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View Full Version : Contest Base Class Contest XXIII - Armageddon Ready



Temotei
2014-06-20, 02:44 AM
Armageddon Ready

Welcome to Base Class Challenge number twenty-three! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of apocalypses; anything is possible, from Ragnarok to a doomsayer to a warrior who is destined to destroy the world, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on July 31st, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Doom?

Usher it in!

Temotei
2014-06-20, 02:47 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

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3rd

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11th

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12th

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13th

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15th

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18th

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Class Ability


19th

+x

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Class Ability


20th

+x

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Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

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Class Ability


3rd

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7th

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8th

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9th

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Class Ability


10th

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Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

r2d2go
2014-06-20, 06:33 AM
Riftwalker

The Rift brought many changes, bringing the nightmares of our world to life. We are the one good change, the only hope for civilization in the face of destruction.

In 2336, The Rift was opened, bringing in creatures humanity had only saw in their nightmares. However, a few, seemingly random people had their bodies attuned to The Rift, granting them the ability to combat the incorporeal monstrosities. By channeling their powers, they can push their bodies to supernatural limits and manipulate the world around them.

Adventures: Since the signature capability of a Riftwalker is their ability to deal with incorporeal enemies, any quest combating ghosts or other similar monsters is ideal. In a specialized setting, this is extremely easy, but an easy way to incorporate this into a standard D&D is to make a final boss incorporeal.

Characteristics: Riftwalkers have enormous amounts of options for their builds, as in a specialized setting they would be essentially the only class. As such, their characteristics vary wildly from individual to individual. The only unified characteristic of all Riftwalkers is their ability to affect incorporeal as if they were corporeal.

Alignment: Any, since they are simply the lucky (or perhaps unlucky) individuals blessed with their abilities; the entry into the class has nothing to do with the person’s morals. The Templar specialization is the exception to this - see its entry for more details.

Religion: Any – in this apocalypse, the gods are denounced, while in a standard D&D setting, these abilities are, flavorwise, granted to random individuals. The exceptions are Conduits and Templars, whos’ god of worship varies wildly. However, in a standard D&D setting, a god could grant these abilities to a champion in order to combat incorporeals; this still allows essentially any religion, but deities who despise undead, such as Pelor, will find this class even more flavor appropriate.

Background: Mostly random individuals become Riftwalkers, though those closer to the supernatural are more likely to be “chosen”. However, in a standard D&D setting, an appropriately flavorful background could be that of a divine champion: see Religion.

Races: Any, as only humans exist in the specialized setting, while any race (except perhaps incorporeals) in a standard D&D could become this class.

Other Classes: Due to extremely varied class abilities, this class could potentially support any given other class.

Role: Due to extremely varied class abilities, this class could potentially fill any role.

Adaptation: This class, at its core, simply specializes in fighting incorporeal enemies, while having abilities flavored towards this. Thus, any campaign with incorporeals can use this class, simply with lowered flavor value. See the above sections for more specific information.

This class is intended to make every class close to a full casting class's power level. Additionally, it's intended to somewhat discourage optimization, giving nonstacking feats and abilities. It is also intended to provide a smooth progression of power, giving "optimized" abilities late, and giving casters early game benefits (Eldritch/Psionic Blast, and early Wildshape), while giving physical classes strong abilities to scale late game. However, it is not a substitute for good DMing - broken spells still exist, and excluding them would be a project on it's own. Please keep this in mind when reading and using this class :smallsmile:

GAME RULE INFORMATION
Riftwalkers have the following game statistics.
Abilities: Varies – see Specialization.
Alignment: Any.
Hit Die: d4
Starting Age: As Bard
Starting Gold: As Sorcerer.

Class Skills
The Riftwalker's class skills (and the key ability for each skill) are Autohypnosis (Wis) and Knowledge (The Planes) (Int) – see Specialization.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Riftwalker


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+0
Riftwalking, Specialization 1


2nd

+1

+0

+0

+0
Riftbending 1


3rd

+1

+1

+1

+1
Specialization 2


4th

+2

+1

+1

+1
Riftbending 2


5th

+2

+1

+1

+1
Specialization 3


6th

+3

+2

+2

+2
Riftbending 3


7th

+3

+2

+2

+2
Specialization 4


8th

+4

+2

+2

+2
Riftbending 4


9th

+4

+3

+3

+3
Specialization 5


10th

+5

+3

+3

+3
Riftbending 5


11th

+5

+3

+3

+3
Specialization 6


12th

+6

+4

+4

+4
Riftbending 6


13th

+6

+4

+4

+4
Specialization 7


14th

+7

+4

+4

+4
Riftbending 7


15th

+7

+5

+5

+5
Specialization 8


16th

+8

+5

+5

+5
Riftbending 8


17th

+8

+5

+5

+5
Specialization 9


18th

+9

+6

+6

+6
Riftbending 9


19th

+9

+6

+6

+6
Specialization 10


20th

+10

+6

+6

+6
Riftbending 10



Class Features
All of the following are class features of The Riftwalker.

Weapon and Armor Proficiencies: None (see Specialization).

Riftwalking (Su): As the name implies, the basic ability of a Riftwalker is “walking The Rift” – this essentially means partially entering the plane in which The Rift opens into – the ethereal plane. As a result, a Riftwalker gains the ability to touch any incorporeal creatures as if they were entirely corporeal, and see ethereal creatures as if they were incorporeal. This ability has no other effect – The Riftwalker cannot move as an incorporeal, their normal weapons cannot touch incorporeal creatures, and their allies cannot see ethereal creature. However, any unarmed or natural attacks do affect incorporeal creatures.

Specialization (Su): A greater portion of a Riftwalker’s powers come from the superhuman capabilities they develop. Every odd level, The Riftwalker chooses a specialization to enhance. Each specialization gains skills and proficiencies, an initial benefit, bonuses granted every level and/or every other level, and features for higher ranks in that specialization. Any feats gained through these specializations are gained even if the Riftwalker does not meet the prerequisites, and if the Riftwalker already has the feat, they gain no further benefit.

The Bladeweaver specialization focuses on stealth and rapid strikes with specially bonded blades. The primary ability for Bladeweavers is Dexterity, and they gain Climb, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Spot and Tumble as class skills. They also gain proficiency in all simple weapons, their Rift Blades, and light armor.

Initially, Bladeweavers gain a pair of Rift Blades, which can be any light weapon that deals slashing damage. These blades always hit incorporeal creatures, and are treated as +1 weapons. A Bladeweaver also gains +2 to base Reflex saves, 8 skill points and the Two Weapon Fighting feat.

At each rank, a Bladeweaver gains +1 BAB, 2 hitpoints and 8 skill points. On even numbered ranks, he also gains +1 to his Rift Blades’ enhancement bonus and +1d6 sneak attack.

At rank 4, a Bladeweaver gains the Improved Two Weapon Fighting feat. Additionally, he gains +1 to his base reflex save, as well as Evasion.

At rank 6, a Bladeweaver gains the Greater Two Weapon Fighting feat.

At rank 8, a Bladeweaver gains the Perfect Two Weapon Fighting feat. Additionally, he gains +1 to his base reflex save, as well as Improved Evasion.

At rank 10, a Bladeweaver’s penalty from iterative attacks lessens by 2 – Thus, he attacks at +20/+17/+14/+11.

The Wraith specialization focuses on quick movement and volleys of ranged attacks. The primary ability for Wraiths is Dexterity, and they gain Climb, Jump, Listen, Move Silently, Spot and Tumble as class skills. They also gain proficiency in their Rift Bow, all simple weapons, and light armor.

Initially, a Wraith gains a Rift Bow, which can be any ranged weapon - see Rift Weapons for more details. Alternatively, a Wraith could gain a Rift Blade as a throwing weapon - this blade gains the additional ability of instantly returning to the Wraith when thrown. If used in concert with an enhancement similar to Splitting, only one blade returns. A Wraith also gains +2 to base Reflex saves, 4 skill points and the Rapid Shot feat.

At each rank, a Wraith gains +1 BAB, 2 hit points and 4 skill points. On even numbered ranks, he also gains +1d6 Skirmish damage (as Scout), and +1 to his Rift Bow's enhancement - see Rift Weapons for more details.

At rank 3, a Wraith becomes supernaturally agile, allowing 10 foot steps instead of 5 foot steps. Additionally, this increases his base land speed by 10 feet. Additionally, he gains +1 to his base reflex save, as well as Evasion.

At rank 4, a Wraith learns to take multiple shots even while remaining highly mobile, and gains the Multishot feat.

At rank 6, a Wraith becomes so fast that, with the help of Riftwalking powers, he can run on thin air. The Wraith has a Fly speed equal to his base land speed (perfect maneuverability) as long as he moved at least 50 feet the previous turn. This also increases his base land speed by 10 feet. Additionally, he gains +1 to his base reflex save, as well as Improved Evasion.

At rank 7, a Wraith learns to further take advantage of his psuedo-flight, and gains the Fly-by Attack feat.

At rank 9, a Wraith runs so fast he no longer needs to physically pass an area to run through it, and can choose to become ethereal for a round as long as he moved at least 60 feet the previous turn. This also increases his base land speed by 10 feet. Additionally, he gains +1 to his base reflex save.

At rank 10, a Wraith learns to make every attack of a volley equally precise, and gains the Greater Manyshot feat.

The Reaper specialization focuses on powerful two handed strikes with a specially bonded blade. The primary ability for Reapers is Strength, and they gain Climb, Intimidate and Jump as class skills. They also gain proficiency in their Rift Blade, all simple and martial weapons, plus light and medium armor.

Initially, a Reaper gains a Rift Blade, which can be any two-handed weapon that deals slashing damage - See Rift Weapons for more details. A Reaper also gains +2 to his base Fortitude save and the Power Attack feat.

At each rank, a Reaper gains +1 BAB and 6 hit points. On even numbered ranks, he also gains +1 to his Rift Blade's enhancement – see Rift Weapons for more details.

At rank 3, a Reaper can use a full-round action to make a single melee attack with Power Attack at penalty to his Armor Class instead of his attack roll. Additionally, he gains +1 to his base Fortitude save, and the equivalent of Mettle (as Hexblade) for fortitude saves.

At rank 5, a Reaper can use the above ability on an otherwise unmodified charge, and doubles his strength bonus to damage when doing so.

At rank 7, a Reaper can convert up to half of his Power Attack penalty to attack into a penalty to Armor Class on an otherwise unmodified full attack. Additionally, he gains +1 to his base Fortitude save.

At rank 10, a Reaper’s Power Attack does not lower iterative attacks’ bonus unless the first attack drops below their attack bonus – for example, Power Attacking for 12 at BAB +20 results in +8/+8/+8/+5 to attack. Additionally, he gains a flat +5 to attack when Full Attacking. Additionally, he gains +1 to his base Fortitude save.

The Unleashed specialization focuses on unrestrained channeling of the Rift for sheer destruction and rage. The primary ability for Unleashed is Strength, and they gain Control Shape, Intimidate, and Jump as class skills. They gain weapon proficiency in a single melee weapon of their choice, and gain no armor proficiencies.

Initially, an Unleashed's form begins to destabilize. They gain what is similar to lycanthropy, but rather than become a animal on full moons, they become creatures of the Rift when in combat (see below for more details). Whether in or out of this form, their natural or unarmed attacks effect both incorporeal and corporeal creatures. Furthermore, they gain +2 to their base fortitude saves and 4 skill points.

Whenever an Unleashed takes damage, they must make a DC 20 Control Shape check or involuntarily transform, becoming half incorporeal abomination. While in this form, they gain Abberation traits, become Mindless, gain +4 Str, +2 Con, cannot take any actions other than various types of melee attacks or maneuvers and movement directly towards a target, and automatically drop any weapons or armor. Additionally, due to their unstable incorporeal nature, they act as if Blinking, though they must choose at the beginning of their turn to either fully effect the material plane (thus only gaining the benefits of concealement) or only partially effect the material plane (thus gaining all effects of Blink, including 20% miss chance when attacking). Finally, their hands become huge, jagged claws, granting two primary claw attacks for 1d8 damage (19-20/x2).

Upon killing an enemy, an Unleashed returns to it's original state, and heals hitpoints equal to the Unleashed's modified Con modifier times the Unleashed rank. An Unleashed can voluntarily transform with a DC 25 Control Shape check, made as a free action up to once a minute.

Each rank, an Unleashed gains +1 BAB, 6 hit points, and 4 skill points.

At rank 3, an Unleashed enhances and sharpens his claws, gaining a +1 enhancement bonus, increasing damage to 3d6 and increasing critical threat range 18-20. Additionally, he gains +1 to his base Fortitude save, and the equivalent of Mettle (as Hexblade) for only fortitude saves.

At rank 4, an Unleashed gains a more advanced, chaotic form, gaining +6 Str and +4 Con when transformed. Additionally, due to the amorphous nature of this half-ethereal form, the Unleashed gains DR 3/- and gains 50% fortification. Finally, his form seems to flicker, giving him supernatural Displacement as the spell (CL = rank x 2) when transformed.

At rank 6, an Unleashed gains two more claws, each identical to his initial claws (1d8, 19-20/x2). Additionally, he can Pounce when transformed. Additionally, he gains +1 to his base Fortitude save.

At rank 7, an Unleashed learns to drink the life force of those he kills. Whenever an Unleashed kills a creature while transformed, he heals for (Rank x2 + Hit Dice of Victim). This life force can act as sustenance for the Unleashed for a number of hours equal to the hit points restored. Additionally, his destabilized form causes his image to fracture into several, separate images, functionally casting a Supernatural version of Mirror Image when he transforms (CL = rank x 2).

At rank 9, an Unleashed enhances his claws further, increasing damage to 6d6 (18-20/x3) on his original pair and 3d6 (18-20/x2) on his second pair. Additionally, he adds 1.5 times his strength bonus to his original pair's damage, instead of just his strength bonus. Additionally, he gains +1 to his base Fortitude save.

At rank 10, an Unleashed becomes a full creature of the Rift, gaining +8 Str, +6 Con, and +8 natural armor when transformed. Additionally, his form destabilizes fully, increasing his DR to 10/- and fortification to 100%. Additionally, his fully destabilized form causes his image to continue to fracture into images, granting him supernatural Greater Mirror Image (CL = rank x 2) while transformed.

The Bastion specialization focuses on defense and unity of body and mind, as well as unarmed attacks. The primary ability for Bastions is Constitution, and they gain Balance, Concentration, Diplomacy, Listen, Sense Motive and Spot as class skills. They do not gain any weapon or armor proficiencies, preferring to use their inner strength to defend themselves.

Initially, a Bastion imbues his fists with the power of The Rift, making them lethal weapons. They can be used as manufactured weapons or natural weapons in all ways; this means they can be used for iterative attacks or two individual strikes, each with full strength bonus during a full attack. A Bastion also gains +2 to all base will save bonuses and a bonus equal to his Constitution modifier to AC.

Each rank, a Bastion improves his unarmed fighting, starting at 1d6 and increasing by a monk-category each time, to 2d10 at rank 6. At rank 7, it deals 3d8 damage, and increases a size category each rank thereafter, up to 8d8 at rank 10. Additionally, he gains 6 hit points and 4 skill points at each rank. On even numbered ranks, he also gains +1 to his BAB and +1 to each save.

At rank 2, a Bastion gains the Evasion special ability (as monk), as well as the Mettle special ability (as Hexblade).

At rank 3, a Bastion gains the ability to throw himself in the way of an attack, magical or physical. If an ally adjacent to the Bastion is targeted by an attack or spell, the Bastion can change the target to himself. However, if he does so, he gets -2 to AC and/or saving throws against that attack or spell.

At rank 4, a Bastion gains the ability to make a Flurry of Blows – this simply grants him one extra attack at his full BAB during a full attack, using any weapon involved.

At rank 5, a Bastion gains the ability to toughen his weak points, making him immune to critical hits and sneak attacks.

At rank 6, a Bastion gains the ability to heal his wounds, restoring up to 3 x Rank x Constitution modifier each day. This can be activated as a swift action, and can be spread through multiple uses.

At rank 7, a Bastion gains the ability to resist most supernatural attacks, gaining Spell Resistance equal to his twice his rank +10.

At rank 8, a Bastion becomes supernaturally tough, and gains Damage Reduction/- equal to twice his rank.

At rank 9, a Bastion becomes one with The Rift, changing type to Outsider (native), and granting him immunity to mind affecting abilities as well as all poisons.

At rank 10, a Bastion becomes immortal, never aging and being impossible to kill except through a Wish or Miracle after reduction to negative hitpoints.

The Dragoon specialization focuses on both rapid entry into battle and area control once within. The primary ability for Dragoons is Constitution, and they gain Climb, Hide, Intimidate, Jump, Move Silently, Ride and Tumble as class skills. They also gain proficiency in their Rift Lance, all simple weapons, a martial weapon of their choice, and light and medium armor.

Initially, a Dragoon gains a 15 foot cone fire breath weapon (reflex DC 10+Con+1/2 level for half damage), which can be used as a standard action every turn - this breath weapon affects incorporeal creatures as if they were corporeal. Additionally, he gains a Rift Lance, which can be any piercing weapon with reach - see Rift Weapons for more details. Finally, he gains +2 to base reflex and fortitude saves.

Each rank, a Dragoon gains +1d6 damage to his breath weapon, +1 BAB, +6 hit points and 4 skill points. At every even rank, he increases the enhancement bonus on his Rift Lance by 1 - see Rift Weapons for more details.

At Rank 3, a Dragoon can learn any one of a Dragonfire Adept's 5th level or lower breath effects. These are applied exactly like a Dragonfire Adept's breath effects, and follow the same restrictions. Additionally, the area increases to a 20 foot cone or a 40 foot line. However, he cannot use his breath weapon while mounted. Additionally, he gains +1 to his base Fortitude and Reflex saves, as well as Evasion (as Monk) and Mettle (as Hexblade) for only fortitude saves.

At Rank 4, a Dragoon gains the Pounce special ability - however, in order to use this ability, he must long-jump at least 10 feet before landing within melee range of his target. Additionally, he gains a +3 bonus to initiative. Finally, if he critical hits during a Pounce, anyone behind the target takes regular attack damage. He cannot use any of these abilities while mounted.

At Rank 6, a Dragoon can learn any one of a Dragonfire Adept's 10th level or lower breath effects. These are applied exactly like a Dragonfire Adept's breath effects, and follow the same restrictions. Additionally, the area increases to a 25 foot cone or a 50 foot line. Additionally, he gains +1 to his base Fortitude and Reflex saves.

At Rank 7, a Dragoon can initiate combat with a sweep of his Rift Lance, tripping enemies. As a full round action, he may make an otherwise unmodified charge attack, making an additional DC 20 Jump check. If he succeeds, for every 4 points the check exceeds 20, the attack deals an extra 1d10 damage, and you gain +1 to the subsequent trip attempts. Then, you get a free trip attempt on all enemies in either a 15 foot cone in the direction of the charge, or in a 10 foot radius circle around the Dragoon. This ability can only be used as the first action in a combat, and if it is used in a surprise round or before the target acts, the Dragoon gets a +5 circumstance bonus to his jump check. In addition, the Dragoon gains Improved Trip as a free feat. He cannot use any of these abilities while mounted.

At Rank 9, a Dragoon can learn any one of a Dragonfire Adept's breath effects. These are applied exactly like a Dragonfire Adept's breath effects, and follow the same restrictions. Additionally, the area increases to a 30 foot cone or a 60 foot line. Additionally, he gains +1 to his base Fortitude and Reflex saves.

At Rank 10, a Dragoon can initiate combat with a meteoric strike, stunning enemies nearby. As a full round action, he may make an otherwise unmodified charge attack, making an additional DC 20 Jump check. If he succeeds, for every 4 points the check exceeds 20, the attack deals an extra 1d10 damage, and the blast range increases by 5 feet. On impact, all those in a cone extending in the direction of the charge, must make a fortitude save (DC 10+Con+1/2 class level) or be Stunned for 1 turn and fall prone. This ability can only be used as the first action in a combat, and if it is used in a surprise round or before the target acts, the Dragoon gets a +5 circumstance bonus to his jump check. He cannot use any of these abilities while mounted.

The Master specialization focuses on manipulating The Rift, granting him a variety of supernatural powers. The primary ability for Masters is Intelligence, and they gain Concentration, all Knowledges, Psicraft and Spellcraft as class skills. They also gain proficiency in one simple weapon of their choice.

Initially, a Master gains a few things to help him control The Rift – any spells he casts automatically effect incorporeal and ethereal beings as if they were corporeal. He also chooses one arcane spellcasting class which will then on use Intelligence as it’s casting ability. Finally, he gains +2 to his base will save bonus.

Each rank, a Master gains further knowledge of The Rift, granting him an additional spellcasting level in any arcane spellcasting class he already has, or granting him the spellcasting of a 1st level spellcaster in another arcane spellcasting base class. Finally, each rank, he improves his Eldritch Blast, gaining +1d6 damage. If he doesn't have an Eldritch Blast, he gains one (as Warlock).

At rank 3, 6, and 9, a Master gains +1 to his base will save, and at rank 3, he gains Mettle (as Hexblade) for only Will saves.

The Xeno specialization focuses on a strange, psychic aspect of the Rift, gaining psionic abilities rather than arcane or divine ones. The primary ability for Xeno is Intelligence, and they gain Knowledge (All), Listen, Psicraft, and Use Psionic Device as class skills (also see below). They also gain proficiency in one simple weapon of their choice.

Initially, a Xeno gains a few things to help him control The Rift – any powers he manifests automatically effect incorporeal and ethereal beings as if they were corporeal. He also gains levels in manifesting rather than casting from Rift Manipulation, and chooses one manifesting class which will then on use Intelligence as it’s casting ability. Furthermore, he gains one Psionic Discipline's class skills and powers. Finally, he gains +2 to his base will save bonus.

Each rank, a Xeno further advances one manifesting class, or gains first level manifesting in a new manifesting class. Additionally, each rank, he improves his Eldritch Blast, gaining +1d6 damage. If he doesn't have an Eldritch Blast, he gains one (as Warlock), except that it is considered a psi-like ability rather than a spell-like ability.

At rank 3, 6, and 9, a Xeno gains +1 to his base will save, and at rank 3, he gains Mettle (as Hexblade) for only Will saves.

The Conduit specialization focuses on channeling the powers of whatever deity has created The Rift, though in reality the powers come from energy permeating the entire world. The primary ability for Conduits is Wisdom, and they gain Diplomacy, Heal, Knowledge (religion), and Knowledge (the planes) as class skills. They also gain proficiency in all simple weapons, the favored weapon of their deity, and light and medium armor.

Initially, a Conduit gains powers they believe come from their chosen deity. He gains the abilities of two domains. His level for Domain powers is equal to that of a cleric of twice his rank, and he treats any spell on that list as part of his own spell list, allowing him to cast or prepare from the domain as much as needed. Additionally, any spell he casts effect incorporeal and ethereal beings as if they were corporeal. He also chooses one divine spellcasting class which will then on use Wisdom as it’s casting ability. Finally, he also gets +2 to will saves.

Each rank, a Conduit gains further power and devotion, granting him an additional spellcasting level in any divine spellcasting class he already has, or granting him the spellcasting of a 1st level spellcaster in another divine spellcasting base class. He also gains 4 skill points and 2 hit points.

At rank 3, 6, and 9, a Conduit gains +1 to his base will save, and at rank 3, he gains Mettle (as Hexblade) for only Will saves.

The Shaper specialization focuses on the long-gone wilderness, allowing use of powerful nature-magic and metamorphosis into powerful animalistic forms. The primary ability for Shapers is Wisdom, and they gain Concentration, Handle Animal, Knowledge (Nature), Ride, and Survival as class skills. They gain proficiency in one simple weapon of their choice and light and medium armor.

Initially, a Shaper gains an animal companion - this is identical to a Druid's animal companion, except that it is tied to the Rift like the Shaper is. As such, this animal companion's natural attacks affect incorporeal creatures as if they were corporeal. Additionally, any of his natural attacks while Wildshaped can affect incorporeal creatures as if they were corporeal. However, his wildshape is restricted in that the base form cannot have a challenge rating greater than the Shaper's level. Finally, he gains +2 to will saves.

