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Angelus Atrum (Dark Knight archetype)
#1
Angelus Atrum
Fear, anger, hatred, lust, envy, greed, hubris, passion; they are all weapons to the tenebris angelus, all of them blades with which these hellish warriors carve their enemies like a turkey. Forsaking their magic and other abilities of the common dark knight for special fighting techniques, one may compare them to angels of death and destruction on the battlefield who do not even give their enemies a chance to mourn before coming after them, too.

The angelus atrum is an archetype of the dark knight class.

Class Skills: The angelus atrum gains Knowledge (planes) (Int) as a class skill, and gains 4 + Int modifier skill points per level.

This changes the class skills and skill points per level of the dark knight.

Weapon and Armor Proficiency: Angelus atra are proficient with all simple weapons, martial weapons, and knight swords, and with all armor (light, medium, and heavy) and shields (except tower shields).

This changes the dark knight’s weapon and armor proficiencies.

Limit Break (Su): At 1st level, the angelus atrum receives a limit break.

Lend Me Your Life (Su): This Limit Break manifests as a pair of ethereal wings bursting from the angelus atrum’s shoulders that shimmer with black and violet sparks. When taking damage, you may split the damage in half between yourself and a willing ally within 60 ft. of you. You may also divide the damage between yourself and an unwilling participant, although they are allowed to make a Will save (DC 10 + ½ class level + Cha modifier) to negate it. For every four levels, you may add another target with whom you share the damage taken (cut the damage into thirds at 8th, quarters at 12th, fifths at 16th, and sixths at 20th), and all unwilling participants are granted their own save against it. This limit break's effects last for 1 round + 1 round for every four levels beyond 1st.

This limit break replaces the Living Dead limit break.

Swordplay (Su): Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. An angelus atrum takes part in the utilization of swordskills, learning swordskills and readying them as indicated on the table below:

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The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the angelus atrum. The angelus atrum can use any swordskill she knows at will, provided she is wielding a sword. As long as she is wielding a sword she forged herself, increase the DCs of all her swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. An angelus atrum begins with knowledge of two swordskills, which must be of the basic form. As an angelus atrum gains levels, she can learn new swordskills. At 6th level, an angelus atrum can learn advance forms, and at 12th level, she can learn master forms.

An angelus atrum’s swordskills are supernatural abilities; using a swordskill is a standard action that does not provoke an attack of opportunity. If a target makes a successful Reflex save against a swordskill, they only take half damage from the swordskill, and all of the swordskill’s other effects are negated. The save DC for a basic form is 10 + ½ the angelus atrum’s level + her Charisma modifier, the save DC for an advanced form is 12 + ½ the angelus atrum’s level + her Charisma modifier, and the save DC for a master form is 14 + ½ the angelus atrum’s level + her Charisma modifier.

An angelus atrum can ready her starting swordskills, but as she advances in level and learns more swordskills, she must choose which swordskills to ready. She readies her swordskills by practicing weapon drills for 10 minutes. Angelus atra do not need to sleep or rest for any long period of time to ready their swordskills; anytime she spends 10 minutes practicing, she can change her readied swordskills. She may not ready any individual swordskill more than once. She begins an encounter with all readied swordskills unexpended, regardless of how many times she may have already used them since she chose them. When a angelus atrum initiates a swordskill, she expends it for the current encounter, so each of her readied swordskills can be used once per encounter (until they are recovered, see below).

For an angelus atrum to recover swordskills, she must perform one of two types of actions: sacrifice a number of hit points equal to half of her initiator level as a swift action, or spend a full-round action that does not provoke attacks of opportunity to flourish her weapon and steady the flow of darkness within. Doing either of these recovers a number of swordskills of her choice equal to her Charisma modifier (minimum of 2). Alternately, she may use a standard action to recover one swordskill she chooses.
A complete list of swordskills can be found here: Swordskills

This replaces smite good, spellcasting, and dark sword techs.

Bonus Feats: At 1st, 6th, 10th, 14th, and 18th level, the angelus atrum may choose one combat feat as a bonus feat. She treats her angelus atrum level - 3 as her effective fighter level when meeting prerequisites for feats. All prerequisites must be met before you take these feats.

This replaces nimbus of darkness.

Stamina Pool (Ex): At 1st level, an angelus atrum gains a reservoir of stamina that she can draw upon to fuel her talents that she gains below. This stamina pool has a number of points equal to 5 x her Constitution modifier and this pool increases by 5 + her Constitution modifier per level. The pool refreshes once per day when the angelus atrum rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the angelus atrum’s current and maximum stamina pool and most sustained modes stack. If she already has a stamina pool from another class, she only increases her pool by 5 + her Constitution modifier per level instead.

