Disciple of the Eight (Prestige Class)

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## **Requirements**

The qualify to become a Disciple of the Eight, a character must fulfill all the following criteria.

* **Deity:** Angou
* **Skills:** Spellcraft 5 and Knowledge (nature, religion or planes) 5.
* **Spells:** Able to cast 2nd level spells.
* **Special:** Must have the kinetic blast class feature.
* **Special:** Must have at least one of the following class features: fetish, harrowing spellstrike, ranged spellstrike, spell conduit, spell deck, spellstrike, spiritual combat, unarmed spellstrike; or the spell strike arcanist exploit.

**Alignment:**

**Hit Die:** d8

**Class Skills:** The Disciple of the Eight’s class skills (and the key ability scores for each) are Acrobatics (Dex), Craft (potions) (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (brewmaster) (Wis), Stealth (Dex), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 4 + Int modifier.

## Weapon and Armor Proficiency

Disciple of the Eights are proficient in all simple weapons, light armor, and bucklers.

## Spells per Day

At every level, a Disciple of the Eight gains new spells per day as if they had gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of casting. If a character had more than one spellcasting class before becoming a Disciple of the Eight, they must decide to which class they add the new level for purposes of determining spells per day.

## Drink like a Demon (Ex)

A Disciple of the Eight's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Intelligence by 2 points, but increases his Strength or Constitution (character's choice) by 2 points. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character's disciple of the eight level + 3.

## Monk Abilities

A Disciple of the Eight adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus, unarmed damage, and unarmored speed bonus of a monk whose level equals her disciple of the eight level, but she can't add her Wisdom bonus to her AC. A disciple of the eight does not count her class levels for the purpose of determining when she gains any other monk class features, such as reduced penalties for flurry of blows attack rolls, bonus feats, evasion, or other special abilities.

## Kineticist Focus

At 1st level, select one class in which the Disciple of the Eight possessed levels before adding the prestige class and which provides a kinetic blast through one of its class features. The Disciple of the Eight gains all class features of that class as if their Disciple of the Eight levels were also levels in that class. However, if that class provides spells, they do not gain spells per day, spells known, or increased effective levels of casting in this way (although they can still select the same class for the Disciple of the Eight’s spells per day).

## Kinetic Conduit (Su)

At 1st level, the Disciple of the Eight can treat their kinetic blast as if it was either a spell with a range of “touch” or a spell that requires a ranged touch attack for the purpose of abilities that allow such spells to be delivered through a means other than succeeding a melee or ranged touch attack (such as the magus’s spellstrike class feature).

When delivered in this manner, a kinetic blast cannot have a form infusion applied to it and deals ⅕ its normal damage; it can only be used once per round in this manner. In addition, kinetic blasts can be delivered via a weapon with the conductiveUE quality regardless of whether it is a ranged or melee weapon, but with the same limitations otherwise.

At 3rd level and every 2 levels thereafter, kinetic blasts delivered this way deal an additional ⅕ of your kinetic blast’s normal damage (dealing full damage at 9th level).

## Conductive Blast (Sp)

At 2nd level the Disciple of the Eight gains the following infusion as a bonus wild talent:

**Element(s)** universal; **Type** substance infusion (Sp); **Level** 1; **Burn** varies (see text)
**Associated blasts** any simple
**Save** as delivered spell; **Spell Resistance** as delivered spell
You’ve learned to wrap your kinetic power around a spell’s charge. As part of casting a spell with a range of “touch” you can use a simple kinetic blast to deliver it in place of a melee touch attack. If your kinetic blast hits, it delivers the effects of the spell cast, using the kinetic blast’s critical threat range. If the kinetic blast hits multiple targets, it only delivers a single charge to the first creature hit (or the closest creature to you if multiple targets are hit simultaneously), and if the spell has multiple charges, it delivers each charge to a different target (for example, if the spell used gives you three touch attacks normally, and your kinetic blast hits multiple targets, this infusion delivers the effects of that spell to the first three creatures hit or the three closest creatures to you). Spells used this way cannot be modified by any metamagic feats that would alter the spell’s range or area. Any charges your spell provides that are not delivered with this infusion are immediately harmlessly discharged.
This infusion’s burn cost is equal to the 1 + 1/2 the level of the spell it delivers, but can be reduced to 0 by reducing the blast’s damage to 0 as well; you cannot reduce this infusion’s burn cost or the infused blast’s damage this way if the spell is harmless. This infusion cannot be applied to a kinetic blast being used via kinetic conduit, and because it is part of another action (casting a spell), it cannot be used in conjunction with infusions that would make a blast part of another action (such as kinetic blade).

## Swaying Waist (Ex)

At 3rd level, a disciple of the eight knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class per alcoholic beverage consumed using the Drink like a Demon ability for a number of rounds equal to his wisdom modifier. This duration resets every time anew beverage is consumed using Drink like a Demon.

