The Fallen Traveler
Malvado Helix, a fallen traveler
The travelers are a force of order and knowledge in the multiverse, traveling between the worlds and planes to learn, give guidance, and protect those in need of defending from the forces of chaos that threaten to unravel the fabric of reality. They walk a narrow road, however, by dedicating themselves to the forces of law and order, and for some the road is too difficult and narrow to travel upon. Some falter and fall, and upon learning of their fate, they seek to redeem themselves and rejoin their brethren wiser for their trials. Some accept their fall with quiet dignity and learn a path of personal trials. Some, however, embrace their fall enthusiastically and join with the forces of chaos to become terrible and destructive. They are truly the Fallen. Where the minds of the travelers connect to the vast and unknowable laws of the universe, their minds of the Fallen connect to the Far Realm beyond it, or the vast and swirling sea of Limbo, or to the dark and churning Abyss.
But not all Fallen were once traditional travelers, some were psychics that were lured in by the promises of another Fallen and taught their ways, embracing chaos and never knowing what it truly is to be blessed by order. These Fallen hail from a myriad of backgrounds and seek only to trouble those who would stand against them.
Most Fallen are in fact fallen travelers who have embraced the chaos of the multiverse. Others are multiclassed ranger/nomads, fighter/wilders or psychic warriors who have come into contact with the Fallen and learned their ways.
Base Attack Bonus
Knowledge (psionics) 8 ranks, Knowledge (the Planes) 6 ranks
: Psicrystal Affinity, Psionic Weapon
: Ability to manifest 2nd level powers, including two powers of the psychoportation discipline.
|Level||BAB||Fort ||Ref ||Will ||Special||Manifesting|
|Psicrystal weapon, red trinket, chaotician, chaotika||+1 level of manifesting class|
|Psicrystal weapon +1, dimensional step||+1 level of manifesting class|
|Chaotika||+1 level of manifesting class|
|Crystalline enhancement +1||+1 level of manifesting class|
|Chaotika||+1 level of manifesting class|
|Psicrystal weapon +2||+1 level of manifesting class|
|Chaotika||+1 level of manifesting class|
|Crystalline enhancement +2||+1 level of manifesting class|
|Chaotika||+1 level of manifesting class|
|Psicrystal weapon +3||+1 level of manifesting class|
|Chaotika||+1 level of manifesting class|
|Crystalline enhancement +3||+1 level of manifesting class|
|Chaotic epiphany, chaotika||+1 level of manifesting class|
The fallen traveler’s class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
Skill Points per Level
: 4 + Int modifier
Weapon and Armor Proficiency
: The Fallen are proficient with all simple and martial weapons, and with light armor, but not with shields. They are also proficient with their crystal weapon.
: At each level the Fallen gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of fallen traveler to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a fallen traveler, he must decide to which class he adds the new level of fallen traveler for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class, he does not gain manifesting levels.
Psicrystal Weapon (Su)
: Through his will and psionic power, the fallen traveler has established a dominant link with his psicrystal to the point where he can morph its form into a crystal melee weapon in which he is proficient with as a move action. While in the form of a weapon, the Fallen still retains the benefits of the psicrystal (when in weapon form, however, the psicrystal cannot propel itself in any fashion on it's own, it has to revert to it's natural state to move). If disarmed or sundered, the psicrystal weapon reverts to the form of a psicrystal (shards of the broken weapon evaporate off as ectoplasm if the weapon is sundered). If the weapon is sundered, the traveler loses the benefits of his psicrystal and psicrystal weapon for 24 hours due to the psychic shock to the psicrystal itself. If the psicrystal itself is destroyed, then this class feature is unavailable until such a time as the traveler gains a new psicrystal.
Additionally, at 2nd level, this weapon improves to becoming a +1 psionic weapon, and gains additional potency at 6th and 10th level. If the Fallen has this class feature from a previous class, this class feature stacks with the previous one to determine overall enhancement bonus.
: At first level, the Fallen's psychic talent manifests a piece of crystallized ectoplasm, forming a piece of simple and crude jewelry. Within this piece of jewelry resides his mind's connection to the universal chaos of the multiverse and the planes, and its myriad of flaws expresses this. Red trinkets usually take the form of primative bracelets, necklaces, rings, or earrings of a deep bloody red and are riddled with flaws within it, but other jewelry items (especially ones with cultural importance) are possible. This piece of jewelry has no seams and fits perfectly to the body, so easy removal of this trinket is impossible without cutting it off of the traveler. Should this occur, he may form another trinket upon a day of meditation. This trinket causes the traveler to emanate an aura of chaos as a cleric of his level. The Fallen and other travelers may recognize each other by this trinket, and unlike true travelers, the Fallen may not utilize their psychoportive abilities to join one another as with a traditional and true trinket. This item is a psionic item with a moderate universal aura.