At each rank, a Shaper gains an additional use of Wildshape (as druid, for 1 hour per rank) per day, advances his Animal Companion's abilities by two levels, and gains a spellcasting level in Druid (or gains the spellcasting of a 1st level Druid if he did not have levels before). Additionally, he gains 2 hit points and 8 skill points.

At rank 4, a Shaper gains the ability to Wildshape into Large animals. Additionally, he gains +1 to base will saves, as well as Mettle (as Hexblade) for only will saves.

At rank 5, a Shaper gains the ability to Wildshape into Tiny animals, as well as creatures of the Aberration type.

At rank 7, a Shaper gains the ability to Wildshape into Huge animals. Additionally, he gains +1 to base will saves.

At rank 8, a Shaper may choose to become Incoporeal for the duration of his Wildshape.

At Rank 10, a Shaper gains the ability to Wildshape into Elementals of up to Huge size, three times per day. This is a separate limit from regular Wildshape. Additionally, he gains +1 to base will saves.

The Trickster specialization has no particular focus, but has the greatest variety of abilities. The primary ability for Tricksters is Charisma, and they gain all charisma based skills as well as eight other skills of the Trickster's choice as class skills. They also gain proficiency in all simple weapons, one martial weapon of their choice, and light and medium armor.

Each rank, a Trickster gains +1 in either a saving throw or BAB, plus 4 hit points, and 8 skillpoints. At every even rank, he gains an additional +1 to a saving throw, though it may not be the same as one chosen the same rank or the rank previous, as well as 1 inspiration point. Additionally, at every even rank he gains +1 to a chosen class’s spellcasting, or gains 1st level spellcasting in a class.

Initially, the Trickster gains the ability to have pull out just the right skill, tool, or maneuver for the job. He gains inspiration points equal to half his Charisma modifier, gaining more retroactively if his Charisma increases. He may spend an inspiration point as a free action to add his Charisma bonus to an attack roll, damage roll, or a single skill check. Additionally, he may spend an inspiration point to raise his armor class or a single saving throw until the start of his next turn.

At rank 2, a Trickster learns how to spot and disable traps, granting him the Rogue's Trapfinding ability.

At rank 3, a Trickster gains the ability to shift his skills to suit his specific needs for a day. Up to once per day, when a Trickster sleeps at least 8 hours, he may remove half the skillpoints from each of his skills and reallocates them in any skill he has at least one rank in. Half ranks work as normal.

At rank 4, a Trickster learns how to find weak points in all types of enemies. He may spend an inspiration point to gain +1d6 sneak attack damage until the start of his next turn.

At rank 5, a Trickster gains the ability to shift his abilities to suit his specific needs for a day. Up to once per day, when a Trickster sleeps at least 8 hours, he may can change a feat for another feat which he qualifies for. He cannot remove prerequisite feats. At rank 9, this increases to two feats.

At rank 6, a Trickster gains the ability to pull off a lightning-fast maneuver just when needed. By spending 3 inspiration points at the beginning of his turn, he may take an additional standard action.

At rank 7, a Trickster gains the ability to shift his spells known to suit his specific needs for a day. Up to once per day, when a Trickster sleeps at least 8 hours, he may can change one spell known from each spell level to another one. This does not have a significant effect on spellcasting without spells known.

At rank 8, a Trickster learns certain techniques for piercing magical and physical defenses. By spending an inspiration point at the beginning of his turn, his attacks and spells against one target ignore damage reduction and spell resistance until the start of his next turn. Additionally, by spending two inspiration points, he may treat his attacks as touch attacks, finding gaps and weaknesses in his opponent's defense.

At rank 10, a Trickster gains the ability to cheat death. If he would take damage that would bring him to 0 hit points or less, he may spend 4 inspiration points to negate the damage to him, regardless of source.

The Templar specialization focuses on martial skill combined with healing faith, creating powerful holy warriors of the Rift. The primary ability for Templars is Charisma, and they gain Diplomacy, Handle Animal, Heal, Knowledge (religion), Ride, and Sense Motive as class skills. They are unique among specializations in that only exclusively Good class - no Evil being can master the healing and righteous strength of a Templar.

Initially, a Templar gains a number of abilities, including Aura of Good, Detect Evil, Divine Grace and Lay on Hands, all as Paladin. Additionally, he gains a Rift Blade or Lance, which is similar to a Bladeweaver or Reaper's blade, but must be a one-handed weapon or a lance. Bonded to this weapon and the Templar is a Rift Shield, a shield of any type which gains the same benefits as a Rift Blade. Finally, the Templar gains +2 to fortitude and will saves, and permanently sets one divine spellcasting class's primary spellcasting ability to Charisma.

At each rank, a Templar gains a daily use of Smite Evil (as paladin), as well as +1 BAB, +6 hit points, and +4 skill points. Additionally, at every even rank he gains +1 to a chosen divine casting class’s spellcasting, or gains 1st level spellcasting in a divine casting class, as well as gaining a +1 enhancement bonus to his Rift Weapon and Rift Shield (see Rift Weapons for more details - the shield acts as a Rift Weapon in all ways except that the enhancement bonus is used for a shield and shield special abilities, instead of a weapon and weapon special abilities).

At rank 2, a Templar gains the ability to Turn Undead as a cleric of his level. Additionally, he gains +1 to fortitude and will saves, as well as Mettle (as Hexblade).

At rank 3, a Templar gains a phantom steed, allowing him to use a number of mounted maneuvers in combat. This steed is a incorporeal animal, usually a Heavy Warhorse, who's only function is to provide the Templar with a mount - it has no attacks and disappears when not being ridden. It has a base land speed is 60 feet, and it has (5+Templar's Cha mod) hit points per Templar level. Additionally, he gains the Mounted Combat feat.

At rank 6, a Templar learns to direct his phantom steed into the air, granting it a fly speed of 60 feet (Perfect), in addition to the Spirited Charge feat. Additionally, he gains +1 to fortitude and will saves.

At rank 9, a Templar gains the ability to call fallen allies back from the Rift, learning to cast True Resurrection once per year as a Supernatural ability (CL = rank x 2). This still has the normal cost of diamonds worth 25000 gp. Additionally, he gains +1 to fortitude and will saves.


The enhancement bonus of Rift Weapons can be converted into weapon special abilities once a day by meditating for ten minutes, as long as the total bonus remains equal, the enhancement bonus remains +1 or higher, and any weapons that the Riftwalker carries must have identical enhancements. For example, instead of having a pair of +2 daggers, a Wraith may have a pair of +1 flaming daggers, but not one +1 flaming dagger and one +1 shocking dagger.

Any Riftwalker is always proficient in any Rift Weapons he possesses. If a Rift Weapon would be dropped or otherwise separated from the Riftwalker, he may call it to his hand as a free action, teleporting it with no range limit. The Rift Weapon is also indestructible in all ways, with the exclusion of methods that can destroy artifacts. If a Rift Weapon is lost, it takes a year of meditation for a Riftwalker to rebuild the weapon.

Riftbending (Su): A Riftwalker gains the ability to shape the world in extraordinary ways through the powers of The Rift. At every even level, he gains +1 to a class of his choice’s spellcasting, or gains first level spellcasting in a base class of his choice. Alternatively, he may focus on enhancing his martial abilities with the Rift's power. If he does, he may gain maneuvers as if he took a level in Crusader, Swordsage or Warblade.

Ralcos
2014-06-20, 11:39 AM
The Wastelander

http://th06.deviantart.net/fs50/PRE/i/2009/314/4/c/Fallout_3__Virtue_to_Vice_by_patrickbrown.jpg
All credit for image is given to PatrickBrown on Deviantart!

War... War never changes.

The wasteland is a dangerous place, filled with dangers of all kinds. From simple raiders to robotic monstrosities, to mutants like the Rad-roach and the Super Mutants, to even radiation and lack of resources. A Wastelander is a survivalist, able to survive these multitudes of dangers.

Adventures: Wastelanders are adventurers, in the very sense of the word, though that word seems to have a different meaning to the title.

Characteristics: The Wastelander is able to find resources for him and his allies to survive the nuclear polluted environment. From simple hunting and gathering, all the way to eventually learn the uses of energy firearms, the Wastelander is capable of many things.

Alignment: Based on the fact of civilization falling apart and blowing each other to kingdom come, Wastelanders have a majority of Neutral and Chaotic aligned streak, though the Wastelander itself can be of any alignment.

Religion: Since the old world religions were destroyed, very few in the wastes worship any deity. Those that do (though considered crazy) usually worship gods of travel, luck, and/or safety.

Background: Wastelanders are a lifestyle, and thus there is no requirement to become one of them. After the bomb, survivalists settled and spread their teachings of hunting, gathering, and possibly the teachings of old world tech.

Races: Wastelanders are usually human, though any and all races have the capacity to become survivors in the new world.

Other Classes: The Wastelander usually holds his/her own opinions of the other classes, for better or for worse. In general, Wastelanders like or hate everyone equally under the grim freedoms of nuclear holocaust.

Role: The Wastelander's role in a party can be many things, depending on how the Wastelander himself was trained. For example, a Wastelander that focused on learning about old world technology can be used to both aid allies, and hinder enemies with debilitating effects.

Adaptation: Wastelanders can be of many differing apocalypses, but always as survivors and the major drivers of future events.

GAME RULE INFORMATION
Wastelanders have the following game statistics.
Abilities: High wisdom is needed, for the ability to sense your surroundings and the intentions of others is important for your survival. Constitution is important, for hit points and Fortitude saving throws.
Alignment: Any
Hit Die: d8
Starting Age: As Fighter
Starting Gold: As Sorcerer
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

WASTELANDER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+0
Teaching (Level 1), Bonus Feat


2nd

+1

+3

+3

+0



3rd

+2

+3

+3

+1
Teaching (Level 1 or Level 2), Bonus Feat


4th

+3

+4

+4

+1



5th

+3

+4

+4

+1



6th

+4

+5

+5

+2
Teaching (Level 1, Level 2, or Level 3), Bonus Feat


7th

+5

+5

+5

+2



8th

+6 / +1

+6

+6

+2



9th

+6 / +1

+6

+6

+3
Teaching (Level 1, Level 2, Level 3, or Level 4), Bonus Feat


10th

+7 / +2

+7

+7

+3



11th

+8 / +3

+7

+7

+3



12th

+9 / +4

+8

+8

+4
Teaching (Level 1, Level 2, Level 3, Level 4, or Level 5), Bonus Feat


13th

+9 / +4

+8

+8

+4



14th

+10 / +5

+9

+9

+4



15th

+11 / +6 / +1

+9

+9

+5
Teaching (Level 1, Level 2, Level 3, Level 4, Level 5, or Level 6), Bonus Feat


16th

+12 / +7 / +2

+10

+10

+5



17th

+12 / +7/ +2

+10

+10

+5



18th

+13 / +8 / +3

+11

+11

+6
Teaching (Level 1, Level 2, Level 3, Level 4, Level 5, or Level 6), Bonus Feat


19th

+14 / +9 / +4

+11

+11

+6



20th

+15 / +10 / +5

+12

+12

+6




Class Features
All of the following are class features of the Wastelander.

Weapon and Armor Proficiencies: Wastelanders are proficient in all simple and martial weapons, and are proficient in light armor (but not any shields).

Teachings: At 1st level and every 3rd character level (3, 6, 9, etc), the Wastelander gains a Teaching. A Teaching is an old world tradition that has otherwise been lost to the devastation of nuclear war. As the table above, the Wastelander's Teachings has levels, up to 6, having to start at level 1 for whatever Teaching he has taken.
Below is a list of Teachings that a Wastelander can take.


Soldier's Teachings
These teachings come from the survivors that are descended from military powers. This Teaching tree gives the Wastelander the ability to use firearms, and eventually the ability to use energy weaponry.
Level 1: Gain Weapon Proficiency (Firearms) as a Bonus Feat*
Level 2: Gain Point Blank Shot as a Bonus Feat
Level 3: Gain Rapid Shot as a Bonus Feat
Level 4: Gain Precise Shot as a Bonus Feat
Level 5: Gain Improved Precise Shot as a Bonus Feat
Level 6: Gain Weapon Proficiency (Energy Weapons) as a Bonus Feat*
*Dungeon Master's Guide has rules for the use of modern and futuristic firearms.

Merchant's Teachings
The Merchant is a social figure, buying and selling the needed resources to other survivors of the post nuclear world. This Teaching tree gives the Wastelander the ability to use social skills in differing ways, as well as attract others to his standing.
Level 1: Choose 3 skills to become class skills; Appraise (Int), Bluff (Cha), Diplomacy (Cha), Forgery (Int), Knowledge (All, taken individually) (Int), Use Magic Device (Cha), Use Psionic Device (Cha)
Level 2: Gain 1 reroll for the skills above that can be used once per day plus the Wastelander's Charisma modifier. He must accept the second roll, even if it ends up lower than the first roll.
Level 3: Gain Leadership as a Bonus Feat.
Level 4: Gain another reroll for the skills above. He still must accept the last roll, even if it is lower than the first one or the second one.
Level 5: Gains the ability to use Charm Person as a spell-like ability that can be used a number of times per day equal to 3 + the Wastelander's Charisma modifier. Caster level is equal to 1/2 of your Wastelander level.
Level 6: Gain another reroll for the skills above. He can now choose which roll he has rolled of all the rolls he has taken.

Gadgeteer's Teachings
The Gadgeteer is a scientist, taught by the few surviving scholars of the pre-apocalyptic era. This Teaching tree gives the ability to make gadgets of all sorts, but the gadgets never last long.
Level 1: Can make gadgets that can cast any one 1st level power (from any psionic class's list), as a psi-like ability. Can make a gadget that makes simple blasts of energy (Treat energy blasts as a Warlock's Eldritch Blast, with levels equal to 1/2 the Wastelander's level. Your gadgets last for 1 hour. You can only make one gadget per day. Your manifester level is considered equal to 1/2 of your Wastelander level.
Level 2: Your gadgets last 1d4 hours.
Level 3: Can make gadgets that can manifest any one 1st level or 2nd level power (from any psionic class's list), as a psi-like ability. Your gadgets last 1d6 hours. You can make 2 gadgets in a day.
Level 4: Your gadgets last 1d8 hours.
Level 5: Can make gadgets that can manifest any one 1st level, 2nd level, or 3rd level power (from any psionic class's list), as a psi-like ability. Your gadgets lats 1d10 hours. You can make 3 gadgets in a day.
Level 6: Your gadgets last 1d12 hours.

Wanderer's Teachings
The Wanderer is a survivor, seeking to live in a world destroyed by the greed of old world conflicts. This Teaching tree gives the ability to resist the harsh conditions.
Level 1: Gain a +2 bonus to all saving throws to resist harsh conditions. Gain Fast Movement Progression as a Monk of equal level to 1/2 your Wastelander level.
Level 2: Gain Endurance as a Bonus Feat
Level 3: Gain Great Fortitude as a Bonus Feat. Once per day, you can reroll any one Fortitude saving throw and take either result.
Level 4: Gain Skirmish as a Scout with levels equal to 1/2 of your Wastelander levels.
Level 5: Gain Dodge and Mobility as Bonus Feats.
Level 6: Gain Spring Attack as a Bonus Feat.



Bonus Feats
At 1st level, a Wastelander gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Wastelander gains an additional bonus feat at 3rd level and every three Wastelander levels thereafter (6th, 9th, 12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Wastelander must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Wastelander is not limited to the list of fighter bonus feats when choosing these feats.

malonkey1
2014-06-20, 04:44 PM
Time Jumper

“YOU'RE! NOT! LISTENING! If you don't help me, everything will burn!”

At the end of time, everything comes apart. The why and how may vary, but everything has an end. Time Jumpers are those who seek to prove this false.

Adventures: Above all, a Time Jumper seeks to prevent the calamity that will eventually end the world. They may seek artifacts and powers destroyed in their time, or prevent the birth or death of an important person. Some are just there to get more information.

Characteristics: Time Jumpers are skillful individuals, with decent combat prowess, a limited control over the flow of time, and a link to a friend in the far future.

Alignment: Most Time Jumpers are Good, seeking to prevent a horrible cataclysm, but some few are evil, seeking to cause the same, or simply manipulate time to put themselves in power.

Religion: Who knows what strange religions a Time Jumper could follow? Some come from a time where the gods have died, others come from time lines in which new gods have appeared, or any number of other possibilities.

Background: Time Jumpers are always from the far future. They almost always live in a post-apocalyptic hellscape.

Races: Nearly any race can become a Time Jumper. A surprisingly large number of them are mixed races like Half-Elved, or planetouched like Aasimars and Tieflings.

Other Classes: Time Jumpers rarely care what kind of allies they can find, working with any who will help them.

Role: In addition to being a proficient combatant, Time Jumpers are actually very good at gathering information, both through their own investigations, and through communication with their home time.

Adaptation: Perhaps the Time Jumper is instead from a distant past, seeking to find aid from the future. Maybe he's a refugee from a parallel timeline, or another planet (very good for Spelljammer), seeking to prevent their home's destruction from being repeated. Perhaps he's simply a well-informed individual with a grasp of temporal magic and divination.

GAME RULE INFORMATION
TIME JUMPERS have the following game statistics.
Abilities: Intelligence is important for using your powers, as well as communicating cross-temporally. Dexterity and Constitution are important for combat survival.
Alignment: Any
Hit Die: d8
Starting Age: As Rogue
Starting Gold: As Commoner

Class Skills
The TIME JUMPER'S class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge[Arcana, History, Nature, Religion, Planes] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


LevelBABFortRefWillSpecial
1+0+0+2+2Timeline, Least Temporal Power
2+1+0+3+3
3+2+1+3+3
4+3+1+4+4Minor Temporal Power
5+3+1+4+4
6+4+2+5+5
7+5+2+5+5
8+6/+1+2+6+6Lesser Temporal Power
9+6/+1+3+6+6
10+7/+2+3+7+7
11+8/+3+3+7+7
12+9/+4+4+8+8Intermediate Temporal Power
13+9/+4+4+8+8
14+10/+5+4+9+9
15+11/+6/+1+5+9+9
16+12/+7/+2+5+10+10Greater Temporal Power
17+12/+7/+2+5+10+10
18+13/+8/+3+6+11+11
19+14/+9/+4+6+11+11
20+15/+10/+5+6+12+12Final Temporal Power


Proficiencies: Time Jumpers are proficient with all simple and martial weapons, plus firearms and energy weapons. They are proficient with light armor.

Timeline (Ex): You have come from a possible future where everything has gone horribly wrong. What exact type of future determines what type of powers you receive, as well as your likely goals. At first level, choose the timeline you came from. You may not change this, even if the future is changed. You are unaffected by any changes to the timeline.


[i]Ice Age: Your world has frozen over, leaving your people to scrounge in the cold, granting you keen hunting abilty and a resistance to cold. You receive resistance 5 to cold damage, and gain a +4 bonus on saves against hypothermia and cold effects.
The Hordes of the Dead: The dead have invaded the lands of the living. Intelligent undead like liches and vampires rule over the undead legions, performing gruesome experiments on the living. You receive the Tomb-Tainted Soul feat for free. You can suspend the effect of this feat as a free action.
Colonial Destruction: Your world or plane has been taken over by some invader who sought to colonize it. You escaped their colonial expansion, intent on preventing their invasion. You receive Favored Enemy [Aberration] or [Outsider], and its bonuses increase by +2 at every 4th level.
Mad Earth: Your world was washed under a tide of chaos, as nature spontaneously collapsed under itself inexplicably. You have returned to understand what happened and make sure it doesn't. You are immune to spells and effects with the chaos descriptor of a level lower than ½ your class level. (If the effect is a soulmeld, use twice the number of essentia invested in place of effect level).
Götterdämmerung: The gods in your timeline are dead. Without their protection, the world has been overrun by fiends and eldritch horrors unimaginable by man. As a result, you have learned to channel traces of divine power strewn about the cosmos, capable of healing allies and turning fiends and undead away. You receive SR 10 + your class level against spells and spell-like abilities and powers and psi-like abilities cast or manifested by aberrations.
Mutation: Your timeline is a mutated wasteland, filled with warped creatures and twisted monsters that may have once been people. You have narrowly avoided losing your mind to the twisted energies of this time in order to rectify it. You gain Fast Healing 1, which you can activate or deactivate as a free action. However, each round this is active, you have a 50% chance of taking 1 Charisma damage. You can not resist this damage in any way, and you can not use this effect if you are not living.
Hell on Earth: Your world was invaded by fiends. They have no interest in conquest, only there to torment and kill mortals. Your attacks possess the holy special quality against evil outsiders.
Horrid Pestilence: Some force has caused pestilence and disease to overtake your world, devouring crops and people. You have acquired a resistance to poison and disease, receiving a +2 bonus on saves vs. disease and poisons.
River of Slime: Your world has been filled with a deathly slime, which burns all it touches, and turns animals into horrific monsters. You gain a +4 bonus vs. transmutation effects, having resisted the transformative properties of the slime.

spikeof2010
2014-06-22, 08:12 AM
The Scarred

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Wisdom is important for navigating your way around your mutated self.
Alignment:Any
Hit Die: d8
Starting Age: As Fighter.
Starting Gold: As Wizard.

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Radiation Selection, Irradiate


2nd

+1

+3

+0

+3
Class Ability


3rd

+2

+3

+1

+3
Class Ability


4th

+3

+4

+1

+4
Class Ability


5th

+3

+4

+1

+4
Class Ability


6th

+4

+5

+2

+5
Class Ability


7th

+5

+5

+2

+5
Class Ability


8th

+6/+1

+6

+2

+6
Class Ability


9th

+6/+1

+6

+3

+6
Class Ability


10th

+7/+2

+7

+3

+7
Class Ability


11th

+8/+3

+7

+3

+7
Class Ability


12th

+9/+4

+8

+4

+8
Class Ability


13th

+9/+4

+8

+4

+8
Class Ability


14th

+10/+5

+9

+4

+9
Class Ability


15th

+11/+6/+1

+9

+5

+9
Class Ability


16th

+12/+7/+2

+10

+5

+10
Class Ability


17th

+12/+7/+2

+10

+5

+10
Class Ability


18th

+13/+8/+3

+11

+6

+11
Class Ability


19th

+14/+9/+4

+11

+6

+11
Class Ability


20th

+15/+10/+5

+12

+6

+12
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Radiation Selection (Ex):
At first level, the Scarred must pick an energy type he wishes to scar his enemies with. He gains resistance equal to half his Scarred (minimum of one) to his selected energy type. He may pick from the following list: Cold, Acid, Fire, or Sonic.

Irradiate (Ex):
At first level, the Scarred gains the ability to channel his built up radiation inside him and forces it out onto his enemies.
Irradiate is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. At first level, this does 1d6 energy damage of his selected radiation.

AkazilliaDeNaro
2014-06-22, 02:45 PM
The Prophetic

http://static.tvtropes.org/pmwiki/pub/images/Fable_2_Cover_Art_No_text_5914.jpg

"It's one thing to think that you're the center of the universe —
it's another thing entirely to have this confirmed by an ancient prophecy."


You Are Chosen One, weather that means the destroyer of your world or the savior of it. Its all up to the Prophecy, given to you at birth, or your 18th birthday, or anywhere in between, or maybe you found it by accident, who knows.

Adventures: Some seek the means to stop their prophecy from happening. Some, the means to make it happen sooner. But, one thing is for certain, inaction always leads to unwelcome completion of the Prophecy.

Characteristics: Every Prophetic eventually either stops the end of the word or causes it.

Alignment: Any, really.

Religion: While many Prophetics worship radically different deities, there is one thing that they all believe: Their Prophecy.

Background: Every Prophetic is destined at birth, or even before, to be a Prophetic.

Races: Any race can become a Prophetic, as every race believes in the future.

Other Classes: Each Prophetic may react differently to any class depending upon their Prophecy.

Role: Each prophetic may take a different role in the party, depending upon its prophecy.

