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  1. #1
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

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    Default Acoylyte of the Skin [Lost Trees Project]

    Greetings DDO Players,

    I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. Technically, Sorcerers already have 5 trees, but one could easily make the point that Savant is actually 4 copies of the same tree, which leaves grounds to press a possible new tree for Sorcerers.

    Up front I want to make several things clear, I have no idea when an additional Sorcerer tree will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

    Hopefully we can sort thru and create another sample tree besides the Warmage tree https://www.ddo.com/forums/showthrea...-Sorcerer-tree as it presented difficulties being a evocation specialist tree which is exactly what the Savant trees are. At one time long ago, the Devs suggested they were interested in Acoylyte of the Skin for a Sorcerer tree and thread will explore that possibility as well as variation and side paths created by such exploration.

    I appreciate all the help on the Warmage tree but would like a second option for the Devs not knowing what their decisions will be.

    As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

    When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

    Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.
    Last edited by Silverleafeon; 09-17-2014 at 12:19 PM.

  2. #2
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

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    Default Acolyte of the Skin Rerolled Round 4

    I felt that this was definitely worth posting for the Devs to examine.
    {Core 12 bladebarrier needs moving to capstone or removing, capstones might be a bit strong, but we need that kind of thing. This tree should be considered for both a possible Warlock and existing Sorcerer.

    It is a bit of a power upgrade from round 3 which is also worth looking at. I was pondering adding melee power +1/+1/+1/+2/+2/+2 to the core Hezzy, repeating with ranged on Orthon, and adding 1d4 poison every 2 seconds per core Pit Fiend.

    Removed rerolled round 1 due to space limitations.

    Quote Originally Posted by edrein View Post
    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




    .............................


    Acolyte of the Skin Rerolled Round 3


    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: Shield: Spell Like Ability: Shield (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Hezrou I: Cause Fear: Spell Like Ability: Cause Fear (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Mind Flayer I: Hypnotism: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Pit Fiend I: Sonic Blast : Spell Like Ability: Sonic Blast (Activation Cost: 2 SP. Cooldown: 6 seconds)

    Bezekira I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Beholder I: Chill Touch: Spell Like Ability: Chill Touch (Activation Cost: 2 SP. Cooldown: 6 seconds)

    Marilith I: Gust of Wind: Spell Like Ability: Gust of Wind (Activation Cost: 1 SP. Cooldown: 6 seconds)


    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: Blur : Spell Like Ability: Blur (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Hezrou II: Daze Monster: Spell Like Ability: Daze Monster (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Mind Flayer II: Ooze Puppet : Spell Like Ability: Ooze Puppet (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Pit Fiend II: Resist Energy : Spell Like Ability: Resist Energy (Activation Cost: 3 SP. Cooldown: 6 seconds)

    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: Slow : Spell Like Ability: Slow (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: Stoneskin : Spell Like Ability: Stoneskin (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Hezrou III: Chaos Hammer : Spell Like Ability: Chaos Hammer (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Mind Flayer III: Hold Person : Spell Like Ability: Hold Person (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Pit Fiend III: Bestow Curse : Spell Like Ability: Bestow Curse (Activation Cost: 6 SP. Cooldown: 6 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: Tenser's Transformation : Spell Like Ability: Tenser's Transformation (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Hezrou IV: Fear : Spell Like Ability: Fear (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Mind Flayer IV: Feeblemind : Spell Like Ability: Feeblemind (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Pit Fiend IV: Wall of Fire : Spell Like Ability: Wall of Fire (Activation Cost: 10 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: Solid Fog : Spell Like Ability: Solid Fog (Activation Cost: 10 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: Acid Fog : Spell Like Ability: Acid Fog (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Hezrou V: Crushing Despair : Spell Like Ability: Crushing Despair (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Mind Flayer V: Hold Monster : Spell Like Ability: Hold Monster (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Pit Fiend V: Burning Blood : Spell Like Ability: Burning Blood (Activation Cost: 15 SP. Cooldown: 6 seconds)

    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: Cyclonic Blast : Spell Like Ability: Cyclonic Blast (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.


    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 switches to a color according to the essence you have chosen. You gain +4 natural armor.

    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 1% 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: Your spells have an additional 1% chance to critically hit.

    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 2 Spell Points per minute. Automatically casts Spell Like Ability: False Life every minute while the toggle is active. (Considered a level 2 spell.)

    AP Cost: 2 Ranks: 1 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: +10%/+20%/+30% when cast for your spells to be considered +1 spell level.

    AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Superiority of Outsiders II


    Power of the Pit III: Your spells have an additional 1% 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 spells have a 5% chance of applying Blindness to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Blindness had heighten spell metamagic feat applied to it then the Blindness is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Bestow Curse Planar Madness: Your spells have a 5% chance of applying Bestow Curse to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Bestow Curse had heighten spell metamagic feat applied to it then the Bestow Curse is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Contagion Planar Madness: Your 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 second. If the Spell that applied Contagion had heighten spell metamagic feat applied to it then the Contagion is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Glare of the Pit: Spell Like Ability: Prismatic Ray Activation Cost: 10 Spell Points. Cooldown: 7 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








    ............................



