Fallen Saint (3.5e Prestige Class)

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Fallen Saint[edit]

Why must the people be harmed... Why do you not protect the people you love? Why Gods!?
—Jeanne de Arc, Human, Saint_(3.5e_Prestige_Class)

A pure heart, devotion to the people, and the embodiment of good. These are the qualities of the Saint. However, what if that divine strength was corrupted by betrayal, deception, and sadness. Thus, out of this twistedness comes the evil that embodies the Fallen Saint.

Becoming a Fallen Saint[edit]

"One may wish to become a saint for the purpose of healing others; however, if the saint ever uses any powers weapons, spells or objects of any kind that oppose his/her deity, he/she will lose the power of being a Saint" -Saint_(3.5e_Prestige_Class). If the Saint becomes corrupted or feels betrayed from some heinous act performed by their deity the Saint will transform and embrace their inner darkness within their heart.

Entry Requirements
Alignment: Any Evil alignment.
Abilities: Wis +20 and Cha +18
Base Attack Bonus: +7
Race: Any race, primarily human though.
Skills: Knowledge (religion) (Int) 5 ranks, Knowledge (nobility) (Int) 5 ranks, Sense Motive (Wis) 5 ranks.
Spellcasting: The ability to cast 5th level or higher Divination spells.
Special: The powers of the Fallen Saint come from her training in the divine arts from formerly being a Saint to her people, thus if the character was the Saint_(3.5e_Prestige_Class) beforehand any levels, spells, ability score bonuses, feats still carry over to this class. This class negates all extraordinary and special abilities of the Saint class, making them unusable by the Fallen Saint. If the Fallen Saint was the Saint class beforehand they ignore all prequisites required to take this class.
Table: The Fallen Saint

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +3 +3 +2 +2 AC Bonus, Bonus Feat, Corrupted Touch +1 existing divine spellcaster level
2nd +4 +4 +2 +2 Bonus Feat, Tormented Heart +1 existing divine spellcaster level
3rd +5 +5 +3 +3 Vanishing Darkness +1 existing divine spellcaster level
4th +6/+1 +6 +3 +3 Bonus Feat, Expose Demon +1 existing divine spellcaster level
5th +7/+2 +7 +4 +4 Vile Aura, Sin of the Gods +1 existing divine spellcaster level
6th +8/+3 +8 +4 +4 Bonus Feat, Unheavenly Shield +1 existing divine spellcaster level
7th +9/+4 +9 +5 +5 Purity Perversion +1 existing divine spellcaster level
8th +10/+5/+1 +10 +5 +5 Bonus Feat, Veil of Evil +1 existing divine spellcaster level
9th +11/+6/+2 +11 +6 +6 Unholy Proclamation, Forsaken Saint +1 existing divine spellcaster level
10th +12/+7/+4/+1 +12 +6 +6 Bonus Feat, Unhallowed Aura, Denounced Divinity +1 existing divine spellcaster level

Class Skills 4 + Int modifier per level
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Class Features[edit]

Level Adjustment: With great power and corruption of one's pure heart comes the devastation that follows. Fallen Saints due to their power hungry nature, and need for destruction on a divine level, gain a Negative Level Adjustment making them overwhelmingly powerful. For every level a Fallen Saint has in the Saint_(3.5e_Prestige_Class), they gain -1 Negative Level Adjustment allowing for further advancements. The weakness that originates from their Saint hood enhances their ability to become even more ruthless.

AC Bonus: From the immense power the Fallen Saint gains, the one short coming that a Fallen Saint possesses is that they are quite easy to strike. Every level in Fallen Saint subtracts two AC from their overall armor class. This subtraction of AC increases every 2 levels (max -10) as a 10th level Fallen Saint. In addition, the Fallen Saint does not gain any bonuses to AC except from the base, Dex bonus, and Armor bonus.

Some of the abilities gained require favor, favor can be generated by the Fallen Saint when praying (for a Fallen Saint, the form of prayer comes from atrocities performed such as battling in combat, doing anything un-saintly, or even prayer to an evil deity). The Fallen Saint's favor limit is 20.

  • The saint gains favor at a rate of 1pt per 10 points/dmg, per critical hit, or any atrocity below. Or when in praying to an evil deity 1pt per minute.
  • The points are not taken away when a day ends nor are they granted in any other way.

