Ability: Hold Monster (Activation Cost: 15 SP. Cooldown: 6 seconds)
Pit Fiend V: Demonic Glide: Rush forward up to 30 feet to your selected opponent and cleave all enemies around you for 3W and deal 5d8 + Melee Power Evil Damage as well. (Activation Cost: 35 SP. Cooldown: 15 sec
Bezekira V: Prismatic Spray : Spell Like Ability: Prismatic Spray (Activation Cost: 15 SP. Cooldown: 6 seconds)
Beholder V: Globe of Invulnerability : Spell Like Ability: Globe of Invulnerability (Activation Cost: 15 SP. Cooldown: 6 seconds)
Marilith V: Tenser's Transformation : Spell Like Ability: Tenser's Transformation (Activation Cost: 15 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: Acolyte of the Skin IV, Sorcerer Level 18
Master of the Skin: Through extensive training and countless hours of study, you have finished the Ritual of Bonding. You gain +2 Charisma, and +2 Constitution, You gain a +10 racial bonus to your saving throws against magical poisons. You have racial immunity to natural poisons and sleep. You gain +15% universal energy absorption. Your SLAs from the Acolyte of the Skin tree now cost 50% less sp to cast. Additionally you gain benefits based on your Skin;
Succubus: +4 to all Enchantment and Illusion based DCs.
Orthon Mastery: 10% doubleshot and 5% primal ranged alacrity.
Hezrou Mastery: 5% chance to apply 4 random ability damage per attack.
Mindflayer: Extract Brain: Spell Like Ability: Finger of Death. (Activation Cost: 25 SP. Cooldown: 12 seconds.) This uses Charisma and Illusion DC. It only works within melee range, requiring a form of CC beforehand.
Pit Fiend Mastery: Meteor Swarm: Spell Like Ability: Meteor Swarm. (Activation Cost: 25 SP. Cooldown: 12 seconds.)
Bezerika: Knock down enemies for 2 seconds on vorpal hit. Enemies knocked down by this effect are considered helpless.
Beholder: Eye Beam: Spell Like Ability: Prismatic Ray. (Activation Cost: 25 SP. Cooldown: 12 seconds.)
Marilith: You gain 10% doublestrike, 15% offhand doublestrike, and 30 PRR and MRR.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Acolyte of the Skin V, Sorcerer Level 20
Tier One
Skills of the Pit I: Bluff, Concentration, and Spellcraft +1/+2/+3
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Skin adaptation I: Your skin texture changes passively according to your skin selection. You gain +4 natural armor. (Possible wings, face tentacles, horns, eye-stalk, etc. You aren't supposed to be pleasant to look at.)
AP Cost: 1 Ranks: 1 Progression: 1 No requirements
Superiority of the Outsiders I: Passive: Your total Arcane Spell Failure chance is reduced by 3%/6%/10%.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Outsider Defense: You Gain a stacking +4 DR / Good for every Acolyte of the Skin Core ability you posses.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: None
Power of the Pit I: Your spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Tier Two
Skills of the Pit II: Whenever you fail a concentration check, you automatically succeed the next two concentration checks you make in the next 3/6/10 seconds..
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I
Skin adaptation II: You gain +5 PPR and +5 MMR.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I1
Superiority of the Outsiders II: +5%/+10%/+15% to apply Planar Superiority to wands, scrolls, and other items that cast spells. Planar Superiority applies a stacking +100% effectiveness.
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Superiority of Outsiders I
Power of the Pit II: You gain +2 to hit and damage with all weapons, 2 melee power/ranged power, and 1% doublestrike/doubleshot.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I
Summon Fiend I: Any Non Good Outsider that you summon automatically has an additional stacking +50% fortification, +15 PPR, and +15 MMR.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Tier Three
Deceptive Life of the Pit Toggle: Cooldown 7 Seconds. Costs 4/3/2 Spell Points per minute. Automatically casts Spell Like Ability: False/Greater False/Superior False Life every minute while the toggle is active. (Considered a level 2/5/7 spell.)
AP Cost: 2 Ranks: 3 Progression: 10 No Requirements
Skin adaptation III: You gain +1/+2/+3 to all saving throws.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Skin adaptation II
Superiority of the Outsiders III: +20%/+30%/+40% when cast for your spells to be considered +2 spell level.
AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Superiority of Outsiders II
Power of the Pit III: Your spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Power of the Pit II
Charisma or Constitution: Choose one: +1 Charisma +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Blindness Planar Madness: Your attacks and spells have a 5% chance of applying Blindness to foes. This can only trigger once every five seconds.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Bestow Curse Planar Madness: Your attacks and spells have a 5% chance of applying Bestow Curse to foes. This can only trigger once every three seconds.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Contagion Planar Madness: Your attacks and spells have a 5% chance of randomly applying a version of Contagion to foes as per the wizard spell. This can only trigger once every 7 seconds.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Power of the Pit IV: You gain +2 to hit and damage with all weapons, 2 melee power/ranged power, and 1% doublestrike/doubleshot.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Power of the Pit III
Charisma or Constitution: Choose one: +1 Charisma +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Tier Five
Planar Edge: Multi-select: Choose one school from all the spell schools, you gain +1 DCs for that spell school or 3% doublestrike/doubleshot and 3 Melee/Ranged Power.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Fiendish Strength: You gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Charisma modifier for 30/60/120 seconds
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Spell Penetration: +1/+2/+3 to your Caster Level check to overcome enemy spell resistance.
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
Ablative of the Pit Toggle: Cooldown 7 Seconds. Costs 5 Spell Points per minute. Automatically casts Spell Like Ability: Ablative Armor every minute while the toggle is active. (Considered a level 1 spell.)
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Deceptive Life of the Pit
Summon Fiend II: Any Non Good Outsider that you summon automatically has an additional stacking +200% fortification, +50 PPR, and +50 MMR.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Summon Fiend I