Inaccurate?

Coiled Cabalist

(Serpent Kingdoms variant, p. 161)

Standing apart from the priests of Sseth but careful never to draw their collective ire by openly opposing them, the members of the Coiled Cabal pursue the arcane arts largely in secrecy.

Requirements

Base Attack Bonus: +7

Alignment: Any evil (usually chaotic evil)

Skills: Concentration 9 ranks , Knowledge (arcana) 9 ranks

Race: Yuan-ti.
Spellcasting: Able to cast 3rd-level arcane spells.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Coiled cabalists gain no proficiency with any weapon, armor, or shield.

Spells per Day/Spells Known: When a new coiled cabalist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of coiled cabalist to the level of whatever other arcane spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one arcane spellcasting class that granted access to 3rd-level spells before he became a coiled cabalist, he must decide to which class he adds each level of coiled cabalist for the purpose of determining spells per day and spells known.

Handfang (Sp): At 1st level, a coiled cabalist can use handfang (caster level equals arcane caster level; see Spells in Chapter 11) once per day. The Fortitude save DC for the poison is 10 + coiled cabalist level + coiled cabalist's Cha modifier.

Coiled Cabalist Level Handfang Effect Save *
1st Venom Fortitude negates (initial and secondary)
3rd 1d4+1 points of acid damage None
5th Paralysis for 1d4 rounds Fortitude negates
7th Unconsciousness for 1d6 Fortitude negates or until the victim takes hours damage
9th 4d4 points of damage Fortitude half
* The save DC for all effects is 10 + coiled cabalist level + coiled cabalist's Cha modifier.

As he advances in the prestige class, the coiled cabalist can use his handfang ability to deliver venom altered by his magical knowledge to produce other effects instead of poison, according to the table above.

Spell Turning (Sp): Three times per day, a 2nd-level coiled cabalist can produce an effect identical to that of the spell turning spell (caster level equals c haracter l evel), except that he can turn back only 1d4 spell levels per round. The number of spell levels he can turn back per round increases to 1d4+2 at 6th level and to 1d4+4 at 10th level.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Handfang (venom) +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Spell turning (1d4) +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Handfang (acid) +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Handfang (paralysis) +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Spell turning (1d4+2) +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Handfang (unconsciousness) +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Handfang (damage) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Spell turning (1d4+4) +1 level of existing arcane spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Knowledge Int yes no
Profession WIS yes no
Sense Motive WIS no no
Spellcraft INT yes no

Spells for Coiled Cabalist

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