Krimm_Blackleaf
2009-01-05, 07:44 PM
Apocalypse Mage
http://i7.photobucket.com/albums/y265/Nny2/ApocalypseRasputin2.jpg
The arch apocalypse mage, Rasputin.
Apocalypse magi, as their name implies are arcanists that use all their power to invoke their dark master, which will no doubt destroy all that is, was and ever will be. As they progress in their normal arcane talents and training, they also gain powers that let them contact their evil lord and provide more corruption into the world, allowing a greater door for destruction. At some point, an apocalypse magi is even capable of summoning forth a creature from beyond that is the inevitable key to the end. This creature can sometimes be a willing ally, but rarely can it be free of it's masters control.
HD: d4
Requirements
Alignment: Neutral evil or chaotic evil
Skills: Knowledge (the planes or arcana) 10 ranks, Spellcraft 10 ranks
Feats: Chosen of Evil, Evil's Blessing, Slave of Evil*
Spellcasting: Ability to cast 4th level spells, including at least one corrupt spell or spell of the Evil descriptor.
Special: Must devote yourself to some otherworldly entity that is bent on the end of times, serving it's will to the best of your ability.
*Feats can be found in Elder Evils.
Class Skills: Bluff, Climb, Concentration, Craft, Intimidate, Knowledge (all skills taken individually), Profession and Spellcraft
Skill-points per level: 2+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Arcane domains|+1 level of arcane spellcasting class
2nd|+1|+0|+0|+3|Dark foreknowledge|+1 level of arcane spellcasting class
3rd|+1|+1|+1|+3|--|+1 level of arcane spellcasting class
4th|+2|+1|+1|+4|Black ritual|+1 level of arcane spellcasting class
5th|+2|+1|+1|+4|--|+1 level of arcane spellcasting class
6th|+3|+2|+2|+5|Death denied|+1 level of arcane spellcasting class
7th|+3|+2|+2|+5|--|+1 level of arcane spellcasting class
8th|+4|+2|+2|+6|Summon beast of apocalypse|+1 level of arcane spellcasting class
9th|+4|+3|+3|+6|--|+1 level of arcane spellcasting class
10th|+5|+3|+3|+7|Invoke the end times|+1 level of arcane spellcasting class
[/table]
Weapon and Armor proficiencies: Apocalypse magi gain no additional weapon or armor proficiencies.
Spellcasting: At each level you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an apocalypse mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Arcane Domains (Ex): At first level, you gain an attachment to your god, as though you were it's equivalent divine messenger. You can choose two domains from the list below as a reflection of your unholy connection to the otherworldly beast. You can prepare or cast these domain spells as normally as any other spell you know, though you do not receive a bonus slot to prepare them in. You also gain the domain powers of the domains you choose.
Domains: Air, Blackwater (http://realmshelps.dandello.net/cgi-bin/domain.pl?Blackwater), Blightbringer (http://realmshelps.dandello.net/cgi-bin/domain.pl?Blightbringer), Chaos (http://www.giantitp.com/forums/showthread.php?t=93738), Corruption (http://realmshelps.dandello.net/cgi-bin/domain.pl?Corruption), Darkness (http://realmshelps.dandello.net/cgi-bin/domain.pl?Darkness), Death, Destiny (http://realmshelps.dandello.net/cgi-bin/domain.pl?Destiny), Destruction, Earth, Entropy (http://realmshelps.dandello.net/cgi-bin/domain.pl?Entropy), Evil (http://www.giantitp.com/forums/showthread.php?t=93738), Fire, Madness (http://realmshelps.dandello.net/cgi-bin/domain.pl?Madness), Pestilence (http://realmshelps.dandello.net/cgi-bin/domain.pl?Pestilence), Water, Watery Death (http://realmshelps.dandello.net/cgi-bin/domain.pl?Watery_Death)
Dark Foreknowledge (Sp): You have been granted access to some of the knowledge of the unholy creature you serve. At 2nd level, you are capable of using contact other plane as a spell-like ability once every 2d4 hours, and is always treated as if contacting an greater deity. If asking questions on how to more quickly destroy the world, it will always give a true answer.
