Author Topic: Acid Savant (10 level prestige class)  (Read 2405 times)

Shadow

  • Talent Scout
  • Staff
  • Juvenile
  • *
  • Posts: 32
    • View Profile
    • RPG Compendium
Acid Savant (10 level prestige class)
« on: August 12, 2011, 08:01:18 AM »
Acid Savant
Alignment: Any
Hit Dice: d6

Requirements
  To qualify to become an acid savant, a character must fulfill all of the following criteria.
Alignment: Any
Skills: Knowledge (arcana) 6 ranks, Knowledge (planes) 6 ranks
Feats: Spell Focus (evocation)
Spells: Ability to cast level 3 spells, and at least three spells with the acid energy type.


Level
BAB
Fort
Ref
Will
Special
Spells per Day
1st+0+0+1+1
Acid proficiency, acid resistance
+1 level of existing class
2nd+1+1+1+1
Acid focus, immunity to sleep
+1 level of existing class
3rd+1+1+2+2
Acid spray
+1 level of existing class
4th+2+1+2+2
Darkvision, immunity to poison
+1 level of existing class
5th+2+2+3+3+1 level of existing class
6th+3+2+3+3
Immunity to paralysis
+1 level of existing class
7th+3+2+4+4
Acidic Blast
+1 level of existing class
8th+4+3+4+4
Immunity to stunning, tremorsense
+1 level of existing class
9th+4+3+5+5
Earth glide
+1 level of existing class
10th+5+3+5+5
Elemental transformation, elemental insight (acid)
+1 level of existing class


Class Skills
  The acid savant's class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
  Skill Ranks at Each Level: 2 + Int modifier.

Class Features
  All o the following are class features of the acid savant prestige class.
  Weapon and Armor Proficiency: Acid savants gain no proficiency with any weapon or armor.
  Spells per Day: When a new acid savant level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class.  They do not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting.  If a character had more than one spellcasting class before becoming a fire savant, they must decide to which class they add the new level for purposes of determining spells per day.
  Acid Resistance (Ex): At 1st level an acid savant gains acid resistance 10.  At 4th level this increases to acid resistance 20, and at 7th level it increases to acid resistance 30.
  Acid Proficiency (Ex): An acid savant specializes in controlling acid energy and as such their acid spells are especially potent compared to those of a normal spellcaster but this comes at a cost.  All spells with the acid descriptor cast by the acid savant have their caster level increased by +1 and the caster level of all water spells decreased by -1
  At 3rd level this increases to a total of +2 to the caster level of their acid spells and -2 to the caster level of their water spells.
  At 5th level it increases to a total of  +3  to the caster level of their acid spells and -3 to the caster level of their water spells.
  At 7th level it increases to a total of +4  to the caster level of their acid spells and -4 to the caster level of their water spells.
  At 9th level it increases to a total of +5 to the caster level of their acid spells and -5 to the caster level of their water spells.
  Acid Focus (Ex): At 2nd level the save DCs of all of the acid savants acid spells are increased by +1 while the save DCs of all of their water spells are decreased by -1
  At 5th level this increases to a total of +2 to the save DC of their acid spells and a -2 DC to their water spells.
  At 8th level this increases to a total of +3 to the save DC of their acid spells and a -3 DC to their water spells.
  Immunity to Sleep (Ex): Taking on some of the traits of elementals you gain immunity to sleep effects.
  Acid Spray (Sp): You can use the Acid Spray spell as an at-will spell-like ability.
  Darkvision (Ex): An acid savant gains darkvision out to a range of 60 ft.  If they already have darkvision then the range increases by 30 ft.
  Immunity to Poison (Ex): You gain immunity to poisons and sleep effects.
  Acid Arrow (Sp): You can use the Acid Arrow spell as an at-will spell-like ability.
  Immunity to Paralysis (Ex): You gain immunity to paralysis.
  Acidic Blast (Su): A number of times per day equal to your primary spellcasting ability modifier (minimum 1/day), you may, as a standard action, release a blast of acid centered on you that damages all creatures within a 20 ft. radius area.  This deals 1d6 points of acid damage/level and creatures are allowed a Reflex save (DC: 10 + 1/2 level + primary spellcasting ability modifier) for half damage.  Creatures within the area must also make a Fortitude save (DC: 10 + 1/2 level + primary spellcasting ability modifier) or become Nauseated by the toxic vapors for 1d4 rounds (See Page.XX).
  Immunity to Stunning (Ex): You gain immunity to stunning.
  Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within a 30 ft. radius.
  Earth Glide (Ex): You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence. A move earth spell cast on an area containing a burrowing acid savant flings the acid savant back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save.
  Elemental Transformation: At 10th level, an acid savant undergoes a transformation into an elemental creature.  They gain the Elemental & Acid Subtypes and the following abilities.
  You no longer need to breath, eat, or sleep.  You are not subject to critical hits or flanking and you do not take additional damage from precision-based attacks, such as sneak attack. You are immune to bleed, disease, and aging –you do not die from old age—.  You gain Acid Immunity and Vulnerability to Water.
  Elemental Insight (Ex): Due to your long association with the elemental powers of cold, you have learned how to bypass the acid resistance and acid immunity of creatures.  In addition, all of your acid based abilities deal an extra +1 acid damage per dice.




New Spell (well, more like just a modified Burning Hands spell)

ACID SPRAY
Evocation [acid]
Level: Elm 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: Cone-shaped burst or 5ft. wide line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

  A cone of corrosive acid shoots from your fingertips. Any creature in the area of the acid takes 1d4 points of acid damage per caster level (maximum 5d4).  Acid ignores the hardness of most objects.