    Acolyte of the Skin Rerolled Round 2


    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: Shield: Spell Like Ability: Shield (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Hezrou I: Cause Fear: Spell Like Ability: Cause Fear (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Mind Flayer I: Hypnotism: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Pit Fiend I: Sonic Blast : Spell Like Ability: Sonic Blast (Activation Cost: 2 SP. Cooldown: 6 seconds)

    Bezekira I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds)

    Beholder I: Chill Touch: Spell Like Ability: Chill Touch (Activation Cost: 2 SP. Cooldown: 6 seconds)

    Marilith I: Gust of Wind: Spell Like Ability: Gust of Wind (Activation Cost: 1 SP. Cooldown: 6 seconds)


    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: Blur : Spell Like Ability: Blur (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Hezrou II: Daze Monster: Spell Like Ability: Daze Monster (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Mind Flayer II: Ooze Puppet : Spell Like Ability: Ooze Puppet (Activation Cost: 3 SP. Cooldown: 6 seconds)

    Pit Fiend II: Resist Energy : Spell Like Ability: Resist Energy (Activation Cost: 3 SP. Cooldown: 6 seconds)

    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: Slow : Spell Like Ability: Slow (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: Stoneskin : Spell Like Ability: Stoneskin (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Hezrou III: Chaos Hammer : Spell Like Ability: Chaos Hammer (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Mind Flayer III: Hold Person : Spell Like Ability: Hold Person (Activation Cost: 6 SP. Cooldown: 6 seconds)

    Pit Fiend III: Bestow Curse : Spell Like Ability: Bestow Curse (Activation Cost: 6 SP. Cooldown: 6 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: Tenser's Transformation : Spell Like Ability: Tenser's Transformation (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Hezrou IV: Fear : Spell Like Ability: Fear (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Mind Flayer IV: Feeblemind : Spell Like Ability: Feeblemind (Activation Cost: 10 SP. Cooldown: 6 seconds)

    Pit Fiend IV: Wall of Fire : Spell Like Ability: Wall of Fire (Activation Cost: 10 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: Solid Fog : Spell Like Ability: Solid Fog (Activation Cost: 10 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: Acid Fog : Spell Like Ability: Acid Fog (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Hezrou V: Crushing Despair : Spell Like Ability: Crushing Despair (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Mind Flayer V: Hold Monster : Spell Like Ability: Hold Monster (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Pit Fiend V: Burning Blood : Spell Like Ability: Burning Blood (Activation Cost: 15 SP. Cooldown: 6 seconds)

    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: Cyclonic Blast : Spell Like Ability: Cyclonic Blast (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.


    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 switches to a color according to the essence you have chosen. You gain +4 natural armor.

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Superiority of the Outsiders I: Passive: Your total Arcane Spell Failure chance is reduced by 2%/4%/6%.

    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 1% 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: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Summon Fiend I: Any Evil 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 2 Spell Points per minute. Automatically casts Spell Like Ability: False Life every minute while the toggle is active. (Considered a level 2 spell.)

    AP Cost: 2 Ranks: 1 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: +5%/+10%/+15% when cast for your spells to be considered +1/+2/+3 spell level. This does not stack with Heighten Spell Metamagic.

    AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Superiority of Outsiders II


    Power of the Pit III: Your spells have an additional 1% 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 spells have a 5% chance of applying Blindness to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Blindness had heighten spell metamagic feat applied to it then the Blindness is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Bestow Curse Planar Madness: Your spells have a 5% chance of applying Bestow Curse to foes as per the wizard spell. This can only trigger once every second. If the Spell that applied Bestow Curse had heighten spell metamagic feat applied to it then the Bestow Curse is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Contagion Planar Madness: Your 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 second. If the Spell that applied Contagion had heighten spell metamagic feat applied to it then the Contagion is also considered to be heightened.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Glare of the Pit: Spell Like Ability: Prismatic Ray Activation Cost: 10 Spell Points. Cooldown: 7 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 Evil 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





    .................................................. .................





    Acolyte of the Skin round 8


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non good alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Passive: Fiendish DR: You gain DR 5 / Good.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Fiendish Fear: Toggle: You project a 15 meter Aura of Fiendish Fear, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Quasit: Toggle: Spell like ability: A small Quasit hovers over your shoulder and attacks nearby enemies. This Quasit is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The Quasit will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the Quasit is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Passive: Your Fiendish DR is now You gain DR (Sorcerer Level divided by 2) / Good.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Fiendish Fear, Sorcerer level 12


    Core 18
    Defense of the Pit Multi-select chose one:

    Devil: You gain +66.6% fire absorption

    Demon: You gain +66.6% electric absorption


    Capstone Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 2 SP. Cooldown: 10 seconds)
    You gain: +2 Cha +2 Con

    Passive: Your Fiendish DR is now DR 20 / Good.



    Tier One

    Skills of the Pit I: Bluff +1/+2/+3 ; 3rd Rank: You gain +25 spell points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick). You gain +4 natural armor.

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Skin adaptation II: You gain +5 PPR and +5 MMR.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 Requirement: Skin adaptation I


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Skills of the Pit II:

    Sowing Confusion: Your enemy's confusion galvanizes you. Whenever you use bluff, or use an ability that triggers an bluff check, you gain a stacking DR [2/4/6] / Good for the duration of the bluff effect, whether or not the bluff succeeds, or indeed if there is anything present to be bluffed.

    AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation II


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Summon Fiend I: Any Evil outsider that you summon automatically has an additional stacking +50% fortification, +15 PPR, and +15 MMR.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements



    Tier Three

    Inherit Spell Knowledge: Multi-select chose one:

    Devil: Add to the list of Sorcerer spells that you can choose from to learn: Order's Wrath as a level 4 spell.

    Demon: Add to the list of Sorcerer spells that you can choose from to learn: Chaos Hammer as a level 4 spell.

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Path of Heresy I:

    Deceptive Life of the Pit Toggle: Cooldown 7 Seconds. Costs 2 Spell Points per minute. Automatically casts Spell Like Ability: False Life every minute while the toggle is active. (Considered a level 2 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 No Requirements


    Skin adaptation IV: You gain +10% cold absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation III


    Power of the Pit III: Your spells have an additional 1% 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

    Planar Madness: Multi-select chose one:

    Devil: Your Imp now does Acid damage instead of Fire. Your Shield of Blasphemy now affects vulnerability to Acid instead of Fire.

