Abyssal One (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Abyssal One[edit]

An Abyssal One is a person Cursed by the Abyss. They wield Demonic power and strengths but remain human. As long as the Abyssal One remains strong minded and willed, the Curse will not overtake them. By doing so, they gain abilities beyond normal human capabilities. They are also treated as a Psion

Judge me as a frail woman and you'll lose your legs while you stand in awe. You'd do well to fear me, for I am a Demon of the Abyss.
—Aeon Delacoure 'Satan of the Azure Flame'

Making an Abyssal One[edit]

Abyssal Ones are highly strategic fighters. They shine brightly in fights that require a mix between magic and melee. Adapting to the situation by utilizing their different forms, they can easily overturn the battlefield by creating opportunities to attack with their Extraordinary magic or their unsurpassed physical strength and rage. Due to their abilities being similar to a Psion, they have learned from them and gain the ability to Psionically focus their abilities and take Psionic Feats. Since the Abissal One is corrupted by a demonic curse, it will automatically be attributed to the Half Fiend template

Abilities: First and foremost, Strength and Intelligence is important to a Abyssal depending on which path they choose to focus on between their combat forms. Secondly, Dexterity is good for their agile movement and keen senses.. Charisma can be used but is not truly necessary.


Races: Any Humanoid Race

Alignment: Chaotic

Classes: Cannot multiclass into any arcane spellcasting/psionic class.

Starting Gold: 5d10×10 gp (250 gp).

Starting Age: Moderate.

Table: The Abyssal One

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Power
Fort Ref Will
1st +1 +0 +2 +2 Linked Weapon(1d6), Demonic Curse, Infiltrate, Evil Shock, Cursed Essence 20
2nd +2 +0 +3 +3 40
3rd +3 +1 +3 +3 Demonic Posture, Demonic Possession, Rake hand, Classical Force, Loss, Bleeding Gash, Rude Pressure, Amid, Necrotic, Black Space, Haunting Shock, Abyss Jaunt 60
4th +4 +1 +4 +4 Complete Hybrid, Demonic Resistance, Artemis Form Zero 80
5th +5 +1 +4 +4 Evil Shock, Corrupted Weapon 100
6th +6/+1 +2 +5 +5 Soul Extinction 120
7th +7/+2 +2 +5 +5 Demon Posture, Demonic Possession, Life Keep, Rake hand 140
8th +8/+3 +2 +6 +6 Complete Hybrid, Demonic Resistance, Evil Shock De Acedia 160
9th +9/+4 +3 +6 +6 Evil Shock, Artemis Form Zero, Two hand Smash 180
10th +10/+5 +3 +7 +7 Amid, Mortal Fear 200
11th +11/+6/+1 +3 +7 +7 Demonic Possession, Demonic Posture, Rake hand, Evil Shock De Acedia 220
12th +12/+7/+2 +4 +8 +8 Complete Hybrid, Demonic Resistance 240
13th +13/+8/+3 +4 +8 +8 Evil Shock 260
14th +14/+9/+4 +4 +9 +9 Evil Shock De Acedia 280
15th +15/+10/+5 +5 +9 +9 Demonic Posture, Demonic Possession, Rake hand, Artemis Form Zero, Zero Domination, Tenacious Hold 300
16th +16/+11/+6/+1 +5 +10 +10 Complete Hybrid 320
17th +17/+12/+7/+2 +5 +10 +10 Evil Shock De Acedia 340
18th +18/+13/+8/+3 +6 +11 +11 Temporal Mending (4d8+4/level), Fast Movement +60 360
19th +19/+14/+9/+4 +6 +11 +11 Demonic Posture, Demonic Possession 380
20th +20/+15/+10/+5 +6 +12 +12 Complete Hybrid, Artemis Form Zero, Beserker mode, Blaze Lance 400

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con),Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Knowledge (the planes), (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Autohypnosis* (Wis)

Class Features[edit]

All of the following are class features of the Abyssal One.

