Dark Acolyte

The gadget spec URL could not be found

Through training of the body, and one's personality the dark acolyte can hold himself in a social situation and in a battle.

The dark acolyte is an archetype of the monk class.

A dark acolyte monk must worship Jassle as a deity.


The dark acolyte loses Knowledge (History) and Sense Motive. Instead, they gain Bluff, Diplomacy, and Knowledge (Local).

AC Bonus (Ex)

When unencumbered, the dark acolyte adds his Charisma modifier (if any) to his AC and his CMD. In addition, the dark acolyte gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for ever 4 dark acolyte levels thereafter to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This changes AC Bonus.

Palm Tornado (Ex)

The dark acolyte thrusts his fist forwards as a cone of wind erupts from his palm. This can be done as a standard action, and once performed he creates a 30 ft cone which deals his unarmed strike in damage. In addition, all who are caught in the cone (including allies) must make a fortitude save (DC 10 + half dark acolyte level + charisma modifier) or fall prone. This ability can be used indefinitely, however he must wait 1d4+1 rounds after using it before he can use this ability again.

At 4th level and every 4 levels thereafter, additional effects are added onto the Palm Tornado. Any abilities that substitute knocking the target prone use the above fortitude save DC.

At 4th level, he can choose to extend the cone to 60 ft but halve the damage dealt or decrease the range of the cone to 15 ft but deal an additional 2d6 of damage.

At 8th level, he can temporarily blind the target for 1d6+1 rounds instead of knock them prone.

At 12th level, he can deal 1d4 Dexterity damage instead of knock them prone.

At 16th level, he can turn the palm tornado into a line, a 20 ft radius, or a ray. Turning it into a line or radius halves damage, but turning it into a ray does not. The target does not get a save from the ray, however he must succeed at a ranged touch attack against the target.

At 20th level, he can paralyze the target for 1d6+1 rounds instead of knocking them prone.

This replaces Stunning Fist.

Silver Tongue (Ex)

At 3rd level, the dark acolyte gains a +2 bonus to Bluff, Diplomacy, and Intimidate checks.

This replaces Still Mind.

Ki Pool (Su)

At 4th level, a dark acolyte gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a dark acolyte's ki pool is equal to 1/2 his dark acolyte level + his Charisma modifier. As long as he has at least 1 point in hiski pool, he can make a ki strike.

  • At 4th levelki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
  • At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 10th level, his unarmed attacks are also treated as lawful and unholy weapons for the purpose of overcoming damage reduction.
  • At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This alters the Ki Pool.

Not Going To Be Walled In (Ex)

At 12th level or higher, a dark acolyte becomes immune to "Wall of" spells, and can pass through them with no ill effects, said wall must be able to be passed through regardless.

The walls he can pass through are listed here: Wall of Fire, Wall of Light, Wall of Sound, Wall of Blindness/Deafness, Wall of Nausea, and Wall of Suppression.

At 17th level, the dark acolyte becomes immune to Prismatic Walls.

In addition, he gains a +4 on Will Saving throws when faced with a fake wall.

This replaces Abundant Step.

Feeble Fist (Su)

At 15th level, the dark acolyte can send his enemies' mind into a primal state. For a number of times per day equal to his Charisma modifier, the dark acolyte can treat his unarmed strikes as if they had the spell Feeblemind on them. This effect lasts for 3 rounds. A target struck by this effect must make a will save (DC 10 + 1/2 dark acolyte level + charisma modifier) or succumb to the effects of feeblemind. Unlike normal Feeblemind, this effect only lasts for an entire day, and ends afterwards. If someone is struck by the effect and passes the save, they are no longer threatened by further uses of this ability.

This replaces Quivering Palm.

Perfection (Ex)

At 17th level, along with the normal bonuses of Perfect Self, the dark acolyte also becomes immune to the effects of Baleful Polymorph.

This alters Perfect Self.