    Demon: Your Quasit now does Cold damage instead of Electric. Your Shield of Blasphemy now affects vulnerability to Cold instead of Electric.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Path of Heresy II: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy I


    Path of Heresy III: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep. You gain +10 PPR and +10 MMR

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 2 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy IV:

    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: 20 Requirement: Path of Heresy III


    Summon Fiend II: Any Evil 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
    Last edited by Silverleafeon; 10-03-2014 at 05:41 AM.

  3. #3
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
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    https://www.ddo.com/forums/showthrea...ead-to-discuss

    Wow, an entire thread on this subject, definitely worth reading.
    THANK YOU!
    Last edited by Silverleafeon; 09-18-2014 at 10:46 AM.

  4. #4
    Ultimate Completionist
    2014 DDO Players Council
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    Very nice, when we start talking about self healing and the like, its a good sign others things are looking good.


    Ok, into the notes section on the front page:

    Want self healing options including one or more of the following, etc:
    • Better potions to drink

    • New spell ~ Greater False Life granting 50~100 temp hp.

    • Option for Imp/Quasit to do healing pulses every X seconds for YdZ positive energy.

    • Palemaster has self healing, would like to see something for Sorcerer as well.





    That will do for starters, will ponder more.

    .......................


    Older tree rounds here:

    Acolyte of the Skin round 7


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non good alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Passive: Fiendish DR: You gain DR 5 / Good.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Fiendish Fear: Toggle: You project a 15 meter Aura of Fiendish Fear, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Quasit: Toggle: Spell like ability: A small Quasit hovers over your shoulder and attacks nearby enemies. This Quasit is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The Quasit will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the Quasit is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Passive: Your Fiendish DR is now You gain DR (Sorcerer Level divided by 2) / Good.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Fiendish Fear, Sorcerer level 12


    Core 18
    Defense of the Pit Multi-select chose one:

    Devil: You gain +33% stacking fire absorption

    Demon: You gain +33% stacking electric absorption


    Capstone Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 2 SP. Cooldown: 10 seconds)
    You gain: +2 Cha +2 Con

    Passive: Your Fiendish DR is now DR 20 / Good.



    Tier One

    Skills of the Pit I: Bluff +1/+2/+3 ; 3rd Rank: You gain +25 spell points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Path of Heresy I: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Skills of the Pit II:

    Sowing Confusion: Your enemy's confusion galvanizes you. Whenever you use bluff, or use an ability that triggers an bluff check, you gain a stacking DR [2/4/6] / Good for the duration of the bluff effect, whether or not the bluff succeeds, or indeed if there is anything present to be bluffed.

    AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Path of Heresy II: Multi-select chose one:

    Devil: You gain +10% fire absorption

    Demon: You gain +10% electric absorption

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Path of Heresy I


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Tier Three

    Inherit Spell Knowledge: Multi-select chose one:

    Devil: Add to the list of Sorcerer spells that you can choose from to learn: Order's Wrath as a level 4 spell.

    Demon: Add to the list of Sorcerer spells that you can choose from to learn: Chaos Hammer as a level 4 spell.

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Path of Heresy III: Multi-select chose one:

    Devil: Flaming Sphere Spell Like Ability: Flaming Sphere (Activation Cost: 2 Spell Points. Cooldown: 7 seconds. Considered a level 2 spell.)

    Demon: False Life Spell Like Ability: False Life (Activation Cost: 2 Spell Points. Cooldown: 7 seconds. Considered a level 2 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Power of the Pit III: Your spells have an additional 1% 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

    Planar Madness: Multi-select chose one:

    Devil: Your Imp now does Acid damage instead of Fire.

    Demon: Your Quasit now does Cold damage instead of Electric.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Skin adaptation IV: You gain +10% cold absorption.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Path of Heresy IV: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy III


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy V: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy IV


    Summon Fiend: Any Evil outsider that you summon automatically has +200% fortification, +50 PPR, and +50 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 No Requirements




    ...................................



    Acolyte of the Skin round 6


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non good alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Passive: Fiendish DR: You gain DR 5 / Good.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Fiendish Fear: Toggle: You project a 15 meter Aura of Fiendish Fear, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Quasit: Toggle: Spell like ability: A small Quasit hovers over your shoulder and attacks nearby enemies. This Quasit is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The Quasit will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the Quasit is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Passive: Your Fiendish DR is now You gain DR (Sorcerer Level divided by 2) / Good.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Fiendish Fear, Sorcerer level 12


    Core 18
    Defense of the Pit Multi-select chose one:

    Devil: You gain +33% stacking fire absorption

    Demon: You gain +33% stacking electric absorption


    Capstone Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 2 SP. Cooldown: 10 seconds)
    You gain: +2 Cha +2 Con

    Passive: Your Fiendish DR is now DR 20 / Good.



    Tier One

    Skills of the Pit I: Bluff +1/+2/+3 ; 3rd Rank: You gain +25 spell points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Path of Heresy I: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Skills of the Pit II:

    Sowing Confusion: Your enemy's confusion galvanizes you. Whenever you use bluff, or use an ability that triggers an bluff check, you gain a stacking DR [2/4/6] / Good for the duration of the bluff effect, whether or not the bluff succeeds, or indeed if there is anything present to be bluffed.

    AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Path of Heresy II: Multi-select chose one:

    Devil: You gain +10% fire absorption

    Demon: You gain +10% electric absorption

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Path of Heresy I


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Tier Three

    Inherit Spell Knowledge: Multi-select chose one:

    Devil: Add to the list of Sorcerer spells that you can choose from to learn: Order's Wrath as a level 4 spell.

    Demon: Add to the list of Sorcerer spells that you can choose from to learn: Chaos Hammer as a level 4 spell.

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Path of Heresy III: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Power of the Pit III: Your spells have an additional 1% 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

    Planar Madness: Multi-select chose one:

    Devil: Your Imp now does Acid damage instead of Fire.

    Demon: Your Quasit now does Cold damage instead of Electric.

    AP Cost: 2 Ranks: 1 Progression: 20 No requirements


    Skin adaptation IV: You gain +10% cold absorption.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Path of Heresy IV: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy III


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy V: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy IV


    Summon Fiend: Any Evil outsider that you summon automatically has +200% fortification, +50 PPR, and +50 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 No Requirements

    ...............


    Acolyte of the Skin round 4


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non good alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Passive: Fiendish DR: You gain DR 5 / Good.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Fiendish Fear: Toggle: You project a 15 meter Aura of Fiendish Fear, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Quasit: Toggle: Spell like ability: A small Quasit hovers over your shoulder and attacks nearby enemies. This Quasit is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The Quasit will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the Quasit is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Passive: Your Fiendish DR is now You gain DR (Sorcerer Level divided by 2) / Good.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Fiendish Fear, Sorcerer level 12


    Core 18
    Defense of the Pit Multi-select chose one:

    Devil: You gain +33% stacking fire absorption

    Demon: You gain +33% stacking electric absorption


    Capstone Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 2 SP. Cooldown: 10 seconds)
    You gain: +2 Cha +2 Con

    Passive: Your Fiendish DR is now DR 20 / Good.



    Tier One

    Skills of the Pit I: Bluff +1/+2/+3 ; 3rd Rank: You gain +25 spell points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Path of Heresy I: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Skills of the Pit II:

    Sowing Confusion: Your enemy's confusion galvanizes you. Whenever you use bluff, or use an ability that triggers an bluff check, you gain a stacking DR [2/4/6] / Good for the duration of the bluff effect, whether or not the bluff succeeds, or indeed if there is anything present to be bluffed.

    AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Path of Heresy II: Multi-select chose one:

    Devil: You gain +10% fire absorption

    Demon: You gain +10% electric absorption

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Path of Heresy I


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Tier Three

    Inherit Spell Knowledge: Multi-select chose one:

    Devil: Add to the list of Sorcerer spells that you can choose from to learn: Order's Wrath as a level 4 spell.

    Demon: Add to the list of Sorcerer spells that you can choose from to learn: Chaos Hammer as a level 4 spell.

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Path of Heresy III: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Power of the Pit III: Your spells have an additional 1% 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

    Planar Madness: Your spells have a 2% chance of triggering the Vortex of Madness which can trigger only once every 60/45/30 seconds. Vortex of Madness adds a random effect to your spells. {I'll let Varg and Sev figured out the random effect charts, or they can plug into Colors of the Queen instead.}

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Skin adaptation IV: You gain +10% cold absorption.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Path of Heresy IV: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy III


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 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.

    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy V: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy IV


    Summon Fiend: Any Evil outsider that you summon automatically has +200% fortification, +50 PPR, and +50 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 No Requirements




    .................................................. ........



    Acolyte of the Skin round 3


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non good alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and poison-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Passive: Fiendish DR: You gain DR 5 / Good.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Fiendish Fear: Toggle: You project a 15 meter Aura of Fiendish Fear, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Quasit: Toggle: Spell like ability: A small Quasit hovers over your shoulder and attacks nearby enemies. This Quasit is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The Quasit will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the Quasit is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Passive: Your Fiendish DR is now You gain DR (Sorcerer Level divided by 2) / Good.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Fiendish Fear, Sorcerer level 12


    Core 18
    Defense of the Pit Multi-select chose one:

    Devil: You gain +33% stacking fire absorption

    Demon: You gain +33% stacking electric absorption


    Capstone Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 2 SP. Cooldown: 10 seconds)
    You gain: +2 Cha +2 Con

    Passive: Your Fiendish DR is now DR 20 / Good.



    Tier One

    Skills of the Pit I: Bluff +1/+2/+3 ; 3rd Rank: You gain +25 spell points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Path of Heresy I: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Skills of the Pit II:

    Sowing Confusion: Your enemy's confusion galvanizes you. Whenever you use bluff, or use an ability that triggers an bluff check, you gain a stacking DR [2/4/6] / Good for the duration of the bluff effect, whether or not the bluff succeeds, or indeed if there is anything present to be bluffed.

    AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Skill of the Pit I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Path of Heresy II: Multi-select chose one:

    Devil: You gain +10% fire absorption

    Demon: You gain +10% electric absorption

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Path of Heresy I


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Power of the Pit I


    Tier Three

    Inherit Spell Knowledge: Multi-select chose one:

    Devil: Add to the list of Sorcerer spells that you can choose from to learn: Order's Wrath as a level 4 spell.

    Demon: Add to the list of Sorcerer spells that you can choose from to learn: Chaos Hammer as a level 4 spell.

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Path of Heresy III: Multi-select chose one:

    Devil: You gain +1% electric spell critical chance

    Demon: You gain +1% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Power of the Pit III: Your spells have an additional 1% 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

    Outsider Defenses I: Passive: When your HP drops below 50% of maximum, you are immediately protected by an Profane Barrier that reduces all incoming damage by 10% for the next 20/40/60 seconds. This effect may only trigger once every 180/150/120 seconds.