Weapon and Armor Proficiency: The Abyssal One is Proficient with all Simple Weapons and Martial Weapons. However their abilities and true prowess can only be displayed with their Linked Weapon. They are proficient with only(Light. Wearing any form of Heavy or medium armor stops the Abyssal One from manifesting its forms but not their Linked Weapon.

Abyssal One (3.5e Class)/The Abyssal One's Abilities

Linked Weapon (Ex): At 1st level the Abyssal one may summon her Linked Weapon, which are a pair of blue and red gauntlets (Belphegor and Artemis). The Gauntlets are treated as one weapon and deal 1d6 Bludgeoning damage. Only the Abyssal One may wield the weapons as they are bonded to their Demonic Curse. The Weapon is summoned as a free-action. Because this is an Extraordinary Ability, spells such as Anti-magic field does not dispel Linked Weapon.

Favored Enemy (Ex): At 1st level, the Abyssal One is favored in combat against any type of Demonic/Outsider race or race with demonic origin The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. You also can't be feared (or anything that may stop you from combating) by Demon or Outsiders . Likewise, they gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level) the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Demonic Curse (Ex): At 1st level, due to the Curse you inherited, the dark energy of the Abyss courses through your veins And you are linked to a Demon within the Abyss. Your left arm gives off a Azure Blue glow for kin color, purple spots around your elbow and shoulder, Azure spikes coming from the purple spots, as well as clawed fingers. The Curse is the basis of your abilities as well as the power for you forms. Although it turns your race into a demon, you gain extraordinary skills when harnessing the forms the curse provides. This gives you a +1 to all feature modifiers every four levels and natural armor bonus that stacks with any other natural armor bonuses. The Demon you are linked to is the Demon Prince Belphegor.
Demonic Manifestation (Ex): At 1st level, due to the Curse you inherited, you begin to understand your Demonic Curse's origin and allows you to manifest the Demonic powers from Zero. You have a pool of power points that recharge per day.
Infiltrate (Ex): Power Points 5: By locking onto a set location, you are able to focus your Demonic Curse into your legs, thus doubling your movement speed (limited to land movement or jumping.) Infiltrate Dispels and counters Slow.
Evil Shock (Ex): Power Points 5: at 1st level the Abyssal one may choose to use Belphegor for a physical attack but take a -2 damage penalty. If the Attack is successful, it places a black curse mark on whatever came in contact with the blow. The Target must make a Will save (12 + INT Mod + Caster Level) to resist the curse mark. The Mark is permanent and cannot be dispelled except by the Abyssal One. The Object can be broken or removed but the remnants still remain under the effect. As a free action, the Abyssal One make explode the mark for 3d6 + INT mod force damage in a 10ft Radius, at 5th level it deals 4d8 +int mod force damage, at 9th level it deals 5d10 + INT mod force damage, and at 13th level it deals 6d12 + INT mod force damage.
Cursed Essence (Ex):The energy of the abyss always flows in you and protects you by giving you every two levels 1 of regeneration, 1 of damage reduction and 1 of resistance spells.
Evil Shock De Acedia (Ex): Power Points 10: At 8th level the Abyssal one can place a runed orb in the air. The Orb can not be moved in any way possible. The Rune is only visible for 6 seconds then fades to being invisible. This is a Standard Action. The Rune can be exploded for 3d6 + INT + Base Attack Mod sonic damage, at 11th level it deals 3d8 + INT + Base Attack Mod force damage, at 14th level it deals 3d10 + INT + Base Attack Mod force damage, and at 17th level it deals 3d12+ INT + Base Attack Mod force damage. Targets in range must make a fort save to only take half damage (12 + INT Mod + Caster Level)
Rake Hand (Ex): Power points 10: at 3rd level you gain further control over your curse, allowing you to protect a projected arm of Demonic Energy. It extends your range by 15 ft. It can be used to push, pull, to bind things and can be made into a huge size category without negs. At the cost of 10 power points, can be used as a Clawed attack dealing 2d6 + INT + Base Attack Mod slash damage. At 7th level it does 3d8 + INT + Base Attack Mod slash damage, 11th level it deals 3d10 + INT + Base Attack Mod Slash damage, 15th level it deals 4d12 + INT + Base Attack Mod Slash Damage.
Demonic Resistance (Ex):Power points 10: At 4th level you gain a bit more control over the Curse, allowing you to harness the energy to toughen your skin giving you a +2 natural armor bonus but adds a -3 ft. penalty to movement, at 8th level you gain +4 natural armor bonus with a -8 ft. penalty to movement, and 12th level you gain a +6 natural armor bonus with a -13 ft. penalty to movement.
Sadistic Luck (Ex):At 6th Level, you hone your curse mark even further. Now on every ability, roll 1d20. If you get a 17 a 18 a 19 or 20 the ability crits dealing triple the rolled damage.
Life Keep (Ex) :Power Point 30: at 7th level you learn how to make a copy of your current existence and store it within the Abyss. This must be done prior to any form of battle. And can only be done once a day, but can not be used if the prior copy hasn't be used. The copy can be instantly overlapped onto yourself at any time giving you half the Health and power points. If dead, 12 hours from the moment of death, you are revived at the point where you used Life Keep. If used in this way Life keep can not be used for 1 week.