Adaptation:

GAME RULE INFORMATION
Prophetics have the following game statistics.
Abilities: Most Prophetic abilities rely on Charisma
Alignment: Any
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Sorcererer
Class Skills
The Prophetics class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Gather Information (Cha), Knowledge (Religion, the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int) Spot (Wis), and Swim (Str). Use Magic Device (Int)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



Lvl
BAB
Fort
Ref
Will
Special


1st
0
1
1
1
Prophecy


2nd
1
2
2
2
Prophetic Aspect


3rd
2
2
2
2



4th
3
3
3
3



5th
3
3
3
3
First Omen


6th
4
3
3
3



7th
5
3
3
3



8th
6/1
4
4
4



9th
6/1
4
4
4



10th
7/2
5
5
5
Second Omen


11th
8/3
5
5
5



12th
9/4
6
6
6



13th
9/4
6
6
6



14th
10/5
6
6
6



15th
11/6/1
6
6
6
Third Omen


16th
12/7/2
7
7
7



17th
12/7/2
7
7
7



18th
13/8/3
8
8
8



19th
14/9/4
8
8
8



20th
15/10/5
9
9
9
Final Omen, Fulfilled Prophecy




Class Features
All of the following are class features of the Prophetic.

Weapon and Armor Proficiency: A Prophetic is proficient with all simple weapons, light armor and shields(except tower shields). She is also proficient with any weapons or armor specified in her Prophecy.

Prophecy (Ex)


First Word (Ex)
You know one word of your prophecy, and it grants you special powers.
At 1st level a Prophetic learns the first word of their Prophecy, granting them powers based on it.


Portal
Bonus Class Skills: none
Bonus Weapon and Armor Proficiency:

1st
You innately know if a creature you see is natural or summoned.
Any time you use a Summon Monster spell from this class you can only summon creatures of the same alignment as your Prophecy.
You may cast Summon Monster I-IX (depending on your level), as a spell like ability, a number of times per day equal to 1/3 your level(min 1) + your charisma modifier. Your caster level is equal to a that of a sorcerer of the same level.

5th
You may cast Dimension Door, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

10th
You may cast Dismissal, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Teleport, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

15th
You may cast Banishment, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Greater Teleport, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

20th
You may cast Gate, as a spell like ability, a number of times per day equal to 3+ your charisma modifier. The chosen plane has to correspond to your Prophecy.

Savior
Bonus Class Skills: Balance (Dex), Intimidate (Cha), Jump (Str),
Bonus Weapon and Armor Proficiency: All martial Weapons, medium and heavy armor.

1st
You may cast any Cure spell, that a Cleric of equal level could cast, as a spell like ability, a number of times per day equal to 1/3 your level(min 1) + your charisma modifier. Your caster level is equal to a that of a sorcerer of the same level.

5th
You may cast Lesser Restoration, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Heal, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

10th
You may cast Restoration, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Regenerate, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

15th
You may cast Greater Restoration, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Mass Heal, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

20th
You may, as a standard action, use positive energy to restore a single living touched creature, other than yourself, to maximum hit points, a number of times per day equal to 3+ your charisma modifier. This has no effect on non-living creatures.


Destroyer
Bonus Class Skills: Balance (Dex), Intimidate (Cha), Jump (Str),
Bonus Weapon and Armor Proficiency: All martial Weapons, medium and heavy armor.

1st
You may cast any inflict spell, that a Cleric of equal level could cast, as a spell like ability, a number of times per day equal to 1/3 your level(min 1) + your charisma modifier. Your caster level is equal to a that of a sorcerer of the same level.
You may make ranged Sunder attempts at -4 penalty for every 15' away the target object is. You may also do this with any ranged, single target, damaging, spell or spell like ability.
You gain Improved Sunder as a bonus feat.

5th
You may cast Shatter, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You gain ability to Smite any object. To Smite make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Prophetic level (if you hit). You must declare the smite before making the attack. This ability is usable a number of times per day equal to 3 + your charisma modifier.

10th
You may make a single sunder attempt at a number of items, equal to 3 +your charisma modifier, within 60' that, you can see.
You may add 1/2 your Prophetic level to any sunder attempt.

15th
You may cast Harm, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.
You may cast Disintegrate, as a spell like ability, a number of times per day equal to 3 + your charisma modifier.

20th


Scion
Bonus Class Skills: none
Bonus Weapon and Armor Proficiency: All natural weapons gain from this class

1st


5th

10th

15th
You gain DR X/-, where X is 1/4 your Prophetic level.

20th
You gain Fast Healing 3(this does not get doubled),





Designation (Ex)
At 1st Level you must choose the designation of your Prophecy.

Alignment
Chaos
Good
Evil
Law

Elemental
Fire
Cold
Acid
Sonic
Electricity

Prophetic Aspect (Ex)

At every level after first a Prophetic chooses an Aspect from the following list. At 10th level the number of aspects he chooses every time increases by 1.

Time
1st(Ex)
You gain Dodge as a bonus feat, if you already had Dodge the number of opponents you can choose increases by +1.
Every time you select this aspect the number of opponents you can choose increases by +1.

2nd

You gain a +4 bonus to your initiative. Every other time you select this aspect the bonus increases by +2.

3rd
You may, as a free action, act as if under the effect of the spell haste for 10 rounds a day, these rounds need not be consecutive. Every 3rd time you select this aspect the number of rounds increases by +5/day.

4th

5th

6th

7th

8th

9th


Space
1st
For a total time per day of 1 round per Prophetic level you possess, you can act as if you were affected by the spell Freedom of Movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Every time you select this aspect the number of rounds/level increases by +1.

2nd


3rd
You can act as if under the effect of the spell Fly for 10 minutes per day. If you already had a fly speed, you may increase it by +20' for 10 minutes a day. These minutes need not be consecutive.
Every third time you select this aspect the number of minutes increases by +5/day.

4th

5th

6th

7th

8th

9th




Light
1st
You may, at will, emit Daylight in a 30' radius as a free action. Any creature weak to natural daylight is weak to this light as well.
Every time you select this aspect the radius increases by +30 ft.

2nd

3rd

4th

5th

6th

7th

8th

9th



Darkness
1st
You may, at will, force all light sources with in a 60' radius to stop producing light.
Every time you select this aspect the radius increases by +30 ft.

2nd

2nd

3rd

4th

5th

6th

7th

8th

9th



Life
1st
Three times per day you may, as a standard action, give a single touched creature +3 temporary hit points per Prophetic level. These hit points last a a number of minutes equal to 3 + your charisma modifier.
Every time you select this aspect the number of times you may use it increases by +3/day.

2nd

3rd

4th

5th

6th

7th

8th

9th



Death
1st
You gain Die Hard as a bonus feat.
The amount of negative HP you are allowed before you die increases by 3(to -13).
Every time you select this aspect the amount increase by 3.

2nd

3rd

4th

5th

6th

7th

8th

9th



War
1st
You gain a +2 competence bonus to attack and damage rolls with either, slashing, piercing, or bludgeoning weapons.
Every time you select this aspect the bonus increases by +1.

2nd
You gain the ability to, as a standard action, detect weapons and armor, within 60 ft, at will, much like a Paladin can Detect Evil. Unlike a Paladin's Detect Evil, a you may discern between familiar and unfamiliar weapons and armor. Any weapons or armor that have been around you for 24 hours, become familiar to you.
Every other time you select this aspect the range increases by +30 ft.
The ability is as follows.

1st Round
Presence or absence of familiar or unfamiliar weapons and armor within range(default 60ft).

2nd Round
Number of familiar or unfamiliar weapons and armor in the area and the stats of the most potent unfamiliar weapon or armor present.

3rd Round
The stats and location of all familiar or unfamiliar weapon and armor. If a weapon or armor is outside your line of sight, then you discern its direction but not its exact location.

3rd

4th

5th

6th

7th

8th

9th



Magic
1st
Your caster level for the purpose of determining spell effects is increases by +1.
Every time you select this aspect the bonus increases by +1.

2nd

3rd

4th

5th

6th

7th

8th

9th



Dragon
1st
You gain a +1 Natural Armor bonus to your AC.
Every time you select this aspect the bonus increases by +1.

2nd

3rd

4th

5th

6th

7th

8th

9th




Air
1st
You gain the ability to Slow Fall 20 ft, similar to that of a 4th level Monk.
Every time you select this aspect the distance increases +10 ft.

2nd

3rd

4th

5th

6th

7th

8th

9th


Water
1st
You may breath underwater for up to 4 minutes per day.
Every time you select this aspect the number of minutes increases by +2/day.

2nd
You gain a 30 ft. swim speed.
Every other time you select this aspect the speed increases by +10 ft.

3rd

4th

5th

6th

7th

8th

9th




Earth
1st
Three times per day, while standing on any variation of stone, mud, or dirt, you may gain a +6 circumstance bonus to Strength for a number of rounds equal to 3+ your charisma modifier.
Every time you select this aspect the number of uses is increased by +3/day.

2nd

3rd

4th

5th

6th

7th

8th

9th




Fire
1st
You may cause all creatures in a 60' radius to be under the effect of the Endure Elements spell.
Every time you select this aspect the radius increases by +30 ft.

2nd

3rd

4th

5th

6th

7th

8th

9th




Fulfilled Prophecy (Su)

Moonwolf727
2014-06-22, 02:46 PM
The Waste that Walks

A living omen of death, simply by being born a Waste that Walks guarantees the end of at least one life in the name of their continued existence as their hollow, cavernous soul draws in the life force of their mother whilst they are still closely intertwined. Though the birth of a Waste that Walks is rare, it happens often enough that there is at least one tribe of primitive humans known for killing the child if their mother died during the childbirth. From that day onwards the broken, flawed soul of the young Waste that Walks is sealed, the majority of its cracks and breaks fixed by the cannibalization of a soul that had the virtues of being immediately available and extremely similar to the Waste's own. The Waste that Walks will usually have a relatively normal childhood, though perhaps animals will be less fond of them than normal, but as they grow their soul, held together with crude but powerful stitches made from their mother's, slowly falls apart again and that is when their influence arises. It is believed that the essential flaws in the soul of a Waste who Walks can be applied to anything, theoretically nullifying that thing and removing it from existence.

Moreso, there is a prophecy, that when the time comes that two cursed in such a manner bear a child, that child will grow to be so unstable that, in their dying throes, their Fallout will engulf the world and extinguish all the but the most resilient life. This is very possible, after all, there was once an Elven Waste who lived for so long thanks to their natural longevity and lack of compunctions against feeding on others that when a party of heroes came to slay her, the next day there was a massive desert that had it's center at the exact spot where her heart was skewered on the Paladin's longsword.

Adventures: A good deal of Wastes will travel out of what they see as necessity, if they haven't already caused everyone around them misfortune enough to be driven away anyway. They move in order to avoid being in a single place too long, to stop their influence rooting itself, and them, into an area and causing desolation. On the other hand, some Wastes will move with intention, seeking out people and places that they feel deserve to have their lifeblood drained away.

Characteristics: Wastes are often, ironically, quite hale and hearty before their decay begins once more, somewhere in their teenage years for most. Afterwards though, they will become weaker, not necessarily weak but simply unable to keep themselves in a state much more healthy than average due to the slow collapse of their soul. Otherwise, there aren't many characteristics that can be observed to be present in all Wastes, they are too few and far between to properly judge this, though there is a, untrue, stereotype that they have hair so black that it seems to devour light.

Alignment: Of all kinds, the Wastes are born that way, they have no control over their own power and they generally get to grow into their mid-teens before their soul begins to degrade back to its original state as a yawning abyss. As such, most Wastes will have some form of moral code ingrained in them before their nature has a chance to influence it. Upon finding their powers, it can go either way. Some, generally the good ones, will leave and venture away for fear of hurting other people. Meanwhile, the evil ones tend to utilize their abilities to ruin their enemies lives. A Waste generally has one attitude towards their predicament, "This sucks". The degree to which they feel that, however, varies among them. Some think they are monsters and would like nothing more than to die without having to trek into an empty region in order to avoid killing someone with their Fallout (Something very possible for any but the weakest Wastes). Others are... more fond of their situation, but see it as having several inefficient drawbacks, like the slow wasting away of their own body, mind, and soul unless they drain others of theirs. Not that the latter group usually need much motivation to rid others of their essential life force, but they'd rather not have the time limit.

Religion: Religions tend to hate them. Not all of them, but practically all of the good ones definitely do and there's more than a handful of evil religions that have been harmed by a Waste that Walks in the past. In regards to the Waste themselves, religion tends to be a binary thing. Either they apologize to the gods and pray endlessly to be rid of their curse so that they can live among others and finally stop hurting them, or they scorn the gods whilst thinking that they are the ones who did this to them in the first place.


Step 1: They have to die.

No really. In order to be rid of their condition, a Waste that Walks has to die and willingly give their broken, faulty soul over to a being capable of altering it's nature. This takes a hour long ritual that ends in the purposeful death of the Waste that Walks. Once in the hands of this powerful being, whether that be an Archdemon or a benevolent God, the Wastes soul is molded and changed such that it becomes perfectly mundane.

Revival is not assured. Many gods will hold onto a Waste's soul and leave it in their afterlife (from which they can be resurrected normally), feeling they have done more than was ever required of them to begin with. Archdemons or powerful evil entities generally claim the soul for themselves after it is fixed, or even avoid fixing it at all and bargain it off to a being with big plans for such rare potential.
Should the Waste actually come back to life, either through resurrection or the grace of a god, they are incapable of taking levels in any class that requires they access their soul or use magic. The Waste has been fixed, yes, but as a safety measure to prevent their soul collapsing again they are rendered unable to channel supernatural power through it, this means that they cannot ever use Divine or Arcane magic, or Incarnum. Sadly it is the price that must be paid, though many do not think it terribly high.

The ritual required to do this is extremely rare and likely ancient as well, it should never be easy to access and knowledge of it would probably need to come from a Waste who was fortunate enough to use it themselves.


Background: No-one truly knows for certain what causes a child to be born with a fractured and hungry soul. That is not to say that there aren't theories of course. It is obviously not something that is specific to races that give live birth as those that lay eggs are still capable of creating a Waste, just that it dies very very quickly without the ability to drain its mother. Theories abound, many religions are ready to blame the creation of Wastes as random placement and done by an Elder Evil in order to bring about its release and mass devastation, there are puritans who believe that anyone exposed to too much dark magic and negative energy will give birth to a Waste, and finally there exist those who care not where a Waste comes from as long as it is eradicated immediately.
All in all, being born a Waste is like being born with no any other disability, unpredictable but crippling.

Races: A Waste that Walks can come from any race that gives live birth. Whilst the flawed nature of their soul can be found in any race, Wastes that cannot feed off of their mother's soul immediately after birth soon die with no-one, no matter how skilled, being able to save them. Other than that, the horrible, unknown accident that results in a child having a fractured and hungry soul has an equal chance of occurring to any race. Bear in mind that this chance is very very small indeed.

Other Classes: Clerics tend not to like them. Wizards, especially necromancers, usually love studying them for insight into the nature of a soul. Mundane classes are usually also prejudiced against them, though not as firmly as servants of good gods. Wastes tend to get along best with other ostracized classes, like Warlocks and the Harrowed.

Role: The Waste that Walks can fill a few roles, a temporary backup for the frontline fighter, at higher levels they can become ranged damage dealers. They tend to function well as spies or covert operatives, as they often have ranks in Hide and Move Silently, or Spot and Listen.

Adaption: In a setting without souls, the Waste that Walks could be a natural source of negative energy and death, the genesis of a new Negative Energy Plane, one that will engulf the prime material and drain it dry before withering away on its own. Perhaps the Waste that Walks' birth could have been an intentional experiment by a necromancer of the highest caliber and whilst the original has already died, the gene has spread itself thinly between those who survived the original's Fallout, waiting to resurface. Anything is possible so long as it is remembered that the Waste that Walks is a broken being, not a force of consumption but simply an ordinary soul that is flawed in such a way that its desperate attempts to fix itself through the devouring of others is a temporary solution at best.

GAME RULE INFORMATION
The Waste that Walks have the following game statistics.

Abilities: The most important ability score for a Waste that Walks is Wisdom, followed by Constitution so that they can survive their own calamitous power. Dexterity is also useful for the AC bonus.

Alignment: Any

Hit Die: d8

Starting Age: As Sorcerer
Starting Gold: As Rogue

Class Skills
The Waste that Walks' class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Int), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Wis), Sense Motive (Wis), Spot (Int), Survival (Wis)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



Level
BAB
Fort
Reflex
Will
Special


1st
+0
+0
+0
+2
Black Hole Soul, Path of Decay, Devour (1d8)


2nd
+1
+0
+0
+3
Influence


3rd
+2
+1
+1
+3
Devour (2d8)


4th
+3
+1
+1
+4
Leech through the Skin


5th
+3
+1
+1
+4
Devour (3d8)


6th
+4
+2
+2
+5
Fallout


7th
+5
+2
+2
+5
Hunger's Claim, Devour (4d8)


8th
+6/+1
+2
+2
+6
Excess


9th
+6/+1
+3
+3
+6
Devour (5d8)


10th
+7/+2
+3
+3
+7
Partial Rebirth


11th
+8/+3
+3
+3
+7
Devour (6d8)


12th
+9/+4
+4
+4
+8
Excess


13th
+9/+4
+4
+4
+8
Devour (7d8)


14th
+10/+5
+4
+4
+9
Malevolent Consumption


15th
+11/+6/+1
+5
+5
+9
Devour (8d8)


16th
+12/+7/+2
+5
+5
+10
Excess


17th
+12/+7/+2
+5
+5
+10
Devour (9d8)


18th
+13/+8/+3
+6
+6
+11
Rift


19th
+14/+9/+4
+6
+6
+11
Devour (10d8)


20th
+15/+10/+5
+6
+6
+12
Stabilization



Class Features
All of the following are class features of the Waste that Walks.

Weapon and Armor proficiency: Wastes are proficient with all simple weapons and one martial weapon of their choice. Wastes are proficient with Light and Medium armor but not with shields of any kind.

Black Hole Soul (Su):
"What one must understand about the nature of these peculiar souls is that they are not functioning correctly. In fact, they are no different from how ours would be under the same circumstances. We theorize. So far, all attempts to recreate the phenomenon have failed." -Excerpt from the Codex Fractus.

A Waste's soul is desperately trying to repair itself as it falls apart day by day, it lacks something essential and is aware that other souls are in possession of that quality, as far as a soul can be aware.

The Waste receives only half the benefit of spells of the Healing sub-school.
In addition, the Waste has a pool of "Decay" points with a maximum of their Constitution score. A first level Waste begins with this pool containing only a single point of Decay. Decay points accumulate naturally and the Waste gains a single Decay point every (3 + Constitution Modifier) days. Decay points are subtracted from the Waste's Constitution score for the purposes of determining their Constitution bonus to Fortitude Saves but do not effect Hit Point calculation. If the Waste ever has a number of Decay Points equal to their Constitution score for more than an hour, their soul will collapse under the strain and they will die (Activating their Fallout class feature as well, if the Waste does not have the Fallout class feature treat them as having it and halve their class level for the purposes of it's effects, round up.)

Path of Decay (Ex):
"People will do anything to survive, to get away from death's door. To that end, almost all Wastes that survive for any length of time will begin to take on traits of other beings, in the hopes that their soul will also take after that being and eventually recover." -Except from Chapter Three of the Codex Fractus "Mutations".

At first level the Waste must select a Path of Decay. This decision is permanent once made and cannot be changed by any means. As they gain power and levels the Waste will gradually begin becoming more like the beings of the Path they have chosen. (This may or may not be a conscious choice for the character in terms of roleplay)

At the indicated levels in each path, the Waste gains the ability and traits described. All of these abilities should be considered Extraordinary unless stated otherwise.


[WARNING: NONE OF THESE ARE ACTUALLY DONE YET.]

"A holy light beckons to me from above. I could simply leave my body down here and let my soul freely ascend to the heavens, but I am too attached to it for that and I fear it will not be here if, when, I return. Therefore I shall climb my way up, step by step. Pelor's summons cannot be ignored."

1stlv: The Waste gains Darkvision out to 30 feet. They also require only four hours of sleep in order to gain the benefits of a full eight hours.

3rdlv: The Waste may use Detect Evil as a spell-like ability at-will and Cure Minor Wounds as a spell-like ability 3/day.

5thlv: The Waste gains Resistance to Electricity and Fire 5. The Waste may, once per day, attempt to Turn Undead as if they were a Cleric of their Class level.

7thlv: The Waste may, as a standard move action, sprout sickly-looking, battered wings from their back. These wings allow them to fly at a speed equal to their base land speed with poor maneuverability, but they must end any turn on solid ground or fall. The Waste may sustain their wings for a number of minutes equal to half their class level (rounded down).

9thlv: The Waste may use Searing Light 2/day as a spell-like ability. In addition, once a week the Waste may spend a full-round action praying to the heavens. After doing so, the Waste may ignore any points of Decay they have accumulated for three hours, giving them a more substantial buffer of time to find a source of life force that they can drain before perishing.

11thlv:



"I have seen them, Constructs with wills of their own. You hear only tales of madden creations escaping their master's thrall, but I know there are those who are free. They lack a soul, and mine is failing. I hope to learn how they survive without that essence of being, so that I might replicate the feat."


"Demons, Devils, Daemons. I care not for the difference or wars that divide them. They all hunger for souls, crafting them expertly into whatever they desire, or simply devouring them as I must. Somewhere in their being is what allows them so subsist without the life-force I steal from others. I will find it."


"Creatures twisted in ways you cannot imagine, a darkness that is so revealing it forces you not to see, laws of the universe are reverted to mere suggestions. They are warped, unnatural, just as I am. Their voices tell me so many things but although I can hear them, I fear I am not listening closely enough. Their words shall not escape me."


"They are everything. We are all made of these things, bits and pieces put together in different ways. Our very world is forged of their essence and I refuse to believe that my faults cannot find their solution in returning to the maker. The elements hold my answer, and I shall wrest it from them with my conviction."


"The masters of fakery. The Fae create things from nothing and allows your belief in their magic to fuel the created's existence. I am unable to retrieve what I desire from the core of another living being, but what if I were to create a forgery so convincing that I myself could believe it to be real? I shall replace my ill-bred lifeblood with trickery."


"Today, I begin the task of reclaiming what is lost. I shall not sacrifice my Humanity, my self, to live. That would not be living, it would be the death of me and the birth of a doppelganger given the life I forged. Broken or otherwise, I shall make as many mistakes as required on this road to my salvation. After all, to err is human, and that is exactly what I shall remain."



Devour (Su):
"It is not an attack. More of a theft really. Nor is it entirely intentional, though most will quickly learn to get it under control. All one has to do is find the grasping hands within and allow them to reach out, to claw at the soul of another in search of what they truly desire." -Except from the Codex Fractus.

The Waste gains a melee touch attack, usable as a standard action, that inflicts 1d8 untyped damage to the target if successful. This ability has no effect on objects but affects Constructs normally. The Waste may use a free action upon successfully using this ability in order to gain temporary Hit Points equal to (1/4 damage dealt + class level/4, minimum 1), these temporary hit points last for an hour or until the Waste has a number of them equal to their Class level (In the latter case, the Waste loses the temporary hit points and a single point of decay. If they have no Decay, they keep the temporary Hit Points until they are lost by other means.) The damage inflicted by this ability increases by 1d8 at 3rd level and every second level thereafter (5th, 7th, 9th etc) as shown on the table above.

Influence (Su):

Leech Through the Skin (Su):

Fallout (Su):

Hunger's Claim (Su):

Excess (Ex):

Partial Rebirth (Ex):

Malevolent Consumption (Su):

Rift (Su):

Stabilization (Ex):

Feats

Power is power
Yours is a particularly desperate soul, luckily, it is also particularly enterprising. Most don't adapt to Negative energy like yours has.
Prerequisite: 'Black Hole Soul' class feature
Benefit: You may be healed by Negative energy as if you were undead. This does not come with the penalty of being harmed by positive energy nor does it convey any other undead traits. You still only receive half the effect of the healing given. In addition, you may use your 'Devour' class feature on the Undead as if they were any other creature type.

sengmeng
2014-06-23, 06:17 PM
Herald of Ragnarok

http://i59.tinypic.com/35jjuqw.png
I have the right to use this picture because I drew it

The war of the gods is upon you!

A Herald of Ragnarok is a Viking berzerker prophet of doom.

Adventures: Heralds adventure to show off their combat prowess and mystical powers and to further their own power, in order to better gain the attention of the masses for their message: that the gods will have a disastrous final battle, and soon.

