Destroyers of the light. Champions of the battlefield, and the cause of shadows. They seek above all else to dominate.
Cadmar had thought his long journey was finally complete. He had travelled across Altius to find Achilles and had convinced the fallen paladin that he owed Cadmar a debt. He had travelled even further by ship to the frozen shores of Iota and there had had plotted with people of ill repute to slay his (admittedly) dishonorable family member.
And now the duke was dead.
But the Jester had betrayed them all. Furthermore, it seemed the Jester was intent on invading the mainland of Aeturnum, himself. The duke must only have been another pawn.
It was shameful to the paladin. Cadmar had thought his uncle, the duke's, actions were insane, building an army to attack Murgana. But to know that he was doing so in service to the Jester. Well, it made Cadmar think more about why Achilles had chosen to become a fallen paladin, after all.
Note that these stats are not specifically used in Eternity TTRPG. Instead, these representative stats are meant to provide an overall idea of how the class plays. Definitions are provided below which do directly align with the Eternity TTRPG system.
Attack: the overall ability of the class to deal damage and set the tempo in a battle.
Defense: the innate ability of the class to reduce damage and negative effects taken, both from physical and magical attacks.
Intuition: represents skills such as perception, stealth, or sixth-sense abilities to help them avoid otherwise unforeseeable harm.
Magic: the innate ability of the class to manipulate the very fabric of Altius and The Dream, turning those powers to their will.
Special: not all unique "powers" are magical in nature, and some classes have magic-like, "special" abilities.
Quickness: the overall speed, mobility, and initiative of the class.
Utility: the ability of the class to bolster allies, debilitate enemies, or provide useful effects in various out-of-combat situations.
Versatility:
the class' ability to adapt to any situation or environment, both in and out of combat.
Trait | Bonus |
---|---|
Sword of Shadows | +1Strike Bonus or +1Faith |
Shield of Corruption | +2Dodge and +1Resilience |
Blood Healing | +2Will and +1Resilience |
The following fallen paladin spell and ability descriptions provide summaries of their actual in-game effects.
If this Spell hits, you gain increased hit chance against the target. Additionally, it becomes easier to hit the target with ongoing “Desecration” damage, and when the target takes damage, you it becomes easier for you to cause healing from that damage, with “Life Eater.”
After you cast this Spell on yourself, every time you attack an enemy, you have a chance to deal additional damage. You can choose to continually maintain this Spell.
If this Spell hits, the target is Dazed for 2turns.
Up to 3 enemies if this Spell hits, on every one of each affected enemies’ turns, they have a chance to take damage. You can choose to continually maintain this Spell as an aura, making it an Instant Action at the start of every Battle.
This Ability can only be used when you drop to 0HP. Instant Action, heal some HP. This effect also Fatigues you, giving lowered Resilience, Dodge, and Will.
After you cast this Spell on yourself, whenever a nearby enemy takes damage, you have a chance to heal one ally. You can choose to continually maintain this Spell.
Up to 3 enemies, all affected targets have lowered hit chance against every target but you. Even if this Spell misses, all enemies you targeted also have minor increased hit chance against you.
If this attack hits, it deals shadow damage (deals additional damage to Light Aura Units). Also, if the target isn’t healed by the end of their next turn, they take additional damage.
Every turn, you have a chance to gain immunity to all damage and negative effects the next time you are attacked. Gaining immunity from this effect also Fatigues you, giving lowered Resilience, Dodge, and Will.
You also automatically detect Light Aura units within 100 yards and you are immune to shadow damage. Once this Ability is chosen it becomes a passive effect, always active, and cannot be dispelled.
After this Spell has been cast, the target gains additional Will. When you cast this Spell on yourself, the Will gained is increased. You can choose to continually maintain this Spell.
When it comes to combat, the fallen paladin is a true force of both raw offensive and defensive power. It's an absolute blast when you get the experience of starting your first turn with a successful roll from "Shadow Aura," granting you immunity to the next attack against you, so you can charge into your enemies with reckless, dark abandon.
For maximum damage, you can combine uses of "Oathbreaker" with "Bloodspiller," which forces your enemies into using healing effects, or they'll take even more damage. "Desecration" is another way to chip away at multiple enemies at a time.
If you want to focus on protecting allies as a fallen paladin, "Dark Hold" lets you Daze enemies, while "Nihilism" works as a form of Taunt, so your allies are protected against enemy attacks.
Finally, "Blight" increases the effectiveness of all your attacks and abilities against one target, which improves your chance to heal from "Life Eater," as well, allowing you to sustain difficult fights for longer periods, as you and your allies receive ongoing healing. If things get desperate, you also have "Dread March" available as a last resort, to make sure you finish battles on top.
The Jester had to be killed. The invasion of Murgana could not come to pass - especially with the Maliance family named tied to it. So, they left to hunt the Jester, who had already traveled to the mainland.
The journey to Eboncrest, re-crossing the icy sea, was noisier than it should have been. Klanhorn and Soliel had left. Hong had gone full werewolf and ran off somewhere in the frozen wastes. The rest of the group they had briefly met in Belladonna had all gone their own ways. So of the original “heroes” traveling to Iota, only Achilles and Cadmar remained.
But just before leaving the port town of Belladonna, Achilles and Cadmar had inadvertently freed a group of slaves from the mainland.
Crimson the trinati pyromancer, Armageddon the trinati oracle, and Andiel the loveable dark elf had all sworn their loyalty after Achilles had killed the human guarding them over a minor racial dispute. Achilles, it turned out, did not agree with the practice of slavery where fellow dark elfs were concerned.
Cadmar and Achilles stepped foot on Eboncrest soil intent on finishing their mission. The paladin wanted the Jester dead to protect Murgana and to bring honor to his family name. The fallen paladin wanted the Jester dead because he had taken Achilles’ home, the duke’s old manse, as his new base of operations. Andiel revealed himself to be an assassin by trade, and loved death in general, so he was in.
Eternity TTRPG has nine unique playable races, each with their own lore, racial powers, and variety of options for play. Choose from races you know such as humans or treants, or dive into the entirely unique world of Eternity TTRPG with crour, espers, ateri, empyrean, jadori, stoneborn, and yzarc.
Choose from nine unique and playable races. A few races are "base races" (human, jadori, treant) while the rest are variations on those base races (ateri, crour, empyrean, esper, stoneborn, yzarc).
Whether you're new to Eternity TTRPG or just want a quick character builder that adds race, class, and equipment stats for you, check out the Eternity TTRPG character builder!
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We may receive commissions when you click our links and make purchases. However, this does not impact our reviews and comparisons. We try our best to simply provide great content and ideas, for you.
As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.