Demonic Possession (Ex) : Power Points 10: At 3rd You Harness the magical properties of your Demonic Curse to invoke Belphegor's true potential, cutting off your link to the physical attributes of Artemis. You gain +4 INT, +4 WIS, and +4 to your Will saves. However you lose -2 STR, -2 CON, -2 to Fortitude Saves. Costs 5 Power Points to maintain this form per round. This is a Swift Action. The Stats increase by 2 every 4th level.

Complete Hybrid (Ex) : Power Points 20: At 4th Level you have an understanding of your Physical and Magical capabilities with your Demonic Curse. You combine the two into a form of balance between Magic and Melee. You gain the ability to use Artemis' 2nd form and the spells of your Demon Possession form, however you can't cast the level 10+ spells from the Demonic Possession spell list. You gain +4 STR, +4 INT and +4 to hit. The stats increase by 2 every 4th level. This is a swift action. Costs 5 power points to maintain this form per round.

Demonic Posture (Ex): Power Points 10: At 3rd level You use utilize Artemis to channel the Physical capabilities of your Demonic Curse through your body and force Belphegor to gain physical capabilities, cutting off your link to your Demonic Possession Abilities. Your Linked weapon now deals 2d8 + Base Attack each and you gain the feat Two Weapon Fighting and Two Weapon Defense (only if your Linked weapon is in its original gauntlet form). You gain +4 STR, +4 Con, +4 to hit, +2 Natural armor, and +4 to your Reflex saves. However you lose -2 WIS, -2 INT, and -2 to your Will saves. Costs 5 Power Points to maintain this form per round. This is a Swift Action. The Stats increase by 2 every 4th level. The Damage of the Linked Weapons increase every 4th Level.

Artemis Form Zero (Ex):Power Points 5 per turn: 4th level Artemis accepts you completely as its master and allows you to use its 2nd form. You turn Artemis into its Tyrfing Sword form (Great sword appearance with a demonic eye closed at the hilt, can be wielded with one hand). While in this form it does 3d8 + Base Attack damage. If summoned while in Demonic Posture form, you turn Belphegor into its Zero form as well bnbut only deals half the damage. At 9th level it increases size of the Greatsword to 1 size category and deals 3d10. At 15th Level Abyssal Spikes protrude from the blade's edge, increasing damage to 4d10 + Base Attack. And finally at 20th Level the blade is imbued with Abyssal energy increasing damage to 6d12 + Base Attack. All damage is considered Slash.

Corrupetd Weapon (Ex):Passive: The level of corruption of the abyss is growing inside you, focusing on it, you can focus on your weapon ignoring the opposing armor inflicting a further 1d6 of damage.