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Skin adaptation IV: You gain +10% cold absorption.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Path of Heresy IV: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy III


    Power of the Pit IV: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 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

    Outsider Defenses II: Your profane barrier now reduces 20% of incoming damage.

    AP Cost: 1 Ranks: 3 Progression: 30 Requirement: Outsider Defenses I


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy V: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy IV


    Summon Fiend: Any Evil outsider that you summon automatically has +200% fortification, +50 PPR, and +50 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 No Requirements





    ........................................



    Acolyte of the Skin round 2


    Core 1
    Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon; this will be your choice for multi-selections later on.
    Requires: Any non lawful alignment.


    Core 3
    Devil Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to fire and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    Demon Path: Shield of Blasphemy: Toggle: Enemies that strike you have a chance of suffering profane condemnation for 20 seconds, increasing their vulnerability to electric and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Planar Power, Sorcerer level 3



    Core 6
    Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Shield of Blasphemy, Sorcerer level 6


    Core 12
    Devil Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level fire damage every 2 seconds, and uses half of your Fire Spell Power and Spell Critical effects for its fire beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    Demon Path: Summon Imp: Toggle: Spell like ability: A small imp hovers over your shoulder and attacks nearby enemies. This imp is indestructible, deals 1 to 3 + caster level electric damage every 2 seconds, and uses half of your electric Spell Power and Spell Critical effects for its electric beam attacks. The imp will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the imp is applied to you. Cost: 20 spell points. Cooldown: 6 second.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Aura of Menace, Sorcerer level 12


    Core 18
    Defense of the Pit Spell Like Ability: Globe of Invulnerability (Activation Cost: 0 SP. Cooldown: 10 seconds)


    Capstone +2 Cha +2 Con
    Glare of the Pit: Spell Like Ability: Dominate Monster (Activation Cost: 0 SP. Cooldown: 10 seconds)



    Tier One

    Outsider Defenses I: You gain DR/Good 3

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Path of Heresy I: Multi-select chose one:

    Devil: You gain +2% electric spell critical chance

    Demon: You gain +2% electric spell critical chance

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Tier Two

    Outsider Defenses II: You gain DR/Good 7

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Outsider Defenses I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Path of Heresy II: Multi-select chose one:

    Devil: You gain +10% fire absorption

    Demon: You gain +10% electric absorption

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Path of Heresy I


    Profane Resistance: You gain +1/+2/+3 to all saving throws against Magic.

    AP Cost: 1 Ranks: 3 Progression: 5 No requirements


    Power of the Pit I: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 5 No requirements


    Tier Three

    Outsider Defenses III: You gain DR/Good 12
    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Outsider Defenses II


    Path of Heresy III: Multi-select chose one:

    Devil: You gain +10% stacking fire absorption

    Demon: You gain +10% stacking electric absorption

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy II


    Skin adaptation III: You gain +10% acid absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Power of the Pit II: Your spells have an additional 1% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 Requirement: Power of the Pit I


    Charisma or Constitution: Choose one: +1 Charisma +1 Constitution

    AP Cost: 2 Ranks: 1 Progression: 10 No requirements


    Tier Four

    Outsider Defenses IV: You gain DR/Good 18
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Outsider Defenses III


    Skin adaptation IV: You gain +10% cold absorption.
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Path of Heresy IV: Multi-select chose one:

    Devil: Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Contagion Spell Like Ability: Contagion (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy III


    Power of the Pit III: Your spells have an additional 1% 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: 20 No requirements



    Tier Five

    Outsider Defenses V: You gain DR/Good 25

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Outsider Defenses IV


    Skin adaptation V: You gain a +10 racial bonus to your saving throws against magical poisons
    You have racial immunity to natural poisons, sleep

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Fiendish Glare: Spell Like Ability: Fear (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Path of Heresy V: Multi-select chose one:

    Devil: Bestow Curse Spell Like Ability: Bestow Curse (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    Demon: Blindness Spell Like Ability: Blindness (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Path of Heresy IV


    Summon Fiend: Any Evil outsider that you summon automatically has +200% fortification, +50 PPR, and +50 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 No Requirements






    ..................................................


    Sample rough possible Acolyte of the Skin round 1


    Core 1 Planar Power: For each point spent in this tree you gain +1 Universal Spell Power.
    Choose a path: Devil or Demon.
    Requires: Any non lawful alignment.

    Core 3

    Demon path ???

    Devil path ???


    Core 6

    Demon path ???

    Devil path ???


    Core 12 ????

    Demon path ???

    Devil path ???


    Core 18

    Demon path ???

    Devil path ???


    Capstone +2 Cha +2 Con

    Chain Target SLA ~ fuzzy math here.


    Tier One

    Outsider Defenses I: Spell Like Ability: Shield (Activation Cost: 3 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Skin adaptation I: Your skin texture switches to red, green, or grey (you pick).

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Toughness: +5/+10/+15 maximum Hit Points.

    AP Cost: 1 Ranks: 3 Progression: 1 No requirements

    Summon Fiend II: You summon an Imp who grants you various bonuses chosen from a multi-select list:
    Chose a bonus that you have not already chosen:

    Suggestions welcome.

    Unfortunately the IMP does not battle creatures but it is indestructible.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements



    Tier Two

    Outsider Defenses II: Spell Like Ability: False Life (Activation Cost: 4 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Outsider Defenses I


    Skin adaptation II: You gain +4 natural armor.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Skin adaptation I


    Hyponotism Spell Like Ability: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)

    AP Cost: 2 Ranks: 1 Progression: 5 No requirement.


    Summon Fiend II: You summon an Imp who grants you various bonuses chosen from a multi-select list:
    Chose a bonus that you have not already chosen:

    Suggestions welcome.