Characteristics: Heralds of Ragnarok are similar to clerics and barbarians. They have a rage ability and spell-like abilities both fueled by "miracle points." In combat, they function as a gish-type character, and out of combat they can make a decent utility character.

Alignment: Heralds are granted their power by the All-father, Odin, and his favored son, Thor. They are instructed as to their purpose and set loose on the world. Supposedly, the most faithful and powerful Herald of Ragnarok will be allowed to strike the first blow in the coming battle. However, the Heralds are not compelled to do as they are commanded and can be of any alignment.

Religion: Heralds of Ragnarok are prophets for all the Norse pantheon, but they are not required to worship them. Their purpose lies with informing the mortals. Many are quite devout, however.

Background: Heralds gain their powers at adolescence, along with visions directly from the All-father. A Herald of Ragnarok is chosen, not trained. Thus, they can come from any background.

Races: The Heralds of Ragnarok in a given setting will come from the races that worship the Norse gods, most often humans and dwarves.

Other Classes: A Herald of Ragnarok is very capable of handling most situations, but many come to see the value of teamwork. Stealth and subterfuge are their main shortcomings, so rogues often become useful to them, although many disdain subtlety altogether. Clerics are most similar to them, but since the Herald is free to disobey their divine mandate, they may come into conflict with clerics. They also share the barbarian's main skill set, and are often more similar to them in outlook.

Role: The Herald is a front-line combatant and a caster.

Adaptation: The Herald of Ragnarok class assumes that the Norse pantheon exists in a setting and that they are going to have a war amongst themselves. A setting without them could still have a Herald, but it would be of some other climactic battle.

GAME RULE INFORMATION
Heralds of Ragnarok have the following game statistics.
Abilities: Charisma affects the strength of the Herald's miracles, and the physical abilities determine their combat prowess.
Alignment: Any
Hit Die: d8
Starting Age: As sorceror
Starting Gold: 1d10x1d10

Class Skills
The Herald's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

HERALD OF RAGNAROK


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Miracles, Spear Mastery


2nd

+1

+3

+0

+3
Favored Weapons


3rd

+2

+3

+1

+3
Rage Augment


4th

+3

+4

+1

+4
Weapon Enhancement (+1)


5th

+3

+4

+1

+4
Holy Weaponry I


6th

+4

+5

+2

+5
Aligned Domain


7th

+5

+5

+2

+5
Rage Augment


8th

+6

+6

+2

+6
Weapon Enhancement (+2)


9th

+6

+6

+3

+6
Holy Weaponry II


10th

+7

+7

+3

+7
Spear Transformation


11th

+8

+7

+3

+7
Rage Augment


12th

+9

+8

+4

+8
Weapon Enhancement (+3)


13th

+9

+8

+4

+8
Call Weapons


14th

+10

+9

+4

+9
Extra Devotion


15th

+11

+9

+5

+9
Rage Augment


16th

+12

+10

+5

+10
Weapon Enhancement (+4)


17th

+12

+10

+5

+10
Extra Devotion


18th

+13

+11

+6

+11
Weapons of the Gods


19th

+14

+11

+6

+11
Rage Augment


20th

+15

+12

+6

+12
Weapon Enhancement (+5), Godstrike



Class Features
All of the following are class features of the Herald of Ragnarok.

Weapon and Armor Proficiencies: Heralds of Ragnarok are proficient with all simple weapons, and warhammers.

Miracles (Su): The Herald of Ragnarok has the ability to perform miracles for the purpose of spreading their message. These miracles start out minor, but become more and more powerful until they are truly worthy of the name. The Herald has a pool of miracle points equal to his levels in Herald of Ragnarok. The most basic miracle is the berzerker rage, which is identical in function to the barbarian's rage except that the Herald also increases his base attack bonus to match his HD during his rage. It costs at least one miracle point and lasts one round per point of the character's improved constitution bonus, plus the number of miracle points spent. They are fatigued like a barbarian's rage, and can only use berzerker rage once per encounter. Miracle points are regained in two ways: combat, and leveling up. The Herald of Ragnarok's miracle point pool is completely filled whenever he takes a level in Herald of Ragnarok. He also gains one miracle point in any round in which he takes hitpoint damage, ability drain, ability damage, or level drain, and he gains one miracle point by damaging an opponent with a unarmed strike, weapon attack, or grapple check, so by being damaged and damaging an opponent, he can regain up to two miracle points per round. The other way he can use miracle points is to emulate spells. Spells emulated via miracle points count as supernatural abilities and have a save DC of 10 + the Herald's Cha modifier + the level of the spell emulated. The Herald does not need material components, and suffers no arcane spell failure chance for wearing armor or carrying a shield, but he must have either a free hand or a spear or warhammer in his hand, and he must always be able to speak to call on the gods, whether or not the spell normally has a verbal component. The cost in miracle points is determined by the type of spell he is emulating. Spells that deal lightning damage, spells that deal sonic damage, and spells on the War and Strength domain lists cost one miracle point per level of the spell. Other divine spells cost two miracle points per level of the spell. The Herald of Ragnarok can only emulate spells of a level up to half his levels in Herald of Ragnarok, except at level one, when he can emulate 1st level spells. The Herald of Ragnarok cannot emulate spells during a berzerker rage. Emulated spells must come from the cleric's spell list, except where otherwise noted; spells which are on certain domain lists but not on the normal cleric spell list cannot be emulated.

Spear Mastery: The spear is the favored weapon of the All-father, Odin. The Herald of Ragnarok treats all spears as a single weapon type for the purposes of feats, class abilities, and proficiencies. Thus, if the Herald takes the Weapon Focus: Longspear feat, he also gains his bonus when using spears and shortspears. This also means that anywhere in the Herald's class abilities which refer to spears mean longspears, shortspears, and spears.

Favored Weapons: At second level, the Herald of Ragnarok learns how to better use the weapons of his patron deities. The Herald is treated as having the feats Two-weapon Fighting and Oversized Two-Weapon Fighting as long as they are armed with only spears and/or warhammers.

Rage Augment: At third, seventh, eleventh, fifteenth and nineteenth level, the Herald of Ragnarok learns powerful enhancements that are added as options when they use their berzerker rage. A given rage augment is available at a minimum level, but can also be chosen afterwards instead of a higher level one. Multiple Rage Augments can be stacked on a single berzerker rage. Some rage augments change the amount of the bonus to strength and constitution. These do not stack unless they say so; use whichever number is higher for each ability.


Thunder Rage: Using Thunder rage costs two additional miracle points. During a thunder rage, the Herald of Ragnarok gains the use of the Improved Unarmed Strike feat, and can act as if he has Two-weapon fighting if attacking unarmed. His fists deal additional sonic damage equal to his levels in Herald of Ragnarok for the duration of his berzerker rage.

Lightning Rage: Using Lightning rage costs two additional miracle points. For the duration of the lightning rage, the Herald of Ragnarok can use a standard action to emit a line of lightning 100ft long which deals 1d6 damage, +1d6 every four levels, with a reflex save of 10 + 1/2 the Herald's level + the Herald's Charisma bonus for half damage.

Iron Skin Rage: Iron Skin Rage costs one additional miracle point. During an Iron Skin Rage, piercing and slashing weapons deal half damage to the Herald of Ragnarok.



Unstoppable Rage: Unstoppable Rage costs three additional miracle points. During an unstoppable rage, the Herald of Ragnarok operates as if under a freedom of movement spell. The Herald also is not incapacitated when brought to 0 or lower hitpoints, and does not die at -10 hitpoints unless their berzerker rage ends while they are still at negative hitpoints, at which point they suffer the consequences as normal.

Mageslayer Rage: A Mageslayer Rage costs three additional miracle points. During a Mageslayer Rage, a Herald gain SR equal to 10 + half his levels of Herald of Ragnarok + his Charisma bonus. He gains an additional +2 to will saves, and can designate any successful melee attack to either dispel magic on the target (the caster level check is equal to the damage) or to place a dimensional anchor effect on the target (will save equal to 10 + half his levels of Herald of Ragnarok + his Charisma bonus negates).

Trollblooded Rage: Trollblooded Rage costs three additional miracle points. During a Trollblooded rage, the Herald of Ragnarok gains the cold subtype, gaining immunity to cold and taking double damage from fire. They also add +6 to their strength and +8 to their constitution instead of +4, and gain fast healing equal to their new constitution bonus, and the powerful build quality for the duration of the rage.



Fenris Rage: A Fenris Rage costs five additional miracle points. You take on the form of a giant werewolf, growing a size category larger and gaining a bite attack with appropriate damage for your size (1d8 for size large) and two claw attacks (1d6 for size large). Your strength and constitution bonuses are +10 and +6 respectively instead of +4. Your equipment grows with you. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Trickster's Rage: A trickster's rage costs four additional miracle points. You gain the fire subtype, gaining immunity to fire and taking double damage from cold for the duration of the rage. You can emulate spells during a trickster's rage, and you also gain the ability to emulate spells from the trickery and fire domains at a cost of one miracle point per level of the spell being emulated.

Midgard Serpent Rage: A midgard serpent rage costs four additional miracle points. You grow massive serpent's fangs and scales all over your body. You gain the Improved Grapple feat and the Powerful Build special quality for the duration of the rage, and your grapple damage is 2d8 + 1.5 x your strength bonus. You also gain a bite attack that deals 1d6 damage and has a weakening poison that deals 1d6 Str damage initial, 2d6 strength damage secondary, and has a DC of 10 + 1/2 your Herald of Ragnarok levels + your new constitution bonus. Your bonuses to Strength and Constitution are both +6 instead of +4.



Hunter's Rage: The Hunter's Rage costs six additional miracle points. You gain True Seeing for the duration of the rage, a +20 enhancement bonus to Spot and Listen checks, and blindsight out to 50 ft. You may move three times your normal movement as part of a charge action, and can spend a swift action to declare one attack per round to be an automatic critical threat (if the designated attack misses, it is still used up for that round).

Greater Rage: Greater Rage has no additional cost. It adds an additional +4 to the bonus you get to Strength and Constitution, which stacks with the normal bonus or the higher bonuses granted by certain Rage Augments. When you select Greater Rage, it applies every time you rage.

Draugr Rage: Draugr Rage costs two additional miracle points. You count as undead for the purposes of spells and effects, and gain all normal undead immunities. You still have a Constitution score, gain bonus hitpoints for a Constitution higher than 11, and are healed by positive energy and negative energy. You can become incorporeal and change back as a swift action and any weapons you hold gain the Ghost Touch special quality.



True Berzerk Rage: The True Berzerk Rage costs seven additional miracle points. Your bonus to Strength is +8 instead of +4. All spells and effects, including normal hitpoint loss, wait until your rage is over before they affect you, unless you wish for them to affect you. You gain DR/bludgeoning equal to your constitution score, and nonmagical manufactured weapons shatter as soon as they touch your skin, dealing no damage. You still gain a miracle point from attacks that are completely negated by your Damage Reduction or weapons that shatter.

Giant's Rage: The Giant's Rage costs seven additional miracle points. Your Strength bonus is +12 and your Constitution bonus is +8. You grow two size categories larger, up to size colossal. You gain the giant creature type in addition to your normal one.

Thunderer's Rage: The thunderer's rage costs six additional miracle points. You gain a fly speed equal to twice your land speed with perfect maneuverability. Your bonuses to Strength and Constitution are six higher than they otherwise would be, stacking with either your normal rage bonus or any higher bonus from another rage augment. When you enter the rage, a burst of lightning deals 5d6 damage to every creature within 30 ft, with a reflex save for half equal to 10 + 1/2 your levels of Herald of Ragnarok + your charisma modifier. Each round after the first, every adjacent creature takes 3d6 lightning damage, including if you move past them. You may emulate spells that deal lightning or sonic damage during a Thunderer's rage, and you do so at +2 caster level.


Weapon Enhancement (Su): At fourth level, any warhammer or spear that the Herald of Ragnarok holds in his hand gains a +1 enhancement bonus, unless it already had a higher enhancement bonnus. Every four levels, this bonus increases, and at eighth level and higher, the Herald of Ragnarok can spend a single miracle point to exchange the enhancement bonuses for special weapon qualities. Weapons which already have special qualities do not lose them and can have other qualities added to them with this ability. Changing the special qualities of a weapon is a free action. Weapons lose any special qualities gained from this ability four rounds after leaving the Herald's possession.

Holy Weaponry I (Su): At fifth level, the Herald of Ragnarok imbues any spear or warhammer he holds with power according to his alignment. It gains the ability to overcome damage reduction of the types of any component of the Herald's alignment, e.g., if the Herald is Lawful Evil, his weapons overcome Lawful and Evil damage reduction. Herald's with a neutral component to their alignment may choose lawful or chaotic, or good or evil, but once this choice is made, it is permanent unless their alignment on that axis changes to the opposite component.

Aligned Domain: At sixth level, the Herald of Ragnarok can emulate spells from the domains of his alignment for one miracle point per level of the spell emulated. A Chaotic Good Herald therefore gains access to the Chaos and Good domains, and neutral Heralds gain domains according to the choice they made with their Holy Weaponry Ability.

Holy Weaponry II (Su): At ninth level, the Herald of Ragnarok's Holy Weapon ability now grants two of the special qualities Holy, Unholy, Anarchic, and Axiomatic any time he spends a miracle point to grant or change special qualities on a spear or warhammer he holds, according to his alignment or the choices he made at fifth level.

Spear Transformation (Su): At tenth level, the Herald of Ragnarok gains the ability to transform any spear he holds into other types of spear. Any spear, shortspear, or longspear can be transformed into a spear, shortspear, or longspear as a free action, retaining all special qualities, special materials, and any enhancement bonus it had, unless it had a special quality which is incompatible with its new form, such as a shortspear with the Returning quality being transformed into a longspear, in which case it is suppressed until such time as it turns back into a compatible form.

Call Weapons (Su): At thirteenth level, whenever the Herald of Ragnarok uses his Weapon Enhancement ability to give special qualities to a spear or warhammer, they also gain the Throwing and Returning abilities for no extra cost.

Extra Devotion: At fourteenth level, the Herald of Ragnarok may choose another domain to gain access to when emulating spells. It must be from this list: Air, Magic, Knowledge, Protection, Travel, or Weather. He emulates spells from this domain at a cost of one miracle point per level of the spell being emulated. At seventeenth level, the Herald gains another domain, this time it can be from any domain found in the Asgardian pantheon.

Weapons of the Gods (Su): At eighteenth level, the Herald of Ragnarok imbues any spear or warhammer he holds with the Shocking Burst and Thundering special qualities. This is in addition to any enhancements or special qualities he gives them from any other class abilities and does not have a cost.

Godstrike: At twentieth level, the Herald of Ragnarok is equipped to carry out his ultimate reward: striking the first blow of the Final War of the Gods. The Godstrike is activated by spending a miracle point and declaring one attack per round to be a Godstrike. A Godstrike overcomes all damage reduction, hardness, and immunities, including epic and -. For the moment of the Godstrike, the Herald of Ragnarok gains a divine rank of 0 and can damage the gods themselves. Additionally, any critical threat with a Godstrike is treated as a confirmed critical, and any creature can be affected by this critical hit even if they are normally immune to them.


Arcane Devotion

Prerequisites: Int 13+, Miracle point pool

Benefit: You choose a number of spells equal to 1 + your intelligence bonus from the wizard/sorcerer spell list, up to the highest level spell you are able to emulate. You may now emulate those spells at a cost of 3 miracle points per spell level.

Special: You may choose this feat multiple times. Each time you do, you choose different spells.


Extra Rage Augment

Prerequisite: Herald of Ragnarok level 7 or higher

Benefit: You learn another rage augment of up to the highest level rage augment
you already know.

Special: You may choose this feat multiple times. Each time you do, you choose a different rage augment to learn.


Expanded Miracle Pool

Prerequisite: Miracle Point Pool

Benefit: Your miracle point pool is enlarged by a number equal to 1.5 x your charisma bonus. Your miracle point pool grows retroactively if your charisma increases.

Special: You may choose this feat multiple times. Its effects stack.

Xhosant
2014-06-23, 06:32 PM
Horseman of the Apocalypse

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A horseman of the Apocalypse is a master of mounted combat, as well as the 4 mantles of the legendary herald-knights of the end. One's coming is linked with end's advent, but whether they appear to cause it, ease it or avert it is a point of variance.

Adventures: A horseman adventures to get the power, and complete the tasks, necessary to bring or avert an apocalypse, of varying scale, whether intent on causing/stopping a specific non-cosmic catastrophe or unwittingly destined to judge the Great Wheel's fate.

Characteristics: Besides mounted combat, the Horseman can swap among 4 'mantles': Conquest, a leader and archer; War, a fiery destroyer; Famine, who weakens the mighty to their knees; and Death, harbinger of the underworld.

Alignment: Any. Their view on the apocalypse can vary greatly, between the savior, the destroyer, the arbiter or even the unwitting force.

Religion: What few horsemen pay homage to deities most often do so to gods matching their current mantle.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: Most people, regardless of class, treat you as an ill omen. Either you are to bring an 'end', however small or metaphorical that is, or you are here to try and avert it.

Role: Your role varies greatly among mantles. As Conquest, you bolster your allies and shoot down enemies. As War, you wade through their ranks. As Famine, you debilitate them. As Death, you employ minions to do your bidding.

Adaptation: A horseman might be a member of an organization or agency that 'deals' in bringing or averting 'cataclysms'. Or maybe you're just a knight tapping in obscure sources of power, just as versatile but not bound to any ultimate fate.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Constitution and strength are as important to you as to any front-liner, whereas any of your casting keys off of charisma.
Alignment: Any.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As fighter.

Class Skills
Climb(Str), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Ride(Dex), Swim(Str)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+15

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Proficient with all martial and simple weapons, all armors and up to heavy shields.

Horseman: At 1st level you gain Mounted Combat as a bonus feat. Your Seal Weapon is treated as a lance in regards to bonus damage through mounted charges and any other feature that requires using a lance while mounted. The weapon's stats itself, however (including reach) are unchanged.

At <levels> you gain a bonus feat that has Mounted Combat as a prerequisite, and can ignore other prerequisite feats. Alternatively, you can choose (once) to expend 2 skill points and this bonus feat to get 1 bonus feat per mantle that is only active while that mantle is active.

Breaking the Seals: As your power grows, you gain access to different mantles. The ritual to assume one requires 8 hours and a weapon (and if available, a mount). The weapon itself turns into a Seal Weapon, retaining any and all of its characteristics but becoming a weapon of the type specified by the mantle. You gain access to the powers offered by your mantles (but do note, those powers cannot be used to satisfy any prerequisite of feats or prestige classes). If you used a mount, it becomes empowered as per the special mount of a Paladin of your level (if any). The Seal Weapon can be reused in the ritual normally.

First Seal: You start your career with your first 'seal' broken, allowing you to assume the mantle of Conquest. Your Seal Weapon turns into a longbow, although you use your strength modifier in place of your dexterity for its use. You gain a bonus equal to a 4th of your level on diplomacy checks, rounded up. Finally, you know 1 stance and 1 maneuver of the White Raven school (initiator level equal to your horseman level), which you can initiate at range with your Seal Weapon. If a maneuver refers to affecting allies a distance from you, you may count from your enemy's location, instead. You learn 1 maneuver or stance every even class level. You have no innate way to refresh them in combat, but all your known maneuvers are readied at an encounter's start. When a maneuver specifies that you must charge, you may instead take a single shot as a full-round action, treated for all intents and purposes as a charge (and treating the hit opponent as having suffered a charge).

At 5th level and later, you may use Summon Nature's Ally, as the druid spell, a number of times per day equal to your level/4. You use the highest version a druid 4 levels bellow your Horseman level could use, and at that caster level.

Second Seal: At 6th level, you can break the second seal, granting you the mantle of War. Your Seal Weapon turns into a Greatsword, which behaves as a Flaming weapon (in addition to its other powers). If your weapon was already Flaming, it becomes Flaming Burst instead, and if it was already a Flaming Burst weapon treat it as if having a critical multiplier 2 higher than normal for the purpose of the Flaming Burst's bonus damage. You and your steed gain the Fire subtype, and anyone attacking it in melee, standing adjacent to it at the start of their turn (you excluded) or standing in a square it enters (and vice versa) takes 1d4 fire damage per 4 class levels. Your BAB increases to equal to your class level and you gain temporary hit points equal to 2 per class level. You may enrage as, and a number of times per day as, a barbarian of a level 4 lower than your class level.

Starting at level 10, you can expend a daily enrage use to enrage a target you are touching. The target enrages as a 1st-level barbarian, but cannot differentiate between friend and foe, nor end the effect except with a Will save (DC=10 + 1/2 Class level + Str mod), attempted once per turn.

Third Seal: At 11th level, you can break the third seal, granting you the mantle of Famine. Your Seal Weapon becomes a light flail shaped as if a pair of scales. As a free action, you can imbue those scales with energy, adding 2 points of ability damage (of your choice) to a single attack per turn. This must be done before you roll the attack, and missing wastes the energy. This ability damage is treated as part of the weapon's damage, enjoying criticals and other modifiers as such. This damage can be avoided by a successful save against a DC of 10+1/2 class level+ Str mod. For physical abilities, that save is Fortitude. For mental ones, it's Will. You and your mount become immune to ability damage.

At 15th level and later, you can render a target fatigued with a touch attack, or an attack with your Seal Weapon. A target that is already fatigued (even by this ability) becomes exhausted. You can preserve the effect for a total number of rounds per day equal to twice your class level, divided among targets and uses. A target rendered both fatigued and exhausted requires maintaining both effects.

Also, you can make a target nauseated in the same way for a total of 5 rounds per day, so long as they fail a fortitude check against 14+1/2 class level+ str mod. An enemy that succeeds the save is immune to the effect for the rest of your turn.

dragonjek
2014-06-29, 12:29 AM
Harbinger


"Everyone can just die."
-Ikari Shinji, The End of Evangelion

"I didn't even want to do it. Those are my true feelings. But there wasn't anything else I could do..."
-Kohaku, Tsukihime

Some phenomena are of such magnitude that their mere existence resonates across time, touching and influencing those in even the distant past. Of such events, there is none so widely seen—and none so feared—as the end of worlds. Civilizations, planets, planes… even entire realities find themselves yoked into a one-way path to destruction. Nothing, not even the gods, can last forever.

Yet, that which has influenced the multiverse as profoundly as an entire planet does not disappear quietly into the night. Their death throes make existence shudder, the consequences of it rocking the past almost as fiercely as it does the present. These vibrations crawl backwards along the timestream of that which has reached its end, echoing in individuals and events many ages before its death. Such unfortunates find themselves imbued with an awesome and terrible power, the reflection of absolute destruction filling them with capabilities beyond the ken of mortals.

So much power that they can violate the laws of spacetime and bring about the very phenomenon that created them. These beings, capable of deeds that put to shame the actions of gods and demons, are known as…

The Harbingers of the Apocalypse.

Adventures: Harbingers rarely stay in one place for a significant length of time. Calamity birthed them, and a placid life is inherently off-putting to them no matter how desperately they may desire peace—inaction oft brings with it ghostly nightmares of futures yet to come. There are few ways that the destructive powers of a Harbinger can be of any use outside of battle and adventure, and it is by no will of their own that their strength grows. Sometimes, adventure is sought out as the only way to bring their wild powers under control. Even for those who do resist that urge, it is rarely for long—many planar entities have a vested interest in ensuring the bringer of Armageddon engages in life-risking struggles.

Characteristics: Harbingers excel at bringing ruin to their enemies. Their powers stretch beyond the merely physical and visit strange and unusual effects on others. By very nature they all excel at destruction in any form, but every Harbinger will deal it in a different manner, as influenced by the catastrophe that made them Harbingers. Each Harbinger embodies a single aspect of the end of the world, and at their fingertips spring fire and madness and plagues and such a variety of ruinous powers that no one can know what to expect before facing them.

Alignment: Most Harbingers, to the surprise of many, are not evil. They did not ask for the power thrust upon them, and they understand better than anyone else the consequences of their actions. That doesn’t make them good—only perhaps a fourth are, as the treatment they often find at the hands of their fellow sentient beings can be suspicious, isolating, and spiteful. Most veer towards chaos and neutrality, as they have a discomfiting tendency to break laws without intending to (largely involving the destruction of private or public property).

