Devourer Acolyte

Hit Die: d8

Requirements

To qualify to become a devourer acolyte, a character must fulfill all the following criteria.

Base Attack Bonus: +4
Skills: Heal 5 ranks, Knowledge (psionics) 3 ranks, Survival 3 ranks
Special: Must have a power point pool. Must have allowed their minds to have been exposed to the Devourer hive mind and survive possession.

Class Skills

The devourer acolyte’s class skills (and key ability for each skill) are Autohypnosis (Wis), Fly (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Psionics) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skill Ranks per Level: 6 + Intelligence modifier.

Table: The Devourer Acolyte
Level BAB Fort Save Ref Save Will Save Special Powers Known
1st +0 +1 +0 +0 Collective, Collective Frenzy, Physical Mutation
2nd +1 +1 +1 +1 Physical Mutation +1 level of existing class
3rd +2 +2 +1 +1 Hive Control (1/day), Physical Mutation +1 level of existing class
4th +3 +2 +1 +1 Physical Mutation +1 level of existing class
5th +3 +3 +2 +2 Hive Control (2/day), Physical Mutation +1 level of existing class
6th +4 +3 +2 +2 Physical Mutation +1 level of existing class
7th +5 +4 +2 +2 Hive Control (3/day), Physical Mutation +1 level of existing class
8th +6 +4 +3 +3 Physical Mutation +1 level of existing class
9th +6 +5 +3 +3 Hive Dominion, Physical Mutation +1 level of existing class
10th +7 +5 +3 +3 Metamorphosis, Physical Mutation +1 level of existing class

Class Features

All of the following are class features of the devourer acolyte.

Weapon and Armor Proficiency

Devourer acolytes gain no additional weapon or armor proficiencies.

Powers Known

At every level indicated, a devourer acolyte gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of devourer acolyte to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a devourer acolyte, he must decide to which class he adds the new level of devourer acolyte for the purpose of determining power points per day, powers known, and manifester level.

Collective (Su)

A devourer acolyte learns to use devourer acolyte power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a devourer acolyte can join a number willing targets into his collective equal to his key ability modifier or half his devourer acolyte level, whichever is higher. The devourer acolyte must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The devourer acolyte is always considered a member of his own collective, and does not count against this limit.

The devourer acolyte can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A devourer acolyte is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit.

A devourer acolyte can manifest certain powers through his collective. If a devourer acolyte power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass devourer acolyte), any compatible spell or power with a range greater than touch can also be used through the collective.

If a devourer acolyte already possesses the Collective class feature, they are able to have 1.5x more members in their collective and it counts for the purposes of the devourer acolyte class feature.

Collective Frenzy (Su)

At first level, the Devourer Acolyte can drive all the creatures in their collective into a frenzy. As a full round action, Devourer can spend a number of power points equal to the number of creatures to give them rage (as per the Barbarian ability) for a number of rounds equal to the manifester modifier of their base class (default to Intelligence if they do not have one). If the creature does not possess the aberration type or subtype, increase this cost to three points per creature in the collective. They may expend their psionic focus to reduce the action to a standard action.

The acolyte may include and exclude creatures from this effect and likewise increase and decrease the cost.

At the end of the rage, the Devourer Acolyte may expend their psionic focus to remove the fatigue that the affected members of the collective would otherwise suffer.

Physical Mutation

At 1st level and every even level after, the devourer acolyte begins to receive the gifts of the Devourer as their body adapts to a more hostile lifestyle. In addition, the devourer acolyte gains the aberration subtype if they do not already possess it and count as devourer creatures for the purposes of effects that target them.

Wings (Ex): The first time this mutation is taken, the acolyte grows a pair of wings that allows them to glide at a speed of 30 ft. The second, they gain a base fly speed of 20 ft (average). The third time, their fly speed changes increases to 60 ft (perfect).

Claws (Ex): The acolyte’s hands grow larger and claws begin to form. If the acolyte has no claws, they gain a set of claw attacks at their base size (Ex. medium is 1d4). If they already possess a set of claws, their size category instead increases by one. This mutation can be taken twice if they do not possess claws or once if they already do.

Carapace Growth (Ex): The devourer acolyte begins to develop hardened skin as the creatures they face tear away the old. The first time this is taken, the acolyte gains a +2 Natural Armor bonus and DR 2/-. Every time this is taken afterward, they gain an additional +1 Natural Armor Bonus and increase their DR by 1.

Tendrils (Ex): The acolyte grows a couple small tendrils that can be used to hold and retrieve objects as a swift action, but cannot be used for combat.

Gills and Fins (Ex): The acolyte adapts for an underwater lifestyle, gaining the ability to breathe underwater and a swim speed equal to their base movement speed.

Climbing Claws (Ex): The acolyte’s claws become more suitable for climbing. If the Claws mutation has already been chosen or the acolyte already possesses claws, the acolyte may choose this mutation to gain a climb speed equal to half their base move speed.

Acidic Blood (Ex): The acolyte’s very blood becomes highly corrosive when it leaves their body. When the acolyte is struck by an attack that does piercing or slashing damage, the attacker or their weapon is takes 1d8 points of acid damage. If the attack is with a natural weapon, the attackers themselves take damage. If it is with a manufactured weapon, the weapon takes the damage and the damage ignores hardness. Each time this mutation is taken, increase the damage dice of the damage as if advancing weapon size category.