By spending 5 stamina points, the angelus atrum can do one of the following:
  • Increase her speed by 10 feet for 1 round
  • Delay and suppress her fatigue or exhaustion for 1 round
  • Increase one saving throw by +1 for 1 round
Each of these powers is activated as a swift action.

This replaces shared offense.

Angelus Atrum Talents (Su): As an angelus atrum gains experience, she learns a number of talents that aid her and her allies. Starting at 1st level, an angelus atrum gains one angelus atrum talent from any talent tree. She gains an additional angelus atrum talent for every 2 levels of angelus atrum attained after 1st level. An angelus atrum cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.
A complete list of angelus atrum talents can be found here: Angelus Atrum Talents

This replaces all defiles, terrifying visage, and aura of vengeance.

Paid in Blood (Su): When activating talents that cost stamina to use, the angelus atrum may replace some or all of the cost with hit points instead, at a rate of 5 points of stamina for 3 hit points. This does not allow her to sacrifice hit points to use any of the functions of the stamina pool aside from the activation of talents, e.g. she may not sacrifice 3 hit points as a swift action to increase her speed by 10 feet for 1 round. She is also barred from sacrificing hit points to pay for sustained modes outside of battle; when in combat, she may activate sustained modes with hit points, but as soon as 1 minute has passed after combat has ceased, the sustained modes fueled by hit points end, and she is fatigued for 1 hour. When sacrificing hit points to activate talents, she may not bring herself below 1 hit point to do so.

This replaces last resort.

Caedit Tranquila Morte (Su): At 20th level, the angelus atrum has reached the apex of mastery over weaponizing her emotions, and with bitter irony masters a technique that drains enemies of their own feelings and sense of self. She gains a master form swordskill called Caedit Tranquila Morte; this does not count towards her total swordskills known. She deals damage equal to a melee attack with the focus sword + three times her Charisma modifier + 4d6 shadow damage, and deals an additional 2d6 Charisma damage. She may augment this swordskill by sacrificing hit points, increasing the Charisma damage dealt by 1d6 for every 10 hit points spent, to a maximum of 20 hit points. On a successful save, the Charisma damage dealt is halved, not negated.

This replaces dark champion.
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#2
Swordskills

Though sword saints may claim to be the first to have mastered such abilities, weaponizing the spirit inside themselves and their swords is no longer a jealously-kept secret. The sword is a material focus for all swordskills, though it doesn’t need to be crafted by the angelus atrum. The angelus atrum can use any swordskill she knows at will, provided she is wielding a sword. As long as she is wielding a sword he forged herself, increase the DCs of all her swordskills by 1.

The three forms of swordskills, in order of their relative power, are basic, advance, and master. An angelus atrum begins with knowledge of two swordskills, which must be of the basic form. As an angelus atrum gains levels, she can learn new swordskills. At 6th level, an angelus atrum can learn advance forms, and at 12th level, she can learn master forms.

