Acolyte of the Skin (3.5e Feat)

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Author: Ghostwheel (talk)
Date Created: May 22, 2012
Status: Complete
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Acolyte of the Skin [Skill] Having found the skin of some strange creature, you have been able to bind yourself to the skin's original occupant, calling them forth in times of need. Benefits: This is a skill feat that scales with your ranks in Profession (Tanner).

  • 0 ranks: You gain Profession (Tanner) as a class skill. Choose one of the following skin types: Celestial, Demon, Devil, Fey. You gain the first power of the skin, as listed below.
  • 4 ranks: Your senses change, adjusting the those of the being whose skin you wear. You gain the second power of the skin you chose as listed below.
  • 9 ranks: Your supernatural abilities heighten, granting you some of the abilities of the being whose skin you wear. You gain the third power of the skin you chose as listed below.
  • 14 ranks: Great wings grow from your back when you wear the skin, allowing you to move as its previous owner did. You gain the fourth power of the skin you chose as listed below.
  • 19 ranks: You bond irrevocably with the skin, only final death separating you from it. You gain the fifth power of the skin you chose as listed below.

Celestial Skin:

  • First Power: Once per day for every four ranks in Profession (Tanner) you possess, you may call upon the skin's owner, forcing the skin bound to you to the surface along with the creature. For one minute you gain a +20 bonus on Disguise checks when imitating a celestial being.
  • Second Power: You are able to call upon the skin as the first power an additional time per day for every four ranks you possess in Profession (Tanner). While wearing the skin, you gain Low-Light vision and Darkvision out to 60'.
  • Third Power: While wearing the skin, you may take a full-round action to force an enemy within 60' to make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or become Immobilized for one round.
  • Fourth Power: While wearing the skin, you gain feathery wings, granting you a Fly speed of 30' at poor maneuverability.
  • Fifth Power: You can wear the skin as a swift action at will, and gain the Outsider (Good) type. While wearing the skin, gain DR 10/evil.


Demon Skin:

  • First Power: Once per day for every four ranks in Profession (Tanner) you possess, you may call upon the skin's owner, forcing the skin bound to you to the surface along with the creature. For one minute you gain a +20 bonus on Disguise checks when imitating a demonic being.
  • Second Power: You are able to call upon the skin as the first power an additional time per day for every four ranks you possess in Profession (Tanner). While wearing the skin, you gain Low-Light vision and Darkvision out to 60'.
  • Third Power: While wearing the skin, you may take a standard action to force an enemy within 60' to make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or become Shaken for a number of rounds equal to your Charisma modifier. This effect does not stack with any other fear effects.
  • Fourth Power: While wearing the skin, you gain bat-like wings, granting you a Fly speed of 30' at poor maneuverability.
  • Fifth Power: You can wear the skin as a swift action at will, and gain the Outsider (Evil, Chaos) type. While wearing the skin, gain DR 10/good.


Devil Skin:

  • First Power: Once per day for every four ranks in Profession (Tanner) you possess, you may call upon the skin's owner, forcing the skin bound to you to the surface along with the creature. For one minute you gain a +20 bonus on Disguise checks when imitating a devilish being.
  • Second Power: You are able to call upon the skin as the first power an additional time per day for every four ranks you possess in Profession (Tanner). While wearing the skin, you gain Low-Light vision and Darkvision out to 60'.
  • Third Power: While wearing the skin, you may take a standard action to force an enemy within 60' to make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or become Sickened for a number of rounds equal to your Charisma modifier.
  • Fourth Power: While wearing the skin, you gain bat-like wings, granting you a Fly speed of 30' at poor maneuverability.
  • Fifth Power: You can wear the skin as a swift action at will, and gain the Outsider (Evil, Law) type. While wearing the skin, gain DR 10/good.


Fey Skin:

  • First Power: Once per day for every four ranks in Profession (Tanner) you possess, you may call upon the skin's owner, forcing the skin bound to you to the surface along with the creature. For one minute you gain a +20 bonus on Disguise checks when imitating a fey being.
  • Second Power: You are able to call upon the skin as the first power an additional time per day for every four ranks you possess in Profession (Tanner). While wearing the skin, you gain Low-Light vision and Darkvision out to 60'.
  • Third Power: While wearing the skin, you may take a standard action to use Charm Person as a spell-like ability with a DC equal to 10 + 1/2 your level + your Charisma modifier). This duration of this is equal to your Charisma modifier, and any creature that successfully saves is immune to this ability for 24 hours.
  • Fourth Power: While wearing the skin, you gain dragonfly-like wings, granting you a Fly speed of 30' at poor maneuverability.
  • Fifth Power: You can wear the skin as a swift action at will, and gain the Outsider (Chaotic) type. While wearing the skin, gain DR 10/law.



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Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
Article BalanceModerate +
AuthorGhostwheel +
Identifier3.5e Feat +
PrerequisiteNone +
Rated ByTarkisflux +
RatingRating Pending +
SkillProfession (Tanner) +
SummaryHaving found the skin of some strange creature, you have been able to bind yourself to the skin's original occupant, calling them forth in times of need. +
TitleAcolyte of the Skin +
TypeSkill +