: As a fallen traveler traverses the planes of the multiverse, his experiences teach him many new tricks and arm him with new tools to aid him on his endeavors. At 1st level, and every odd level afterward, the Fallen gains a new ability, called chaotika, from the lists below. Each chaotika grants a new ability, a passive ability, or exceptional skill based upon his travels and experiences. Each chaotika falls upon something called a chaotic urge, each urge dedicated to the focus each individual Fallen has chosen. Additionally, once an ex-traveler has officially embraced the chaos to become the true Fallen, he may never again return to the fold as a true traveler, barring him from that class for the remainder of his career.
: Each of the following urges of chaotika contain within them six individual chaotika. The character must select the first chaotika upon the urge to gain the following one, and so forth. He may select chaotika from any urge, but he must start at the first tier and work your way up. Fallen may specialize in a single urge, or become well rounded by selecting chaotika from the various urges.
Urge of the Aggressive Denial
– Those that deal with the Urge of the Aggressive Denial find that through the denial of reality and stultifying order, they are capable of using the energy released in the resulting collapse of stable reality to wield terrible destruction against his foes. Fallen who practice this urge develop black, swirling marks along one of their arms that resemble ink dipped into water. Colored crystals will develop from within the flesh of the Fallen and push through to the surface painfully along this limb, one stone per chaotika from this urge that they’ve mastered.
Urge of the Warp Wolf
1) Charismatic Focus: Through practiced anger and denial, the Fallen invigorates his form through his denial as a psychic medium. This allows him to use his Charisma modifier in place of his Constitution modifier when making Fortitude saves or Concentration checks. Additionally, he may use his Charisma modifier when attempting to make Will saves as well, as the force of the Fallen's fury bolsters his mental defenses.
2) Void Skin (Su): The Fallen learns a technique similar to his former brethren as a protective aid. By folding ectoplasm around his form, he may defend himself from harm with his psionic power. As a swift action, the Fallen may expend his psionic focus to create a seamless suit of hideous, pseudonatural ectoplasmic armor with an armor class bonus equal to his Charisma modifier; this bonus applies to touch attacks and when the traveler is caught flat-footed (but he loses these bonuses if he is ever immobilized or helpless, or is wearing medium or heavy armor). This ectopic armor may have any appearance that the traveler wishes (fusing temporarily with any light armor currently being worn), as it is an expression of his nature, and may be called for at will. Most Fallen elect organic looking armor, or armor that resembles chaotic outsiders. Ectopic skin may be used with the Fallen is unarmored or wearing light armor. Void skin may be used while the Fallen is unarmored or wearing light armor. This armor may be maintained indefinitely as long as the Fallen is conscious and is treated as light armor.
3) Environ Denial: The denial of injury and the denial of body has lead to greater denial to the harms that come to the Fallen through his travels. He functions under a constant adapt body power as long as he maintains his psionic focus.
4) Anarchic Surge (Su): By beginning to break down the orderly patterns that comprise a mind, energy is released through the body. This energy may be harnessed by the Fallen, who can then use it to improve his psychoportive abilities with this wild energy. The Fallen’s faculty with his dimensional step class feature improves, allowing him to utilize it at will. His dimensional step class feature no longer emulates dimension hop, it it instead improves to dimension door in regards to its range while continuing to be a swift action. Unlike dimension door, the Fallen may act normally once his dimensional step has been made.
5) Chaotic Flux (Su): By harnessing the breakdown of order within himself as chaos overtakes his mind and form, this process creates a great deal of energy. This release of energies may be harnessed by the Fallen and used as a weapon. The Fallen gains the Expanded Knowledge feat in a single Energy power of their choice (examples: energy ray, energy lance, energy line, etc) and he may manifest that power as a blast of chaos lightning energy which inflicts half electricity damage, half untyped damage due to the chaos energies that permeate it. Additionally, any energy power that the Fallen possesses from other means and manifests may elect to use that power as this chaos lightning.
6) Mind and Body Divide (Su): The inner emotional conflict of the Fallen and his primal connection to chaos of the universe manifests more strongly with this chaotika. The Fallen may now use his Charisma modifier in place of his Constitution modifier when determining hit points or in any Constitution based check. This blurring between his physical and psychic reserves of strength causes psychic seep from his own physical lifeforce, allowing him to spend hit points as if they were power points by expending his psionic focus when manifesting.
7) Mental Void (Su): A master of denial and aggression learns that the final step in mastering these urges is to allow the hunger of these emotions to become an all-consuming black hole within his mind. He gains the benefits of the Psionic Hole feat (and does not need to meet the prerequisites of this feat, nor the special requirements) but uses his Charisma modifier instead of his Wisdom. Additionally, he gains 2 power points for every power that is used against him that is affected by the Psionic Hole effect as his mental void consumes his foes and empowers his own psychic reserves. Lastly, he gains a +4 insight bonus to Will saves due to the entropy of his mind granting him insight into the denial of the abilities of his foes.