Basic Forms
  • Crush Accessory: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. One non-weapon, non-armor object of your choice in the creature’s possession takes the same amount of damage.
  • Doomsayer’s Slash: You deal damage equal to a melee attack using the focus sword + 1d8 shadow damage; damage dealt by this swordskill ignores damage reduction.
  • Encroaching Darkness: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 25 feet. That creature gains total concealment for 1 round and is blinded for a number of rounds equal to your Charisma modifier.
  • Infernal Strike: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. That creature loses 1d6 MP and you gain spell resistance equal to 10 + half your class level + twice the level of the MP lost for a number of rounds equal to your Charisma modifier (you still gain SR even if the target had no MP to lose).
  • Lingering Edge: You deal damage equal to twice your Strength modifier to each creature in a 5-ft.-radius burst within 20 feet. A creature hit by lingering edge takes damage equal to your Strength modifier at the beginning of their turn for a number of rounds equal to your Charisma modifier.
  • Magicsap: You deal damage equal to a melee attack using the focus sword + your Charisma modifier to a single creature within 20 feet. That creature’s caster level is reduced by 1d4 for a number of rounds equal to your Charisma modifier (multiple reductions stack) and that creature must make a successful Concentration check with a DC equal to 10 + the save DC when it casts its next spell or the spell is disrupted.
  • Powersap: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet. That creature takes 1d6 points of Strength damage if it failed the save.
  • Sanguine Sword: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. You heal HP damage equal to the damage dealt.
Advance Forms
  • Abyssal Blade: You take 1d6 damage per two angelus atrum levels you have and deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to each creature within a 15-ft.-cone. A creature hit by Abyssal Blade within 10 feet takes additional damage equal to the damage you took and creatures within 5 feet take additional damage equal to twice the damage you took.
  • Crush Weapon: You deal damage equal to a melee attack using the focus sword to a single creature within 15 feet. Deal the same amount of damage to one weapon in wielded by the target creature. If the creature isn’t holding a weapon the creature takes extra damage equal to three times your Charisma modifier.
  • Disastrous Sweep: You deal shadow damage equal to a melee attack using the focus sword + two times your Charisma modifier to all creatures in a 20 ft. cone.
  • Mindsap: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet. That creature takes your choice of 1d6 points of Intelligence damage, 1d6 points of Wisdom damage, or 1d6 points of Charisma damage if it failed the save.
  • Phantom Edge: You deal force damage equal to three times your Charisma modifier to a single creature within 30 feet. A creature hit by this technique takes force damage equal to your Charisma modifier for a number of rounds equal to half your sword saint level.
  • Speedsap: You deal damage equal to a melee attack using the focus sword + twice your Charisma modifier to a single creature within 20 feet. That creature under the effect of slow for a number of rounds equal to your Charisma modifier.
Master Forms
  • Crushing Blow: You deal damage equal to a melee attack using the focus sword + four times your Charisma modifier to a single creature within 15 feet. That creature is stunned for 1 round.
  • Harrowing Slice: You deal damage equal to a melee attack using the focus sword as if it was a critical hit to a single creature within 15 feet, adding any effects that come into play upon a critical hit as normal (such as the extra damage from a flaming burst weapon).
  • Night Sword: You deal damage equal to a melee attack using the focus sword + your Charisma modifier + 3d8 shadow damage to all creatures in a 10 ft. radius burst within a range of 60 feet.
  • Unholy Sacrifice: You take 1d6 damage per angelus atrum level you have and deal that much damage + damage equal to a melee attack using the focus sword + twice your Charisma modifier to each creature within 15 feet. A creature hit by this technique is under the effect of slow for a number of rounds equal to your Charisma modifier.
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#3
Angelus Atrum Talents
As an angelus atrum gains experience, she learns a number of talents that aid her and her allies. Starting at 1st level, an angelus atrum gains one angelus atrum talent from any talent tree. She gains an additional angelus atrum talent for every 2 levels of angelus atrum attained after 1st level. An angelus atrum cannot select an individual talent more than once. These are considered sword saint talents when determining the prerequisites and effects of the Extra Sword Saint Talent feat, following all rules thusly.

