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Fallen (Hybrid Class)
Designed by Aaron Hollingsworth
When gods are displeased by the failings of their servitors, such underlings are stripped of their powers and sentenced to dwell among mortals. These disgraced outsiders are known as fallen. Cursed to live as mortals, fallen must bear the punishment of falling out of favor with their deity. Many fallen are resentful, and live only for vengeance or spite. Others seek redemption and forgiveness by doing deeds that might help them regain their former stations. Others still find a newfound freedom in their planar banishment, and make the most of their new existence.
A fallen can originate from any plane and can be trapped in the form of any race.
The fall they experience is profoundly traumatic, for the former outsider must now adapt to its new plane, stripped of their powers. Just as the first fallen celestials underwent monstrous changes when they became fiends in the lower planes, so too must earthy fallen evolve in order to thrive. By taking on these new forms, fallen regain a sense of existential purpose in the Cosmos.
In rare cases, some outsiders volunteer to become fallen in order to fulfill some great purpose for their deity, such as expanding a religion. Or the outsider might simply wish to experience life as a mortal.
Role: Banished to the realm of mortals, fallen are likened unto burned bridges to worlds beyond. With their otherworldly powers and spell-like abilities, they carve out a new existence in the society of the mundane.
Alignment: Any.
Hit Die: d10
Parent Classes: Sorcerer and Unchained Summoner*
*While the Fallen hybrid class draws from two spellcaster parent classes, the class itself is not a traditional spellcaster with spell slots. The thematic focus of the Fallen is more derived from where a sorcerer’s bloodline might have originated and the eidolons associated with summoners than the spellcasting aspect of these two parent classes. The Fallen is, after all, a former outsider, and so it fits more so the mold of such.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The fallen’s class skills are: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the fallen can choose four additional skills to be class skills. Note that fallen with a fly speed gain Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Skill Ranks per Level: 4 + Int modifier.
Table: Fallen
Class Features
The following are the class features of the fallen.
Weapon and Armor Proficiency
Fallen are proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Outcast
The fallen is unable to travel to her plane of origin by means of any sort, including magic. Only the deity who banished her can permit her re-entry into this plane.
The fallen is treated as having the outsider type, as well as one outsider subtype, in addition to her race for the purpose of the Favored Enemy ranger ability and other such class abilities.
Planar Origin
A fallen has but one planar origin, selected from the list below. A planar origin determines her available bonus feats, spell-like abilities, and 10th level ability bonus.
At levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 a fallen gains a spell-like ability specific to her planar origin. These spell-like abilities can each be used once per day, +1 additional time per day every 3 levels thereafter. If a spell would normally require a material cost, this cost must still be paid. These spell-like abilities are Charisma-based.
At levels 2, 6, 14, and 18 a fallen receives one bonus feat, chosen from a list specific to each planar origin. The fallen must meet the prerequisites for these bonus feats.
Abaddon Origin
You are a former deamon, most likely under a self-imposed exile for a chance to taste mortality. While you know that someday you must face oblivion, there are still some things that you must see and do.
Spell-like Abilities: ray of enfeeblement (3rd), touch of idiocy (5th), vampiric touch (7th), contagion (9th), blight (11th), circle of death (13th), waves of exhaustion (15th), horrid wilting (17th), soul bind (19th).
Bonus Feats: Diehard, Endurance, Fast Healer, Great Fortitude, Heroic Defiance, Heroic Recovery, Skill Focus (Intimidate), Toughness.
10th Level Ability Bonus: +2 Constitution
Abyssal Origin
You are a renegade demon, spewed out unceremoniously from the Pit. Your power is diminished, but your fiendish nature prevails.
Spell-like Abilities: cause fear (3rd), bull’s strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).
Bonus Feats: Augment Summoning, Cleave, Weapon Focus, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).
10th Level Ability Bonus:: +2 Strength
Infernal Origin
You are an outcast devil, rudely dismissed from your position like a bat out of Hell. Though you are removed from your post, your unholy dignity remains intact.
Spell-like Abilities: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Weapon Focus, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Persuasive.
10th Level Ability Bonus: +2 Charisma
Celestial Origin
You are a fallen angel, agathion, or archon, shorn of your wings and disgraced for failing to maintain your righteousness and purity. But a glimmer of your former power remains, just waiting to shine again.
