Fallen Deity, Apollo (3.5e Class)
Fallen Deity[edit]
Fallen Deities are Gods who have upset Zeus and he has made them mortal out of anger.
Making a Fallen Deity[edit]
Abilities: Dexterity and Charisma are the most important for this certain fallen Deity.
Races: Any
Alignment: Any
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +1 | +2 | +3 | +1 | Bardic Music, Bardic Knowledge, Counter Song, Track, Wild Empathy | 4 | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
2nd | 2 | +3 | +3 | +2 | Combat Style | 6 | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
3rd | 3 | +3 | +3 | +3 | Inspire Competence, Endurance | 6 | 2 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
4th | 4 | +3 | +4 | +3 | Animal Companion, Inspire Courage +1 | 6 | 3 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
5th | 5 | +4 | +4 | +4 | Woodland Stride | 6 | 4 | 1 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
6th | 6/1 | +4 | +5 | +4 | Improved Combat Style, Suggestion | 8 | 4 | 2 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
7th | 7/2 | +4 | +5 | +4 | Swift Tracker, Arrows of Plague/Healing | 8 | 4 | 3 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
8th | 8/3 | +5 | +5 | +5 | Inspire Courage +2 | 8 | 4 | 3 | 1 | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
9th | 9/4 | +5 | + 6 | +5 | Inspire Greatness, Evasion | 8 | 4 | 3 | 2 | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
10th | 10/5 | +6 | +6 | +6 | 8 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||
11th | 11/6/1 | +6 | +7 | +6 | Combat Style Mastery | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
12th | 12/7/2 | +7 | +7 | +7 | Song of Freedom | 8 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
13th | 13/8/3 | +7 | +8 | +7 | Comouflage | 8 | 4 | 4 | 3 | 3 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
14th | 14/9/4 | +8 | +8 | +8 | Inspire Courage +3 | 8 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | — | |||||||||||||||||||||||
15th | 15/10/5 | +8 | +8 | +8 | Inspire Heroics, | 8 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | — | |||||||||||||||||||||||
16th | 16/11/6/1 | +8 | +9 | +8 | Bonus level 3 spell | 8 | 4 | 4 | 3 | 3 | 3 | — | — | — | — | — | — | — | |||||||||||||||||||||||
17th | 17/12/7/2 | +9 | +9 | +9 | Hide In Plain Sight | 8 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | — | |||||||||||||||||||||||
18th | 18/13/8/3 | +9 | +10 | +9 | Mass Suggestion | 8 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | — | |||||||||||||||||||||||
19th | 19/14/9/4 | +10 | +10 | +9 | Bonus level 4 spell | 8 | 4 | 4 | 3 | 3 | 3 | 3 | — | — | — | — | — | — | |||||||||||||||||||||||
20th | 20/15/10/5 | +11 | +11 | +10 | Inspire Courage +4 | 8 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | — | — | — | — | — | |||||||||||||||||||||||
Class Skills ( 8 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
Weapon and Armor Proficiency: proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A Fallen Deity can cast bard/ranger spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: Fallen Deity can you spells off the Ranger and Bard spell lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Deity must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the Deity's Charisma modifier.
Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Consitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
Arrows Of Plague and Healing: The Fallen Deity can choose to shoot an arrow of Plague which does no damage but the target hit must make a DC 20 Will save or the target gets struck with Boils and Pustules( This deals 1d6 + 1 hp damage for every 2 Deity levels you possess. Half of this damage is acid)
The Deity can also shoot Healing arrows which also does no damage but the target that is struck heals damage as if Cure Light Wounds was casted on that character. The healing is 1d8+ the ranks you have in your heal skill.
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