    Unfortunately the IMP does not battle creatures but it is indestructible.
    Your Summon Fiend learn new vocabulary.
    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Summon Fiend I



    Tier Three

    Outsider Defenses III: Spell Like Ability: Displacement (Activation Cost: 5 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Outsider Defenses II


    Poison Spell Like Ability: Poison (Activation Cost: 5 Spell Points. Cooldown: 7 seconds. Considered a level 4 spell.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Outsider Defenses II


    Skin adaptation III: You gain +10 fire absorption.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Skin adaptation II


    Summon Fiend III: You summon an Imp who grants you various bonuses chosen from a multi-select list:
    Chose a bonus that you have not already chosen:

    Suggestions welcome ~ need about six total.

    Unfortunately the IMP does not battle creatures but it is indestructible.
    Your Summon Fiend learn new vocabulary.
    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Summon Fiend II


    Shrug off damage ~ massive protection clicky with huge cooldown.



    Tier Four

    Outsider Defenses IV: Spell Like Ability: Stoneskin (Activation Cost: 6 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Outsider Defenses III


    Skin adaptation IV: You gain +10% cold absorption.
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Skin adaptation III


    Fiendish Glare: Needs conversion to DDO: 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
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements


    Summon Fiend IV: Any Evil outsider that you summon automatically has +100% fortification, +25 PPR, and +25 MMR.
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Summon Fiend III


    Dominate Person Spell Like Ability: Spell Like Ability: Dominate Person (Activation Cost: 30/20/10 SP. Cooldown: 18/15/12 seconds)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirement.




    Tier Five

    Outsider Defenses V: Spell Like Ability: Globe of Invulnerability (Activation Cost: 7 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Outsider Defenses IV


    Skin adaptation V: The fiendish skin and acolyte become one, and only final death can separate them. The acolyte's type changes to outsider. Additionally, an acolyte of this level gains damage reduction 10/good.

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Skin adaptation IV


    Glare of the Pit: Needs conversion to DDO: 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. The rays can be aimed at two different targets within range, but the target of each ray must be designated simultaneously.

    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Fiendish Glare


    Summon Fiend V: Any Evil outsider that you summon automatically has augment summoning applied to it.
    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Summon Fiend IV


    Dominate Monster Spell Like Ability: Spell Like Ability: Dominate Monster (Activation Cost: 30/20/10 SP. Cooldown: 18/15/12 seconds)

    AP Cost: 1 Ranks: 3 Progression: 30 Requirement: Dominate Person.
    Last edited by Silverleafeon; 09-20-2014 at 08:02 AM.

  5. #5
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    I want to start out broad and not narrow things down too fast.

    1) What do you most want to see added to Sorcerers?

    2) Do you feel the name Acoylyte of the Skin will break the game's teen rating and hence needs renaming?

    3) Is there any particular theme you want pursued?

    4) Ideas in general are very welcome.


    Thank you, very much for your help.
    I cannot do this on my own.

  6. #6
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    http://dndtools.eu/classes/acolyte-of-the-skin/

    Reading thru this I see a few points of interest:

    Like Divine Disciple we could a double path: Devil or Demon path.

    Also: An acolyte of the skin summons the essence of a fiend and wears it like a second skin.

    This approach seems to avoid destroying our teen rating as the ritual summon an essence and not a being.

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

    This also indicates a more peaceful approach to the theme, avoiding some DM's adult rating handling of the subject matter.


    So a further question arises: "What other summoned evil outsiders are there, and should we include them too?"

    Also: "If we choose two paths: Devil and Demon, how do we distinguish between the two?"
    Part of Divine Disciples success was the stark difference in the two paths.

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    I'll just quickly summarize some old concepts for Acolyte of the Skin, which involved some devs who have probably been reassigned by now.
    • Your skin texture switches to red, green, or grey (you pick).
    • You gain evil-outsider traits like DR, energy resistance, protection from evil magic, vulnerability to holy magic.
    • Character features which require Good alignment stop working for you. (That primarily means Divine Grace saving throws)
    • You get a grab-bag of SLAs, including fire damage, poison damage, hypnotize / dominate, chain CC (like single-target Web).
    • You have defensive clickies that give strong protection, but only for 30-60 seconds out of every 200-400.
    • You can summon an Evil Outsider as a pet. It is controllable like Pale Master skeleton, and has a column of the tree devoted to improving this pet. Unlike Pale Master, you gain several pet choices as you progress through the cores and can summon which one is best for the current situation.
    • Choices like Dretch, Succubus, Flesh Render, Tharaak Dog, etc. Often the best choice is the one that is immune to the major energy damage in this dungeon.
    • Your pet's aura gives you a buff according to the type of pet. For example, succubus probably gives Charisma and Enchantment DC, while others have energy resist, energy spellpower, and necro DC.


    Knowing that Acolyte of the Skin will deactivate Paladin saving throws, I recommend that AOTS tier 5 grant a strong bonus to saving throws. (Keep in mind that Sorc18/Pal2 saving throws will be nerfed in the update after this one)

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    Thanks Scrabbler!


    Question: "Do we have add non lawful alignment limitation for this tree?"

    That would void Paladin splashes which should be terribly rare role playing wise.

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    Quote Originally Posted by Silverleafeon View Post
    Also: An acolyte of the skin summons the essence of a fiend and wears it like a second skin.
    This approach seems to avoid destroying our teen rating as the ritual summon an essence and not a being.
    Plenty of existing DDO characters summon Fiends when they feel like it. Interestingly, most of the choices for Summon Monster are Evil, with some Neutral and only 1 Good.