The Fallen Saint is an identifiable priest. One walking down the street could know that. He is well feared by any God loving or believing people. Soldiers obey him as readily as their commanders for the fear of their lives. His opinion is said to sway many King's decisions and is a frightful member of the court if the Fallen Saint remains in the kingdom. Kings like to have Gods on their side be that good or evil. The following are atrocities that grant the Fallen Saint 1pt of favor:

  • Lie
  • Cheat
  • Steal
  • Commit forgery
  • Use Poison
  • Use tainted or cursed artifacts (while held 1pt/minute)

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Saint, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Any damage from a spell cast by the Fallen Saint can be switched to necrotic or negative energy based instead of the base type of damage from that spell.

Bonus Feats: The Fallen Saint gains a bonus feat at 1st level, and every two levels after the 2nd level.

Corrupted Touch (Ex): At first level, a Fallen Saint's entire being is suffused with negative power, which likewise flows into any weapon the Fallen Saint wields. To infuse a weapon with negative energy, a Fallen Saint expends favor to permanently imbue the weapon with dark energy making the weapon to be considered cursed (even if the weapon is a magic item it gains this template). If the cursed weapon is a holy weapon, the weapon destroys itself. A Fallen Saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 per Fallen Saint level of unholy damage against creatures, and 1d8 points against good celestial and good outsiders. Any good creature that strikes a Fallen Saint with a natural weapon takes unholy damage as if hit by the Fallen Saint's attack.

  • Costs 1 favor.

Tormented Heart (Ex): Any spell that inflicts a creature with a status effect has that power corrupted by evil. The duration of the status effect is doubled and any rolled damage inflicted by the status effect is doubled.

Vanishing Darkness (Sp): Allows the Fallen Saint to teleport up to 1 mile, this ability can be used as a standard action.

  • Costs 3 favor.

Expose Demon (Ex): A Fallen Saint of this level has the ability to recognize when a creature is possessed or under the influence of a spell by making a spot check. He cannot dispel the demon but he can find where it came from. This DC is equal to the demon's HD.

Sin of the Gods (Ex): A Fallen Saint, once a treasured follower and voice for their patron has been abandoned, defiled, or betrayed from some heinous act in the eyes of the Saint. As recompense for embracing the evil in their once-pure heart, a Fallen Saint has become a Sin of the Gods. Each round, a Fallen Saint heals damage equal to half of its Hit Dice. Furthermore, Fallen Saints have resistance to holy 10 and are immune to magical and non-magical poisons.

Vile Aura (Ex): After falling from Saint-hood all Good or Lawful aligned creatures within a 5-ft radius of the Fallen Saint must make a Will saving throw (DC: 10 + Fallen Saint Level + Cha Mod) or they become Panicked. If the creature(s) make a successful saving throw it is merely Shaken for one round. The Armor class of the Fallen Saint decreases by 5.

Unheavenly Shield (Sp): Unheavenly shield conjures a corrupted-divine shield that floats near the user. When used it protects that person from being attacked by more than one enemy per round, absorbing all damage. The Unheavenly shield can only be active on one creature at a time, and can be summoned as a Swift Action. The shield remains until dismissed, recast, or destroyed. If cast again on a different target, the original shield dissipates. This spell does not protect the Fallen Saint from area effects, such as the explosion of a Fireball, however the conjured shield will absorb damage up to a certain amount from the area of effect attack. The Unheavenly shield will absorb (10 + Player's HD + [Wis Mod x 2]) before being destroyed. All overflowing damage will be received by the Fallen Saint. If the shield is destroyed it must be recast.

  • Costs 7 favor.

Purity Perversion (Ex): Embracing the strife in one's heart, the Fallen Saint becomes a pillar of strength. While wielding a two-handed weapon, they can once per short rest, release all their tainted divine power in one single strike. The Fallen Saint must decide whether they wish to use this ability or not before they attack. After making a successful hit with an attack from a two-handed weapon, the Fallen Saint can expend two favor to deal an additional 1d6 unholy damage per favor expended. A critical hit does not increase this damage.

  • Costs 2 Favor (max 20, 40 after Unholy Proclamation).

Veil of Evil (Ex): The Fallen Saint is quickly becoming the pinnacle of all evil. All Good or Evil aligned creatures that target the Fallen Saint with an Attack or a harmful spell must make a Will saving throw (DC: 10 + Fallen Saint level + Wis Mod). On a failed save, the creature must choose a new target or lose the Attack or spell. On a successful save, the Attack or spell continues as normal. This ability doesn't protect the Fallen Saint from area effects, such as the explosion of a Fireball.

