Main» Disciple of Arakel

The Disciple of Arakel
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Combat tactics
2nd +2 +3 +3 +3 Iron hews
3rd +3 +3 +3 +3 Combat tactics,
strike through I
4th +4 +4 +4 +4 Iron power I
5th +5 +4 +4 +4 Combat tactics,
summon erinyes
6th +6 +5 +5 +5 Greater iron hews
7th +7 +5 +5 +5 Combat tactics, ironskin, strike through II
8th +8 +6 +6 +6 Iron power II
9th +9 +6 +6 +6 Combat tactics
10th +10 +7 +7 +7 Iron avatar,
strike through III

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Hit Die

d10.

Requirements

To qualify to become a disciple of Arakel, a character must fulfill all the following criteria:

Alignment: Any evil.
Base Attack Bonus: +6.
Feats: Disciple of Darkness, Power Attack
Special: Arakel’s disciples are initiated into the path in a terrible ritual that involves the sacrifice of an intelligent being atop an altar made of iron. The ritual takes place in the presence of an erinyes, who reports back to Arakel afterwards.

Class Skills

The disciple of Arakel’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis).

Skill Points at Each Level

4 + Int modifier.

Class Features

All of the following are class features of the disciple of Arakel prestige class.

Weapon and Armor Proficiency

Disciples of Arakel are proficient with all simple and martial weapons, with all types of armor, and with shields (including tower shields).

Combat Tactics

At 1st level, and again at 3rd, 5th, 7th, and 9th levels, the disciple of Arakel gains one of the following benefits:

He must select a new item from the list above each time he gains this ability. If he chooses to gain a bonus on a combat maneuver, he no longer provokes attacks of opportunity when attempting that maneuver. If he chooses to gain a bonus on a skill, the skill also becomes a permanent class skill for him.

Iron Hews (Su)

Once per day per point of Constitution bonus, a 2nd-level disciple of Arakel may add a +3 divine bonus on damage from attacks made that round.

Striking down (killing or knocking out) an opponent within a single round, or dealing damage equal to at least one-half of an opponent’s total health in a single attack, while under the effect of iron hews, restores one daily use of the ability (to the normal maximum number of uses).

At 6th level, the damage bonus from this ability increases to +6.

Strike Through (Su)

At 3rd level, the disciple of Arakel gains the ability to sacrifice his life force to temporarily cause his weapon to ignore nonliving matter when striking an opponent.

The disciple activates this ability as a free action, which immediately causes him to advance one step on the Constitution damage track (and causes him to take an amount of damage equal to his class level). (This damage — both the hit point damage and the ability damage — may be healed or recovered from as normal, though abilities which make the disciple immune to ability damage do not prevent it.) The next successful attack that the disciple makes within that round ignores 10 points of Armor Class granted by metal (or other inorganic) armor, shields, etc.

The amount of armor ignored increases to 20 points at 7th level. At 10th level, this ability allows the disciple to ignore any amount of nonliving material when making an attack (as if his weapon temporarily became a brilliant energy weapon); this also allows the disciple to strike through barriers (as long as the barrier is not so thick as to prevent the disciple from reaching the opponent on the other side of it), though it does nothing for the disciple’s ability to see a target who is obscured by a barrier.

This ability may be used up to three times per day.

Iron Power (Ex)

When using an iron or steel weapon, a 4th-level disciple of Arakel adds 1 number to the critical threat range of an iron or steel weapon. At 8th level, the disciple adds 1 more number to the critical threat range of an iron or steel weapon, for a total of 2. This critical threat range increase stacks with both the Improved Critical feat and the keen weapon property.

Summon Erinyes (Sp)

A 5th-level disciple of Arakel can summon one erinyes once per day. This functions as a summon monster spell cast by a 15th-level caster.

This ability may be improved by taking the Improve Class Ability feat.

Ironskin (Sp)

A 7th-level disciple of Arakel can produce an effect identical to that of the stoneskin spell cast by a 15th-level caster on himself only. The total daily duration of this ability is 150 minutes; the disciple of Arakel may divide this duration into half-hour segments, allowing him up to five uses per day of 30 minutes per use. The total damage absorption is still 150 points (i.e. it is not refreshed between segments of usage).

Iron Avatar (Su)

At 10th level, once per day when the disciple of Arakel’s ironskin ability is active, he may temporarily become a nearly unstoppable avatar of strength and steel. His damage reduction increases to 15/adamantine (and the amount of damage it can absorb is reset to 200 points). He becomes immune to critical hits, disease, poison, stunning, and any spells or effects that would impair his physiological processes. His unarmed attacks strike as +3 magic weapons, and deal 1d6 points of damage. This state of greater resilience (which is a supernatural ability) lasts for one minute or until the 200 points of damage absorption are exhausted. This ability may be activated as a swift action.