Fallen Archon
Archons are the living embodiment of all that is lawful good. They are created to serve the lawful good gods and come in a variety of shapes and sizes. Most stay within the heavens, but those that are sent to the material planes for a specific purpose are forged specifically for the task and are given a more humanoid appearance. Some of these Archons are corrupted by exposure to mortals without the guiding light of the upper planes.
When an archon commits a sin such as free thought while on the material planes, they are barred from returning to the heavens and their wings are stripped away. These have their wings stripped and are barred from returning to the heavens lest their influence spread among the other servants of the gods.
Fallen Archon Traits
- Additional Descriptor: Angel
- Size: 1
- Speed: 5
- Natural Defense: +1
- Health: +4
- Bonus Languages: You speak in Tongues. Whenever you speak, any creature that knows at least one language understands what you say. You understand all languages.
- Immune: asleep, frightened, poisoned, deprivation, exposure, infection, suffocation
Fallen Archon Novice Path
Level 1 Fallen Archon
Suggested Attributes: Strength 12, Agility 10, Intellect 10, Will 11
Natural Defense: 12 (includes increases from your ancestry traits)
Health: 18 (includes increases from your ancestry traits)
- Soldier of Heaven: You ignore the requirements for using weapons. When you attack with a Piercing or Slashing weapon, you roll to attack with 1 boon.
- Archon Recovery: : You can use an action (or a reaction when harmed) to heal half your damage total. You emit bright light from your body until the end of your next turn. Enemies in this light roll to attack with 1 bane, or 2 banes if they are demons, fiends, spirits, or undead. Once you use this talent, you lose access to it until after you rest.
Level 2 Fallen Archon
Health: +4
Bonus Damage: +1d6
Traditions: One
- Divine Utterance (Magical): You can use an action to speak a word of power that unravels your enemies’ courage. The sound carries 5 yards. Each enemy that can hear the sound makes a Will roll. On a success, the enemy becomes immune to this talent for 1 hour. On a failure, the enemy becomes frightened of you until it overcomes the effect with a success on a Will roll. Once you use this talent, you lose access to it (luck ends).
Level 5 Fallen Archon
Health: +4
Bonus Damage: +1d6
Spells: Two novice
- Immortal Purpose Choose one of the following abilities:
- Radiant Presence (Magical): You can use an action to emit bright light that lasts until you use another action to end it or until you fall unconscious. While you emit this light, enemies within 5 yards of you are cursed for as long as they remain there.
- Ruinous Presence (Magical): Whenever an enemy within 5 yards of you takes damage, that enemy takes an extra 1d6 damage.