– Practitioners of the Warp Wolf’s Urge use their passions and whims as a catalyst to unmake their form and remake it into an image more pleasing. Through changing the order of their form and remaking it through emotional drives, the Fallen may become a terror imagined only the most unholy of nightmares. This urge manifests in skin and hair of the Fallen changing, for some their skin may turn white and their hair changes into thin ropes of skin. Others may experience tiger-like striping and an additional finger on each hand. This varies from Fallen to Fallen.
Urge of the Prismatic Knife
1) Feral Cunning (Ex): The Fallen who feels the urges of the Warp Wolf begins to delve into his deepening feral nature. This strengthening connection heightens his senses, sharpening them to allow him cunning of hunting predators. He gains the scent quality, a +2 bonus to Listen, Spot, and Survival checks, and the Track feat.
2) Predatory Nature (Ex): As his connection to growing bestial nature strengthens, his form begins to change slightly to aid him in running and eyes and ears change slightly as well, to reflect his strengthening senses. The Fallen gains low-light vision and darkvision 90ft, and gains blindsense 60ft as his senses increase to supernatural levels. Finally, he gains a +10ft bonus to his base speed as his limbs become better suited to the act of the hunter.
3) Dark Hunter (Ps): The form of the Fallen begins to show more extensive mutative abilities as the chaos that permeates his psychic talents begins to truly alter his body’s base shape. By tapping into his chaotic power source, he learns to arm himself with the weapons of feral world. He gains the powers bite of the wolf and claws of the beast as psi-like abilties useable at will with a manifester level equal to his class level +7.
4) Strength of Fear (Su): Those strong in the ways of the Warp Wolf know how to stoke the furnace of their primal anger and instincts, letting these emotions fuel their forms through thick and thin. The Fallen gains the Mettle class feature, upon a successful Fortitude or Will save against an attack that would normally have a reduced or lessened effect (such as any save that would result in a partial or half strength on a successful save) he instead completely negates the effect. An unconscious or sleeping Fallen does not get this bonus. Additionally, once per encounter, the Fallen may enter a rage as a barbarian equal to his Fallen level by expending his psionic focus. While enraged, he may not regain his psionic focus and he may maintain this rage for 3 + his Charisma modifier in rounds. While raging, he may not quiet the displays of the manifestation of psionic powers. When his rage subsides, he is left fatigued.
5) Chaosmorph (Su): The Fallen who has immersed himself in this urge to this extent becomes a chaosmorph, a shapechanging horror of the chaotic planes beyond where his mind is beginning to draw power from. This power permeates his ever-changing form, gaining the metamorphosis power as a bonus power known. Additionally, any form he takes using this power automatically gains the pseudonatural creature template (see Complete Arcane) applied to it, with its duration doubled as if it had been affected by the Extend Power metapsionic feat.
6) Morphic Healing (Ex): The ever-evolving flesh of the Fallen continues to change, causing unwanted changes to disappear at an alarmingly quick rate. He gains fast healing equal to his class level.
7) Doomshaper (Su): When a Fallen becomes one with this Urge, he undergoes a transformation that finishes the path of personal evolution he embarked on. He becomes a doomshaper, and his is a legacy of destruction and terror. He gains the greater metamorphosis power added to his powers known (if manifesting as a psychic warrior, ex-traveler, or lurk, this power is added as a 6th level power, if manifesting as a psion, wilder, or ardent it stays as a 9th level power), and any manifestation of that power that he uses he also gains the half-farspawn template (see Lords of Madness) added to it and is automatically extended as if by the Extend Power metapsionic feat. Spell-like abilities gained from the half-farspawn template get only the listed uses per day; multiple manifestations per day of greater metamorphosis do not gain new uses of those abilities. Lastly, the Fallen gains the shapechanger subtype.
– Scions of the Prismatic Knife use their innate connection to their psicrystal weapon to bring the pain of their broken understanding to their foes. By infusing their mind and thus their psicrystal with chaotic thought, their weapon becomes a scintillating chaos weapon. Followers of this urge tend to decorate their weapons or speak to them as partners in battle, as their blade begins to shift and glow with mutable ectoplasmic crystal and glowing rainbows of light.
Dimensional Step (Ps)
1) Chaotic Weapon (Su): The Fallen who has begun give into this urge finds his psicrystal weapon aglow and shifting with his chaotic psychic energy. The weapon gains the anarchic weapon quality and strikes as a chaotically aligned weapon.