Power Sacs (Ex): The acolyte grows bright green glowing sacs of liquid underneath their skin to store their power. These function as Cognizance Crystals that store a number of power points equal to half their manifester level. In addition, this sac can be utilized in conjunction with other power sacs and the manifester’s base power pool. This mutation can be taken multiple times.

Overmind (Ex): An acolyte may substitute their own will save when a member of their collective makes a will save at the cost of 3 point powers (1 if the member is an aberration or possesses the aberration subtype). In addition, each time this Physical mutation is taken the acolyte increases the amount of creatures they may control as part of their Hive Control and Hive Dominion features by one.

Maw (Ex): The acolyte develops a large jaw and teeth. If they have no jaws, they gain a bite attack based on their size (Ex. medium 1d4). If they already possess a bite attack, their size category instead increases by one. This mutation can be taken twice if they do not possess claws or once if they already do.

Hive Adaptation (Ex): The devourer may, as a standard action, grant one of the Physical Mutations they possess to members of their collective up to their casting modifier (Intelligence if they have none). They must spend three power points per member of their collective that they grant it too (one if the members possess the aberration type or subtype).

Wall Crawl (Ex): If the acolyte possess appendages that can be used for movement (arms and legs, tendrils, tentacles, etc.), they gain a climb speed equal to their base move speed.

Secondary Brain (Ex): Growing a secondary brain (the acolyte may choose where), the acolyte becomes capable of attempting to possess devourer creatures with the Hive Control or Hive Dominion features that are not mindless, at a will save with a DC of 10 + 1/2 Character Level + Casting Modifier. However, they are not automatically possessed if in the collective. This physical mutation may be taken a second time in order to automatically possess devourer creatures not in the collective. Creatures that leave the collective automatically gain their own free will, and may make will saves vs being possessed every number of rounds equal to the acolyte’s casting modifier.

Wing Buffet (Ex): The acolyte’s wings become stronger and more agile, capable of being used for attacks. This mutation can only be taken if the acolyte posessess wings (gliding wings) to gain two wing attacks at their current size category (Ex. medium 1d4). If they already possess wing attacks, they may instead take this to increase the damage dice by one size category. In addition, every time this mutation is taken the acolyte’s glide or fly speed increases by 10 ft. This mutation may only be taken once for the purpose of increasing the damage dice size.

Grabbing Claws (Ex): An acolyte’s claws become excellent tools for grabbing creatures. If the acolyte possesses claws or has taken the Claws mutation, their claw attacks gain the grab property.

Venomous Bite (Ex): The acolyte’s teeth drip with venom as they prepare to go into battle. If the acolyte possesses a bite attack or has taken the Maw mutation, they gain a venomous quality to their bite. Creatures hit by an acolyte’s bite attack and take damage must make a Fort Save (DC 10 + 1/2 Character Level + Con Mod) vs taking 1d2 points of Con damage, 1d4 points of Dex damage, or 1d4 points of strength damage. This selection is made at the time of choosing this mutation. Taking this mutation additional times allows the acolyte to regurgitate bile against a target within 60 ft as a range touch attack that forces the target to make the same save. When used in this manner, the acolyte may do so once ever 1d4 + 1 rounds.

Rapid Size Adaptation (Ex): The acolyte recognizes that size matters. The first time they take this mutation, they may either or increase or decrease their size category by a single step. This mutation may be taken once at 3rd level and an addition time at 6th.

Hive Control (Su)

At third level, the Devourer acolyte may, as a full round action, reach out to any mindless devourer creature in the range of their collective and are aware of to attempt to possess them. All creatures within the acolytes range must make a will save (10 + 1/2 Character Level + Casting Modifier) vs being permanently controlled by the acolyte. Devourer creatures are automatically possessed if a member of the acolyte’s collective. The acolyte may attempt to control creatures possessing hit dice up to their character level + half their casting modifier, and may maintain control of creatures up to their casting modifier (minimum 1). The creatures must remain in the range of the collective to be controlled, otherwise becoming feral and attacking any creature until another devourer creature takes possession of it. The acolyte may expend their psionic focus to reduce the time of this ability from a full round to a standard action.

This ability may be used once per day, with additional uses gained at 5th and 7th levels.

Hive Dominion (Su)

At 9th level, the devourer acolyte is no longer bound in the amount of devourer creatures they may possess. In addition, there is no limit to how times per day they may attempt to use this ability.

Metamorphsis (Ex)

The acolyte gains three additional mutations. In addition, they may at any time enter a metamorphosis that takes 24 hours to reallocate all of their existing physical mutations. While in this form, they gain a hardened shell (AC 10, Hardness 10 + Con modifier, HP 50). If a creature breaks through this shell, they may attempt one coup de grace against the acolyte before the acolyte is reawakened. If the acolyte is reawakened before the metamorphisis is complete, they must repeat the process all over again before they can reassign their physical mutations.

Devourer Acolyte

Ringworlds Lt_Gravemind Lt_Gravemind