Black Ritual (Su): At 4th level, you are capable of committing wicked ritual that leaves a black spot on the face of the world. You are capable of using unhallow as a spell-like ability once a day, and this ability has no material component cost.
Death Denied (Su): At 6th level, your dread master will not allow you to die before its task is completed. If you should ever happen to die, you are treated as by the true resurrection spell, your body appearing in any place your master sees fit one year after your death. Each time you are treated with this resurrection, you permanently lose 2 points of Wisdom, which cannot be regained by any means.
Additionally, you cease aging. You remain the same age until you fulfill your task of the apocalypse. You retain and bonuses or penalties to ability scores by virtue of advanced age, but you do not gain any more.
Summon Beast of Apocalypse (Sp): At 8th level, you may commit the rite of summoning forth the creature that holds the key to the end of the world. This creature starts out as an undeveloped version of what it will over the course of years become the harbinger of the end times. After only a few years, it will advance into a creature that must be a creature with a CR equal the highest level spell you are capable of casting(not including the CR adjustment from the beast of apocalypse template) and of course has the beast of apocalypse template applied to it(see below). Because this template is applied to it, it must be an outsider or aberration of evil alignment or with the Evil subtype.
If the apocalypse mage has the Leadership feat, it may instead opt to have the creature as his cohort, granted your cohort will soon be of appropriate effective level to be your cohort.
Invoke the End Times (Su): At 10th level, you learn the ritual that brings about apocalypse. This ritual requires 24 hours of casting time, and the presence of your beast of apocalypse(or at least it's special arm). While casting this ritual, you are considered to have the effects of a desecrate and magic circle against good spells centered on you in a 60 foot radius. At the end of the ritual, you call forth the very being that is sealed or sleeping away, removing anything that may stop it from coming to earth and destroying it. If your master is successful, than the material plane is likely to have been destroyed, but if it is killed or sealed away you die and return one year later with the lich template and the Evil subtype. You may attempt this ritual again to bring your master back to life, but one that is accomplished you must wait decades or even centuries before committing the normal ritual again to end the world.
http://i7.photobucket.com/albums/y265/Nny2/ApocalypseRasputin2.jpg
The arch apocalypse mage, Rasputin.
Apocalypse magi, as their name implies are arcanists that use all their power to invoke their dark master, which will no doubt destroy all that is, was and ever will be. As they progress in their normal arcane talents and training, they also gain powers that let them contact their evil lord and provide more corruption into the world, allowing a greater door for destruction. At some point, an apocalypse magi is even capable of summoning forth a creature from beyond that is the inevitable key to the end. This creature can sometimes be a willing ally, but rarely can it be free of it's masters control.
HD: d4
Requirements
Alignment: Neutral evil or chaotic evil
Skills: Knowledge (the planes or arcana) 10 ranks, Spellcraft 10 ranks
Feats: Chosen of Evil, Evil's Blessing, Slave of Evil*
Spellcasting: Ability to cast 4th level spells, including at least one corrupt spell or spell of the Evil descriptor.
Special: Must devote yourself to some otherworldly entity that is bent on the end of times, serving it's will to the best of your ability.
*Feats can be found in Elder Evils.
Class Skills: Bluff, Climb, Concentration, Craft, Intimidate, Knowledge (all skills taken individually), Profession and Spellcraft
Skill-points per level: 2+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Arcane domains|+1 level of arcane spellcasting class
2nd|+1|+0|+0|+3|Dark foreknowledge|+1 level of arcane spellcasting class
3rd|+1|+1|+1|+3|--|+1 level of arcane spellcasting class
4th|+2|+1|+1|+4|Black ritual|+1 level of arcane spellcasting class
5th|+2|+1|+1|+4|--|+1 level of arcane spellcasting class
6th|+3|+2|+2|+5|Death denied|+1 level of arcane spellcasting class
7th|+3|+2|+2|+5|--|+1 level of arcane spellcasting class
8th|+4|+2|+2|+6|Summon beast of apocalypse|+1 level of arcane spellcasting class
9th|+4|+3|+3|+6|--|+1 level of arcane spellcasting class
10th|+5|+3|+3|+7|Invoke the end times|+1 level of arcane spellcasting class
[/table]
Weapon and Armor proficiencies: Apocalypse magi gain no additional weapon or armor proficiencies.