Bedeviler Talent Tree
Fair play is for fools, and those who stand by it rarely live to see another day when fighting an angelus atrum. By tainting their foes with curses, these truly dark knights crush their victims and take great satisfaction in seeing their enemies fall prey to them.
  • Bullying Strike: By spending 5 points of stamina as a swift action, the angelus atrum empowers her weapon, making her next attack or swordskill used deal +1d6 damage. If the enemy is Cursed, the attack or swordskill instead deals +3d6 damage, and allows the angelus atrum to make a bull rush, disarm, or trip attempt against the enemy as a free action.
  • Tormenting Strike: By spending 10 points of stamina instead, when activating the Bullying Strike talent, the enemy also takes bleed damage equal to ¼ of the reaversworn’s level. If the enemy is Cursed, they instead take bleed damage equal to ½ of the angelus atrum’s level. In either case, the supernaturally malevolent nature of the bleed damage prevents it from stopping unless healed magically. Prerequisites: Bullying Strike, Angelus Atrum 7
  • Maddening Strike: By spending an additional 15 points of stamina, when activating the Bullying Strike or Tormenting Strike talent, the angelus atrum increases the damage dealt to +3d6, dealing +6d6 to Cursed creatures, and if the enemy struck is Cursed, they must make a Will save (DC 10 + ½ class level + Charisma modifier) or suffer 1d6 damage to all of their mental ability scores. Prerequisites: Bullying Strike, Tormenting Strike, at least one other Bedeviler talent, Angelus Atrum 13
  • Chain of Fools: By spending 25 points of stamina as a swift action, the angelus atrum can make her next attack inflict a spreading curse. The angelus atrum’s next attack or swordskill forces a Will save (DC 10 + ½ class level + Charisma modifier) on the enemy struck; if they fail, the enemy is Cursed and Immobilized for a number of rounds equal to the angelus atrum’s Charisma modifier. Any enemy that passes through a square adjacent to the affected enemy during that time must also make a Will save or be Cursed and Immobilized for a number of rounds equal to the angelus atrum’s Charisma modifier. Only the initially affected creature spreads the effect in this manner. Prerequisites: At least one other Bedeviler talent, Angelus Atrum 11
  • Jinx Aura: As a swift action, the angelus atrum may activate this talent as a sustained mode. All enemies with the Cursed condition within a 15 ft. radius of the angelus atrum take a -2 penalty on attack rolls and damage rolls. This penalty increases to -4 at 8th level, and -6 at 16th. This sustained mode uses up 20 points of the angelus atrum’s current and maximum stamina pool.
  • Traitor’s Aura: As a swift action, the angelus atrum may activate this talent as a sustained mode. All enemies within a 15 ft. radius lose any insight, profane, or sacred bonuses they may have, and any enemies the angelus atrum makes a successful melee attack against are Cursed for a number of rounds equal to her Charisma modifier. This sustained mode uses up 25 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least one other Bedeviler talent, Angelus Atrum 9
  • Fortune-Eater’s Aura: As a swift action, the angelus atrum may activate this talent as a sustained mode. The angelus atrum is made aware of all spells and other magical effects upon her enemies within a 15 ft. radius. At the beginning of each round, as a free action, she may make a Spellcraft check against one effect on one creature (DC 11 + the effect’s caster level; if the effect has no caster level, the DC is 11 + ½ the user’s HD + the user’s Charisma modifier). If successful, the angelus atrum suppresses the effect for a number of rounds equal to her Charisma modifier, and may apply the effect to any willing ally within range. This sustained mode uses up 30 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least two other Bedeviler talents, Angelus Atrum 15
  • Sinking Doubt: As an immediate action, the angelus atrum may spend 10 stamina points to make a Spellcraft check when targeted with an attack. If the check equals or surpasses the attack roll, then the attack is negated, and the one attacking the angelus atrum is Cursed and suffers a -4 penalty on a number of the next d20 rolls they make equal to the angelus atrum’s Charisma modifier.
  • Pinned Doll: As an immediate action, whenever an enemy within a range of 60 ft. makes any form of movement (including such circumstances as being bull rushed, pushed by a spell, etcetera), the angelus atrum may spend 15 stamina points to end the enemy’s movement at any point. Flying enemies fall to the ground, taking falling damage as appropriate. The target must make a Will save (DC 10 + ½ class level + Charisma modifier) to avoid these effects; Cursed creatures receive no saving throw. Prerequisite: Angelus Atrum 9
  • Eye for an Eye: As an immediate action, upon being struck by an attack or failing a saving throw from a hostile ability, the angelus atrum may spend 20 stamina points. The creature originating the attack or effect suffers all damage and effects inflicted upon angelus atrum, just as if they’d targeted themselves. This talent only duplicates the effects you suffered on the creature, not the entire effect. Prerequisites: At least one other Bedeviler talent, Reaversworn 11