    Quote Originally Posted by Silverleafeon View Post
    Also: Special: Must have made peaceful contact with a summoned evil outsider.
    This also indicates a more peaceful approach to the theme, avoiding some DM's adult rating handling of the subject matter.
    Erm, "peaceful contact" is often a euphemism for behavior that'd get you NC-17 at American cinemas.

    Quote Originally Posted by Silverleafeon View Post
    Question: "Do we have add non lawful alignment limitation for this tree?"
    That would void Paladin splashes which should be terribly rare role playing wise.
    I'd prefer to interfere with Paladin splashes in a different way, by stating that taking certain AOTS enhancements (maybe not the generic stuff in t1) will deactivate features which require a Good alignment, like Divine Grace and Smite Evil.

    That is similar in effect as requiring non-Good alignment to take those AOTS enhancements, except that the player doesn't need to have chosen non-Good back at character creation, or have avoided Paladin levels at all. It's just more forgiving for a system where class and alignment respec aren't free. That's fairly important when the tree is being added to a game where characters already exist.
    Last edited by Scrabbler; 09-17-2014 at 12:48 PM.

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    Well, maybe we can just kind of overlook the finer details....

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    I'll just quickly summarize some old concepts for Acolyte of the Skin, which involved some devs who have probably been reassigned by now.
    I appreciate this very much.

    Your skin texture switches to red, green, or grey (you pick).
    Sounds easy enough. Something for the graphics experts.

    You gain evil-outsider traits like DR, energy resistance, protection from evil magic, vulnerability to holy magic.
    We do need to keep a watch on Barbarian DR developments as this would impact other DR greatly.
    Barbarians are hoping for a great increase.

    Character features which require Good alignment stop working for you. (That primarily means Divine Grace saving throws)
    Might be tricky, is there anything other than Paladins that comes under this category.
    I could see non lawful alignment as monk and pally are pretty strong anyway.

    You get a grab-bag of SLAs, including fire damage, poison damage, hypnotize / dominate, chain CC (like single-target Web).
    Hey, SLAs are my cup of tea!
    Woot!

    You have defensive clickies that give strong protection, but only for 30-60 seconds out of every 200-400.
    Ok.

    You can summon an Evil Outsider as a pet. It is controllable like Pale Master skeleton, and has a column of the tree devoted to improving this pet. Unlike Pale Master, you gain several pet choices as you progress through the cores and can summon which one is best for the current situation.
    More companion coding (not good as companion coding unless a reused existing version is very time consuming).

    Choices like Dretch, Succubus, Flesh Render, Tharaak Dog, etc. Often the best choice is the one that is immune to the major energy damage in this dungeon.
    Ok

    Your pet's aura gives you a buff according to the type of pet. For example, succubus probably gives Charisma and Enchantment DC, while others have energy resist, energy spellpower, and necro DC.
    Hmm...that companion coding might be a reason why we have not seen this surface quicker.
    Is the companion essential?

    Realize there is a TON I have to guess at, but with Arty and Druid needing companion coding I am hesitant about this.
    It sounds good, but what if the companion constantly dies in EE?

    Knowing that Acolyte of the Skin will deactivate Paladin saving throws, I recommend that AOTS tier 5 grant a strong bonus to saving throws. (Keep in mind that Sorc18/Pal2 saving throws will be nerfed in the update after this one)
    Ok, will consider.

    THANKS!

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    Quote Originally Posted by Scrabbler View Post
    That is similar in effect as requiring non-Good alignment to take those AOTS enhancements, except that the player doesn't need to have chosen non-Good back at character creation, or have avoided Paladin levels at all. It's just more forgiving for a system where class and alignment respec aren't free. That's fairly important when the tree is being added to a game where characters already exist.
    I understand.

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    Quote Originally Posted by Silverleafeon View Post
    Realize there is a TON I have to guess at, but with Arty and Druid needing companion coding I am hesitant about this.
    What do you mean? The more classes there are needing improved companion programming, the less effort it costs each of them.


    Quote Originally Posted by Silverleafeon View Post
    It sounds good, but what if the companion constantly dies in EE?
    That is indeed a major obstacle. Of course Artificer, Druid, and Pale Master features already depend on that question, so it's something that needs work regardless of AOTS. For AOTS to use an important pet is kinda based on if PM pets are working decently to start with.


    On a related topic, PM pets have an advantage in that they get healed by splash from the PM player healing himself. An AOTS pet wouldn't have that, so I'd suggest one or two of the AOTS enhancements give the pet a pretty rapid regeneration, and let the player press a button to heal it a few hundred points for a spellpoint cost. (The pet should have very high healing amp too)

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    Quote Originally Posted by Silverleafeon View Post
    I want to start out broad and not narrow things down too fast.

    1) What do you most want to see added to Sorcerers?

    2) Do you feel the name Acoylyte of the Skin will break the game's teen rating and hence needs renaming?

    3) Is there any particular theme you want pursued?

    4) Ideas in general are very welcome.


    Thank you, very much for your help.
    I cannot do this on my own.
    1. I think Sorcs need one or two directions with a final tree. Either more raw SP tapping (spellfire, maybe a spellfire iconic), or a golem pet (Acolyte), similar to Wiz necro.
    2. No, I think it is fine. It is very thematic and suiting for what it could be. See below.
    3. I really think it could be a defensive tree. More sla's tied to buffs.
    4. I am thinking barkskin/hardening/or false life sla, then stoneskin, then a globe of some sort as slas. Also summon a golem pet that can be upgraded to a slow marut. Very similar to wizard with necromancy, but conjuration focused. If the first tier sla is construct hardening, the sorc should get cores that turn them more into a construct.

