Fallen (3.5 Prestige class)

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The Fallen have a long history as the shock troop of many a zealots' war. Many Fallen were once paladins or some other soldier of all that is good and right, but those once-righteous hearts have been twisted, tainted and defiled by one of the many gods of darkness. Now they spread evil through sword and spell, invoking chaos in the name of their god.


BAB: +6
Alignment: Any nongood.
Deity: Must worship an evil deity.
Skills: Knowledge (Religion) 8 ranks.
Spells: Must be able to cast 2nd level divine spells, or have been stripped of such level of spellcasting by your deity.


Level BAB Saving Throws Special Spellcasting
Fort Ref Will
1 +1 +2 +0 +2 Soul Weapon, Defiled Soul, Defiled Magic -
2 +2 +3 +0 +3 Desecration Aura +1 level of existing spellcasting class
3 +3 +3 +1 +3 Unholy Weapon +1 level of existing spellcasting class
4 +4 +4 +1 +4 Corrupt Channeling -
5 +5 +4 +1 +4 Fear Aura +1 level of existing spellcasting class
6 +6 +5 +2 +5 +1 level of existing spellcasting class
7 +7 +5 +2 +5 Creeping Aura +1 level of existing spellcasting class
8 +8 +6 +2 +6 Corrupted Sight +1 level of existing spellcasting class
9 +9 +6 +3 +6 Nightmare Blade +1 level of existing spellcasting class
10 +10 +7 +3 +7 Blood Torrent -

Class Skills: Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Religion), Knowlege (The Planes), Profession, Ride, Spellcraft, Swim
Skill Points per level: 2 + Intelligence modifier
Hit Die: D10

Weapon and Armor Proficiencies: Fallen gain proficiency in martial weapons if they did not have it previously. Fallen gain no armor proficiencies.

Spellcasting: At every Fallen level except 1st, 4th, and 10th, you gain new spells per day and an increase in the caster level as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one divine spellcasting class before joining the Fallen, you must decide to which class to add each level for the purpose of determining spells per day (and spells known, if applicable).

If the Fallen has lost or halted his spellcasting progression from the divine spellcasting class he used to qualify for this prestige class (such as a Paladin who changes alignments or multiclasses), he regains any previously lost spellcasting levels that were granted to him by that class, and any Fallen levels gained may continue progressing the spellcasting of that class, regardless of his previous class restrictions. A Fallen may not use any Good-aligned spells on any spell list.

The Fallen may use his Soul Weapon as his divine focus, in place of a holy symbol, in spells that require such a focus.

Soul Weapon (Ex): A new Fallen is required by the church to carry a weapon through which he can connect to their god. Choose a weapon in your posession. The Fallen focuses on tying his soul to this weapon in a ritual that takes 24 uninterrupted hours.

A Fallen's weapon (sometimes referred to as a Soul Weapon) gains the ability to drain targets of their life force. When the Fallen deals damage with his Soul Weapon, the weapon drains Blood Points equal to 1/4 of the target's HD (Minimum 1). A Soul Weapon may store a maximum of (Fallen level x 2) + (Wisdom modifier x 3) Blood Points. Blood points may not be drained from soulless targets (Golems, oozes, animated objects, mindless undead/plants, etc).

The Fallen may scry on or locate his Soul Weapon at will as a standard action, as if using the Scry spell or Locate Object spell, however he does not require any verbal, somatic, material, or focus components in order to do so.

A Fallen may only be tied to one weapon at any given time, and must perform a new ritual to unbind his soul from the original weapon and tie it to the new weapon. He may not tie himself to a weapon with an Ego score. If the Fallen's weapon is broken, his soul is immediately and forcefully untied from the weapon, causing him to suffer ability damage equal to 1/2 his base Con score (rounded down).

Defiled Soul (Ex): To better connect to his deity's divine power, the Fallen's soul is defiled in a long and painful ritual. He is healed by negative energy and harmed by positive energy. A Fallen's soul remains defiled for the rest of his life, or until he does something to shift his alignment toward Good. Should this happen, the Fallen's soul is no longer defiled, and he loses all his Fallen class features until he atones (see Atonement spell description). Defiled Soul can be used in place of the Tomb-Tainted Soul feat to qualify for a feat, prestige class, or other special ability.

Defiled Magic (Su): Unlike other spellcasters, a Fallen is not limited to the meager energy his body can channel every day. In addition to the normal Spells per Day he gains, he is also able to use the life force stolen and stored in his Soul Weapon to power his spells. Instead of using his daily allotment of spells, the Fallen may choose to expend Blood Points equal to 4 x the level of the spell.