## Bonus Features

At 3rd, 6th, and 9th levels, the Disciple of the Eight gains either Extra Wild TalentOA (treating their levels in Disciple of the Eight and the class chosen for their kineticist focus class feature as kineticist levels for this purpose) or a metamagic feat for which they qualify as a bonus feat. In addition, at 3rd level, they must choose one of the following class features: arcanist exploitsACG, bloodline, ectoplasmic lashOA, hexAPG, or magus arcanaUM; once this choice is made, it cannot be changed. If they have access to arcane exploits, hexes, or magus arcana and chose that class feature for this ability, they can learn one of those respective abilities for which they qualify in place of their bonus feat. Alternately, if they have access to the bloodline or ectoplasmic lash class features and chose one of them for this ability, they can treat their level in the class which grants it as 3 higher for the purposes of determining their abilities provided by that class feature rather than take a bonus feat, up to a maximum effective level equal to their character level (this effect stacks, meaning a Disciple of the Eight with the bloodline class feature who chooses to give up two bonus feats will be treated as 6 class levels higher to determine the effects of their bloodline, and if they give up three bonus feats they will be treated as 9 levels higher for this purpose).

## Hold Charge (Su)

At 4th level, a Disciple of the Eight can choose to hold any charge from a spell that requires a melee or ranged touch attack rather than delivering it as part of casting. Unlike normal, they do not automatically deliver their charge when they touch or are touched by something.

They can cast spells while holding this charge, but spells that require a touch attack that are cast while holding a charge from another spell must be immediately used or the previously held charge is harmlessly dispelled, and both the held charge and the spell being cast must be of the same range to deliver both the cast spell and held charge simultaneously. This effect cannot be used with kinetic blasts.

## Greater Conductive Blast (Sp)

At 8th level the Disciple of the Eight can access the following infusions, learning one of their choice instantly:

**Element(s)** universal; **Type** substance infusion; **Level** 3; **Burn** varies (see text)
**Prerequisite(s)** conductive blast
**Associated blasts** any
**Save** as delivered spell; **Spell Resistance** as delivered spell
 **Conductive Infusion, Harmless**
**Element(s)** universal; **Type** substance infusion; **Level** 3; **Burn** varies (see text)
**Prerequisite(s)** conductive blast
**Associated blasts** any simple
**Save** as delivered spell (see text); **Spell Resistance** as delivered spell
You can hold back your power when using a kinetic blast to deliver your magic. This functions as the conductive blast infusion, except it reduces the blast's damage to 0 by default. This infusion's burn cost is equal to the level of the spell it delivers, but can be reduced to 0 by forcing each creature affected by it to accept an amount of burn equal to 1 + ½ the spell's level (Will save against the blast's DC negates both the burn and the spell's effect). Spells that are not harmless do not allow the infusion's burn cost to be reduced this way, and this infusion cannot be used to force an enemy to accept burn.
In addition, by increasing the burn cost of conductive infusion, greater conductive infusion, or harmless conductive infusion by 1, the Disciple of the Eight uses the effective spell level of their kinetic blast in place of the spell’s actual level for the purpose of it being dispelled or countered.

## Diamond Soul (Su)

At 9th level, a Disciple of the Eight gains spell resistance equal to 10 + the total of her monk levels, kineticist and disciple of the eight levels. This may never exceed the characters ECL + 10.

## Kinetic Caster (Sp)

At 10th level, the line between magical and kinetic powers has blurred to the point that it's hard to tell one from the other in the Disciple of the Eight's hands. They can now cast any spell they had prepared since the last time they prepared spells (or any spell they know, if they are spontaneous spellcasters) by accepting an amount of burn equal to 1 + ½ the spell's level rather than expending a spell slot. They can reduce the cost of a spell cast this way using gather power, supercharge, and/or internal buffer.

They can also prepare a kinetic blast in a spell slot of a level equal to or greater than the kinetic blast’s total burn cost (including the costs of infusions and metakinesis, but not including infusion specialization or other effects which reduce burn cost) to use it without paying its burn cost (spontaneous casters must use the blast as a full-round action unless the quicken metakinesis is added to the blast). Spells and kinetic blasts used this way cannot be used with conductive infusion, greater conductive infusion, or harmless conductive infusion.

## ViolenSavant (Su)

At 10th level, those who follow Angou, the Sage of Violence, enjoy a good fistfight and getting into one. Doing so causes them to gain the favor of their god. The Disciple of the Eight gains the following stacking bonuses for one minute or until combat ends:

* When hit, the Disciple of the Eight gains a +1 bonus to attack,
* Hitting an enemy grants a +1 dodge bonus to AC,
* Being missed by a hostile attack grants a +1 damage bonus.

These bonuses stack up to the Disciple of the Eight's class level or constitution modifier, whichever is higher.