Carnis Malebranchum Talent Tree
Angelus atra are, first and foremost, warriors of passion and emotion. The sins they commit and feelings they tap into are reflected by fiends, who in turn have fighting techniques based off of what they represent most. The angelus atra is able to sacrifice hit points as a free action to augment her talents upon use, but may spend no more hit points in total on the augmentation of any single talent than her class level per round.
  • Acritas Draghignazzi: By spending 5 points of stamina as a swift action, the angelus atrum empowers her weapon with hellfire, making her next attack or swordskill deal +2d6 damage that either counts as fire or shadow, whichever is more advantageous. By sacrificing hit points to augment this talent, she can deal an additional 1d6 of fire/shadow damage for every 3 hit points she sacrifices, up to a total of 12 hit points, or sacrifice 5 hit points to convert all damage dealt by the attack or swordskill into fire/shadow damage.
  • Decus Rubicantis: As a swift action, the angelus atrum may activate this talent as a sustained mode. When activating this talent, she must choose between attack mode and defense mode. Choosing attack mode makes all of her attacks and swordskills deal an additional 3d6 fire damage that ignores resistance and immunity, gain fire resistance equal to half of her class level, and gain a vulnerability to ice and water. Choosing defense mode gives her immunity to fire, resistance to all other elements equal to her class level, a morale bonus to her AC equal to her Charisma modifier, and reduces all movement speeds by half. Switching between these two modes requires a swift action, or sacrificing 5 hit points to switch as a free action. In either case, the angelus atrum cannot benefit from flanking her enemies in any way, nor can enemies benefit from flanking her. By sacrificing hit points to augment this talent, she can sacrifice 10 hit points to convert all damage she deals with her weapons and with swordskills into fire damage that ignores resistance and immunity for a number of rounds equal to her Charisma modifier. This sustained mode uses up 30 points from the angelus atrum’s current and maximum stamina pool. Prerequisites: At least two other Carnis Malebranchum talents, Angelus Atrum 13
  • Dementia Alchini: As an immediate action, when targeted by an attack, spell, or spell-like ability, the angelus atrum can expend 15 points of stamina to make a Knowledge (planes) check. If the check meets or exceeds the attack roll, the attack is negated, or if the check meets or exceeds a DC of 11 + the enemy’s caster level, then the spell or spell-like ability is negated. In either case, if the check is successful, then the enemy who targeted her must make a Will save (DC 10 + ½ level + Charisma modifier) or be Confused and take 1d6 shadow damage per round for a number of rounds equal to the angelus atrum’s Charisma modifier. By sacrificing hit points to augment this talent, she can increase the duration of the Confused condition and shadow damage per round by 1 round for every 3 hit points she sacrifices, up to a total of 12 hit points, increase the DC of the Will save by 1 for every 5 hit points she sacrifices, up to a total of 20 hit points, or sacrifice 10 hit points to make this talent ignore any immunities to mind-affecting effects. Prerequisites: At least one other Carnis Malebranchum talent, Angelus Atrum 9
  • Desperatio Farfarelli: As an immediate action, when hit by an attack or affected by a hostile spell, or spell-like ability, the angelus atrum can expend 15 points of stamina to make a Knowledge (planes) check (DC 11 + enemy’s HD). If successful, the enemy is panicked for a number of rounds equal to the angelus atrum’s Charisma modifier, frightened for a like number of rounds after that, and shaken for a like number of rounds after that. By sacrificing hit points to augment this talent, she can sacrifice 15 hit points to make the enemy be cowering instead for a number of rounds equal to her Charisma modifier, which fades to panicked, then frightened, then shaken, as normal, or sacrifice 10 hit points to make this talent ignore any immunities to fear effects or mind-affecting effects. Prerequisites: At least one other Carnis Malebranchum talent, Angelus Atrum 9
  • Esuritio Ciriatti: So long as the angelus atrum has at least one other Carnis Malebranchum talent in effect, her bringing an enemy to 0 hit points or lower heals her a number of hit points equal to ½ the defeated enemy’s HD. Prerequisite: Angelus Atrum 7
  • Invidia Scarmiglionei: By spending 10 points of stamina as a swift action, the angelus atrum makes all of her attacks and swordskills deal an additional 1d6 of damage that counts as either earth or shadow, whichever is more advantageous, and inflict the Cursed condition for a number of rounds equal to her Charisma modifier unless they succeed on a Will save (DC 10 + ½ class level + Charisma modifier). The extra damage and ability to inflict the Cursed condition last for a number of rounds equal to the angelus atrum’s Charisma modifier. By sacrificing hit points to augment this talent, she can deal an additional 1d6 of earth/shadow damage for every 3 hit points she sacrifices, up to a total of 9 hit points, or sacrifice 5 hit points to remove the saving throw.