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    Quote Originally Posted by Scrabbler View Post
    What do you mean? The more classes there are needing improved companion programming, the less effort it costs each of them.
    Companion artificial intelligence is highly time consuming, and it cannot be passed around using companions that are very different from each other. There is more than that involved including trees and other things.

    A wolf would think much different than say a devil.

    This is a highly complex issue that I do not fully understand.
    I do know it is a problem.

    That is indeed a major obstacle. Of course Artificer, Druid, and Pale Master features already depend on that question, so it's something that needs work regardless of AOTS. For AOTS to use an important pet is kinda based on if PM pets are working decently to start with.


    On a related topic, PM pets have an advantage in that they get healed by splash from the PM player healing himself. An AOTS pet wouldn't have that, so I'd suggest one or two of the AOTS enhancements give the pet a pretty rapid regeneration, and let the player press a button to heal it a few hundred points for a spellpoint cost. (The pet should have very high healing amp too)
    Yes, the question arises quickly do we want to commit part of the tree for a companion which might kill the possibility of a Dev using some spare time to create a new Sorcerer tree?

    Especially if no one will use the companion in the end, because it dies too much.

    Not trying to rain on people's parade, but I am seeing quickly why this tree project might have been back burnered for years...

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    Quote Originally Posted by Seikojin View Post
    1. I think Sorcs need one or two directions with a final tree. Either more raw SP tapping (spellfire, maybe a spellfire iconic), or a golem pet (Acolyte), similar to Wiz necro.
    Thanks for the replies.

    2. No, I think it is fine. It is very thematic and suiting for what it could be. See below.
    Good to know.

    3. I really think it could be a defensive tree. More sla's tied to buffs.
    Considering Sorcerers die a lot and love SLA, I can see that being a good thing.

    4. I am thinking barkskin/hardening/or false life sla, then stoneskin, then a globe of some sort as slas.
    Those sound great.

    Also summon a golem pet that can be upgraded to a slow marut. Very similar to wizard with necromancy, but conjuration focused. If the first tier sla is construct hardening, the sorc should get cores that turn them more into a construct.
    Could we consider maybe a few new summons added to the summon monster list instead of a true companion?
    That might be an easier selling point?
    Or perhaps a summon buff but only for evil outsider summons?
    We could do that I think much easier?

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    Well, druid in D&D get to chose their aminal companion from a long list of different animals, that improve as the druid gains levels.

    But in ddo we get a wolf.

    For the same reason the acolyte of the skin companion should be simplified to one thing, probably an imp (just a renamed mephit).

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    Extremely rough tree up for round one, I tried to gather up whatever seemed available.
    I also went the safe route on a few things, but that can change.

    Feel free to tear it apart and consider it a starting point, but no where near the finish line...

    THANK EVERYONE, FEEDBACK IS VERY APPRECIATED.
    I CANNOT DO THIS WITHOUT YOU!

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    Quote Originally Posted by Silverleafeon View Post
    Sample rough possible Acolyte of the Skin round 1

    Tier Two

    Hyponotism Spell Like Ability: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)

    AP Cost: 2 Ranks: 1 Progression: 5 No requirement.
    Dominate Person Spell Like Ability: Spell Like Ability: Dominate Person (Activation Cost: 30/20/10 SP. Cooldown: 18/15/12 seconds)

    AP Cost: 1 Ranks: 3 Progression: 20 No requirement.

    Tier Five

    Dominate Monster Spell Like Ability: Spell Like Ability: Dominate Monster (Activation Cost: 30/20/10 SP. Cooldown: 18/15/12 seconds)

    AP Cost: 1 Ranks: 3 Progression: 30 Requirement: Dominate Person.
    Okay, now, there's no reason to play a enchantment archmage.


    Tier Three

    Outsider Defenses III: Spell Like Ability: Displacement (Activation Cost: 5 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Outsider Defenses II
    And no reason to play an illusion Archmage

    Tier Four

    Outsider Defenses IV: Spell Like Ability: Stoneskin (Activation Cost: 6 Spell Points. Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Outsider Defenses III
    And no reason to play an Abjuration Archmage.

    So, it's like you're giving all the benefits (with no hard choices) of all the archmages other than the evocation one, all in one sorcerer tree. It makes this one sorc tree better than all of the possible archmage trees, at levels below they get them. At least with AM, you have to choose either the enchantments, or the displacement, or the stoneskin, instead of getting it all.

    With this setup, I could be throwing around fully-meta'd Stoneskin and Dominate Person at level 4.

    I would say, if you are set on throwing these SLAs into the mix, I would at least put them as cores, above the level where you could cast them naturally. Maybe since you are trying to have two different paths, maybe the enchantment ones could go along with one path, and the defensive ones could go along the other path?

    Maybe the enchantment ones could go on Core 3, 12, and 18 (enchantment AM doesn't even get hold monster until Core 18, so it wouldn't seem right to put dominate at a lower level than that)
    Last edited by LuKaSu; 09-17-2014 at 03:51 PM.
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    Oh I agree its very unbalanced right now.
    Very.
    And thank you for saying so, I appreciate it.

    I am just gathering up stuff and throwing it in there.
    Placement into cores would be better, but do we honestly want Dominate Monster as star ability of this tree.
    Players tend to hate to be charmers for the most part.


    With some thought on the matter of companions ~ the best approach that I can see for this would be ~
    Indestructable Imp that looks like a store pet companion that shoots scorching ray at foes every X seconds or the like similar to
    the Favored Souls archon ability that grants some buffs on the side.


    This tree needs a lot of work to have a snowballs chance in hell of happening, no wonder it never took of the ground so far....

    Thanks for the honesty, I think if we forget about what we want, and realize what we need, we can do this....

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