2) Duke of Colors (Ex): The Fallen is a dervish of instinctual combat with his psicrystal weapon, and is treated as if he possessed the feats Improved Critical, Weapon Focus and Weapon Specialization in his psicrystal weapon, regardless of its form. He also gains the Whirlwind Attack feat while using his psicrystal weapon, even if he does not meet the prerequisites. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
3) Smite Law (Su): The Fallen gains the supernatural ability to smite law three times per encounter, adding his Charisma modifier to hit and his manifester level to damage when using his psicrystal weapon.
4) Morphic Weapon (Ex): The form of the Fallen’s weapon becomes ever more fluid, and with its chaotic power rooted in the strength of its wielder’s psychic power, it gains the ability to stretch and shift. The form of the psicrystal weapon may now be changed once per round as a swift action, allowing him to either separate the weapon into two weapons of the same type or increase the reach of the single weapon. When stretched out, the weapon gains an additional 5ft of reach as if it were a reach weapon and threatens all squares within its reach. Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
5) Ravaging Prism (Su): The fury of the Fallen is embodied in his weapon, the totality of his psychic might into the weapon. He adds his Charisma to hit and damage to the weapon, and an additional 1d6 points of damage due to the wrath of the forces of Chaos. Additionally, if a critical hit is scored, the victim must make a Fortitude save (DC 15 + Charisma modifier) to resist being dazed from the attack.
6) Chaos Smite (Su): By channeling his destructive nature through his growing mastery of this urge, the Fallen’s smite improves dramatically. When making a smite attempt, he may also expend his psionic focus to manifest the spell chaos hammer as part of the smite attempt, targeted on the victim of his smite with a caster level equal to the Fallen’s manifester level (save DC is 14+Charisma modifier). Additionally, the weapon’s crystalline enhancement class feature improves by an additional +1.
7) Nightmare Lord (Su): His urge fulfilled, the master of the Prismatic Knife fills his weapon full of his chaotic psychic power in the form of terrible rainbow light. He may change the nature of crystalline enhancement class feature once per round as a move action, and his weapon always counts as the necessary material type (such as silver or adamantine) when attempting to overcome damage reduction. Lastly, the most terrifying power of the Prismatic Knife allows the Fallen to use this prismatic light as a weapon against his foes. Upon scoring a successful critical hit, the Fallen may elect to expend his psionic focus to flood the victim with this light as if he had been hit by a prismatic spray. Roll on the table for prismatic spray to determine the effect of which color the victim is struck by, but the victim is denied a saving throw due to the effect being centered in his body.
: Due to the psychoportive nature of the powers a fallen traveler possesses, he is capable of manifesting short-range teleportation with incredible ease. The Fallen may manifest dimensional hop
as a psi-like ability once per day for every three class levels he possesses with a manifester level equal to his class level. Additionally, he may add dimensional hop as a power known. If possesses this class feature from a previous class, this class feature stacks with the previous one to determine uses per day.
Crystalline Enhancement (Su)
: The fallen traveler's bond with his psicrystal weapon deepens, allowing him to add special abilities to the weapon. At 4th level, he may add a weapon special quality to his psicrystal weapon equivalent to a +1 bonus. At 10th level he may add an additional +1 special ability, or he may lose his previous quality to add a special ability equivalent to a +2 bonus. This bonus improves again at 8th and 12th level. Once chosen, the special ability may be changed if the Fallen spends one hour in meditation. If the fallen traveler has this class feature from a previous class, this class feature stacks with the previously gained one to determine the overall crystalline enhancement bonus to the Fallen’s psicrystal weapon.
Chaotic Epiphany (Su)
: The Fallen has realized his own personal path of empowerment and dedication to the forces of chaos. His form shifts and changes, his spirit expands and infuses him to his very bones, causing him to undergo an amazing transformation, affording him several advantages. He gains the Outsider type with the Extraplanar, Chaotic, and Psionic subtypes, his form changes to meet his personal ideal of what his true nature, gaining a +2 bonus to natural armor, and he also gains the ability to use bend reality
as a psi-like ability 1/week with a manifester level equal to his character level as his mind forces the reality around him to alter to his whim. His native plane for the purposes of spells such as banishment is one of the following: the Abyss, Limbo, or the Far Realm (player's choice).
Fallen who have levels in the traveler base class (that is to say, now fallen travelers) gain extra abilities the more traveler levels they have. A fallen traveler who becomes one of the Fallen gains all of the following abilities that apply, according to the number of traveler levels the character has.
Wild surge +1 (as wilder), psychic enervation (as wilder)
Surging euphoria +1 (as wilder)
Wild surge +2, smite law 1/encounter (Add Charisma modifier to attack and combined traveler and fallen traveler levels for damage against lawful creatures)
Surging euphoria +2
Wild surge +3, smite law 2/encounter
8 or more
: Chaotic rebirth (a fallen traveler of this level gains a level in the fallen traveler class for each traveler level he trades in. The character level of the character does not change. With the loss of traveler levels, the character no longer gains as many extra abilities for being a fallen traveler.