Classical Force (Ex): Power Point 15: You pull out a neutral energy sphere from Zero's Eye and throw it at the enemy. The orb travels 20ft/6sec and deals 2d12 + INT + Base Attack Mod force damage Upon contact with anything (Can hit other spell such as but not limited to fireball as a means of cancelling) or has an explosive radius of 5ft. For 15 Power points you change the energy from Neutral to Ice dealing 2d10 + INT + Base Attack Mod Ice damage which the target must make a Will(12 + INT Mod + Caster Level) Save to resist being frozen for 1 round. For 15 power points You change the energy to Fire dealing 2d10 + INT + Base Attack mod fire damage which the target must make a Will (12 + INT Mod + Caster Level) Save to resist being burned for 2d4 + INT + Base Attack mod fire damage for 2 turns. (Require's Artemis Form Zero to be active)

Loss (Ex) : Power Point 5: You use Zero in a stab motion causing the blade to extend 5ft. This move deals 2d10 + STR + Base Attack Mod piercing damage. For 10 Power Points you can convert all damage into life drain, essentially canceling the damage dealt to the target but allowing you to regain health equal to the damage that would have been dealt, However it would use the INT mod instead of the STR mod.Targets can make a Reflex save to avoid the stab entirely (12 + STR Mod + Caster Level).(Require's Artemis Form Zero to be active)

Bleeding Gash (Ex) : Power Points 20: You leap high into the air and throw down Zero into the surface. Slamming downward, you release Zero's chains and unleash deadly Abyss Spikes in a 10ft radius for 3d12 + STR + Base Attack Mod Piercing damage. For 30 Power Points you extend the radius to 15ft. The target must make a CON (12 + STR Mod + Caster Level) save to resist Bleeding 2 rounds for 2d8 + INT + Base Attack Mod damage.(Require's Artemis Form Zero to be active and for you to be in the air already)

Rude Pressure (Ex) : Power Point: You rush an enemy within a 5ft radius of your current location bashing them with Zero for 1d8 non-lethal damage. The target must make a CON (12 + STR Mod + Caster Level) save to resist from being dazed for 1 round.(Require's Artemis Form Zero to be active)

Amid (Ex) : Power Points 10: Generate an aura from Zero's Demonic Eye that grants you an Ethereal form making most physical and magical attacks useless. This is a free action Lasts 3 rounds. At 10th level you to phase in and out of the ethereal form allowing you to attack with a -4 attack bonus. (Require's Artemis Form Zero to be active)

Two hand Smash (Ex) : Power Points 15: (Zero must be in its Great sword form) You raise Zero above your head allowing it to extend 5ft. On your next turn you smash Zero downward with great intensity dealing 3d10 + STR + Base Attack Mod Slash Damage. Enemies must make a Reflex save (12 + STR Mod + Caster Level) to take half damage. For an additional 10 power points Zero simultaneously erupts Abyss Spikes 5ft forward causing 2d12 + INT + Base Attack Mod piercing damage. (Require's Artemis Form Zero to be active)

Zero Domination (Ex) : Power Points 20 (Zero Must be in Spiked Great sword Form): Slamming Zero into the ground summons a huge spiked orb around you which grows even more spikes to continuously pierce enemies caught in the area. Enemies must make a reflex save (12 + STR Mod + Caster Level) to only take half damage. Enemies in a 5ft radius take 4d12 + INT + Base Attack Mod Pierce damage. Enemies in a 10ft radius take 3d8 + INT + Base Attack Mod Pierce damage. Enemies in a 15ft radius take 2d8 + INT + Base Attack mod Pierce damage.

Beserker Mode (Ex) : Power point 40: (Require's Zero have his final form but be in his 1st form) You stab Zero through your heart causing the Abyss Energy in the sword to react with your Demonic Curse. This sends you into a blind rage and turns you body into a Demonic Form. You temporarily lose your Linked Weapon while in this form. Your melee attacks remain Clawed slash damage but now deal 6d10 + Str + Base Attack Mod. You are treated as though you have Improved Two Weapon Fighting and Improved Two Weapon Defense. You gain +12 STR, +12 Con, +12 Attack bonus, +8 Natural armor, 12+ reflex saves. While in this mode your instincts instantly focus your attention to the greatest threat within a 100ft range of your position. This mode lasts 3 rounds and cannot be canceled once activated. At the End of the 3 rounds you are left at 1hp and are exhausted requiring a full 8 hours of rest to recover.