Spell-like Abilities: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
10th Level Ability Bonus:: +2 Wisdom
Aberrant Origin
Once, you were an eldritch thing beyond the comprehension of mortal minds. Now, how insignificant you’ve become! You must reclaim your lost powers before this mortal mind drives you insane!
Spell-like Abilities: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).
Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Weapon Focus, Skill Focus (Knowledge [dungeoneering]).
10th Level Ability Bonus: +2 Dexterity
Elemental Origin
Once, you were part of a greater whole, joined with one of the four elements that make up existence. Now, this force hurts you. Yet, you still long for it.
Spell-like Abilities: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Weapon Focus, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
10th Level Ability Bonus: +2 Constitution
Chaotic Origin
You were once a creature of whimsy and creative energy, such as a fey or protean. Now, you are mortal, and your desires seem now to be impossible dreams.
Spell-like Abilities: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), major creation (11th), disintegrate (13th), greater polymorph (15th), polymorph any object (17th), shapechange (19th).
Bonus Feats: Agile Maneuvers, Defensive Combat Training, Iron Will, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [any]), Weapon Focus, Toughness.
10th Level Ability Bonus: +2 Charisma
Lawful Origin
You were designed and forged in a plane of law and order. Yet, you were discarded for being defective. What is your purpose now that you are without duty?
Spell-like Abilities: command (3rd), make whole (5th), dispel magic (7th), dimensional anchor or order’s wrath? (9th), spell resistance (11th), greater dispel magic (13th), banishment (15th), shield of law (17th), imprisonment (19th).
Bonus Feats: Combat Casting, Defensive Combat Training, Iron Will, Great Fortitude, Improved Great Fortitude, Skill Focus (Knowledge [planes]), Weapon Focus, Toughness.
10th Level Ability Bonus: +2 Intelligence
Outsider Powers
A fallen gains (or regains) the powers of a true outsider as she progresses in level. Outsider power are similar to bloodline powers and eidolon evolutions, only they can be selected individually and they have no evolution point cost.
Alpha Outsider Powers
At 1st level, a fallen gains one of the following powers:
Cantrip-like Ability (Sp): You gain one 0th-level spell as an at will spell-like ability, selected from the Unchained Summoner or Wizard/Sorcerer spell lists.
Claws (Ex and Su): You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws gain a +1 special weapon ability as if they were manufactured weapons. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier, plus 1 additional round per day per fallen level after 1st. These rounds do not need to be consecutive.
Slam (Ex and Su): You can harden your fists into slamming weapons as a free action. These slams are treated as natural weapons, allowing you to make two slam attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these slams are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these slams gain a +1 special weapon ability as if they were manufactured weapons. You can use your slams for a number of rounds per day equal to 3 + your Charisma modifier, plus 1 additional round per day per fallen level after 1st. These rounds do not need to be consecutive.
Ray Attack (Su): You can fire a ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d4 points of energy damage + 1 for every two fallen levels you possess. This ray has only 1 energy type; acid, cold, fire, electricity, positive, or negative (no save). Positive and negative energy rays can be used to heal. You can use this ability a number of times per day equal to 3 + your Charisma modifier, plus 1 additional time per day per fallen level after 1st.
Bite or Gore (Ex and Su): You can grow horns or sharp teeth as a free action, granting yourself the ability to gore or bite your foes (choose one). This gore or bite is treated as a natural weapon, allowing you to make a natural attack as a full attack action using your full base attack bonus. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 5th level, these slams are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small) plus 1 ½ times your Strength modifier. At 11th level, this natural attack gains a +1 special weapon ability as if they were manufactured weapons. You can use this natural attack for a number of rounds per day equal to 3 + your Charisma modifier, plus 1 additional round per day per fallen level after 1st. These rounds do not need to be consecutive.
Skilled (Ex): You are especially adept at a specific skill, gaining a +8 bonus on that skill. If this skill is not a class skill, it becomes a class skill. At 5th level, you can always take 10 on this skill.
Tail (Ex): You possess a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks. You can use your tail to bash nearby foes as a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d4 if you are small). At 5th level, this attack can function as a primary attack. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small) plus your Strength modifier. At 11th level, this attack’s crit multiplier becomes x3.
