Unholy Scion (Prestige Class)
Description
Spawns of the demon princes, nigh-deific beings of the lower planes whose bloodline sears with unholy power, the Unholy Scions are troubled mortals on the path to becoming just like their ancestors.
An unholy scion gains fiendish power, whether wittingly or not, which augments her physical and mental characteristics, and gives her traits only powerful outsiders are kin to.
Requirements
- Race
- Greater tiefling or half-fiend
- Spells
- Ability to cast arcane spells or spell-like abilities of at least 7th-level
- Skills
- Knowledge (The Planes) 23 ranks
Basic Abilities
- Skills
- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
- Skill Points
- 6 + Int
- Hit Points per Level
- 4
Class Chart
{{Generic Class Table
|Max Level=10
|Header1=Special
|C1_R1=Spell advancement, fiendish manifestation
|C1_R2=Fiendish manifestation
|C1_R3=Fiendish manifestation
|C1_R4=Fiendish manifestation
|C1_R5=Fiendish manifestation
|C1_R6=Greater fiendish manifestation
|C1_R7=Greater fiendish manifestation
|C1_R8=Greater fiendish manifestation
|C1_R9=Greater fiendish manifestation
|C1_R10=Apotheosis
}}
Special Abilities
- Spell Advancement
- Each level in Unholy Scion counts as a level in your original arcane spellcasting class for the purposes of spell progression.
Fiendish Manifestation
At will, you can manifest your fiendish power; as a free action, you take fiendish form, like that of a half-fiend. You gain wings, and a fly speed of 90 ft (good). In this form, you have access to several abilities, active and passive, which you select from the list below. It is a free action to end your fiendish manifestation, though this cannot be done in the same round that it began.
- Demonkin: You gain DR 15/good and cold iron, +10 natural armor, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, and spell resistance equal to 10 + level. You cannot take Devilkin.
- Devilkin: You gain DR 15/good and silver, +10 natural armor, immunity to fire and poison, resistance to acid 10 and cold 10, and spell resistance equal to 10 + level. You cannot take Demonkin.
- Spell-like Abilities: Choose one spell up to 7th-level, and three spells of any level. These are now spell-like abilities for you. The first spell you chose is usable at will; the other three are usable three times per day.
- Regeneration: Requires Demonkin or Devilkin. You gain regeneration 5 of the same type as your damage reduction; also, holy damage or other damage caused by spells with the good descriptor is treated as lethal damage.
- Summon Fiends: Requires Demonkin or Devilkin. At will, you can summon fiends of your type as a Summon Monster spell. You may have only one such summon active at once. Three times per day, you may attempt to call fiends to your service; you may summon 1d4+1 fiends of 6 HD or less, 1d3 fiends of 12 HD or less, or 1 fiend of 18 HD or less. The first time, you have a 100% chance of success, the second, 75%, and the third, 50%. In any case, it requires only a single round, and the creature always appears as if called--the success rate determines whether or not you automatically have control over the creature. You may still attempt to gain control in any other way. For each two levels of Unholy Scion you possess, increase all HD limits by +1.
- Planar Domain: Requires Demonkin or Devilkin. You gain a domain in the lower plane corresponding to your fiend type. At will, as a spell-like ability duplicating a 9th-level spell, you may return to your domain, taking with you any creatures or unattended objects you wish within a 20 ft radius. Your domain begins as a 100 ft radius over which you have complete control, as a deity would over a divinely morphic plane. Each day you spend in your domain, the radius increases by 10 ft; this effect does not require you to activate your fiendish manifestation. When you take this ability, your native plane becomes your planar domain.
Greater Fiendish Manifestation
Your fiendish manifestation becomes visibly more powerful. You emanate an aura which causes fear in all non-epic creatures (Will negates cower or panic at your option, Cha-based DC). Your fly speed increases to 240 ft (perfect). You can choose to become large, or merely larger than a normal medium creature. You may choose greater manifestations from the list below. You no longer need to activate fiendish manifestation for any of the lesser manifestations.
- Infernal Nature: Your damage reduction gains the epic type. Your energy resistances increase to 30. Your spell resistance increases by +4. You gain fast healing 15, and your regeneration amount increases to 15. Your natural armor bonus increases to +20.
- Learned Spell Immunity: If you are affected by a spell cast by a particular spellcaster, you thereafter become immune to that spell when cast by that spellcaster. This effect lasts 1 day per level, after which you are no longer immune to the spell.
- Greater Spell-like Abilities: Choose two spells of any level up to 10th; you gain these as at-will spell-abilities. Choose any five spells of a level you could normally cast; you may use these as spell-like abilities 3 times per day.
- Greater Summon Fiends: You may have 5 summon monster effects from Summon Fiends active at once. You may use your calling ability five times per day with no failure chance. Once per day, you may summon an Infernal with a 50% chance of successful control.
Apotheosis
You become an abomination, an offspring of a deific or near-deific power. You gain the following benefits:
- Abilities
- You gain a +10 divine bonus to all ability scores.
- Immunities (Ex)
- Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mental effects (charms, compulsions, phantasms, patterns, and morale effects).
- Special Qualities (Ex)
- All abominations have the spell-like ability to use true seeing at will. Abominations are not subject to death from massive damage, and they have maximum hit points per Hit Die. Abominations have the blindsight extraordinary ability to a range of 500 feet.
- Telepathy (Su)
- Abominations can communicate telepathically with any creature within 1,000 feet that has a language.
You are affected by any magic that affects deities of divine rank 0.