  • Laetitia Calcabrinae: As a swift action, the angelus atrum may activate this talent as a sustained mode. While this mode is active, she gains the powerful build racial trait, all weapons she wields deal damage as though they are one size category larger, and gains damage reduction 5/adamantine. By sacrificing hit points to augment this talent, the angelus atrum can sacrifice 10 hit points to give herself an enhancement bonus to Strength and Constitution equal to her Charisma modifier, sacrifice 15 hit points to treat her weapons as two size categories larger, add double her Strength bonus when wielding a weapon in two hands, and increase the extra damage done with the Power Attack feat while using a weapon with two hands to be double what would be done with a one-handed weapon, rather than increasing it by half, or sacrifice 15 hit points to increase her damage reduction to DR 20/adamantine and magic, and negate any critical hits upon her (confirmed criticals become normal hits). Augmenting this talent in any way inflicts the Berserk condition upon the angelus atrum, ignoring any immunities; both the augmentations and the Berserk condition last for 3 rounds, and the angelus atrum takes 5 points of damage per round while the augmentations or Berserk effect are in effect, but is still able to use swordskills while under the Berserk effect. This sustained mode uses up 30 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least two other Carnis Malebranchum talents, Angelus Atrum 13
  • Lubido Barbaricciae: As a swift action, the angelus atrum may activate this talent as a sustained mode. While this mode is active, all of her attacks and swordskills deal +2d6 damage that counts as either shadow or wind, whichever is more advantageous, and gains a bonus to AC against ranged attacks equal to her Charisma modifier. By sacrificing hit points to augment this talent, the angelus atrum can sacrifice 10 hit points to make a single attack as a standard action and apply that attack roll to all enemies within reach, and deal 2d6 shadow/wind damage to all enemies 5 feet beyond that, or she can sacrifice 5 hit points to gain a fly speed with perfect maneuverability equal to her base land speed, sacrificing 5 hit points at the beginning of every turn that she remains flying. This sustained mode uses up 20 points of the angelus atrum’s current and maximum stamina pool. Prerequisite: Angelus Atrum 9
  • Malitia Cagnazzi: As an immediate action, when targeted by an attack, spell, or spell-like ability, the angelus atrum can expend 10 points of stamina to make a Knowledge (planes) check. If the check exceeds the attack roll, then the attack is negated, and the attacker takes 1d6 damage that counts as either shadow or water, whichever is more advantageous. If the check succeeds against the spell or spell-like ability’s saving throw, the caster takes 1d6 shadow/water damage. In either case, the aggressor is given the Drenched condition for a number of rounds equal to the angelus atrum’s Charisma modifier if the check is successful. If the attack, spell, or spell-like ability deals fire damage, the angelus atrum gains a +4 circumstance bonus on the check, but if it deals lightning damage, then she receives a -4 penalty instead. By sacrificing hit points to augment this talent, she can deal 1d6 more shadow/water damage for every 3 hit points she sacrifices, to a maximum of 15 hit points, or she can gain a +1 profane bonus to her Knowledge (planes) check for every 2 hit points she sacrifices, to a maximum of 12 hit points. Prerequisite: Angelus Atrum 3
  • Superbia Malacodi: By spending 15 points of stamina as a swift action, the angelus atrum’s next attack or swordskill deals an additional 3d6 shadow damage, and forces a Will save (DC 10 + ½ class level + Charisma modifier). Failure inflicts the Immobilized condition for a number of rounds equal to the angelus atrum’s Charisma modifier. By sacrificing hit points to augment this talent, she deal an additional 1d6 shadow damage for every 3 hit points she sacrifices, to a maximum of 18 hit points, or increase the DC of the saving throw by 1 for every 5 hit points she sacrifices, to a maximum of 20. Prerequisites: Acritas Draghignazzi or Invidia Scarmiglionei, at least one other Carnis Malebranchum talent, Angelus Atrum 9
Crimson Einhander Talent Tree
Displaying martial superiority is as good a reason as any for the angelus atrum to make their opponents look like clumsy oafs with naught but a single blade in hand. Pride and vanity are tools to the angelus atrum, and fits their hubristic nature like a glove. The angelus atrum can only use these talents when only wielding a weapon; having one of her hands occupied with more than the handle of her weapon or being equipped with a shield any larger than a buckler prevents the use of these talents. If the angelus atrum is wielding her weapon one-handedly and has the other hand completely free, she gains a +2 bonus on any d20 rolls involved with these talents.
  • Strongarm: So long as the angelus atrum wields her weapon one-handedly with nothing in her other hand, she adds 1½ times her Strength modifier to damage, and treats her attacks as two-handed if beneficial when determining the effects of feats and other abilities (such as Power Attack). Prerequisites: At least one other Crimson Einhander talent, Angelus Atrum 3
