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Acolyte of the Skin (3.

5e Feat)

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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