Touch (Su): You can touch a foe as a standard action, in the form of a melee touch attack. This touch attack deals 1d4 points of energy damage + 1 for every two fallen levels you possess. This touch attack has only 1 energy type; acid, cold, fire, electricity, positive, or negative (no save). Positive and negative energy touch attacks can be used to heal. You can use this ability a number of times per day equal to 3 + your Charisma modifier, plus 1 additional time per day per fallen level after 1st.
Beta Outsider Powers
At 4th level, a fallen gains one of the following powers:
Armored (Ex): You gain proficiency with all types of armor and shields, including tower shields. Your speed is not reduced when wearing medium armor. Starting at 11th level, your speed is no longer reduced when wearing heavy armor
Climber (Ex): You are a skilled climber, gaining a climb speed equal to your base speed. Climb is always considered a class skill for you. Your climb speed increases by +10 at levels 5, 10, 15, and 20.
Energy Resistance (Ex): Choose one form of energy: acid, cold, fire, or electricity. You gain resistance to this energy equal to your fallen level. At 20th level, you gain immunity to this form of energy damage.
Natural Armor (Ex): Your hide grows thick fur, rigid scales, or bony plates, giving you a +2 bonus to your natural armor. This bonus increases by 1 at levels 5, 10, 15, and 20.
1st level Spell-like Ability (Sp): You gain one 1st level spell as a spell-like ability, selected from the Unchained Summoner or Wizard/Sorcerer spell lists. This spell-like ability is Charisma-based, and can be used three times per day.
Swimmer (Ex): You are a skilled swimmer, gaining a swim speed equal to your base speed. Swim is always considered a class skill for you. At 5th level, you grow gills and can breathe underwater indefinitely. Your swim speed increases by +10 at levels 10, 15, and 20.
Poison Resistance (Ex): You gain a +2 bonus on saving throws made against poison. This bonus increases by +2 at levels 8, 12, and 16. At 20th level, you gain immunity to poison.
Magic Resistance (Su): Choose one school of magic. You gain a +2 bonus on saving throws made against spells from this school. This bonus increases by +2 at levels 8, 12, 16, and 20.
Gamma Outsider Powers
At 8th level, a fallen gains one of the following powers:
2nd level Spell-like Ability (Sp): You gain one 2nd level spell as a spell-like ability, selected from the Unchained Summoner or Wizard/Sorcerer spell lists. This spell-like ability is Charisma-based, and can be used three times per day.
Trip (Ex): You become adept at knocking foes to the ground with your bite, granting yourself a trip attack. Whenever you make a successful bite attack, you can attempt a free combat maneuver check. If you succeed at this check, the target is knocked prone. If you fail, you are not tripped in return. This ability works only on creatures of a size category equal to or smaller than the fallen. Requirements: Bite
Damage Reduction (Su): You gain DR 5/chaotic, good, evil, or lawful (choose one). This damage reduction increases by 5 at 15th level.
Dreamshaper (Sp): You can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is equal to 10 + 1/2 your fallen level + your Charisma modifier, with further modifiers as the nightmare spell. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.
Rend (Ex): You learn to rip and tear the flesh of those you attacks with your claws, gaining the rend ability. Whenever you make two successful claw attacks against the same target in 1 round, your claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times your Strength modifier. Requirements: Claws
Shroud (Su): You can surround yourself with a cloak of shadow for a number of rounds per day equal to your fallen level. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your sorcerer level in snowy or icy areas. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Flight (Ex): You can fly, either with wings or wingless (choose one).
If you choose wings, you sprout wings and can fly for a number of minutes per day equal to your fallen level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. At 20th level, this ability can be used indefinitely.
If you choose wingless flight, you can fly for a number of minutes per day equal to your fallen level, with a speed of 30 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. Your fly speed increases by +10 feet at levels 12 and 16. At 20th level, this ability can be used indefinitely.
Web (Ex): You gain a pair of spinnerets, giving you the ability to spin webs. You can use these webs to support yourself plus one creature of up to the same size. You can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than you. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with a successful Escape Artist check, or with a Strength check at a –4 penalty. The DC of these checks is equal to 10 + 1/2 the fallen’s Hit Dice + the eidolon’s Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the eidolon’s total Hit Dice. You can climb your own webs at your climb speed and can pinpoint the location of any creature touching its webs. Requirements: Climber
Delta Outsider Powers
At 12th level, a fallen gains one of the following powers:
Telepathy (Su): You gain telepathy (100 feet). Once per day, you can telepathically use suggestion on one creature as a spell-like ability. This ability does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from a creature as if using demand.