Religion: Many Harbingers follow no deity. The last day is oft born from godly wrath, or the death of civilizations the result of divine inaction. So even a Harbinger whose powers spring from divine hands may feel no affection for their “creator”. Still, a goodly number believe that it is by the grace of gods that the tragedies the Harbinger sees can be prevented or delayed and such beings embrace religion fervently.

Background: No one asks to have the gasps of a dying world implanted in their heart. There is no way to force oneself to grasp a terrible future and grow from its emanations. Whatever effort one puts into filling their dreams with the ghosts of absolute destruction will fail—even the Wish spell is inadequate to this task, and while the touch of a deity may be willing to give such powers, any god that would grant a power to his servants is almost unfailingly killed or sealed away by his fellows before he can bring an early end to the worlds in their care.

Races: The future is uncaring of the race of those who receive it—often, that race may be long extinct by the time the Last Day approaches. Of all Harbingers, it is the elves and dwarves that are most accepted—the final year of a Harbinger’s natural life is one of unwilling action driving them to end the world, and members of such long-lived races have to date always died before they ever reached a dangerous age.

Other Classes: Sorcerers, also gifted—or cursed—with powers beyond their control, can usually find kinship with Harbingers. Other classes that find themselves distrusted or outcast are often looked at with some extent of camaraderie, while those with the best standing in society (and easily controlled powers)—clerics, paladins, wizards—can sometimes be the target of jealousy. Many Harbingers feel a vague sense of shame in the presence of druids for their (unwilling) role in what is to come.

Role: Due to the many Aspects of the Apocalypse available to Harbinger, their role in a party is highly dependent on player choice. From a front line fighter to master of stealth to a support caster, knowing a woman is a Harbinger only says that she cannot be predicted.

Adaptation: Instead of reflecting the future, a Harbinger might be a chosen individual who will destroy the world, and every last one must struggle to defy their fate. Perhaps, instead receiving their powers from the end of the world, perhaps their Aspects are divine gifts to create holy warriors to bring the wrath of the gods onto enemies of the church. Entities, fearful and strange, will make pacts with dreaming halflings, tricking them into selling their fates in a seemingly-safe dream. A parasite, the result of an advanced species attempts to weaponize fragments of creation, attaches to random individuals and fuses with them to grant odd powers. The Seelie and Unseelie Courts choose champions, each of them given the powers of a noble fae and sent to engage in death games in the material world for the amusement of the sidhe aristocracy.

GAME RULE INFORMATION
Harbingers have the following game statistics.
Abilities: Charisma is the most important ability of a Harbinger; many of their class abilities rely on it, a good fraction of their class skills have Charisma as a key ability, and it is the ability they rely on for their magic. Dexterity and Constitution are important for the difficult task of staying alive in the thick of the fray, and as a large portion of their abilities involve melee combat a high score in Strength is a godsend.
Alignment: Any
Hit Die: d8
Starting Age: As Sorcerer
Starting Gold: As Cleric

Class Skills
The Harbinger’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex). Additional class skills are added depending on the Harbinger’s Aspect.

Skill Ranks Per Level: 4 + Int modifier
Skill Ranks at 1st Level: (4+ Int modifier)x4


HARBINGER



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
Resonance
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+0
Aspect of the Apocalypse, Masque of the Apocalypse, Apocalyptic Magic, Reave +1d4
3
1







2nd
+1
+0
+0
+0
Ragnarök Undeterred
5
2







3rd
+2
+1
+1
+1
Ashes to Ashes, Herald of Woe
8
3







4th
+3
+1
+1
+1
Influence of Apocalypse, Apocalyptic Magic, Reave +2d4
10
3
1






5th
+3
+1
+1
+1
Cursed Life, Evasion
13
4
2






6th
+4
+2
+2
+2
Sounds the Trump of Doom
15
4
3






7th
+5
+2
+2
+2
Apocalyptic Magic, Reave +3d4
18
4
3
1





8th
+6/+1
+2
+2
+2
Approach of the Last Day, Influence of Apocalypse, Mettle
20
4
4
2





9th
+6/+1
+3
+3
+3
Ragnarök Inexorable
23
5
4
3





10th
+7/+2
+3
+3
+3
Apocalyptic Magic, Reave +4d4
25
5
4
3
1




11th
+8/+3
+3
+3
+3
Eschatological Abomination, Improved Evasion
28
5
4
4
2




12th
+9/+4
+4
+4
+4
Influence of Apocalypse, Ragnarök Realization
30
5
5
4
3




13th
+9/+4
+4
+4
+4
Apocalyptic Magic, Dust to Dust, Reave +5d4
33
5
5
4
3
1



14th
+10/+5
+4
+4
+4
Improved Mettle, Memory of Calamity
35
5
5
4
3
2



15th
+11/+6/+1
+5
+5
+5
Cursed Existence, Preview of Armageddon
38
5
5
5
4
3



16th
+12/+7/+2
+5
+5
+5
Apocalyptic Magic, Influence of Apocalypse, Reave +6d4
40
4
4
4
4
4
4


17th
+12/+7/+2
+5
+5
+10
Abomination of Final Catastrophe
43
5
5
5
4
3
1


18th
+13/+8/+3
+6
+6
+6
Ruination Intuition
45
5
5
5
5
4
3


19th
+14/+9/+4
+6
+6
+6
Reave +7d4
48
5
5
5
5
5
4


20th
+15/+10/+5
+6
+6
+6
Apocalypse Now, Harbinger of Armageddon, Influence of Apocalypse, Ragnarök Connection, Induce Cataclysm
50
5
5
5
5
5
5



HARBINGER SPELLS Known



Saves

Spells Per Day


Level
Cantrips
1st
2nd
3rd
4th
5th
6th


1st
4
2







2nd
5
3







3rd
6
4







4th
6
4
2






5th
6
4
3






6th
6
4
4






7th
6
5
4
2





8th
6
5
4
3





9th
6
5
4
4





10th
6
5
5
4
2




11th
6
6
5
4
3




12th
6
6
5
4
4




13th
6
6
5
5
4
2



14th
6
6
6
5
4
3



15th
6
6
6
5
4
4



16th
6
6
6
5
5
4
2


17th
6
6
6
6
5
4
3


18th
6
6
6
6
5
4
4


19th
6
6
6
6
6
5
4


20th
6
6
6
6
6
5
5




Class Features
All of the following are class features of the Harbinger:

Weapon and Armor Proficiencies: Harbingers are proficient in all simple weapons and four martial weapons. They are also proficient with light armor and shields (except tower shields). A Harbinger can cast Harbinger spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Harbinger wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Harbinger still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A Harbinger casts arcane spells drawn from the Harbinger spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Harbinger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a Harbinger’s spell is 10 + the spell level + the Harbinger’s Charisma modifier.

Like other spellcasters, a Harbinger can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.

The Harbinger’s selection of spells is extremely limited. A Harbinger begins play knowing four 0-level spells and two 1st-level spells of the Harbinger’s choice. At each new Harbinger level, he gains one or more new spells, as indicated on the table Spells Known. (Unlike spells per day, the number of spells a Harbinger knows is not affected by his Charisma score).

Upon reaching 5th level, and at every third Harbinger level after that (8th, 11th, and so on), a Harbinger can choose to learn a new spell in place of one he already knows. In effect, the Harbinger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Harbinger spell the Harbinger can cast. A Harbinger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A Harbinger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Resonance: The source of a Harbinger’s power is a future of destruction; to access this, the Harbinger synchronizes with the last days, a draining task. A Harbinger gains a Resonance pool of 3 + Charisma modifier, which increases by 3 at every odd level and 2 at every even level, which he may expend on class abilities and which resets to full when his spells per day are renewed.

A Harbinger may sacrifice 2 Resonance to gain 1 additional round of Masque of the Apocalypse, or cast a spell by sacrificing spell level +3 Resonance. He may also expend 1 Resonance to grant his allies immunity to all area of effect abilities he uses for the next minute (except for Apocalypse Now and Harbinger of Armageddon).

Aspect of the Apocalypse: The ways a world can come to an end are without number. Each of these endless possible horrors resonates through time and space and probability with the unlucky being who becomes a Harbinger. Every Harbinger gains one Aspect of the Apocalypse; their choice affects many of their other class abilities. Each aspect provides additional class skills, increases saving throws, and provides a minor benefit associated only with the Aspect rather than another class ability.

This ability is not without price—a Harbinger must bring ruin to the world; it is a basic fact of their existence. Every week a Harbinger goes without killing a being of small size or larger, or without destroying an object of sizable mass or value, he must make a Will save (DC = 10 +1/2 level). Successful saves mean that he suffers no penalties, except for a cumulative +2 increase to the save DC in consecutive weeks. On a failure, the Harbinger dons his Masque of the Apocalypse and retains it for 24 hours or until it has wrought 3 times the amount of damage required to avoid a saving throw for a week. The Harbinger possesses no self-control or intellect during this rampage, but by unnatural instinct retains its spellcasting ability with a -10 penalty to Concentration. After rampaging, the difficulty of his weekly Will save is reset.

Masque of the Apocalypse (Su): He possesses the ability to channel the power that ends the world into his body, donning for a brief time the image of the world’s end. The benefits of the Masque depend upon the Harbinger’s Aspect. Unless otherwise stated, all equipment remains in the Harbinger’s possession and continue to provide their benefits. The Masque can be donned for (class level + Cha modifier) rounds each day, which may be divvied up as the Harbinger sees fit. The Harbinger can sacrifice 2 rounds of Masque to gain 1 Resonance, or cast an additional spell by spending a number of rounds equal to the spell’s level + 1. This is a divination effect: despite seeming to transform the Harbinger, it can more accurately be described as layering his existence with the essence of the future, and is not a polymorph effect.

Apocalyptic Magic: At each level that the Harbinger gains access to a new level of spells, he learns an additional spell as determined by his Aspect; this spell is not counted against his number of spell’s known. A Harbinger can sacrifice a spell to gain 1 round of Masque per spell level, or to regain 1 Resonance per spell level.

Reave (Su): Death and destruction are readily at hand for a Harbinger. When he attacks an enemy who is fighting defensively or taking a full defense action he deals an additional +1d4 damage on his first successful attack each round. This damage is of any type his attack is capable of dealing. He also adds half his Reave damage as a bonus to sunder attempts. He can expend 2 Resonance to add this damage to a single attack or spell. At levels 4, 7, 10, 13, 16, and 19 he increases his Reave damage by 1d4.

Further, so long as the Harbinger has at least 2 Resonance left, he uses his class level in place of his base attack bonus when performing a sunder.

Ragnarök Undeterred: The end is coming, and even the efforts of gods can only delay the inevitable. Gain the Toughness and Diehard feats.

Ashes to Ashes (Su): Destruction is part and parcel of a Harbinger’s soul. He gains a special ability to apply when making sunder attempts, dependent upon his Aspect. Ashes to Ashes cannot be used in the same turn as Dust to Dust.

Herald of Woe (Ex, Su): The mere presence of a Harbinger brings the threat of destruction, and their steps across the world make reality ripple in their presence. The Harbinger gains a +2 inherent bonus to Intimidate, and gains an aura extending to 20 feet around him. The effects of this aura are determined by his Aspect. He may expend 1 Resonance to increase its range to 50 ft for one round. He may suppress or reactivate his aura as a move action.

Influence of Apocalypse (Su): A Harbinger has access to a wide variety of abilities due to their unique position. At levels 4, 8, 12, 16, and 20 the Harbinger obtains an Influence. What Influences are available to a Harbinger is dependent upon his Aspect. Influences increase in power as the Harbinger does, and at the described level they improve as listed in the Influence description. Many Influences require the expenditure of Resonance to work, although not all do. Some Influences have requirements that must be met before they can be selected. Unless stated otherwise, each Influence may only be chosen once, and is used as a standard action.

Influences can be counterspelled as though they were normal spells by expending spells of the divination school. The caster must first succeed at a Knowledge (arcana, religion, or the planes, as determined by the DM) check with a DC of (10 + ½ Harbinger level + Charisma modifier) to be able to counterspell at all—upon success, the Harbinger can be countered as though his Influences were spells with a spell level equal to (Harbinger’s level x 2) – 1. The specific nature of the divination spell sacrificed does not matter. Even when reproducing spell effects, a Harbinger’s Influences are considered to be supernatural abilities.

Cursed Life: Many, many entities from across the planes have a vested interest in the life of a Harbinger. Upon aging to the final year of their life, the Harbinger is overcome with an irresistible need to destroy, and gain access to the Apocalypse Now class feature regardless of their level, which they immediately seek to fulfill. They are permanently engaged in their Masque and lose all penalties from aging. To prevent this, Harbingers are granted a lifespan twice that of a normal being of their race. For each age category beyond “adult” a Harbinger is, their class abilities gain a +1 to DC.

Evasion (Ex): The Harbinger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Harbinger is wearing light armor or no armor. A helpless Harbinger does not gain the benefit of evasion.

Sounds the Trump of Doom: Any class ability costing more than 1 Resonance has its cost reduced by 1 when used on a target suffering from a fear effect.

Approach of the Last Day (Su): The growth of power grants the Harbinger further power over the world. They gain access to a second aura, which has a range of 20 feet is usable for 1 round per class level + Cha modifier per day. While in effect, their aura from Herald of Woe is negated. He may expend 1 Resonance to increase the area to 50 feet for one round. The Harbinger may exchange 2 rounds of this aura to gain 1 round of their Masque, or two rounds of Masque for 1 round of aura. The Harbinger may exchange 2 rounds of this aura for 1 Resonance, or 2 Resonance for 1 round of aura. The Harbinger may exchange spell level + 1 rounds of aura to cast a spell without expending a spell slot, or exchange a spell to gain a number of rounds of this aura equal to the spell level.

Mettle (Ex): The Harbinger can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Harbinger does not gain the benefit of mettle.

Ragnarök Inexorable (Su): Death is an enemy easily opposed by a being bound by destiny. The Harbinger may expend 1 Resonance to roll twice for a saving throw and take the best result. Alternatively, the Harbinger may use a swift action to expend 1 Resonance to gain damage reduction 5/magic for a number of rounds equal to their Charisma modifier.

Eschatological Abomination: The Harbinger is an anomaly in time. They are immune to aging effects, and may expend 1 Resonance to reroll a failed saving throw against death effects and confusion- or madness-related abilities.

Improved Evasion (Ex): This works like Evasion, except that while the Harbinger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of Improved Evasion.

Ragnarök Realization (Su): The growing Harbinger’s power only further increases their metaphysical momentum, and they are far more difficult to stop than anything of their build has a right to be. The Harbinger may spend 2 Resonance as an immediate action to reroll a failed saving throw. He may spend 2 Resonance to gain the benefits of Great Fortitude, Iron Will, or Lightning Reflexes, which may be done as part of the same action with the aforementioned reroll. The Harbinger may spend 3 Resonance and a standard action to gain temporary hit points equal to his class level (to a maximum of twice his class level + Cha modifier).

Dust to Dust (Su): The destruction a Harbinger brings will tear the world down to its foundations. The Harbinger gains a second ability to apply when making sunder checks. He must decide whether to use this ability or Ashes to Ashes: a Harbinger cannot use both during the same round.

Improved Mettle (Ex): This works like Mettle, except that while the Harbinger still takes no damage on a successful Will or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Harbinger does not gain the benefit of Improved Mettle.

Memory of Calamity (Ex): The Harbinger’s actions tug upon primal fears built deep into the mind. A Harbinger increases his inherent bonus to Intimidate to +6. As a standard action, the Harbinger may make a single Intimidate check against every enemy within his aura.

Cursed Existence: Cosmological failsafes trigger at this point to keep an already powerful Harbinger from reaching the all-destroying final year of their life. He now lives three times as long as is normal for his race. For each age category beyond adult the Harbinger reaches, he gains an additional +1 bonus to the DC of his spells and class abilities. Should he reach the final year of his life and fall under the compulsion of annihilation, he regains 2 Resonance the round following him depleting his Resonance pool, effectively giving him an infinite, but small, pool of Resonance at all times.

Preview of Armageddon (Sp): The Harbinger can grant small glimpses through the veil of time to the grant some poor victim a personal look at the last day. When making a critical hit, they may give up the damage multiplier to invoke a Phantasmal Killer effect on the target. This is a divination effect rather than an illusion or phantasm, and it loses the mind-affecting descriptor. Regardless of the result of the saving throw, the Harbinger casts spells at +1 CL for 1d4 rounds.

Abomination of Final Catastrophe: The blows of a Harbinger hold the inexorable truth of destruction and are weighted with metaphysical momentum beyond rational comprehension. A Harbinger may spend 3 Resonance to apply Reave damage to a spell—even one that doesn’t ordinarily deal damage. A Harbinger deals Reave damage on critical hits. A Harbinger may expend 1 Resonance to keep an ability score from being reduced to 0, leaving it at 1.

Ruination Intuition (Su): The Harbinger can feel the presence of death in the air. If 100 or more sentient beings die within the course of one hour and are within 100 miles of the Harbinger, they are aware of the site’s direction and distance from the present location. If anyone within the range of the Harbinger’s aura succeeds at a save vs fear by two or less, the Harbinger can place a -3 penalty onto them to force them to fail.

Apocalypse Now: At the height of his power, a Harbinger can call forth the end of the world. Such a deed is not easily accomplished—a ritual to call the future into the present must be performed in six different locations: for a spherical planet, this is four points equidistant along the equator as well as a point at each of its poles. Some Harbingers can bring destruction on a larger scale, although the destruction of a plane, or multiverse itself, still require only six rituals. Each ritual takes 24 hours of uninterrupted work to complete, requiring the use of foci which cost a total of 110,000 gold pieces at standard market value, which is a necessary channel to make a stronger connection to the oncoming apocalypse. A minimum of two months must pass between each ritual. At the conclusion of the sixth ritual the Harbinger successfully causes the Apocalypse, and the world ends.

Harbinger of Armageddon: Invoking the apocalypse is a lengthy and difficult task, and frankly most Harbingers would prefer to stay alive than to destroy themselves and their planet. As such, they have learned to focus their ruinous powers onto a smaller scale, causing unspeakable devastation as they impose a piece of The End onto a piece of the present.

By spending 50 Resonance, the Harbinger may bring an effect of terrifying power onto the heads of everything within 100 feet of the Harbinger—the results of Armageddon are dependent upon the Harbinger’s Aspect, and may have a different area of effect. After using the Armageddon ability, the Harbinger refills no Resonance for the next week, and cannot exchange other class abilities for Resonance. The Harbinger may expend 3 Resonance to exclude a number of squares equal to his Charisma modifier x 2 from the effect; any being at least partially in the square is unaffected by his Armageddon.

A Harbinger may permanently sacrifice 2 points of Constitution and permanently reduce his Resonance pool by 2, neither of which can be regained even through the use of a Miracle or Wish spell, to increase the size to one mile in area. He refills no Resonance for two weeks and cannot use Harbinger of Armagedon again for one year.

Induce Cataclysm: Breaking a weapon via sunder deals 4d6 force damage to all enemies in a 10 foot burst. Should he destroy multiple weapons in one round, the explosion damage does not stack with itself. On the round following a successful sunder, he gains a +2 enhancement bonus to Strength.

Ragnarök Connection: Should the Harbinger be dealt enough damage to kill him, he may expend 25 Resonance to return to ½ his full hit points and don his Masque for five rounds, which do not count against his daily total.


Harbinger Spell List:

Spells from the Player’s Handbook:
Cantrips: Acid Splash, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Endure Elements, Entropic Shield, Flare, Ghost Sounds, Inflict Minor Wounds, Light, Mage Hand, Pass Without Trace, Ray of Frost, Read Magic, Resistance Touch of Fatigue
1st: Bane, Burning Hands, Cause Fear, Chill Touch, Command, Deathwatch, Detect Undead, Disguise Self, Doom, Erase, Feather Fall, Hold Portal, Inflict Light Wounds, Lesser Confusion, Magic Fang, Magic Missile, Magic Weapon, Obscure Object, Raging Flame, Shield, Shocking Grasp, Silent Image, Summon Monster I, Undetectable Alignment
2nd: Augury, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, , Cat’s Grace, Darkness, Daze Monster, Death Knell, Desecrate, Flame Blade, Flaming Sphere, Inflict Moderate Wounds, Invisibility, Locate Object, Hold Person, Misdirection, Pyrotechnics, Resist Energy, Scare, Scorch Shatter, Summon Monster II, Warp Wood
3rd: Bestow Curse, Contagion, Crushing Despair, Dispel Magic, Dismissal, Fear, Fireball, Flight, Greater Magic Fang, Greater Magic Weapon, Hold Person, Ice Storm, Inflect Serious Wounds, Keen Edge, Lightning Bolt, Nondetection, Poison, Protection from Energy, Rage, Ray of Exhaustion, Slow, Summon Monster III, Vampiric Touch
4th[b/]: Arcane Eye, Blight, Confusion, Dimension Door, Dimensional Anchor, Divination, Enervation, Ice Storm, Inflict Critical Wounds, Legend Lore, Locate Creature, Phantasmal Killer, Shout, Summon Monster IV, Wall of Fire
[b]5th: Cloudkill, Dismissal, Feeblemind, Greater Command, Hold Monster, Insect Plague, Mass Cure Light Wounds, Mind Fog, Plane Shift, Slay Living, Summon Monster V, Transmute Rock to Mud, True Seeing, Unhallow, Waves of Fatigue
6th: Antilife Shell, Banishment, Blasphemy, Chain Lightning, Circle of Death, Creeping Doom, Eyebite, Finger of Death, Forbiddance, Greater Dispel Magic, Greater Scrying, Greater Shout, Harm, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Inflict Moderate Wounds, Reverse Gravity, Summon Monster VI, Undeath to Death, Vision

Spells from Other Sources:
Cantrips: Caltrops, Electric Jolt, Launch Bolt, Low-Light Vision, Sonic Snap
1st: Backbiter, Beastland Ferocity, Blood Wind, Critical Strike, Ebon Eyes, Omen of Peril, Spirit Worm, Summon Undead I
2nd: Absorb Weapon, Blade of Pain and Fear, Blast of Force, Bonefiddle, Creeping Cold, Curse of Ill Fortune, Dark Way, Earthbind, Hawkeye, Horrible Taste, Infernal Wound, Phantom Foe, Rebuke Summon Undead II, Wracking Touch
3rd: Crumble, Dehydrate, Darklight, Disrupt Undead, Energy Vortex, Force Blast, JungleRazer, Mass Resist Energy, Rust Ray, Shatterfloor, Summon Undead III, Unluck
4th[b/]: Arc of Lightning, Bloodstar, Contagious Touch, Contingent Energy Resistance, Cursed Blade, Dark Fire, Dispelling Screen, Force Missiles, Metal Melt, Ray of Deanimation, Summon Undead IV, Thunderlance, Vulnerability, Wrack
[b]5th: Bolts of Bedevilment, Death Throes, Doomtide, Storm of Fire and Ice, Subvert Planar Essence, Summon Undead V, Zone of Revelation
6th: Avasculate, Barghest’s Feast, Energy Immunity, Greater Bestow Curse, Indomitability, Opalescent Glare, Spider Plague, Summon Undead VI

Zaydos
2014-07-06, 04:33 PM
Doomsayer

Put a quote by or about a member of your class here!

Just as the forces of the world's creation ripple through time from the very beginning to the present age, so do the forces of its destruction. Doomsayers are people sensitive to these whispers, hearing the words of final destruction in their dreams, and the periphery of their subconscious minds. Doomsayers are heralds of the end, the ripples of destruction echoing strongest when the final days are near. Driven by a dread certainty that the world's end will come, doomsayers speak the words of destruction, drawing forth energy with their resonance with the final days of the world to wreak their will upon the world.

Doomsayers are continuously aware of this waiting doom. When waking the whispers of final doom sound in their mind just beneath thought, and when sleeping visions and predictions of doom dominate their dreams. Doomsayers are shaped by this force, pushed by it, and born from it. They draw magical power from these echoes, invoking the powers of the end of days. Some doomsayers act as heralds of the end, serving to initiate the final twilight of the world. Many of these doomsayers ingratiate themselves into power structures, bringing them down from within, or exile themselves creating wastes and legions of the dead on the borders of civilization creating an edge of death before pushing in, bringing devastation with them. Others warn people of the end, using their fatalistic prophecies to try to at least make its coming as painless as possible.