At first level, Defiled Magic may be used to power 1st-3rd level spells. At level six, a Fallen may use his blood points to fuel spells of up to 6th level. At level ten, this ability may be used to cast spells of up to 9th level. Defiled Magic does not allow you to cast spells above your current level.

Defiled magic may only be used to cast spells that you already know if you are a spontaneous caster (such as a favored soul), or those which you had prepared for the day if you are a prepared caster (such as a cleric).

Any time the Fallen casts a spell this way, he may trace any somatic components with his Soul Weapon, rather than his hands.

Desecration Aura (Su): The Fallen's defilement continues to grow, effecting all around him. At level 2, he can activate an aura as a swift action that extends outward in a 10' radius, causing that area to be treated as being under the effects of the Desecrate spell. If the Fallen's aura clashes with a Consecrate effect, both effects are countered and dispelled as normal, then the aura returns one round later. This aura may be deactivated as a free action. At level 6, the radius increases to 15 feet, and at level 10 it extends to 20 feet.

Unholy Weapon (Ex): The fragment of defiled soul tied to the Fallen's Soul Weapon eventually corrupts it completely. At 3rd level, a Fallen's Soul Weapon is treated as an Unholy weapon. A weapon does not have to be masterwork or have a magical enhancement to be affected by this special ability.

Corrupt Channeling (Su): At 4th level, a Fallen has enough experience with his weapon to freely channel the life force trapped within it to corrupt his opponents. As a swift action, you may expend a total number of Blood Points up to your Wisdom Modifier (if any) to increase the damage your Soul Weapon deals. Each Blood Point spent in this way causes your weapon to deal an additional point of Negative Energy damage per attack until the beginning of your next turn.

Fear Aura (Su): The evil within the Fallen's soul is almost palpable. At 6th level, he gains a Fear Aura that extends as far as his Desecration Aura. While Desecration Aura is active, he may activate this aura once per turn as a free action. Any enemy caught in the aura must make a Will Save (10 + 1/2 caster Level + Wisdom modifier) or become shaken. A creature who successfully saves cannot be affected by that Fallen's fear aura for 24 hours. This is a mind-affecting fear effect.

Creeping Aura (Su): The Fallen's defilement is so strong that it's begun twisting those around him. At 8th level, whenever he uses his Fear Aura, all creatures within 5 ft. of him must make a Fort Save (10 + 1/2 caster level + Wisdom modifier) or become sickened. If a creature is already sickened, they become nauseated instead. A creature who successfully saves cannot be affected by that Fallen's Creeping Aura for another 24 hours.

Corrupted Sight (Su): At level 8, the Fallen's defilement is nearly complete. Becoming one with the desecration emanating from him, the Fallen is treated as having Blindsight equal to the radius of his Desecration Aura.

Nightmare Blade (Su): At 9th level, the Fallen's corruption bites deeply into his opponent's soul. Each attack made while Corrupt Channeling is active has a chance to strike fear into his target. On a successful attack, the target must make a DC 10 + 1/2 class level + Blood Points expended Will Save or cower for 1 turn. Afterward, the target is panicked for a number of rounds equal to 1/2 your Wisdom Modifier (if any). Once a target has been effected by Nightmare Blade, the target is immune to its effects for 24 hours. This is a mind-affecting fear effect.

Blood Torrent (Su): At the peak of training and defilement, the Fallen learns to unleash the stored energy in his weapon in one massive, destructive burst. At 10th level, once per day a Fallen may expend all the Blood Points in his Soul Weapon at once, sending waves of crimson-colored negative energy radiating outward from the caster in a burst with a 30 ft. radius. Every creature within the blast must make a Will Save (10 + 1/2 caster level + Wisdom modifier) or die. Creatures who make a successful saving throw must make a second Will Save to avoid becoming stunned, and a Fort Save to avoid taking 1/2 the Fallen's Wisdom modifier in ability damage to their Constitution score.

In addition, the DCs for all three saving throws are increased by an amount equal to 1/10 of the Blood Points spent to activate this ability (minimum 1). Also, if a creature successfully makes their first Will Save, and fail their second, their stun duration is a number of rounds equal to this modifier. For example, if a Fallen used Blood Torrent while his weapon was storing 45 Blood Points, the DC for both saving throws would increase by +4, and the stun duration would last 4 rounds.