Necrotic (Ex) : Power points 15: The Abyss erupts from the ground then fades through the ground while bypassing any targets in a 10ft range of the location as if they were eaten by a giant hungry mouth. Targets must make a Will save to avoid the Binding affect. Enemies that are successfully swallowed will be trapped inside for 1 round as if they were binded and take 3d6 + INT + Base Attack Mod piercing damage Damage. Targets must make a Will (12 + INT Mod + Caster Level) save to avoid the Binding affect. (Must be in Demonic Possession or Complete Hybrid form)

Black Space (Ex) : Power Point 20: Using an already placed Evil Shock Curse mark or Rune, you force open a rip into the Abyss that causes a vacuum affect within a 10ft radius of the rune. Targets must make a Fortitude Save (12 + INT Mod + Caster Level) to resist its effect. If successfully dragged into the rip, are binded there for 1 round. After the round the rune explodes violently for 3d10 + INT + Base Attack Mod sonic damage. (Must be in Demonic Possession form)

Haunting Shock (Ex) : Power Point 30: Instantly slams down a summoned Infernal spear with tremendous force onto the ground at a 15ft radius in front of you with a 5ft radius for the area of impact. Targets must make a Reflex (12 + INT Mod + Caster Level) save to avoid the spear. If hit they take 3d12 + INT + Base Attack mod force damage and are Dazed for 2 rounds. (Must be in Demonic Possession or Complete Hybrid form)

Abyss Jaunt (Ex) : Power points 5: Instantly face your body into the abyss and onto a location within view. Distance does not matter so long as you can see it. Anything that you are touching gets dragged with you. Using this ability to get close to enemies does not invoke an attack of opportunity for any enemy. This action is a free action.This does not provoke attacks of opportunity. (Must be in Demonic Possession or Complete Hybrid form)

Soul Extinction (Ex) : Power Points 20: At 6th level You unleashes a huge roar out of rage that turns into a column of darkness, which knocks back all enemies in a 20ft range an additional 20ft. Targets must make a Fortitude save to resist the knock back affect. Anything caught in the ability takes 3d12 + INT Mod force damage. If they make the Fortitude Save then they only take half damage. (Must be in Demonic Possession or Complete Hybrid form)

Mortal Fear (Ex) : Power Points 35: At 10th Level, By condensing the Abyss energy from the Demon Curse within you, a deadly aura forms around you in a 5ft radius destroying anything or anyone foolish enough to linger around you. The Aura stays for 3 rounds. Targets must make a Will Save (12 + INT Mod + Caster Level) to take half damage. If the will save is not made, then targets are encumbered in fear and unable to take any action Anything caught inside the aura takes 4d10 + INT + Base Attack shadow damage. You are immobolized while Mortal Fear is active. (Must be in Demonic Possession form)

Tenacious Hold (Ex) : Power points 40: At 15th Level You use the Rake hand to Grab hold of a specific enemy within a 50ft range of your position. They must make a Reflex save (12 + STR Mod + Caster Level) to resist the hold. If caught they around binded for 1 round. On your next turn the target must make a will (12 + INT Mod + Caster Level) save to break free of the hold, Otherwise they are pierced by Abyssal Spikes for 4d8 + INT + Base Attack Mod Pierce Damage. (Must be in Demonic Possession form)

Blaze Lance (Ex) : Power Points 50: At 20th Level, You launch a Summoned Infernal Lance forward moving at a 60ft range. Anything in its path must make a Reflex (12 + INT Mod + Caster Level) save to dodge the lance. The Lance does not do Initial damage upon contact but targets are carried in whatever the lance is moving if caught. Upon hitting any type of surface or traveling a total of 40ft, the lance explodes into Abyss Energy dealing 4d12 + INT + Base Attack mod force damage within a 10ft radius.

Epic Abyssal One[edit]

Table: The Epic Abyssal One

Hit Die: d10

Level Special
23rd Demonic Posture, Demonic Possession
24th Complete Hybrid
25th Center of Gravity, Abyssal God of War
27th Demonic Posture, Demonic Possession
28th Complete Hybrid
30th Demonic Flower

4 + Int modifier skill points per level.