Spellcasting: At each level you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an apocalypse mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Arcane Domains (Ex): At first level, you gain an attachment to your god, as though you were it's equivalent divine messenger. You can choose two domains from the list below as a reflection of your unholy connection to the otherworldly beast. You can prepare or cast these domain spells as normally as any other spell you know, though you do not receive a bonus slot to prepare them in. You also gain the domain powers of the domains you choose.
Domains: Air, Blackwater (http://realmshelps.dandello.net/cgi-bin/domain.pl?Blackwater), Blightbringer (http://realmshelps.dandello.net/cgi-bin/domain.pl?Blightbringer), Chaos (http://www.giantitp.com/forums/showthread.php?t=93738), Corruption (http://realmshelps.dandello.net/cgi-bin/domain.pl?Corruption), Darkness (http://realmshelps.dandello.net/cgi-bin/domain.pl?Darkness), Death, Destiny (http://realmshelps.dandello.net/cgi-bin/domain.pl?Destiny), Destruction, Earth, Entropy (http://realmshelps.dandello.net/cgi-bin/domain.pl?Entropy), Evil (http://www.giantitp.com/forums/showthread.php?t=93738), Fire, Madness (http://realmshelps.dandello.net/cgi-bin/domain.pl?Madness), Pestilence (http://realmshelps.dandello.net/cgi-bin/domain.pl?Pestilence), Water, Watery Death (http://realmshelps.dandello.net/cgi-bin/domain.pl?Watery_Death)
Dark Foreknowledge (Sp): You have been granted access to some of the knowledge of the unholy creature you serve. At 2nd level, you are capable of using contact other plane as a spell-like ability once every 2d4 hours, and is always treated as if contacting an greater deity. If asking questions on how to more quickly destroy the world, it will always give a true answer.
Black Ritual (Su): At 4th level, you are capable of committing wicked ritual that leaves a black spot on the face of the world. You are capable of using unhallow as a spell-like ability once a day, and this ability has no material component cost.
Death Denied (Su): At 6th level, your dread master will not allow you to die before its task is completed. If you should ever happen to die, you are treated as by the true resurrection spell, your body appearing in any place your master sees fit one year after your death. Each time you are treated with this resurrection, you permanently lose 2 points of Wisdom, which cannot be regained by any means.
Additionally, you cease aging. You remain the same age until you fulfill your task of the apocalypse. You retain and bonuses or penalties to ability scores by virtue of advanced age, but you do not gain any more.
Summon Beast of Apocalypse (Sp): At 8th level, you may commit the rite of summoning forth the creature that holds the key to the end of the world. This creature starts out as an undeveloped version of what it will over the course of years become the harbinger of the end times. After only a few years, it will advance into a creature that must be a creature with a CR equal the highest level spell you are capable of casting(not including the CR adjustment from the beast of apocalypse template) and of course has the beast of apocalypse template applied to it(see below). Because this template is applied to it, it must be an outsider or aberration of evil alignment or with the Evil subtype.
If the apocalypse mage has the Leadership feat, it may instead opt to have the creature as his cohort, granted your cohort will soon be of appropriate effective level to be your cohort.
Invoke the End Times (Su): At 10th level, you learn the ritual that brings about apocalypse. This ritual requires 24 hours of casting time, and the presence of your beast of apocalypse(or at least it's special arm). While casting this ritual, you are considered to have the effects of a desecrate and magic circle against good spells centered on you in a 60 foot radius. At the end of the ritual, you call forth the very being that is sealed or sleeping away, removing anything that may stop it from coming to earth and destroying it. If your master is successful, than the material plane is likely to have been destroyed, but if it is killed or sealed away you die and return one year later with the lich template and the Evil subtype. You may attempt this ritual again to bring your master back to life, but one that is accomplished you must wait decades or even centuries before committing the normal ritual again to end the world.