9. RESULTADOS Y DISCUSIONES
9.3. Repercusiones en el desarrollo económico
“Fallen” is an acquired template that can be applied to any good outsider (referred to hereafter as the “base creature”). A fallen differs from the base creature as follows.
Type: A fallen is banished from its home plane. If it is evil, it is banished from all good planes. The fallen may choose a new home plane fitting its new alignment and gain that plane’s subtypes. Most fallen choose the Mate- rial Plane as a new home, and those who do and have the extraplanar subtype lose that subtype and replace it with the native subtype.
Example: A hound archon that fell into evil and chose
the Material Plane as his new home plane would lose the extraplanar, good, and lawful subtypes and gain the native subtype.
Attack: A fallen that loses subtypes also loses the ability to overcome damage reduction related to those subtypes. If the fallen gains new subtypes, it gains abilities to overcome damage reduction associated with those subtypes.
Example: The hound archon mentioned earlier would
no longer treat his weapons as good- or lawful-aligned. If the lawful evil archon made its home on a lawful evil plane, it would gain the appropriate subtypes and the associated ability to treat its weapons as lawful- and evil-aligned for overcoming damage reduction.
Special Attacks: Fallen gain the following.
Ability Changes: If the fallen has turned to evil, any
ability it had that affected evil is reversed (protection from evil becomes protection from good). Good and neutral
fallen turn these abilities against law or chaos (usually the opposite of the creature’s law or chaos alignment) instead, their connection with goodness broken. Any ability that cannot be changed is lost.
Aura of Emotion (Su): Evil and neutral fallen continu-
ally generate an aura of emotion, which they can suppress at will. All auras affect a 20-foot spread centered on the fallen. The aura’s save DCs equal 10 + one-half of the fallen’s HD
+ its Charisma modifier. The effects of the aura last while the victim is inside the aura and for a number of rounds after equal to the fallen’s Hit Dice.
Once per day, plus once per 5 racial Hit Dice, a fallen can generate a special effect by touching a specific oppo- nent, which forces the opponent to make a similar saving throw. Any of these effects allow a save each round (at +1 for each previous round) to overcome them, but otherwise end in a number of rounds equal to the fallen’s racial Hit Dice.
Anyone who saves against or recovers from a fallen’s aura cannot be affected by that fallen’s aura for 24 hours. All of the aura’s effects are mind-affecting.
Choose one of the aura types that follow.
Despair: The fallen despairs its loss of heaven, and this
misery is palpable to all of those around the creature. Any- one within the aura must make a Will save or suffer sadness so overwhelming that he takes a –2 morale penalty on all attack rolls, saves, and checks while within the aura. The fallen’s touch delivers heart-wrenching despair causing the victim to weep, cowering for 1 round and then becoming shaken.
Fear: The fallen experiences fear and loathing (good
and neutral) or projects malice (evil) so strong that it un- nerves any who encounter the creature. Anyone within the aura must make a Will save or become shaken. If the fallen touches an opponent and the save is failed, the victim be- comes frightened.
Lust: The fallen experiences a metaphysical yearning
that seeps into the minds of other beings. Anyone within the aura must make a Will save or experience a desire suit- able to the character or being (perhaps even a desire for the fallen, if appropriate), taking a –1 penalty on all attack rolls, saves, and checks due to the distraction. The fallen’s touch works as a lesser charm spell (new spell, page 184).
Rage: The fallen’s anger at its loss is infectious. Anyone
within the aura must make a Will save or seethe with anger. All creatures within the aura are treated as unfriendly, re- fusing to cooperate or help one another. With a touch, the rage overcomes all reason and forces the victim to fight as if raging like a barbarian against the nearest creature that is not the fallen or its allies.
Special Qualities: Fallen gain the following.
Forbiddance (Ex): A fallen outsider, whether through
personal belief or actual divine decree, can never again enter its home plane. If the creature is actually evil, it is barred from all good planes.
Abilities: Fallen are often unique creatures with the elite ability score array.
Environment: Usually the Material Plane or a plane other than the fallen’s home plane.
Organization: Often solitary, though some fallen form groups with likeminded creatures.
Challenge Rating +1. Loss of significant abilities can lower the fallen’s Challenge Rating.