Center of Gravity (Ex) : Power Points 100: At 25th Level Requires a concentration check before the spell can be invoked. Using your left hand you pick a spot and rip open a massive rift into the Abyss that pulls anything without a 30ft radius into it with tremendous force. This action lasts 6 seconds. Targets must make a Fort save (10 + INT Mod + Caster Level) to not be drawn into the vortex. On your next turn Anything pulled inside is binded and shot backward 15ft in whichever direction they were dragged from, taking 20d6 + INT + Base Attack Mod Force Damage. (Must be in Demonic Possession Form)

Abyssal Demon of War (Ex) : Power Points 100: At 25th Level You draw tremendous strength from your Demonic Curse. For 3 rounds You gain +6 STR, +6 Con, +6 attack bonus, +4 Natural armor, and +4 to your Reflex saves. However you lose -4 WIS and -4 INT . Your physical capabilities rise to allow you to throw each blow with such force that they are felt 5ft away. This is a Standard ability. Once this ability is over, your body becomes fatigued and you require 4 hours of rest to recover.(Must be in Demonic Posture Form)

Demonic Flower (Ex) : Power Points 200: At 30th Level, You release Zero's Seal, allowing it to consume you covering you in the Black Abyss and changing your skin color to the same Azure color of your left arm. While in this form you emit a deadly aura 5ft around you that deals 5d10 force damage a round. All damage you take is reduced by half. You gain the ability to use all the Abilities used in your Demonic Possession form. While in this state you lose 20% of your max health per turn. Once you reach 1hp you lose the form and become Unconscious. You will require a full 24 hours to recover. (Must be in Complete Hybrid Form with Zero in its Final Form)

Campaign Information[edit]

Playing a Abyssal One[edit]

Religion: Abyssal Ones are not usually inclined to worship a deity, choosing to rely on their own power and resolve.

Combat: Abyssal Ones excel at large scale fights due to their abilities gaining a AoE aspect by drawing out more of their Demonic Curse's power. Their Magic type abilities make openings for allies to make an attack or a tactical retreat. Their Physical capabilities make them durable if they are needed to be front line fighters as well.

Advancement: Abyssal One's gain new power and abilities by training their ability to control the power from their Demonic Curse. The more time they spend practicing their control, the more they truly understand the extent the capabilities of their specific curse.

Abyssal One's in the World[edit]

Abyssal Ones tend to keep to themselves unless it is in their favor to seek out or travel with others. Due to the Curse, they tend to be a bit on edge, or even insane. Sometimes only conversing with themselves or with the Demon for which is bound to their Demonic Curse

Daily Life: Abyssal One's spend the majority of their time seeking out others from one of the 5 Covenants that house Demonic Cursed Children. There are only 5 families in recorded history that pass down the curse and they are spread out around the world and planes.

Organizations: Abyssal One's avoid large Organizations due to the nature of their Curse. Organizations filled primarily with any form of hatred towards Demons is highly avoided. While the Abyssal one may not be a Demon themselves, they fear that the Organization would still wish death upon them for using the power of a Demon. Their abilities bring nothing but destruction and some fear that aspect.

NPC Reactions: Abyssal Ones can be highly misunderstood with their constant chatter to them Demon which they are bound to. Most are avoided if their Demonic Physical Attribute is seen, though they care not for what people think of them and wear it openly.

Abyssal One's Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Abyssal One's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
15 An Abyssal One is someone who wields the Abyss.
20 An Abyssal One's are rare and dangerous to their enemies.
25 An Abyssal One's receive their power through a Demonic Curse and the curse is Genetic
30 An Abyssal One's power comes from a specific Demon that dwells within the Abyss.

Abyssal One's in the Game[edit]

Abyssal One's can be found through all walks of life. From quiet, rural villages to busy, rampant cities. They can be poor or rich, any gender and any Humanoid race. Most are Chaotic by nature, continuing along the path that leads them to what ever goal they have set for themselves. The 5 Demonic Curses all vary in abilities but they are all traced back to a specific demon within the Abyss.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!