Unholy Proclamation (Ex): By declaring her once-divine right, a Fallen Saint becomes the definition of evil. The maximum amount of favor for a Fallen Saint increases to a maximum of 40. Furthermore, a Fallen Saint increases their Charisma score permanently by +4.

Foresaken Saint (Ex): The Fallen Saint has completed his path of damnation and is now one of the purest forms of negative energy to walk the prime material plane. The Fallen Saint is now immune to many things:

  • Necrotic Spells & Mind based spells
  • Fear effects
  • Sneak Attacks
  • Penalties to Ability Scores (the Fallen Saint instead receives temporary penalties which revert after a short rest)
  • Bludgeoning damage
  • The Fallen Saint cannot have its alignment magically changed in anyway. It can only be changed by an act of true love and compassion.

Unhallowed Aura (Sp): As a walking beacon of dark divinity, any area the Fallen Saint walks immediately becomes Unhallowed in a 15-ft radius. The area is like the spell, Unhallowed, being 40-ft emanating from the Fallen Saint. However, by concentrating for an hour while expending favor, the Fallen Saint can extend this area of effect up to a maximum of 15 miles. For this ability, you may choose to fix a single spell effect to the unhallowed site (see Unhallowed Spell). Any Hallowed areas in this radius are overwritten by the dark energy from the Unhallowed Aura exuding from the Fallen Saint.

  • Costs 15 favor

Denounced Divinity (Ex): By embracing the meaning of evil and abandoning any love or light that the creature once felt in its heart, a Fallen Saint can manipulate the hearts of others as well as her own heart. This manipulation comes from a Fallen Saint's most vile act, ripping out a enchanted heart. When ripping out a creature's heart it becomes enchanted and is classified as a magical item. In order to rip out an enchanted heart from the creature a Fallen Saint must make a melee touch attack against the creature, and if successful, a Fortitude save (DC: 10 + Fallen Saint level + Wis Mod). If the creature succeeds the Fortitude save they instead take 6d6 necrotic damage per Fallen Saint level and are Shaken for one round. Once ripped out the enchanted heart can be used in many ways. The user of the enchanted heart can:

  • Crush it and kill the victim
  • Control the victim's actions and speech
  • Use the heart to reanimate the victim's dead bodies
  • Split it in half to save a crushed victim of true love

Additionally, while a victim's heart is ripped out, they are unable to feel any true emotion until the heart is restored. If a creature of non-evil alignment commits an evil act of darkness like murder, the heart will begin to blacken, and if this heart becomes completely black, the person will die. Any effect that would influence that creature's mind is negated as long as the creature's heart is ripped out.

Ex-Fallen Saint[edit]

Committing an act of true love and compassion will strip a Fallen Saint of their powers and revert them back to a Saint_(3.5e_Prestige_Class). Any levels, spells, abilities, or feats gained from this class will be stripped and reverted as if the creature was never a Fallen Saint.

Campaign Information[edit]

Playing a Fallen Saint[edit]

Combat: Fallen Saints are usually front line soldiers which though are easily hittable, are quite tanky.

Resources: Fallen Saints act as the organizers of evil and wreak havoc upon the world, mainly the gods whom they oppose with vigor.

Fallen Saints in the World[edit]

The gods have forsaken me, and now I will crush this world!

Fallen Saints generally are leaders of dark churhces or religious zealots who wish to crush the gods or bring chaos to the world/creatures that wronged them.

NPC Reactions: NPCS and other creatures often fear Fallen Saints due to their mental instability, as well as their temperamental agitation of others.

Fallen Saint Lore[edit]

Characters with ranks in Knowledge (nobility), Knowledge (religion), or Knowledge (history) can research Fallen Saints to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nobility), Knowledge (religion), or Knowledge (history)
DC Result
11 Uncommon, and shifty beings who once possessed the powers of the gods they worshiped.
16 They have extraordinary powers in teleportation and utilizing their inner darkness to harm others, take extreme caution.
21 They are physically and mentally fit giving quite a challenge to whoever faces them, their strength is second only to their divine power.
26 Opponents of the Fallen Saint must take extreme caution and watch over their hearts, for a Fallen Saint the heart is the target.

Fallen Saints in the Game[edit]


Sample Encounter:

EL whatever:

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