Requirements
- Race: Aeon only.
- BAB: +20.
- Special: You must have intentionally caused the death of the Summoner who has summoned you.
Fastest Route: Aeon 20
Class Information
Hit Die: d8.
Class Skills: The Dark Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Use Rope (Dex).
Skill Points at Each Level: 4 + Intelligence modifier.
MP per Level: 2d6+8.
Table 1-20: The Dark Fayth (Epic Monster PrC)
{table=head]Level|Epic Attack Bonus|Epic Fort|Epic Reflex|Epic Will|Special|Average MP
1st|+0|+1|+1|+1|Darkness Unleashed|37.5
2nd|+1|+1|+1|+1|--|75
3rd|+1|+2|+2|+2|Spell Resistance, Damage Reduction|112.5
4th|+2|+2|+2|+2|--|150
5th|+2|+3|+3|+3|Dark Defenses|187.5
6th|+3|+3|+3|+3|--|225
7th|+3|+4|+4|+4|Energy Immunity|262.5
8th|+4|+4|+4|+4|--|300
9th|+4|+5|+5|+5|Status Immunity|337.5
10th|+5|+5|+5|+5|--|375
11th|+5|+6|+6|+6|Energy Absorption|412.5
12th|+6/+1|+6|+6|+6|--|450
13th|+6/+1|+7|+7|+7|Mega-Graviton|487.5[/table]
Class Features
All of the following are class features of the Dark Fayth. See level progression on
Table 1-20: The Dark Fayth (Epic Monster PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Darkness Unleashed: at 1st level, you are free to act as you will, no longer being bound by the goal of destroying Sin; you cannot be called by a summoner to battle, & you are no longer compelled to act as a summoner wishes; your transdimensional pocket shrinks to nonexistence, forcing you onto the Material Plane, so you can no longer retreat back to it; since qualifying for this prestige class involves killing your Summoner, you alignment probably changes from True Neutral (most likely to an Evil alignment, unless your Summoner was Evil)
Spell Resistance (Su): at 3rd level, you gain Spell Resistance equal to your Hit Die × 2
Damage Reduction (Su): at 3rd level, you gain Damage Reduction/epic equal to your Hit Die
Dark Defenses (Su): at 5th level, you become immune to all polymorphing magic, all mind-affecting magic, ability drain, ability damage, death from massive damage, & all divination magic
Energy Immunity (Su): at 7th level, you are immune to all damage from cold, fire, lightning, & water (force) energy types
Status Immunity (Su): at 9th level, you are immune to all
status effects (other than Hasted, KO, or Regen)
Energy Absorption (Su): at 11th level, whenever you are dealt cold, fire, lightning, or water (force) damage, you actually gain HP equal to the damage that you normally would have taken; you cannot gain HP in excess of your maximum HP; this ability replaces Energy Immunity
Mega-Graviton (Su): at 13th level, you can unleash a 200’ blast that instantly strikes all creatures within it, dealing damage to each creature equal to 50% of their current maximum HP (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 256MP to use; this blast inflicts the following
status effects:
- Blind (10 minutes)
- Doomed
- Mute (10 minutes)
- Sleep (10 minutes)
- Slowed