Alignment: Never good, often neutral, sometimes evil. Level Adjustment: +1.
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Sample Fallen
This example uses a hound archon hero as the base creature.
Bysumaen
Male Fallen Hound Archon, 1st-level Paladin/10th-level Blackguard Medium Outsider (Archon, Native) Hit Dice: 6d8+18 plus 11d10+33 (143 hp) Initiative: +0 Speed: 30 ft. in full plate armor (6 squares); base speed 40 ft.Armor Class: 34 (+9 natural, +11 +3 spiked full plate
armor, +4 +2 animated heavy steel shield,), touch 10,
flat-footed 34
Base Attack/Grapple: +17/+22
Attack: +3 cold iron greatsword +26 melee (2d6+10/19– 20) or bite +22 melee (1d8+5)
Full Attack: +3 cold iron greatsword +26/+21/+16/+11 melee (2d6+10/19–20) and bite +17 melee (1d8+2); or bite +22 melee (1d8+5) Space/Reach: 5 ft./5 ft. Special Attacks: Aura of despair, aura of evil, aura of menace, aura of rage, command undead (6/day (+3, 2d6+11, 8th), smite good, sneak attack +3d6, spells, spell- like abilities Special Qualities: Change shape, damage reduction 10/good, darkvision 60 ft., empathic link, forbiddance, immunity to electricity and petrification, magic circle against good, poison use, scent, share spells, spell resis- tance 27, teleport, tongues Saves: Fort +20 (+24 against poison), Ref +11, Will +13 Abilities: Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16 Skills: Concentration +20, Diplomacy +9, Hide +1*, Jump –1 (+9 with ring), Knowledge (religion) +1, Listen +10, Ride +14, Sense Motive +14, Spot +10, Survival +2*, Tumble +2 Feats: Cleave, Power Attack, Improved Sunder, Leader- ship, Track, Weapon Focus (greatsword) Challenge Rating: 16 Alignment: Lawful evil
Effective Character Level: 22nd
Bysumaen looks like a black-skinned humanoid with a canine head. Hairless and wickedly scarred, the fallen hound archon wears an eternal snarl. He is a corruption of everything a hound archon stands for.
Possessions: +3 spiked full plate armor, +2 animated heavy steel shield, +3 cold iron greatsword, cloak of arachnida, ring of improved jumping, potions of cure serious wounds (2), potion of haste, clothing.
Combat
Usual for his heritage, Bysumaen is straightforward in combat, using his magic to augment his melee abilities. He prefers to corrupt his greatsword and wade into the strongest enemy, sending his fiendish servant mastiff Hadrio after spellcasters. Bysumaen shows his enemies no mercy, unless they can serve him somehow if kept alive.
Smite Good (Su): Four times per day, Bysumaen can
make a normal melee attack with a +3 bonus that deals an extra 10 points of damage against a good foe.
Spell-Like Abilities: At will—aid, continual flame, de- tect good, message. Caster level 6th.
Typical Blackguard Spells Prepared (3/3/2/1; save DC
12 + spell level): 1st—corrupt weapon (x3); 2nd—bull’s strength, cure moderate wounds, eagle’s splendor; 3rd—cure serious wounds (x2); 4th—cure critical wounds.
Aura of Despair (Ex): All enemies within 10 feet of
Bysumaen take a –2 penalty on all saves.
Aura of Evil (Ex): Bysumaen’s registers to detect evil as
a 17-HD creature. (Normally, this would be equal to his blackguard level, but he’s an evil outsider.)
Aura of Menace (Su): A vile aura surrounds Bysumaen.
Any creature hostile to Bysumaen and within a 20-foot radius of him must succeed on a DC 18 Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Bysumaen. A creature that has resisted or broken the effect cannot be affected again by the aura for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Aura of Rage (Su): Bysumaen continually generates
an aura of rage, which he can suppress at will. (His aura is usually suppressed, unless he is alone on the battlefield.) This aura affects all in a 20-foot spread centered on the fallen hound archon. While within the aura, creatures are treated as unfriendly toward one another at best, refusing to cooperate or help each other. A DC 16 Will save negates the effect, which otherwise lasts 6 rounds.