  • Noble Sword: By spending 15 points of stamina as a swift action, the angelus atrum looks for an opening in her enemy’s defenses with a Sense Motive check in place of her next attack roll. If the check equals or surpasses the target’s AC, then the attack is successful, and all damage dealt by it is doubled. As a skill check, rolling a natural 1 does not automatically make the attack fail, nor does a natural 20 make the attack automatically hit, and critical hits do not apply. This talent cannot be applied to swordskills. Prerequisite: Angelus Atrum 5
  • Royal Sword: By spending 25 points of stamina instead, when activating the Noble Sword talent, the angelus atrum deals triple damage with the attack. Prerequisites: Noble Sword, angelus atrum 9
  • Emperor’s Sword: By spending 40 points of stamina instead, when activating the Noble Sword talent, the angelus atrum deals quadruple damage with the attack. Prerequisites: Noble Sword, Royal Sword, angelus atrum 15
  • Sanguine Lords: As a swift action, the angelus atrum may activate this talent as a sustained mode. While this mode is active, as long as her weapon is being wielded one-handedly and her other hand is unoccupied, the angelus atrum gains a +2 shield bonus to her AC and all melee attacks made and swordskills used with that weapon deal +1d6 damage. The shield bonus and extra damage increase to +3 and +2d6 at 8th level, then again to +4 and +3d6 at 16th level. This mode cannot be used at the same time as Sanguine Ladies, until the angelus atrum is 8th level. This sustained mode uses up 15 points of the angelus atrum’s current and maximum stamina pool. Prerequisite: At least one other Crimson Einhander talent
  • Sanguine Ladies: As a swift action, the angelus atrum may activate this talent as a sustained mode. While this mode is active, she gains a +3 insight bonus to her AC, CMD, attack rolls, and initiative. The insight bonus increases to +4 at 8th level, then again to +5 at 16th level. This mode cannot be used at the same time as Sanguine Lords, until the angelus atrum is 8th level. This sustained mode uses up 15 points of the angelus atrum’s current and maximum stamina pool. Prerequisite: At least one other Crimson Einhander talent
  • Sanguine Lieges: Whenever the angelus atrum is attacked while either Sanguine Lords or Sanguine Ladies is active, the attacking creature must make a Will save (DC 10 + ½ class level + Charisma modifier). If they fail the save, then they are unable to target the angelus atrum for one round, hesitating in awe of her glory, although the action is not wasted. If they succeed on the save and the attack hits, they are immune to this effect from the reaversworn for 24 hours. If they succeed on the save but fail to hit, they are still subject to further Will saves from continued attacks. This is a mind-affecting effect. Prerequisites: Sanguine Lords, Sanguine Ladies, Angelus Atrum 13
  • Scarlet Sentinel: As an immediate action, when affected by one or more of the status ailments listed below, the angelus atrum may spend 15 stamina points to ignore and suppress an effect of her choice for a number of rounds equal to her Charisma modifier: Berserk, Blinded, Burning, Confused, Cowering, Cursed, Dazed, Dazzled, Deafened, Deprotect, Deshell, Dimmed, Disabled, Disease, Doom, Drenched, Exhausted, Fascinated, Fatigued, Frightened, Frog, Frozen, Immobilized, Imperil, Mini, Nauseated, Panicked, Paralyzed, Petrified, Poisoned, Sapped, Shaken, Sickened, Squalled, Static, Stunned, or Weighted. She must be able to perform the immediate action necessary to use this talent. If she is about to suffer the effect being placed on her, she may opt to use this talent and suppress the effect just before it applies, thereby ignoring it as soon as it begins. If the condition has a duration that would expire before the use of this talent, then the effect is negated. If the effect would have continue to have effect after the duration of this talent expires, then the subject suffers the remaining duration of that effect as normal after the talent ends. Prerequisites: At least two other Crimson Einhander talents, Angelus Atrum 9
  • Unbeatable Poise: As an immediate action, when targeted by an attack roll, the angelus atrum may spend 10 stamina points to make an attack roll in turn. If the angelus atrum’s attack roll exceeds that of the enemy, the enemy’s attack is negated, and the angelus atrum makes an attack on the enemy using the roll that negated the enemy’s attack.
  • Unshakeable Resolve: As an immediate action, the angelus atrum may spend 10 stamina points to make a Sense Motive check, using the result of the check in place of her saving throw.
Death Seraph Talent Tree
Eager to live up to their namesake, angelus atra who favor this fighting style make heavy use of intimidation, trading off defenses for offensive might, and dark energies. Overwhelming aggression is the name of the game, a game that these bloodthirsty warriors play very well.