Adventures: Many doomsayers are fatalistic, foreknowledge of the world's end making preparing for its future seem of little use. As such many throw themselves into adventuring using its immediate dangers as a distraction from the looming doom that haunts their every dream and moment. Others adventure because the whispers guide them too, showing them signs and places important to the apocalypse and, whether seeking to bring it about or prevent it, they seek out these sites to fulfill their role in it. Those that seek to hasten the end of days and those who seek to prevent it both adventure to find the tools for these tasks. Of course some doomsayers adventure for the common reasons, fame, wealth, and power.

Characteristics: Doomsayers are empowered by echoes of the world's doom. They speak the whispers of its destruction to bring forth shadows of it power. The whispers of apocalypse that a doomsayer hears include also hints of their own personal doom and the events of the world around them. Invoking the powers in these whispers can cause a variety of magical effects, transforming yourself, destroying foes, tapping into your prophetic nature, playing with minds, or warping the world. In many ways doomsayers are the apocalypse in miniature, able to call down plagues, strike down the servants of the gods, usher in wintry cold, create rifts in time, force the revelation of the horrors beyond reality on unsuspecting minds, create nuclear devastation, and just generally spread death and destruction in their wakes.

Alignment: Doomsayers tend towards Evil over Good; their powers are thing of destruction and their lives orbit themselves around destruction often leaving them twisted. Evil doomsayers may actively seek to bring about the apocalypse in their dreams, or be more mundanely evil, simply cruel and selfish individuals embittered by the doom they perceive. Good aligned doomsayers are rarer, and tend more towards Chaotic than Lawful. Lawful doomsayers tend to be more resigned to the fate of the world, seeing it as something that cannot be opposed; as such Lawful Good is probably the rarest of all alignments. Chaotic doomsayers tend to be more inclined to fight the inevitable, or to make their own way despite the preordained fate of the world.

Religion: Doomsayers which follow deities often follow gods of fate or destruction. Good aligned doomsayers will sometimes worship gods of hope or liberty, hoping to bolster such forces against the fall of the world and avoid its end. Many doomsayers do not worship traditional gods, either allying themselves with apocalyptic creatures from beyond the traditional planes, or opposing the gods directly. Some doomsayers make a religion out of the apocalypse, worshiping the end of the world itself or the forces of destruction which will bear down upon the world.

Background: A doomsayer does not seek such a path, at least not initially. Instead they are someone born with an affinity for receiving the echoes of doom. Once a doomsayer picks up these echoes and resonates with them, hearing the whispers of destruction, their path is ensured.

Races: Amongst the common races no race shows a special predilection towards towards being doomsayers.

Other Classes: Doomsayers respect the stealthier classes, as it is one skill which they lack. They respect the power that wizards and sorcerers wield, they can never match the versatility of either only hoping to make up for what they lack in it with power. More martial individuals are valued as useful shields against foes, especially ones which prove resistant to magical assault. Their relationship with divine casters varies somewhat on their take on the apocalypse. Most good aligned clerics and druids want little to do with doomsayers, although they sometimes find stalwart allies in evil clerics; some doomsayers, though, sour the relationship of all doomsayers with the followers of the gods.

Role: A doomsayer's malisons allow them to deal damage in combat, although this damage remains relatively limited never raising above 1d8 per level and reaching that point non-linearly. Depending upon invocations selected, and path of apocalypse, a doomsayer can serve a variety of roles. They have invocations to debuff enemies or grant battlefield control, invocations which give them limited healing ability, access to effects to (try and) deny enemies their actions, divine enemy locations without ever putting themselves into direct risk, or even move into melee with radioactive claws and teeth of ice.

Adaptation: If the DM has a definitive idea for how they want their campaign world to end/be threatened with apocalypse they may wish to limit a doomsayer to a specific Path of Apocalypse to match it. New paths could be added either by rearranging malisons and granting new sign powers or by creating new malisons. Apocalyptic Whispers could be made into a full path by the addition of a set of malisons and sign powers, although for an easier time you could recycle some malisons and sign powers (look to Cosmic and Time). One could divorce them from the apocalypse, perhaps they are the servants of a demon lord or some god of destruction. A DM might wish to limit a doomsayer's alignments in their setting. One classic apocalyptic scenario, demonic invasion/hell on earth, was left off of this class due to too heavy overlap with the warlock class. If a DM wanted to add that as an apocalyptic path it would have Knowledge (the Planes) as its knowledge skill, gain Eldritch Blast as its least malison, a bonus blast shape or eldritch essence whenever it would gain a malison of a new grade, and would have various warlock powers as powers on its path; it's 1st sign ability would be DR 1/good + 1/4 class levels; 2nd sign would be Deceive Item; 3rd sign would be the ability to increase eldritch blast's damage to 1d6/caster level by using it as a full-round action for 1 attack; 4th sign would be immunity to electricity and demonic energy resistances; 5th sign would be the ability to use Abyssal Army as a spell-like ability 3 times per day.

World-Building Note: The Doomsayer is first and foremost a villain class, with certain powers intended to if left unstopped by industrious heroes slowly destroy a city/kingdom/civilization. The first example of this is at 1st level, with Befoul Water which can be used to infect a city's water supply, the others come in at higher levels such as the ability to prevent plants in an area from growing for 1 year. These powers have relatively little impact in combat, or even productive benefits to a player, but can be used to cause mass destruction. As such it is something to remember when putting doomsayers into your setting. You may wish for them to be feared and hated due to the acts of certain past doomsayers, or perhaps that doomsayers are rare or new enough that none have used such powers before. You may even wish to say certain invocations do not exist (Befoul Water, and Wither Plants have the most far reaching and easily hidden consequences for their level), although outside of sandbox style play they are unlikely to see heavy use from PCs and more likely to remain purely the domain of NPC villains.

GAME RULE INFORMATION
Doomsayers have the following game statistics.
Abilities: Charisma is usually the most important ability score for doomsayers, determining the saving throw DCs for your malisons, invocations, and other class features. Constitution and Dexterity provide for defenses. Strength is potentially important for melee touch invocations or if you want to use the various invocations which focus on melee combat. Wisdom helps certain oracular abilities and determines your Will save.
Alignment: Any.
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: 4d4 x 10 GP.

Class Skills
The doomsayers class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Truespeak (Int), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DOOMSAYER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st

+0

+0

+0

+2
Least Invocations, Path of the Apocalypse, Malisons, Faithful Witness, Dreams of the End
1


2nd

+1

+0

+0

+3
1st Sign
2


3rd

+2

+1

+1

+3
Know the Hour
2


4th

+3

+1

+1

+4
Let them Hear
3


5th

+3

+1

+1

+4
Augury 1/day
3


6th

+4

+2

+2

+5
Lesser Invocations
4


7th

+5

+2

+2

+5
2nd Sign
4


8th

+6

+2

+2

+6
Know the Hour (others)
5


9th

+6

+3

+3

+6
Augury 2/day, Let him Hear (Spell Resistance)
5


10th

+7

+3

+3

+7
Divination
6


11th

+8

+3

+3

+7
Augury 3/day, Greater Invocations
7


12th

+9

+4

+4

+8
3rd Sign
7


13th

+9

+4

+4

+8
Know Fate
8


14th

+10

+4

+4

+9
Augury 4/day
8


15th

+11

+5

+5

+9
Contact Other Plane
9


16th

+12

+5

+5

+10
Dark Invocations
10


17th

+12

+5

+5

+10
4th Sign, Augury 5/day
10


18th

+13

+6

+6

+11
Know Death
11


19th

+14

+6

+6

+11
Let them Hear (Caster level)
11


20th

+15

+6

+6

+12
Final Sign, Augury 6/day
12



Class Features
All of the following are class features of the doomsayer.

Weapon and Armor Proficiencies: A doomsayer is proficient in simple weapons and light armor but not shields.

Invocations: A doomsayer learns invocations similar to those of a warlock. These are usable as at-will spell-like abilities except that they have a verbal component unlike normal spell-like abilities. They come in 4 grades (Least, Lesser, Greater, and Dark). For more information see Warlock from Complete Arcane.

At 6th level and every level thereafter a doomsayer may replace one invocation they know of any grade less than their highest and replace it with another invocation of the same grade.

Doomsayer invocations function slightly differently than those of warlocks. First they lack somatic components having verbal ones instead. Secondly certain doomsayer invocations can have truenames incorporated into their verbal components to gain additional effects through the Faithful Witness class feature. To do this you must know the target's personal truename (rules for learning such can be found in Tome of Magic) and speak it with a truespeak check (DC 15 + target's CR or character level for targets without CR + 2 for each previous time you have attempted to work the target's truename into an invocation today). The effects of doing so, if any, are included in the invocation's description, and you may incorporate it into invocations which do not have special benefits for doing so. Thirdly every doomsayer invocation belongs to one or more of 9 Apocalyptic Paths. These paths interact with certain feats and mildly with certain class features, but primarily serve to illustrate the thought process behind creating the invocation and which possible apocalypse I felt it fit most; any doomsayer may select any invocation regardless of their path.

A doomsayer with access to Greater or better invocations may take the Infernal Adept (http://www.wizards.com/default.asp?x=dnd/frcc/20070613) feat, they never need perform special quests to obtain warlock invocations but must be dragonblooded to avoid it with dragonfire adept invocations. A warlock or dragonfire adept may take doomsayer invocations through the use of the feat as well. A doomsayer can use any invocation gained from this feat while wearing light armor without incurring the normal arcane spell failure chance. However, a doomsayer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure when using an invocation obtained through this feat as it retains its somatic component.

Path of the Apocalypse: At 1st level a doomsayer must select an Apocalyptic Path which resonates with their soul and powers. Once made this choice cannot be changed. This choice determines the doomsayer's Sign powers, the benefit from Dreams of the End, and what malisons you gain. The choices for Apocalyptic Path are:

Cosmic
Destruction
Fimbulwinter
Gotterdamerung
Necrosis
Plague
Time
Waste


There is a 9th Apocalyptic Path for invocations, Apocalyptic Whispers, but it is not a means of the apocalypse and instead represents merely the shared oracular powers of all doomsayers.


Apocalyptic Whispers

"The black wind howls... One among you shall shortly perish."
The path of Apocalyptic Whispers is different from all other paths in that it is not a means of the apocalypse but simply your gift. As such there are no Doomsayers who follow this path, merely those who despite a resonance with a certain apocalyptic scenario focus primarily upon their oracular powers. Apocalyptic Whispers invocations include foretelling your personal future and expanding your ability to perceive things both with your mundane senses and at a distance through the strings of fate. Doomsayers specializing in Apocalyptic Whispers tend to know the value of information, and the power of knowledge. They are often reclusive and stoic, choosing their words carefully as they know the power they can hold both arcane and mundane. Their intimate knowledge of doom and foreknowledge leads many of them to be careful, making sure to avoid whatever pitfalls are possible, and making certain that all precautions are taken. Of course some few seemingly go the opposite way, relying upon their foreknowledge to avoid hazards, ignoring any precaution they know is unnecessary in this situation.


Cosmic

"The world is indeed comic, but the joke is on mankind."
The path of Cosmic apocalypse is a path of madness and devastation. The cause of this apocalypse is eternal creatures from beyond both time and space, maddening entities which defy the ability of the mind to wrap around or rational thought to touch. These entities once ruled the multiverse in a time before the Great Wheel and will return to rule it again, ending the age of men and gods. Theirs is a mad power, unreal, incomprehensible, and untouchable. Many doomspeakers who resonate with this apocalypse claim that their whispers come not from the death of reality in the future but instead from these dread beings whispering to them from outside of time itself; some even claim to converse with these dark lords. Powers associated with this path can induce madness in their targets, cause unholy growths in both friends and foes alike, and even create puppets from your cast off flesh. Doomsayers following this path tend to be more than half mad even by the standards of doomsayers, their insanity showing in their mannerisms and actions. Good aligned doomsayers seek to oppose these entities, delaying their return for just a few years longer if possible. Evil aligned often actively serve these dread powers seeking to bring their lords forth once more. Neutral doomsayers of this path sometimes do nothing more than indulge in a mad hedonism, others are amongst the most dangerous doomsayers, ones who believe that they must spare the living by ending them before the dread lords come and do worse still to them.


Destruction

"Kneel mortals, for thou hath met thine doom!"
The path of Destruction is the most generic path. It represents no specific means, just that the world will end in flames and suffering, that the forces of creation will fall before those that would end it all with their power. Its powers are things of destruction, things to bring forth violence and tear the world asunder ripping apart the ground and pulling the beasts of the sky down to the ground. Doomsayers following this path can be particularly aggressive, and destructive.


Fimbulwinter

"Winter is coming."
The path of Fimbulwinter is the way of the final winter, the long winter where madness bubbles up amongst the people of the world and starvation, war and death follows. It represents the final hours of darkness, when all is ice and the chill of night, the days when hunger and death freeze the world and brother turns on brother. Its powers are things of the ice, blessings to survive its chill and curses to freeze the blood, powers of night and darkness, and some even invoke the madness of these final days. Doomsayers following this path tend to strive for self-sufficiency, knowing that in the darkest night, when chill has killed the crops, and the final days are upon mankind no one can be trusted. They are creatures of the ice, there powers making them more at home in the chill of the deepest winter than anywhere else.


Gotterdamerung

"Your god is dead, he just doesn't know it yet."
The path of Gotterdamerung is the fall of the gods and their servants, the way of the false prophet which seduces the innocent and the final death of the gods. It represents both the insidious evil which undermines the morality of mankind, turning worship from the gods starving them of their power, and that final dread power which meets the gods head on and drives them to rout. Its powers are those of deception, of seduction and control, as well as the power to oppose the servants of the gods, to cast down those they have granted power and those lesser beings of celestial and infernal origin. A doomsayer following this path is the most insidious, their powers lending themselves to infiltration, and are likely to wreak their will through intermediaries as much if not more than through their own direct actions.


Necrosis

"In the end everything is but dust on the wind."
The path of Necrosis is the failing of life, it is the time when death and undeath rise and the creative force of reality fails, when living beings no longer born into the world, and only the long dead continue on a dead world. It represents the power of death, absolute and final, irresistible in the end; all things die and nothing escapes death forever. Its powers grant creation of and mastery over the undead, the ability to call death down directly onto foes, to drain life from the living with merely a word or glance, and a mastery over the forces of life and death. Those doomsayers who follow this path are particularly morbid and fascinated with the undead and dying. Good aligned doomsayers following this path may attempt to turn their powers towards the eradication of the undead, hoping to at least make the world safer until life has failed. Evil doomsayers following this path often attempt to set themselves up as lords of the undead, feeling more in common with the dead than the living.


Plague

"Never underestimate the small things. For in the end... they shall tear down even the GREATEST!"
The path of Plague is the path of virulent contagion spreading across life and bringing it to a halt. It represents that death which can sweep across the world with little warning, striking at young and old alike, and tearing down society with its great scythe. Its powers grant the spread of plague and mastery of vermin, it also allows for mastery of diseases using them to cripple targets or prolong their lives. Doomsayers following this path are only second to those following the way of the false prophet in their insidious subtlety, and may be amongst the most malevolent. More than any other path the powers of plague kill without discrimination, and a doomsayer following this path knows that their powers may kill indirectly those they had not originally intended. As such this path attracts those excited by such an idea. That is not to say all doomsayers who follow this path are evil, but only that many are and they may include the most sadistic of their ilk.


Time

"Eternity is a lie
In my dreams I've seen time die."
The path of Time is the path of the ultimate end when even time itself unravels. It represents that horrible fate when time is torn and rent, past and future bleeding together and all of reality threatened with extermination. Its powers grant a mastery over time, and to an extent space, blending the past into the present, sending creatures into the future, and warping across space in an instant. Doomsayers following this path must always worry that the fraying of time from their powers may be just the spark needed to begin the spiral into doom. Even so their powers are the least directed towards causing such annihilation.


Waste

"I have become death, destroyer of worlds."
The path of Waste is the path of a future doom, a great force which rends the world leaving it unfit for habitation. It is the doom of war and magic too powerful to be controlled, powerful enough to scar the world. Its power grant a dread power that burns the flesh and resists the healing arts, as well as powers to reduce the countryside to wastelands and to mutate and change granting the body monstrous form. Doomsayers following this path are the most likely to strive to avert it, knowing the doom is likely one of man's own mistakes. Others worship the power of this doom, striving to spread it across the world, to bring it down hard on innocent and guilty alike.

Malisons: Malisons are the most basic attack invocations which a doomsayer may possess. At 1st level and whenever you gain access to a new grade of invocations you learn one of the malisons associated with your chosen path for that grade (least at 1st level) as a bonus invocation known (these invocations are not included on the class table). The bonus malisons associated with each path listed from least to dark by grade are:


Cosmic: Horrors Foretold, Madness Comes for All, Song of Spheres, Unspeakable Word.
Destruction: Crushing Word, Unrelenting Force, Greater Crushing Word, Word of Devastation.
Fimbulwinter: Whisper of Winter, Breath of Ice, Freezing Word, Howl of Winter.
Gotterdamerung: Columns Crumble, Devouring Void, Punish the Servant, Cast Down the Righteous.
Necrosis: Word of Respite, Inevitable Demise, Greater Word of Respite, Word of Ending.
Plague: Sickening Word, Word of Plague, Sudden Pestilence, Epidemic Command.
Time: Rend the Ethers, Unwinding Word, Tear their Time, Temporal Maelstrom.
Waste: Wasting Word, Invisible Death, Order of Annihilation, Greater Invisible Death.


If a doomsayer wishes they may learn a malison from another path as a normal invocation. A doomsayer may not replace malisons they learn through this ability with other invocations upon level up or through any other effect.

Faithful Witness (Su): A doomsayer is a witness of the doom to come and cannot help but speak true of it. A doomsayer may not lie about the results of any divination effect granted to them by the doomsayer class or through an invocation used as a doomsayer which is used to tell or predict the future. They may however disguise the results through ambiguous phrasing or indirectly.

A doomsayer may also incorporate truenames into the effects of invocations which allow for it (see above).

Dreams of the End (Ex): A doomsayer's dreams are haunted constantly by nightmares showing the end of days. These dreams are filled with hints of prophecy, both about the end and even about current happenings. A doomsayer never sleeps without being haunted by these nightmares, and is immune to the effects of a nightmare spell and other magical effects which generate nightmares. In addition a doomsayer gains a +2 insight bonus on checks made with a knowledge skill based on their Apocalyptic Path. This bonus increases by +1 per 5 doomsayer levels.


Cosmic: Dungeoneering.
Destruction: Arcana.
Fimbulwinter: Nature.
Gotterdamerung: Religion.
Necrosis: Religion.
Plague: Local.
Time: History.
Waste: Arcana.


1st Sign: At 2nd level a doomsayer gains a benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.


Cosmic (Ex): You gain Aberration Blood as a bonus feat even if you do not meet the prerequisites.
Destruction (Su): Whenever you kill or destroy a creature you gain a (non-stacking) +1 to your caster level for invocations and +1 to AC, saving throws, attack rolls, skill and ability checks for 1 round.
Fimbulwinter (Ex): You gain Cold Resistance 10 +1/2 your character level, and the cold resistance you gain from any spell or spell-like ability you use is increased by this amount.
Gotterdamerung (Ex): You gain the Apostate feat (Elder Evils) as a bonus feat, in addition you may lie about the results of oracular abilities granted by this class despite the Faithful Witness class feature. You may choose whether this feat is considered Vile when you get it, and possessing this feat does not require you to be, or make you, evil or radiate evil in any way.
Necrosis (Ex): You are healed by negative energy as if you were undead (you are still healed by positive energy if you normally would be).
Plague (Ex and Sp): You gain a +3 bonus on saves versus disease, nausea and sickening.
You can also Detect Diseases at-will, this is the equivalent of a 1st level spell. This functions like Detect Magic, but in the first round it reveals the presence or absence of diseases in the area (whether just contagious or diseased objects, or creatures which are carrying or suffering from the disease), on the second round it reveals the number and locations, and on the third or later rounds you may select one aura to and identify the disease and its effects.
Time (Ex): You gain a +3 bonus to Initiative checks.
Waste (Su): You radiate an aura of destructive energy. Any creature beginning its turn adjacent to you or entering a square adjacent to you takes 1d6 radiation damage; no matter how often a creature enters and exits your aura during a turn this ability never triggers more than once per round. A successful Fortitude save (DC 10 +1/2 your Doomsayer level + your Charisma modifier) negates this damage. You may suppress or reactivate this aura as a move-equivalent action.


Know the Hour (Sp): Beginning at 3rd level a Doomsayer may bring the whispers of fate babbling below the surface of your waking mind up to the conscious level wrapping it around the line of your own life. You may use this ability once per day per 3 doomsayer levels you possess plus a number of additional times per day equal to your Wisdom modifier (if positive). Activating this ability is a standard action, and reveals what the broad probability of you dying within the next thirty minutes if you follow a proposed course of action. There is a 70 + your doomsayer level percent chance, rolled in secret by the DM, of getting accurate information when using this ability; if it results in a failure then the results are instead completely random (roll 1d4). This is the equivalent of a 1st level spell.

The possible results are:

Almost Certain: If you do not change your path you will almost certainly die. This indicates near suicidal situations, a battle with a high chance of total party kills, or a battle which is extremely likely to kill you (60+%).
Likely: You have a decent chance of dying but it is only a chance. This indicates battles with a high chance of a single character dying, battles where you in particular are likely to die (20+%), or otherwise dangerous situations.
Unlikely: You have a small chance of dying but it is unlikely. This indicates battles where a character is unlikely to die, battles where death is likely to be a result of a lucky crit, or other situations in which you have only a small chance of death (1%+).
Almost Impossible: The proposed course of action is almost certainly not going to get you killed. Exploring the abandoned castle which is in fact completely abandoned, meeting your allies in a safe location, or other situations with less than a 1% chance of death. This should never include combat unless the enemies cannot threaten you in any substantial way: they need a nat 20 to hit and deal insignificant damage compared to your hp, cannot overcome your DR, etc.


Beginning at 8th level you can use Know the Hour to reveal the chance that another creature whose name is known to you, and said plainly and clearly as part of activating this spell-like ability, assuming that all parties involved follow their current course of action unmodified by this ability.

Let them Hear (Su): There is power in names, and by tying one to a word of the apocalypse you direct its force more directly upon them. Beginning at 4th level you may state the personal name of a creature when using an invocation, if you do the save DC of the invocation is increased by 1 for that creature; you may only include the name of one creature within an invocation this way (although if multiple creatures which would be affected have the same name the bonus would apply against all of them). Beginning at 9th level you also gain a +2 to any check made to overcome that creature's Spell Resistance. Beginning at 19th level you also gain a +2 to your caster level with the invocation for the purposes of that creature, such as: any level dependent variables as applied to that creature such as damage, duration, and even how hard it is to dispel the effect from that creature, etc; this does not affect range unless it is a single target spell only affecting that creature. If you include the target's personal truename into this invocation all bonuses listed here are doubled (+2 to DC, +4 vs SR, +4 to CL).

Augury (Sp): With an effort you can push the whispers of doom into a more general form, turning your senses towards the general success of a plan or decision. Beginning at 5th level a doomsayer may use Augury as a spell-like ability 1/day (CL = Doomsayer level), gaining another use at 8th, 11th, 14th, 17th, and 20th level.

2nd Sign: At 7th level a doomsayer gains a benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.


