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Path of the Forsaken

There are those who follow the path of so-called righteousness, individuals who limit their potential and their influence upon the world, in the name of satisfying an uncaring and aloof higher power. In turn, there are those who stand as equals with the higher powers, who bargain for their strength in pursuit of a mutual goal. Followers of the Path of the Forsaken suffer none to impede their goals, and they pursue their goals, whatever they may be, with an equally grim determination. No task is too unholy and no goal too lofty for the Forsaken.


Key Skills

Upon selecting the Path of the Forsaken, you gain the following Key Skills:


Pact of the Forsaken

Requirements: 5 EXP, must follow an evil-aligned deity

You bargain with an evil-aligned deity for power, swearing to further their cause. You must be any non-good alignment to select this Talent and progress this Path. Your alignment is likely to drift towards matching your chosen deity's as a result of taking this Talent. Upon taking this talent, you begin to radiate an aura of Evil based upon the number of Hit Dice you possess.

Failure to cooperate with you chosen deity means that you lose all abilities which list the Pact of the Forsaken Talent as a requirement, at GM discretion. If you fail to follow such tenants, you must atone with your deity, and subsequently buy this Talent again.

Trail of the Inquisitorium

Detect Enemies (Su)

Requirements: Sense Motive 3, Pact of the Forsaken, 10 EXP

At will, you may detect alignments as if using the spell, Detect Alignment. You can, as a move action, concentrate on a single item or individual within 60 feet, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect alignments in any other object or individual within range.

Smite Unworthy (Ex)

Requirements: Knowledge Religion 5, Prowess 5, Detect Enemies, 25 EXP

You may spend 10 TP to call upon your deity to lay waste to your enemies. As a Swift Action, You choose one target within sight to Smite. You add your Secondary Attribute modifier (if any) to your attack rolls, and add your Prowess level to all damage rolls made against the target of your Smite.

If the target of Smite Unworthy is an outsider with the Good subtype, a good-aligned dragon, or a sufficiently devoted follower of a good-aligned deity, the bonus to damage on the first successful attack increases to 2 points of damage per Prowess level that you possess. Regardless of the target, Smite Unworthy attacks automatically bypass any DR the creature might possess.

In addition, while Smite Unworthy is in effect, you gain a deflection bonus equal to your Secondary Attribute modifier (if any) to your AC against attacks made by the target of the Smite. The Smite Unworthy effect remains until the target of the Smite is dead, or after 24 hours have passed.

Hellbound Arsenal (Su)

Requirements: Knowledge Religion 10, Prowess 8, Smite Unworthy, 30 EXP

You may form a divine bond with your god, bringing a portion of their power into any weapon you wield. By spending TP and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 enhancement bonus to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the speed enhancement, and the unholy enhancement.

The bonuses granted by this ability last for 1 minute for every Prowess which you possess.

Hellbound Rampage (Ex)

Requirements: Intimidate 5, Prowess 7, Smite Unworthy, 25 EXP

Every time you kill a creature, you may make a free Intimidate check against all creatures within 60 feet. Additionally, when you demoralize a creature more than once using Intimidate, you can create stronger fear conditions, rather than increasing the duration of the shaken condition. Finally, you gain a bonus to Intimidate against your Smite target equal to the bonus it grants you on attack rolls.

Trail of the Desecrarium

Unyielding Slaughter (Su)

Requirements: Heal 5, Pact of the Forsaken, 20 EXP

You may channel your power to heal your wounds. As a Swift Action, you may spend TP up to your ranks in Heal to restore 1d8 Hit Points for every TP expended.

Aura of Doom (Su)

Requirements: Intimidate 5, HD 4, Pact of the Forsaken, 15 EXP

At will, you may radiate an aura which strikes true dread into the hearts of your enemies. For every four Hit Dice which you possess, enemies of your choice within 30 ft. suffer a -2 unholy penalty on attack rolls, skill checks, and saving throws. This effect stacks with demoralization effects such as intimidation. This is a mind-affecting supernatural effect.

Unholy Pursuit (Ex)

Requirements: Knowledge Religion 5, Prowess 5, Aura of Doom, 20 EXP

You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.

Godly Health (Ex)

Requirements: HD 5, Knowledge Religion 8, Unholy Pursuit, 20 EXP

You become immune to all diseases, including supernatural and magical ones such as mummy rot.

Aura of Resolution (Ex)

Requirements: HD 8, Knowledge Religion 10, Godly Health, 25 EXP

You become permanently immune to Charm and Fear effects.

Aura of Havoc (Su)

Requirements: Knowledge Religion 12, HD 10, Aura of Resolution, 30 EXP

You gain DR/good equal to your Secondary Attribute modifier, along with immunity to compulsion effects. You must be conscious for this ability to take effect.

Unholy Champion (Su)

Requirements: HD 15, Prowess 10, Aura of Havoc, 30 EXP

You become a true conduit for the power of your god. Your DR from Aura of Havoc is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier). Additionally, your Smite Unworthy Talent now subjects outsiders to a banishment effect upon a successful hit - if the outsider possesses less HD than you, they are banished with no save (Otherwise, they must make a save equal to DC 10 + your HD + your Primary Attribute modifier). Lastly, any critical threats made against a creature you have Smited are automatically confirmed.