Energy Bolt (Sp): Choose one type of energy: acid, cold, fire, or electricity. You can command a bolt of your chosen energy to strike from above in a 5-foot-radius cylinder 60 feet high. The energy bolt inflicts 1d6 points of damage per fallen level; half of this damage is your chosen energy and half is sonic. A Reflex save (DC 10 + 1/2 your fallen level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.
3rd level Spell-like Ability (Sp): You gain one 3rd level spell as a spell-like ability, selected from the Unchained Summoner or Wizard/Sorcerer spell lists. This spell-like ability is Charisma-based, and can be used three times per day. If this spell has a material component, the component must be provided.
Blindsense (Ex): Your senses become incredibly acute, giving you blindsense with a range of 30 feet. This ability allows you to pinpoint the location of creatures that you can’t see without having to attempt a Perception check, but such creatures still have total concealment from you. Visibility still affects your movement, and you are still denied its Dexterity bonus to Armor Class against attacks from creatures you cannot see.
Burrow (Ex): You grow thick and gnarled claws, allowing you to move through the earth. You gain a burrow speed equal to ½ your base speed. You can use this speed to move through clay, dirt, earth, and sand. You do not leave a hole behind, nor is your passage marked on the surface.
Elemental Blast (Sp): You can unleash a blast of elemental power once per day. Choose one energy type: acid, cold, fire, or electricity. This 20-foot-radius burst does 1d6 points of damage of your chosen energy type per fallen level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your fallen level + your Charisma modifier. At 12th level, you can use this ability once per day. At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Frightful Presence (Ex): You become unsettling to your foes, gaining the frightful presence ability. You can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the fallen’s Hit Dice + the fallen’s Charisma modifier. If you have at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes frightened instead. Foes with more Hit Dice than you are immune to this effect.
Perfect Voice (Su): You understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of language-dependent spells you cast increase by +1.
Gift of Blood (Su): As a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per fallen level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points.
At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Elipson Outsider Powers
At 16th level, a fallen gains one of the following powers:
Amorphous (Ex): Your biology lacks discernible weak points. You gain a 60% chance to ignore critical hits and sneak attacks. This increases by 10% for each additional fallen level past 16th.
Blindsight (Ex): You senses sharpen even further, granting you blindsight with a range of 30 feet. You can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as you have line of effect to the target.
Breath Weapon (Su): You learn to exhale a cone or line of magical energy, gaining a breath weapon. Select acid, cold, electricity, or fire. You can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the fallen’s Hit Dice + the fallen’s Constitution modifier. You can use this ability once per day at 16th level and twice per day at 20th level.
Alter Self (Sp): You can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.
4th level Spell-like Ability (Sp): You gain one 4th level spell as a spell-like ability, selected from the Unchained Summoner or Wizard/Sorcerer spell lists. This spell-like ability is Charisma-based, and can be used three times per day. If this spell has a material component, the component must be provided.
Dream Walking (Sp): You can enter the ethereal plane. This functions like ethereal jaunt, but with a duration of 1 minute for every 2 sorcerer levels you possess. Once during this trip, you may cast nightmare as a spell-like ability on a creature you see on the Material Plane. (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).
Incorporeal Form (Sp): You can become incorporeal for 1 round per fallen level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Fallen’s Conviction (Su): You can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Movement (Su): At 15th level, you gain one of the following special movement types or bonuses.
Fly 60 feet (average)
Burrow 30 feet
+30 feet base speed
Swim 60 feet
Within Reach (Su): Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.
Wingless Flight (Su): You gain a fly speed of 60 feet with average maneuverability.
Spell Resistance (Ex): You are protected against magic, gaining spell resistance. Your spell resistance is equal to 9 + the fallen’s level. This spell resistance does not apply to spells cast by the fallen.
Ability Bonus
At 10th level, a fallen gains a +2 bonus to an ability score specific to their planar origin.
Alpha and Omega
At 20th level, all of the fallen’s outsider powers have reached full maturity. In addition, they can now use plane shift once per day as a spell-like ability to enter any plane, including the plane they were outcast from. Lastly, the fallen stops aging and no longer needs to eat or sleep. They become immortal, and can no longer die from aging.
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