Twice per day, Bysumaen can touch a foe and subject that opponent to a worse form of his aura. Rage overcomes all reason and forces the victim to fight as if raging like a barbarian against the nearest creature that is not Bysumaen or his allies. A DC 16 Will save negates the effect, and the recipient may make a saving throw each round (+1 on the roll per precious round affected) to throw off the effect. The maximum duration is 6 rounds.
Anyone who saves against or recovers from Bysumaen’s aura cannot be affected by his aura again for 24 hours. The save DCs are Charisma-based. The aura and the touch are mind-affecting effects.
Change Shape (Su): Bysumaen can assume any canine
form of Small to Large size. While in canine form, By-
Make your Fallen Unique
Feel free to add unique abilities to your fallen. One of the best ways to do this is to grant a few abilities from the half-fiend template in the MM according to the fallen’s Hit Dice. You might also give the creature a character class or unique prestige class for which it qualifies. Gain of significant fiend abilities should increase the creature’s Challenge Rating by 1 or 2.
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sumaen loses his bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the pur- poses of this ability, canines include any doglike or wolf- like animal of the animal type.Empathic Link (Su): Bysumaen has an empathic link
with Hadrio out to a distance of up to 1 mile. He cannot see through Hadrio’s eyes, but they can communicate em- pathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of the empathic link between Hadrio and Bysumaen, the fallen hound archon has the same connection to a place or an item that Hadrio does.
Forbiddance (Ex): Bysumaen is barred from all good
planes.
Magic Circle against Good (Su): A magic circle against good effect always surrounds Bysumaen. Caster level 6th.
(The defensive benefits from the circle are not included in his statistics block.)
Poison Use: Bysumaen never risks poisoning himself
when applying poison.
Share Spells (Ex): Bysumaen may have any spell he casts
on himself also affect Hadrio if the latter is within 5 feet at the time. The fallen hound archon may also cast a spell with a target of “You” on Hadrio.
Teleport (Su): Bysumaen can use greater teleport at will,
as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects.
Tongues (Su): Bysumaen can speak with any creature
that has a language, as though using a tongues spell (caster
level 14th). This ability is always active.
Skills: *While in canine form, Bysumaen gains a +4
circumstance bonus on Hide and Survival checks. Hadrio, Bysumaen’s fiendish servant mastiff (riding dog): CR —; Medium magical beast (extraplanar); HD 8d8+16; hp 52; Init +2; Spd 40 ft.; AC 21 (+2 Dex, +9 natu- ral), touch 12, flat-footed 19; Base Atk +6; Grp +10; Atk/ Full Atk Bite +10 melee (1d6+6); Space/Reach 5 ft./5 ft.; SA smite good, trip; SQ blood bond, damage reduction 5/magic, darkvision 60 ft., empathic link, improved eva- sion, low–light vision, resistance to cold 10, resistance to fire 10, scent, share saves, speak with blackguard, spell resistance 13; AL LE; SV Fort +16, Ref +10, Will +9; Str 18, Dex 15, Con 15, Int 8, Wis 12, Cha 6.
Skills and Feats: Jump +10, Listen +6, Spot +6, Survival +5*, Swim +3; Alertness, Improved Overrun, Power At-
tack, TrackB.
Magic Bite (Su): Hadrio’s bite is considered a magic weapon for overcoming damage reduction.
Smite Good (Su): Once per day, Hadrio can make a
normal melee attack that deals an extra 8 points of dam- age against a good foe. Trip (Ex): If Hadrio hits with a bite attack, he can at- tempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Hadrio.
Blood Bond (Ex): Hadrio gains a +2 bonus on all attack rolls, checks, and saves if it witnesses Bysumaen being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
Improved Evasion (Ex): If Hadrio is exposed to any ef- fect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a suc- cessful saving throw and half damage if the saving throw fails. Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Speak with Blackguard (Ex): Hadrio and Bysumaen can communicate verbally as if they were using a common language. Other creatures do not understand the com- munication without magical help. Skills: Hadrio has a +4 racial bonus on Jump checks. *He has a +4 racial bonus on Survival checks when track- ing by scent. Description: Hadrio is a black mastiff with smooth, short fur and black eyes. He glistens like onyx.