Cosmic (Ex): Your malisons ignore immunity to mind-affecting effects. Your other invocations ignore immunity to mind-affecting effects not caused by the mindless trait although creatures normally immune to mind-affecting effects gain a +5 to Will saves against mind-affecting invocations (but not against mind-affecting malisons), if the invocation does not allow a save immunity affects it normally.
Destruction (Su): Three times per day you may utter a word of destruction as a standard action. This word destroys one object within 60-ft (an attended object or magic item may make a Fortitude save to negate this effect) up to 1 5-ft cube in size per Doomspeaker level you possess. If an object is too large to be destroyed this way, you instead destroy 1 5-ft cube of it per Doomspeaker level.
Fimbulwinter (Ex): Your invocations which deal cold damage ignore cold resistance other than your own and deal half damage against creatures immune to cold except against you.
Gotterdamerung (Su): You can sense the presence of outsiders and divine spellcasters within 60-ft of you as if with blindsense, this ability ignores line of effect within 20-ft. In addition to determining what square they are in you also automatically learn what the highest spell level of their spell-like abilities and/or spells available is.
Necrosis (Su): You gain the ability to rebuke and command undead as an evil cleric of your level.
Plague (Ex): You gain immunity to being nauseated and sickened, and you suffer no effects from diseases (magical or otherwise) although you may carry them. In addition diseases inflicted directly by your invocations may infect living creatures regardless of any type or subtype based immunity.
Time (Su): 3/day you may perform a move action (or move equivalent action) as an immediate action. If you do so you lose your move action during your next turn.
Waste (Ex and Sp): You gain immunity to radiation damage and radiation sickness. This is an Ex ability.
1/day as a spell-like ability you may infuse an object (up to 1 10-ft cube) with radiation. Any creature which spends at least 24 hours within the presence (10-ft/Doomspeaker level you possess) of the object must make a Fortitude save (DC 15 + your Charisma modifier) or contract radiation sickness (see below). This object radiates (evocation) magic but this aura is shrouded against magical detection requiring a caster level check of DC 15 + your Doomspeaker level to detect; a single creature may only attempt one such check each day. This is the equivalent of a 5th level spell.

Divination (Sp): While the whispers primarily tell of dooms to come it is possible to turn them towards broader things. Beginning at 10th level you may use Divination as a spell-like ability (caster level = doomsayer level) by expending a use of your Augury spell-like ability.

3rd Sign: At 12th level a doomsayer gains a potent benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.


Cosmic (Su): You radiate an aura of madness. At the beginning of your turn any creature within 20-ft of you takes 2 points of wisdom damage per round (Will halves). This is a mind-affecting effect you may suppress or reactivate this aura as a swift action.
Destruction (Ex): You gain a +2 to your caster level with malisons.
Fimbulwinter (Ex): You gain immunity to cold, and fire resistance of 10 + your doomsayer level; any fire resistance from other sources is increased by this amount.
Gotterdamerung (Su): You gain Spell Resistance 12 + your doomsayer level against divine spells and the spell-like abilities of outsiders.
Necrosis (Ex): Your invocations which have damage which normally have damage prevented by resistance or immunity to negative energy now deal damage normally to creatures resistant or immune to it. In addition your invocations which are considered Death effects ignore immunity to Death effects granted by spells and items. Finally you may, as a free action, kill any creature which is dying within 30-ft of you.
Plague (Su): You may extend your immunity to being nauseated or sickened and your disease carrier status to up to 1 creature per point of Charisma bonus (minimum 1) you possess. You may remove this immunity at any time from any number of creatures as a move equivalent action, when you do so they immediately take damage once from each disease they are carrying which is past its incubation period. In addition diseases inflicted directly by your invocations may infect any living creature regardless of immunity to disease (a carrier still suffers no effects of the disease).
Time (Su): 1/day (as a free action) you may rewind time, undoing all events since the start of your last turn except the expenditure of this ability.
Waste (Su): Your aura granted by the First Sign improves. It now deals 4d6+1/2 your Doomspeaker level damage, and a successful save only halves the damage.

Know Fate (Sp): You can expand the breadth of your ability to determine whether a creature will die. Beginning at 13th level when using Know the Hour you may choose to predict the chance of the target dying within 24 hours instead of within the next 30 minutes. You choose each time you activate this ability.

Contact Other Plane (Sp): Pushing out with your mind you expand the whispers to scrounge up information from the present, past, and future. Beginning at 15th level you may, by expending two daily uses of your Augury spell-like ability, use Contact Other Plane as a spell-like ability. You do not actually contact a planar entity instead staring into the abyss of the apocalypse pulling out threads of information from your prophetic visions. You may choose what level of information you wish to aim for (as if choosing the plane to contact).

4th Sign: At 17th level a doomsayer gains a potent benefit associated with their Apocalyptic Path. These abilities, and whether they are extraordinary, supernatural, or spell-like are listed below.


Cosmic (Ex): You gain immunity to mind-affecting effects.
Destruction (Ex): You learn 1 malison of each grade; these malisons may only be replaced with other malisons if they are somehow changed (such as by level up or another effect).
Fimbulwinter (Su): You are surrounded by an aura of snow with a 10-ft radius obscuring sight through the area giving you and anything else in the area concealment. Creatures in the area suffer a -4 penalty to spot and listen checks and ranged attacks passing through the area suffer a -4 penalty. You are immune to these penalties, and creatures in the area do not receive concealment from you.
Gotterdamerung (Su): Divine spells cannot be cast within 15-ft of you nor may outsiders (other than yourself) use spell-like abilities within this area.
Necrosis (Ex): You gain immunity to death effects and energy draining effects/negative levels. In addition your malisons ignore regeneration, dealing lethal damage to creatures regardless of their regeneration or lack there of.
Plague (Ex): Diseases caused directly by your invocations are difficult to remove. They can never be cured naturally and require a caster level check (DC 16 + your Doomsayer level) to remove by magical means. In addition any ability damage caused by a disease or malison inflicted by you is increased by 2.
Time (Su/Sp): Whenever Time Stop is cast within 100-ft of you, you are carried into their Time Stop gaining all benefits of the effect yourself and being able to damage them (and be damaged by them) as if not within a Time Stop. In addition 1/day you may use Time Stop as a spell-like ability.
Waste (Su): You become radioactive. Any creature that spends an entire round within 30-ft of you must make a Fortitude save or take 1d4 Constitution damage at the end of each entire round spent within 30-ft. Any creature which takes Constitution damage from this effect also contracts radiation sickness (see 2nd Sign ability). You may suppress this aura or reactivate it as a swift action.

Know Death (Su): With a moment's focus you turn the whispers in your mind from the way doom will come to the ways doom may come to a foe. As a swift action you may expend 2 uses of Know the Hour to learn the weaknesses and resistances of a target within line of sight. You learn: the targets DR and what overcomes it (if any), what types of damage the target resists or is immune to (such as fire, electric, acid, and cold for a tanar'ri), what types of damage deal more than regular damage to the targeted creature, any other special weaknesses of the creature (including what spells harm a golem through its magic resistance), what types of damage heal the target (such as fire for an iron golem, or positive energy for a living creature), the target's SR, the target's AC, and what is the target's lowest saving throw.

5th Sign (Sp): At 20th level a doomsayer gains a cataclysmic power associated with their Apocalyptic Path. These abilities are always the equivalent of a 9th level spell and are listed below.


Cosmic: 3/week you may release a burst of madness in a 1 mile radius centered on yourself. This is a mind-affecting effect and all creatures in the area suffer an effect based off of their hit dice. 5 or less hit dice: They become permanently insane (as insanity spell) and take 3d6 Wisdom damage and 1d6 Wisdom drain; a successful Will save reduces this to 3d6 Wisdom damage and 20 rounds of confusion beginning upon their next moment of consciousness (immediately if this does not knock them out). 6 to 10 hit dice: They take 2d6 Wisdom damage and 1d4 Wisdom drain and become confused for 20 rounds upon their next moment of consciousness (immediately if this does not knock them out); a successful Will save reduces this to 2d6 Wisdom damage and 1 round of confusion (immediately only). 11-15 hit dice: They take 2d6 Wisdom damage and become confused for 20 rounds; a successful Will save reduces this to 1d6 Wisdom damage and 1 round of confusion. 16+ hit dice: They take 1d8 Wisdom damage and become confused for 1 round; a successful Will save negates this effect. This effect requires line of effect. 1/year you may increase this effect's radius to 20 miles, and allow it to penetrate walls less than 10-ft thick for line of effect.
Destruction: You may use Apocalypse Rains from the Sky (Book of Vile Darkness) 3 times per week but its radius is only 10 miles; 1/year you can increase this radius to 200 miles.
Fimbulwinter: You may use Frostfell as a spell-like ability 1/week except that its area is a 1 mile radius centered on yourself (you are immune to this effect) instead of the normal shapeable area; this effect requires line of effect. 1/year you can increase its area to 10 miles.
Gotterdamerung: You may bestow a grand curse on all creatures within a 30-ft radius within 100-ft. All divine spell effects in the area are immediately dispelled (as if with Disjunction), and any divine spellcaster, an outsider, or a creature with divine ranks in the area (other than potentially yourself) loses all ability to cast spells, as well as spell-like abilities, and divine salient abilities permanently if they fail a Will save. Only an arcane Wish spell with a caster level of at least 20 can be used to reverse this effect. On a successful Will save effects are still dispelled but the target only loses divine spellcasting, spell-like abilities, and divine salient abilities for 1d4+1 rounds minus 1 round per creature affected beyond the first (this counts divine casters, outsiders, and creatures with divine ranks whether they made the save or not but does not include creatures which did not need to make a save) to a minimum of 0 rounds. You may use this ability 1/day.
Necrosis: You may release a pulse of negative energy. All living things within 1 mile immediately suffer 2 negative levels (Fort halves); this effect passes through barriers not needing line of effect to affect a creature. You may use this ability 3 times per week. 1/year you can increase its area to 10 miles.
Plague: You may infect a region 1 mile in radius. Any creature spending more than 10 minutes in the region must make a Fort save or be infected with a disease (chosen by you when you activate this ability). The region remains infected until removed by a Wish or Miracle spell or a CL 21+ Remove Curse cast in its center. A creature only needs to make a saving throw against this effect once every 8 hours. You may use this ability only 1/week. 1/year you increase its area to 10 miles.
Time: You may erase an entity from time. They must make a Will save or be destroyed utterly. Any spells or effects put into place by the target are ended immediately, and the effects of any actions the creature took during the last turn are undone (damage they dealt, instantaneous creation effects, rocks falling due to them destroying their supports). A creature destroyed this way cannot be revived even by a wish or miracle spell, although direct divine intervention, certain major artifacts, or equivalent means can be used to revive them. On a successful save the target takes 10d10 damage and is slowed (as the spell) for 15 rounds minus 1 per point over the DC it rolled (minimum 1 round; +1 per point under if it succeeded due to a natural 20). You may use this ability 1/day.
Waste: You may cause an explosion of energy. All creatures, other than yourself, within 100-ft take 20d6 radiation damage (Fort halves), all creatures more than 100-ft away but within 1000-ft take 10d6 radiation damage (Fort halves), all creatures more than 1000-ft away but within 2000-ft take 5d6 radiation damage (Fort negates), and the area within 1 mile is irradiated. Every 10 minutes spent in the area a creature must make a Fortitude save or contract radiation sickness, or by spending 10 minutes within 100-ft of the epicenter they may contract double strength radiation sickness. This effect requires line of effect. You may use this ability 1/week. 1/year you may multiply its range by 10.

Zaydos
2014-07-06, 04:35 PM
Doomsayer Invocations

A Note on formatting: I have found that the method of formatting used by invocations in the official books lacks certain key information when not attempting to simply duplicate an already extant spell. As such I am putting them in a format closer to a spell's. As such each entry will include the following:
Effective Level: The effective spell level of the invocation.
School: The spell school and any subschools or descriptors that it belongs to.
Path: Which apocalyptic path(s) the invocation falls into.
Casting Time: To avoid the Baleful Geas dilemma, and to allow me to make ones of multiple casting times as opposed to "1 standard action".
Range: The effect's range. Close = 25-ft + 5-ft/2 caster levels. Medium = 100-ft + 10-ft/caster level. Long = 400-ft + 40-ft/caster level.
Area/Target/Effect: Same as on spells.
Duration: Do I need to explain it?
Saving Throw: What saving throw the effect allows if any.
Spell Resistance: Does the effect allow for spell resistance.
Truename: Whether or not a personal truename can be incorporated into this invocation for special effect (if yes then it will be described below the normal effect of the invocation).
Descriptive text if I feel up to writing it
Game Efffect blah blah blah
Truename Effect: What incorporating a truename into the invocation does.

List of Invocations by grade
Invocations will be marked by their path, and invocations that were already extant in other lists will not be reprinted (although the source will be noted) but they will have what apocalyptic paths they belong to marked here. Invocations marked with Taint are intended only for games using the Taint rules in Heroes of Horror. Other will be marked Malison indicating that they are considered malisons for effects that affect malisons. Some invocations are marked modal, these invocations can be used in two (or more) sometimes wildly different ways, such as Call to Madness which can be used as both a detection ability and an offensive one, when listing their range, duration, etc if they are different between modes the range and effects of mode one are each before an 'or' and for mode 2 after it. Some invocations have special effects on "servants of the gods" see spoiler in the Doomsayer class section for this term's meaning.

Least

All-Seeing Eyes (Complete Mage; Cosmic): Gain bonus to Spot and Listen.
Apocalyptic Sustenance (Necrosis, Waste): Go without food, water, or breath.
Baleful Utterance (Complete Arcane; Destruction): Shatter.
Bear the Cloak of Death (Necrosis): Aura of Desecrate
Befoul Water (Plague): Spread disease through infecting water.
Beguiling Influence (Complete Arcane; Gotterdamerung): Gain bonus to Diplomacy and Bluff.
Benediction of the Anointed Champion (Apocalyptic Whisper): Transfer your own Insight bonuses to target.
Bind Vermin (Plague): Bend a vermin to your will.
Blessing of Mad Insight (Cosmic): Dread beings whisper victory to you, at a cost.
Call the Pale Horse (Necrosis): Summon an undead mount.
Call to Madness (Cosmic, Modal, Taint): Detect or call out depravity.
Child of a Failing World (Fimbulwinter, Waste): Survive the wilderness and Endure Elements
Claws of Lethal Green (Waste): Grow radioactive claws.
Columns Crumble (Gotterdamerung, Malison): Harms foe, prevents servants of gods from wielding blessed power for 1 round.
Crack the Ground (Destruction): Creates difficult terrain, can destroy floors.
Crushing Word (Destruction, Malison): Harms foe.
Deceive the Wise (Gotterdamerung): Conceals alignment and prevents magical lie detection.
Deceleration (Time): Slows target.
Deja Vu (Time): Forces target to repeat their last action.
Dweller Amongst Those which Came Before (Cosmic): Gain ability to swim and breathe water, but are slowed on land.
Face of False Innocence (Gotterdamerung): Disguise Self and alignment.
First Line of the Book of War (Destruction): Invoke berserk fury in willing target.
Flesh of Bone (Necrosis): Gain lich-like damage reduction.
Globes Spinning with Destruction (Waste, Malison): Create balls of radioactive energy that can be thrown at targets.
Halting Pox (Plague): Disease stuns target.
Hemorrhaging Word (Destruction, Malison): Cause internal bleeding in target.
Horrors Foretold (Cosmic, Malison): Whispers of madness inflict wisdom damage.
Howl Heard Round the World (Fimbulwinter): Send message 1 mile/caster level.
Hunger of the Wolf (Fimbulwinter): Gain scent and tracking ability.
Impede Healing (Gotterdamerung): Causes target to resist conjuration healing and impedes their ability to cast it.
Magic Insight (Dragon Magic; Apocalyptic Whispers): Detect Magic and gain bonuses to identify it.
Mend the Wounds of the Past (Time): Undo damage received within the last round.
Know the Nature of the Beast (Apocalyptic Whispers): Gain bonus to Sense Motive and Knowledge checks to identify enemies.
Otherworldly Whispers (Complete Mage; Lovecraft): Gain bonus to Knowledge checks.
Path of the Darkened Edge (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
Read the Book of Names (Apocalyptic Whispers): Learn names of viewed creatures.
Reaper's Lash (Necrosis, Malison): Whip of death harms target, deals extra damage to undead.
Reaper's Leash (Necrosis): Command Undead
Rend the Ethers (Time, Malison): Damages target, more damage if they have not acted in combat.
See Death Written (Apocalyptic Whispers, Necrosis): Gain darkvision and see how close to death creatures are.
See the Soul's Allegiance (Apocalyptic Whispers, Gotterdamerung): Detects alignment and patron deity.
Shroud of Eclipse (Fimbulwinter): Protects you and nearby creatures against (sun)light.
Sickening Word (Plague, Malison): Infect target with the Red Ache.
Sounding Pulse (Waste, Malison): Send out a radar pulse of radiation to find invisible creatures and damage foes.
Strength from the Fallen (Destruction, Necrosis): Target gains strength and regains health by killing creatures.
Tumorous Sensor (Cosmic): Implants a tumor in target allowing you to see through their eyes.
Utterance of Prey's Dread (Fimbulwinter): Cause fear in creature you have damaged.
Verminous Scout (Plague): Creates a giant roach to scout for you.
Wasting Word (Waste, Malison): Inflict radiation damage on target.
Whisper of Winter (Fimbulwinter, Malison): Inflict cold damage on target.
Winter Hunter (Fimbulwinter): Increase your speed and move across wintry conditions with ease.
Word of Momentary Disruption (Time): Renders targets in an area flat-footed.
Word of Respite (Necrosis, Malison): Deal damage to target, increased if target is near death.
Word of Revealing (Apocalyptic Whispers): Gain various sight based abilities until the start of your next turn.



Lesser Invocations

Body of Frost and Flame (Fimbulwinter): Gain cold and fire resistance.
Breath of Ice (Fimbulwinter, Malison): Cone deals cold damage.
Cast through Time (Time): Modified Time Hop.
Charm (Complete Arcane, Gotterdamerung):Charm Monster
Command of Fleeting Hours (Time, Malison): Target takes damage whenever they take actions.
Command of Invisible Death (Waste, Malison): Target creature takes damage over time and becomes radioactive.
Contagious Word (Plague, Malison): As Contagion but at a range.
Cursed Lands (Waste, Taint): Area becomes tainted, inflicting corruption on those who spend too long within.
The Dead Walk (Complete Arcane, Necrosis): Animate Dead
Devastation Follows in my Wake (Destruction, Malison, Modal): Causes damage in every square you've been in over the course of the last hour or day.
Devour Faith (Gotterdamerung): Inflict negative levels on the servant of a god and gain a bonus to Charisma based on how many you inflict.
Devour the Sun (Fimbulwinter): Creates darkness which you can see through.
Devouring Void (Gotterdamerung, Malison): Damages target and dispels divine spells.
Dread Mutation (Waste): Deal radiation damage to target and cause them to grow larger their natural weapons dealing radiation damage.
Fangs of the Mad Wolf (Fimbulwinter): Grow teeth gaining a bite attack dealing cold and Wisdom damage.
Footsteps which Shake the World (Destruction): Move and knock foes that you pass by prone.
Gaze Melting Burst (Waste): Flash of light blinds targets.
Guidance of the Preordained Path (Apocalyptic Whispers): Gain insight bonus to all skill checks.
Hidden from the Eyes of Man (Gotterdamerung): Wards you and those nearby with Non-detection.
Inevitable Demise (Necrosis, Malison): Target takes damage over time and suffers Strength damage as its life force flows out of it.
Instilled Mutation (Waste, Taint): Places corruption within the target which radiates out of them slowly corrupting them and those near them over the course of days.
Lifesense (Necrosis): You gain the ability to sense life nearby.
Madness Comes for All (Cosmic, Malison): Target takes damage and is confused.
Necromancer's Call (Necrosis): Speak with Dead
Path of the Blackened Edge (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
Phantom out of Time (Time): Create a temporal shadow able to flank and make attacks of opportunity.
Plague Burst (Plague, Malison): Causes disease to explode from creature in a wave of acid.
Planar Exile (Gotterdamerung): Exile target to its native plane.
Pulse of Death (Necrosis, Malison): Deal negative energy damage to multiple targets.
Second Line from the Book of War (Destruction): Invokes a berserk frenzy in the target.
Seduce the Righteous (Gotterdamerung): Changes creature's alignment to evil temporarily and makes them like you.
Seed of Madness (Cosmic, Taint): Places a seed of depravity into a creature, causing them to radiate madness over the course of several days.
Step of Desolation (Waste): Teleport between wastelands.
Step of Virulence (Plague): Teleport between bearers of the same disease.
Sustaining Plague (Plague): Creature requires less sleep and no food, water, or breath depending upon how many diseases it bears.
Tainted Fuel (Waste, Taint): Uses a creature's taint to fuel your own powers.
Temporal Bleed (Time): Drains duration from effects and abilities.
Tendril of the Mind (Cosmic, Malison): Mental probe damages target's psyche.
Third Line from the Book of War (Destruction): Gain combat skill for a handful of moments.
Unrelenting Force (Destruction, Malison): Deal force damage in a cone and push creatures away.
Unspeakable Dread (Cosmic): Cause fear in target.
Unweave Magic (Gotterdamerung): Dispels magic with a bonus to dispel divine effects.
Unwinding Word (Time, Malison): Deals damage and returns target to their position from last round.
Whispers of Personal Doom (Apocalyptic Whispers): Gain insight bonus to AC.
Whispering Madness (Cosmic): Gain telepathy, may expend for a short duration Suggestion.
Wither Plants (Necrosis, Waste, Modal): Renders plants in an area unable to grow for a year, kills off plants to clear the underbrush, or kills a single plant.
Word of Congealed Time (Time): Slow
Word of Distant Sight (Apocalyptic Whispers): Create magical sensor to view distant location.
Word of Draining (Necrosis, Malison): Inflicts negative levels on target, and grants you temporary hit points. Backfires against undead.
Word of Liege-Bind (Goterrdamerung): Contingent domination triggered by compulsion effects.
Word of Night's Curse (Fimbulwinter): Blind creature permanently.
Word of Plague (Plague, Malison): Deals minor damage and infects target with a highly contagious form of the Red Aches.


Greater Invocations:

Arrow of Destruction (Waste): Fly off and explode in a burst of radiation.
Chilling Fog (Dragon Magic, Fimbulwinter): Create an icy cold solid fog
Energized Magical Pulse (Waste): Area Greater Dispel Magic with bonuses against higher level spells.
Exhalation of Expanding Destruction (Destruction, Malison): Acidic cloudkill
Eyes of Plague (Plague): Scry on target and infect them with a disease.
Eyes of Uncovering (Apocalyptic Whispers): Gain True Seeing with the addition of seeing how near death foes are.
Fall in Droves (Destruction): Cause creatures to fall from the sky.
Fatal Repetition (Destruction, Malison): Deal damage to target equal to damage they have taken from 1 attack within the last round.
Fingers of Fog (Fimbulwinter): Thin mist surrounds you with your sense of touch extending throughout it.
Flesh Puppet (Cosmic): Create an aberration made of your own flesh which serves as an extension of your will and magical force.
Freezing Word (Fimbulwinter, Malison): Deal 1d6 cold damage/level and 2d6 Dexterity damage to target, can freeze them solid.
Greater Crushing Word (Destruction, Malison): Deal 1d6 force damage/level to target, more to constructs and objects.
Healing Contagion (Plague): Infect target with disease charged with healing energy thus healing them.
Infection of Timelessness (Plague): Disease halts target's aging.
Key to the Gates of Hell and Death (Necrosis, Modal): Revive the recently fallen, or return to death those you have revived.
Legion of Shadows (Necrosis): Summon horde of shadows.
Nightmares Shared (Apocalyptic Whispers, Cosmic): Send your apocalyptic dreams to another inflicting a nightmare upon them.
Nuclear Torch (Waste, Malison): Cone or line of radioactive destruction.
Order of Annihilation (Waste, Malison): Deal 1d4 damage/level in a 20-ft radius within medium range and leave the area irradiated.
Pall of Ashen Doom (Waste): Cloud of ash hangs over you causing depression in others underneath it.
Path of the Fatal Edge (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
Peer into the Book of Lore (Apocalyptic Whispers): Legend Lore
Plague Viper (Plague): Create a snake made of disease which fights for you.
Punish the Servant (Gotterdamerung, Malison): Deal 1d6 damage/level to target, and strip divine caster or outsider of magical powers.
Reach Where the Gods Cannot (Cosmic, Gotterdamerung): Bind a low level vestige.
Read from the Book of Endings (Apocalyptic Whispers, Destruction): Gain insight bonuses on attack, damage, and spell penetration against target.
Riftwalk (Time): Teleport or Plane Shift dazed upon exiting.
Shield of Moments Found (Time): Delay effects upon you by 1 round.
Shortened Hemorrhaging Word (Destruction, Malison): Swift action hemorrhaging word.
Shroud of Madness (Cosmic): Gain concealment against thinking creatures.
Song of the Spheres (Cosmic, Malison): Deal damage to targets based upon their intelligence.
Soul of Ice or Fire (Fimbulwinter): Gain immunity to cold or fire.
Split the Moment (Time): Gain +16 or more to initiative.
Spread Time (Time): Extend spell or other effect with a duration.
Steal the Gods' Portion (Gotterdamerung): Bind souls of the recently dead within your body gaining power from doing so.
Strategic Long Deployment Blast (Waste, Malison): Create a missile of energy which launches at a speed of 400-ft per round.
Sudden Plague (Plague, Malison): Deal 1d6 damage/level to target and infect them with a disease.
Tear the Worlds (Gotterdamerung): Permanently cut off planar connections within the region.
Tear their Time (Time, Malison): Deal 1d6 damage/level to target and slow them for 1 round.
Walk the Chosen Way (Apocalyptic Whispers): Find the Path.
Wings of the Starborn (Cosmic): Gain unearthly wings allowing for fear inducing flight.
Wolf Mind (Fimbulwinter): Gain second save against mind-affecting effects, and reactive counter-attack.
Word of Final Respite (Necrosis, Malison): Deal 1d6 damage/level to target, more to creatures below half health.
Word of Final Rest (Necrosis, Malison): Destroy target undead.