  • Strength of Hell: By spending 5 points of stamina as a swift action, the angelus atrum can deal an additional 2d6 shadow damage on her next attack or swordskill, and gains a +2 profane bonus on her next attack roll or a +1 profane bonus to the DC of the swordskill, but also suffers a -2 penalty to her AC. At 8th level, the bonuses increase to 3d6 shadow damage, a +3 profane bonus to the attack or a +2 profane bonus to the swordskill DC, and a -3 AC penalty. At 16th level, the bonuses and penalty increase again to 4d6 shadow damage, +4 to the attack or +3 to the DC, and -4 to her AC.
  • Black Feathers: By spending 10 points of stamina as a swift action, the angelus atrum increases the range of her next melee attack or swordskill to a range of Close (25 ft. + 5 ft. every two levels), and converts all damage done into shadow damage. At 8th level, she deals an additional 2d6 shadow damage, and may expend an additional 10 stamina points to make the attack target the enemy’s touch AC; this does not make the attack count as a melee touch attack, the attack simply targets the enemy’s touch AC. At 16th level, she deals an additional 4d6 shadow damage, and may expend an additional 15 stamina points to instead affect all enemies in a line with a range of Close; if used with a swordskill, the area of effect for the swordskill is replaced with the line area of effect. Prerequisite: Angelus Atrum 5
  • Punish the Fearful: By spending 15 points of stamina as a swift action, the angelus atrum may replace her next attack roll with an Intimidate check; if the check is successful, then she may add ½ of her total Intimidate bonus to the damage dealt. At 8th level, the enemy is also shaken for a number of rounds equal to the angelus atrum’s Charisma modifier. At 16th level, she adds her full Intimidate bonus to the damage dealt. Prerequisites: Strength of Hell or Black Feathers, Angelus Atrum 7
  • Dark Angel’s Eyes: The angelus atrum gains a +2 bonus to Intimidate checks when making a demoralization attempt, and may make demoralization attempts as a swift action. She must be able to make eye contact with the creature she is attempting to demoralize for the bonus to come into effect. Prerequisite: Angelus Atrum 3
  • Malicious Angel: As a swift action, the angelus atrum may activate this talent as a sustained mode. All weapons she wields are treated as having the unholy enchantment, and she is constantly under the effect of protection from good, which cannot be dispelled (but can be suppressed for 1 round if targeted with dispel or similar effects, treating it as the spell with the angelus atrum’s class level instead of a caster level when determining the dispel check’s DC). This sustained mode uses up 20 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least one Death Seraph talent, Angelus Atrum 5
  • Death Seraph’s Wings: As a swift action, the angelus atrum can activate this talent as a sustained mode. While this mode is active, the angelus atrum gains a flight speed equal to twice their base land speed with poor maneuverability. While airborne, they gain a +2 profane bonus to their AC, which increases to +4 at 16th level, and deal an additional 1d6 shadow damage on their attacks and swordskills, which increases to 2d6 at 16th level. The profane bonus is replaced with a -2 penalty to AC if the angelus atrum does not either move at least 10 feet or make an attack or initiate a swordskill that round. This sustained mode uses up 30 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least two other Death Seraph talents, Angelus Atrum 9
  • Vampire’s Aura: As a swift action, the angelus atrum can activate this talent as a sustained mode. While this mode is active, all creatures within a 10 ft. radius take 2d6 shadow damage per round, and heal the angelus atrum for half the total amount. Any undead within the radius have the opposite effect, being healed by the shadow damage and dealing half the total damage to the angelus atrum. This sustained mode uses up 30 points of the angelus atrum’s current and maximum stamina pool. Prerequisites: At least two other Death Seraph talents, Angelus Atrum 15
  • Ebon Glare: As an immediate action, whenever being targeted by an attack, the angelus atrum may spend 5 points of stamina to make an Intimidate check. If the check meets or exceeds the attack roll, then the attack is negated, and the enemy who made the attack is shaken for a number of rounds equal to the angelus atrum’s Charisma modifier.
  • Avenging Angel: As an immediate action, whenever being targeted by an attack, the angelus atrum may spend 10 points of stamina to make an Intimidate check. If the check meets or exceeds the attack roll, then the attack is negated, and the angelus atrum can make a melee attack as a free action that deals an additional 2d6 points of shadow damage, so long as the enemy is within range. At 8th level, the damage increases to 3d6, and at 16th level, the Intimidate check also counts as a demoralization attempt, if the angelus atrum so wills it. Prerequisites: At least one other Death Seraph talent, Angelus Atrum 5
  • Tears of Blood: As an immediate action, whenever being targeted by a spell or spell-like ability, the angelus atrum may spend 15 points of stamina to make an Intimidate check. If the check beats a DC of 11 + the enemy’s caster level, then the spell or spell-like ability is negated, and the caster takes shadow damage equal to the angelus atrum’s total Intimidate bonus. Prerequisites: At least two other Death Seraph talents, Angelus Atrum 9
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