Dark Invocations

Become Death (Necrosis): Polymorph into a Dread Wraith, retaining the use of malisons.
Besiege the Gates (Gotterdamerung): Create a portal to another plane, and be treated as a native of the plane.
Betrayal of the Flesh (Cosmic, Malison): Warps nearby creatures, damaging them and causing their own bodies to rebel against them.
Break the Earth (Destruction): Earthquake
Cast Down the Righteous (Gotterdamerung, Malison): Deals damage to nearby enemies, increased against outsiders and divine casters.
Dark Foresight (Complete Arcane; Apocalyptic Whispers): Foresight send warnings to allies.
Destroyer of Worlds (Waste): Transform into a radioactively powered giant monster.
Devouring Vortex (Destruction): Vortex consumes magic in the area.
Epidemic Command (Plague, Malison): Deal Constitution damage and sicken creatures in an area.
Extinguishing Word (Necrosis): Word kills target.
Force the Final Revelation (Cosmic): Insanity
Form of Pestilence (Plague): Become a swarm of disgusting, disease carrying vermin.
Freeze the World (Fimbulwinter, Modal): Inflict ice age conditions on an area within a mile. Conjure or dismiss weather within the area.
Greater Command of Invisible Death (Waste, Malison): Deals damage overtime to target, and possibly inflicts Con damage.
Greater Temporal Bleed (Time): Reduce durations of effects within an area by a day.
Howl of Winter (Fimbulwinter, Malison): Cone deals 1d6 cold damage/level and enrages creatures forcing them to attack the nearest creature friend or foe.
Ether Warp (Time): Teleport nearby creatures to other nearby locations.
Leave only Shadows (Waste, Malison): Radioactive burst deals 1d8 damage/caster level and reduces targets killed by this invocation to nothing more than black marks.
Life-Stealing Gaze (Necrosis): Gain a gaze attack which inflicts negative levels.
None Shall Know Your Coming (Gotterdamerung): Mind Blank and wards you against deific senses.
Path of a Thousand Futures (Apocalyptic Whispers): 1/round roll twice for a roll.
Path of the Apocalyptic Edge (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
Pinpoint on the Map of the World (Apocalyptic Whispers): Discern Location.
Read the Book of the Past (Apocalyptic Whispers, Time): Hindsight.
Reduce to Salt (Waste, Malison): Turn target into a pile of salt.
Rewind the Clock (Time): Inflict Constitution burn on yourself to undo the last round.
Shape of Rolling Snow (Fimbulwinter): Take on the form of a rolling snow storm, gaining the cold subtype, flight, and an aura of cold.
Shield of Moments Lost (Time): Gain massive bonus to AC or saves against one attack, suffer an incremental Will save penalty in so doing.
Shut the Gates of Heaven (Gotterdamerung, Malison, Modal): Deal damage and banish creatures or seal a planar portal.
Sound the Trumpet (Destruction, Malison): Deal 1d6 sonic damage/level in a 300-ft cone or 1000-ft line.
Subvert the Servant (Gotterdamerung): Call and bind an outsider to your will.
Temporal Maelstrom (Time, Malison): Deal 1d6 damage/level to enemies in a large area centered on self, and renders them flat-footed.
Unspeakable Word (Cosmic, Malison): Deal 1d6 damage/level and 1d10 Wisdom damage to nearby creatures.
Virulence (Plague): Mass Contagion ecept that the infected can spread their diseases more easily.
Virulent Phylactery (Plague): Store a piece of your soul within a disease to fuel your resurrection upon your death.
Visage of the Kings of Madness (Cosmic): Take on the form of a creature of madness.
Word of Avalanche (Fimbulwinter, Malison): Create an avalanche burying foes and dealing 1d6 damage/caster level.
Word of Devastation (Destruction, Malison): Deal 1d6 damage/level to a 20-ft radius, and deny them their move action for the next round.
Word of Ending (Necrosis, Malison): Power Word Kill.


Special Terms:
Servants of the Gods: This term indicates any outsider, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-%283-5-Base-Class-PEACH%29), or any creature with divine ranks.

Invoke a Disease: Some Plague path invocations (and other abilities) require you to invoke a disease the target is suffering from. You do not need to know what diseases (if any) the target is suffering to invoke one, but if the target has no diseases which can be invoked the maneuver fails. When you invoke a disease it goes into remission, the target not needing to make a Fortitude save against it for one day (it does not deal damage that day), and cannot be invoked for an invocation again for 1 day. Diseases currently in their incubation period are available to be invoked. When you invoke a disease you may specify a disease to invoke, if the target has the disease and it can be invoked then it is invoked, if you do not specify a disease or if the target lacks the disease or it cannot be invoked then instead a random disease is invoked as long as they have at least one disease that can be invoked. You can invoke diseases even of creatures normally immune to the negative effects or effects of diseases if they are carrying them (such as cancer mages, plague doomsayers, or creatures they have warded). If an invocation or other magical effect would infect a disease that is currently in remission due to being invoked then the disease exits remission and can once again be invoked.

New Damage type
Radiation Damage: Radiation damage represents a destructive blast of near pure energy, a mix of heat, kinetic force, and molecular bond breaking destructive energy. It is difficult for living creatures to heal radiation damage (unliving creature heal it normally). It does not heal naturally, including through fast healing, without the assistance of a trained healer (requiring a DC 20 heal check) and even then heals at half the normal rate and each point of radiation damage healed by a magic spell or effect counts as 2 hit points for the amount that the healing spell or effect can heal, and radiation damage is always healed after regular damage. So, for example, if you have 36 radiation damage and 100 normal damage and a 15th level cleric casts Heal on you you'd be healed all your regular damage and 25 points of radiation damage; alternatively if you have 14 radiation damage and no normal damage and a cleric casts Close Wounds on you healing 7 hit points you'd be healed 3 radiation damage and have 11 damage currently.

New Condition
Radiation Sickness: Radiation Sickness deals 1d6 Constitution damage when acquired and each day the target must make a Fortitude save (same DC) or suffer 1d6 Constitution damage; three successful saves in a row remove this effect, and a heal check may be used to treat this as if it were a disease, however a remove disease will not although a heal spell will.

The Invocations
Least Invocations:
All-Seeing Eyes
Path: Cosmic
See Complete Mage

Apocalyptic Sustenance
Effective Level: 2nd.
School: Transmutation.
Path: Necrosis, Waste.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With a word you invoke a power not meant for the living into your body, fueling it with the strength of the apocalyptic force.
While under the effects of this invocation you do not need to eat, drink, or even breathe, becoming immune to starvation, thirst, and suffocation.

Baleful Utterance
Path: Destruction.
See Complete Arcane.

Bear the Cloak of Death
Effective Level: 2nd.
School: Evocation [Evil].
Path: Necrosis.
Casting Time: Standard action.
Range: Personal.
Area: 20-ft radius emanation around yourself
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: No.
You call upon the powers of death, welling them up within you, letting them spill forth from you to empower the unliving.
You radiate an aura which duplicates the effects of a desecrate spell within 20-ft of you. This aura remains centered on you regardless of how you move, and it is at double strength as if you were an altar dedicated to your deity or an aligned higher power.

Befoul Water
Effective Level: 2nd
School: Necromancy [Evil]
Path: Plague.
Casting Time: Standard action.
Range: Touch.
Target: 1 cubic foot of water/caster level.
Duration: Instantaneous.
Saving Throw: Fort negates (see below).
Spell Resistance: No.
Truename: Yes.
Your word and touch spreads a plague through the water making it harbor a secret weapon which can kill those which drink from it.
You infect the water targeted with a disease as if through the Contagion spell. Any creature drinking infected water must make a Fortitude save using the DC for this spell instead of the disease's normal disease, or contract the disease. The infection within the water can be removed with Purify Food or Drink or similar effects.
Truename Effect: You may include the personal truename of a creature bearing a disease as part of this invocation. If you do you may infect the water with a disease they are suffering even if it is not a disease normally available with contagion.

Beguiling Influence
Path: Gotterdamerung
See Complete Arcane

Benediction of the Anointed Champion
Effective Level: 2nd
School: Evocation
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Touch.
Target: 1 willing creature.
Duration: 1 hour/level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word of blessing you name your champion and placing your hand upon them appoint them to the role, blessing them with the wisdom bestowed upon your and saddling them with your burdens. The apocalyptic whispers flow into the mind of your target, speaking to them and guiding them across the knife's edge.
As part of this invocation you must say the name of the target, and the target must be willing. The target suffers a -2 penalty to Wisdom as the apocalyptic whispers fill their mind, but they gain any insight bonuses you possess. While this invocation is active you do not receive any insight bonuses personally as all such bonuses are automatically transferred to the target. While this invocation is active you may also use oracular abilities (such as Know the Hour or Augury) as if the target was yourself. If you and the target are ever not on the same plane of existence this invocation ends immediately.
Truename Effect: You and the target know the distance and direction between each other as long as this invocation is active.

Bind Vermin
Effective Level: 2nd
School: Enchantment (Charm)
Path: Plague.
Casting Time: Standard action.
Range: Close.
Target: 1 vermin.
Duration: 1 hour/level (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
You speak a word of binding, forming reins of enchantment and sorcery around the primitive soul of the insect before you.
This invocation allows you some degree of control over a vermin. You can only communicate basic commands such as “come here,” “go there,” “fight,” “stand still,” and so on. Non-intelligent vermin will not resist suicidal or obviously harmful orders. A successful will save causes the target to be immune to this effect for 10 minutes and you may only have one vermin bound by this invocation at a time. Any act by you or your apparent allies that threatens the bound vermin breaks the spell. Your commands are not telepathic and the vermin must be able to hear you even if they would not normally be able to understand you.

Blessing of Mad Insight
Effective Level: 2nd
School: Divination
Path: Cosmic.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round/level (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
Your word creates a conduit between your target and the dread beings outside of time. These beings grant the creature some of their wisdom and battle knowledge, but such a connection is dangerous. Their mind is shielded against the worst of the madness of the dread gods but these shields wrack their body, transferring mental harm into physical harm.
You create a mental conduit between the target and beings of great power and wisdom. This conduit grants the target an insight bonus to attack rolls and weapon damage equal to their Intelligence modifier (minimum +0), but whenever they make an attack (whether a weapon attack or otherwise) they suffer damage equal to 1/2 their Intelligence modifier rounded up (minimum +1) this damage ignores any DR they may possess. You may only have one instance of this invocation active at once.
Truename Component: The target's intelligence modifier is treated as 1 higher for the purposes of this spell.

Call the Pale Horse
Effective Level: 1st
School: Conjuration (Summoning)
Path: Necrosis
Casting Time: Standard action.
Range: Close.
Effect: 1 undead mount.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.

You summon forth an undead horse to serve as your mount. This creature has all the stats of a light riding horse or a pony, except that it has no Constitution score, d12s for hit dice instead of d8, and the undead type with its traits and the augmented animal subtype. In addition depending upon your caster level this stead gains additional benefits. With a caster level of 6 or higher it can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. With a caster level of 12 or higher it can use water walk at will (as the spell, no action required to activate this ability). With a caster level of 18 or higher it can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time after which it falls to the ground. With a caster level of 22 or higher it can fly (good maneuverability). You may only have one Pale Horse called forth at a time and it is considered trained for riding with that suite of tricks but no others and can be handled normally as an animal despite its undead type.

Call to Madness
Effective Level: 2nd
School: Divination or Evocation
Path: Cosmic (Modal, Taint)
Casting Time: Standard action.
Range: 180-ft
Effect or Target: 180-ft radius emanation around you or 1 creature within range.
Duration: Instantaneous or 1 round/caster level.
Saving Throw: No or Will negates.
Spell Resistance: No or Yes.
Truename: No or Yes.
Your word is the word of the dark pharaoh, stirring the madness within others. By saying it softly you may send out this fell energy in a loosely defined manner simply discerning which creatures are already influenced by madness. By saying it loudly and firmly you may focus this energy on one creature to increase this influence to throw them into the throws of madness.
When you activate this invocation you choose one of two modes.
In the first mode: You learn the number of creatures within the area with a Depravity score above what is natural (0 for most creatures, although higher for undead and evil outsiders and certain other creatures), as well the general location of each such creature, its Depravity score and category (mild, moderate, severe),and whether its Depravity has reached a new threshold (mild, moderate, or severe) within the last 24 hours, and the same information regarding creatures currently confused due to confusion or similar effects or in a frenzy or other state of madness as determined by the DM; you can tell the difference between confusion and frenzy and may identify what spell effect they are suffering from, if any spell is the cause of their madness, with a Spellcraft check (DC 15 + spell level).
In the second mode: You select a single target within range whose name you say as part of this invocation, that target immediately gains a mental symptom of taint unless they succeed at a Will save. If their Depravity has increased a threshold within the last 24 hours but not yet shown symptoms then this is a permanent mental symptom of the new category and they are considered to have had this new grade of taint for more than 24 hours, preventing easy reduction. Otherwise they gain one of one stage higher than they already have (or severe if they already have a severe mental symptom of taint) which lasts for the duration of this effect.
Truename Effect: If you include the target's truename into the second mode of this invocation the target's depravity is increased by 2 if they fail their save; this is instantaneous and never causes daze or stun even if the target's Wisdom modifier is +1 or less.

Child of a Failing World
Effective Level: 2nd.
School: Abjuration.
Path: Fimbulwinter, Waste.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: Yes.
Your dreams show you a dead and dying world, where live is hard and death is certain to come eventually. Twisting a word of environmental havoc you shield yourself against such rampant destruction.
You gain the benefits of an Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm) spell and suffer half the penalties to Listen and Spot checks and ranged attack rolls due to inclement weather or wind. You gain a +4 competence bonus on Survival checks made to avoid damaging natural weather or environmental effects, and gain the same bonus on Constitution checks and saving throws made to resist the effects of natural environmental hazards (such as natural wind, drowning in naturally occurring water, avoiding an avalanche, natural temperatures, etc); this bonus does not apply to any man-made hazards or magically altered hazards (such as weather created by Control Weather).
Truename Effect: By incorporating a creature's truename into this effect you may target that creature (with a range of close) instead of yourself, if you do so this invocation lasts 1 hour/level (D) on the target.

Claws of Lethal Green
Effective Level: 2nd.
School: Evocation/Transmutation.
Path: Waste.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: No.
The word of destruction warps you granting you part of the form of the twisted creatures at the end of days. Glowing green claws form from your hands, deathly energy surrounding them in a dread corona.
Claws form around your hand, providing light as a torch (this is not treated as magical light). These claws can be used as either primary or secondary natural weapons dealing 1d4 + strength (if primary) or ½ strength (if secondary) damage +1 radiation damage per 2 caster levels. The damage of these claws is modified by your size, dealing 1d3 if small or 1d6 if large. If you already have claws you do not gain a second pair of claws but add your radiation damage to your previous claws' damage if it is higher than that of these claws.

Columns Crumble
Effective Level: 1st
School: Evocation.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous and 1 round.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
You invoke the force of the gods' death, echoing through time to strike at your foe. This magic wraps around your foe, striking at them, disrupting the connection between their soul and the powers of the gods.
Target creature takes 1d6 + Caster Level damage. If the target is a servant of the gods they suffer a minus 2 to any will save made to resist this invocation and cannot cast spells, use spell-like abilities, or initiate Devoted Spirit maneuvers for 1 round.
Truename Effect: The damage is vile damage instead of regular damage.

Crack the Ground
Effective Level: 2nd
School: Evocation (Sonic).
Path: Destruction.
Casting Time: Standard action.
Range: Close.
Target: 10-ft square of one surface of an object or 1 construct.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Truename: No.
With a shout of power you create an explosive sonic boom which rises out of the ground or wall shattering it in the process.
This deals 1d6 sonic damage/caster level to the ground (or a wall) in a 10-ft square and causes that surface to become difficult terrain (costing 2 squares of movement to enter). If used on a construct it instead simply deals 1d6 sonic damage per caster level. A successful Fort save (from a magic or attended item, or a construct) negates this effect completely.

Crushing Word
Effective Level: 1st
School: Evocation [Force].
Path: Destruction.
Casting Time: Standard action.
Range: Close.
Target: 1 creature or object.
Duration: Instantaneous.
Saving Throw: Will half.
Spell Resistance: Yes.
Truename: No.
One word calls the force of the apocalypse back through the ages. It twists the body of the target unless they can manage to shake off its power.
The target takes 1d8+caster level force damage. The destructive forces are particularly damaging to constructs and objects dealing double damage to them. A successful Will save halves this damage.

Deceive the Wise
Effective Level: 2nd.
School: Abjuration.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
You cloak yourself in deception, hiding the presence of your soul in a cloak of lies.
When you use this invocation select an alignment and whether to radiate a strong or weak aura. Any magical attempt to discern your alignment reveals your alignment to be the selected alignment and if you select a strong aura you radiate an aura as a cleric of a properly aligned deity of your character level and if you choose a weak aura you radiate an aura as if any normal creature of that alignment with your hit dice. If a magical effect is used against you that would detect your lies or force you to speak the truth it fails against you and does not detect your lies or force you to speak only the truth. Even attempts to read your thoughts can backfire as if you succeed a Will save against an effect such as Detect Thoughts or another similar effect you may choose whether to seem to have succeeded normally or whether to send back thoughts of your own choosing while seeming to have failed the safe.

Deceleration
Effective Level: 1st
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 minute/caster level.
Saving Throw: Reflex partial.
Spell Resistance: Yes.
Truename: No.
You warp space time around the target creating drag on their movements and slowing them down.
The target's speed with all movement modes is halved. If they have a fly speed with a maneuverability of less than perfect it is reduced by one grade (to a minimum of clumsy). A successful Reflex save reduces the duration of this invocation to 1 round.

Deja Vu
Effective Level: 1st
School: Enchantment (Mind-Affecting).
Path: Time.
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
In the end future and past are one and the same. Your word calls the mental patterns of the past back to super-impose them over the mind of the target forcing it to act in accords with how it did before.
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Truename Effect: This invocation's duration is increased to 2 rounds. The target is allowed a second Will save on the second round.

Dweller Amongst Those which Came Before
Effective Level: 2nd.
School: Transmutation.
Path: Cosmic.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
Calling upon the ancient powers of the aboleths which predate the gods themselves you cause your body to shift, fins and gills sprouting, as your legs shift becoming more bow legged, and your body becomes more streamlined as it warps to better swim through the dark depths.
Your land speed, including all modifiers, is halved for the duration of this effect, but you gain a swim speed equal to what your land speed was before this effect, and the ability to breathe water as if it were air. While under the effects of this spell your body is more streamlined and fish-like no longer being as adept at movement across land as it is altered to move through water.

Face of False Innocence
Effective Level: 1st.
School: Illusion.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: Will partial (see below).
Spell Resistance: No.
Truename: Yes.
This invocation crafts a mask of illusion to hide your face and your powers, disguising the effects of your invocations upon your body to prevent the forces of the gods from finding your nature.
This invocation has two effects. The first is to hide the auras of your invocations active upon yourself when you use this invocation, including this one. Any attempt to detect there auras (such as through Dispel Magic, Arcane Sight, or certain soulmelds) requires a Spellcraft check (DC 18 + your Caster Level) or they fail to detect any auras warded by this effect; each creature may only attempt one such check against a single instance of this invocation not gaining another until its effect (or duration) has ended. The second effect is to disguise yourself as the disguise self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell; a successful Will save can negate this illusion as usual but has no effect on the aura concealing effect.
Truename Effect: if you incorporate the truename of a creature into this invocation then that creature is not allowed a Will save to see through the illusion unless given proof by another creature that has, and does not get a spellcraft check to successfully detect the auras of your invocations upon yourself.

First Line of the Book of War
Effective Level: 2nd
School: Enchantment (Compulsion) [Mind-Affecting]
Path: Destruction.
Casting Time: Standard action.
Range: Touch.
Target: 1 willing creature.
Duration: 1 round +1 round/2 levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Your dreams have shown you the Book of War, the manifestation of all war and conflict. Reading the first words, you fill a creature under your touch with the rage of a hundred warriors making them into a living weapon.
You place target willing creature into a berserk rage. They gain a +4 morale bonus to Strength and Constitution, suffering a -2 penalty to AC and Will saves for the duration. During this rage they cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. During this rage the target must attack those they perceive as foes to the best of their ability. Should they run out of enemies before this effect expires their rampage continues. They must then attack the nearest creature and fight that opponent without regard to friendship, innocence, or health (the target’s or their own). When this effect ends the target is fatigued for a number of rounds equal to twice the number they were affected by it.
Truename Effect: The range becomes Close instead of Touch.

Flesh of Bone
Effective Level: 2nd.
School: Necromancy/Transmutation
Path: Necrosis.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You call upon the powers of death infusing it into yourself and hardening your body with it. Ossified growths cover your body to protect and preserve you from normal blows.
While under this effect, bony growths cover your body filled with necromantic energy. These growths grant you damage reduction equal to one-half your caster level (minimum 1) overcome by magical bludgeoning damage.

Globes Spinning with Destruction
Effective Level: 1st.
School: Evocation
Path: Waste (Malison).
Casting Time: 1 Swift action
Range: Personal.
Effect: 1 fist-sized globe of energy.
Duration: Indefinite
Saving Throw: No.
Spell Resistance: No.
Truename: No.

When you activate this invocation you create a small globe of radioactive energy which produces light as a candle. The globe orbits your head, and lasts for as long as you remain conscious or until expended. You may have up to 1 such globe in existence at a time per caster level you possess, and may, as a standard action, cast any number of such globes at targets within 60-ft. Each globe sent towards a target is a ranged touch attack dealing 1d6 radiation damage, although if you send multiple globes at a single target they are treated as one ranged touch attack dealing 1d6 radiation damage per globe sent towards them. A globe that hits a target is destroyed, but any globe that misses returns to you.

Zaydos
2014-07-06, 04:42 PM
Least Invocations Continued

Halting Pox:
Effective Level: 2nd
School: Transmutation.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature with a disease.
Duration: 1 round +1 round per 4 caster levels.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
Your word calls out a disease within the target, making them break out into horrible pox as their joints swell up and lock momentarily. Pus leaks from their body as pain wracks them.
You invoke a disease (see spoiler) in the target dealing them 1d6 damage +1d6 damage per two caster levels and causing them to be stunned for one round and suffer a -4 penalty to Dexterity for 1 round per 4 caster levels afterwards. A successful Fortitude save halves the damage, and reduces the stun to a -4 penalty to Dexterity for one round with no ongoing penalty.
Truename Effect: The invoked disease does not enter remission and may be invoked again either by this invocation or another effect.

Hemorrhaging Word
Effective Level: 2nd
School: Transmutation.
Path: Destruction (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: 2 rounds/caster level.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
Your word of power bursts blood vessels in the target, causing capillaries to burst blood flowing through them internally. Even in plants and oozes their internal structures are shredded, vital essence spilling from them.
The target takes 1d6 damage per round as their body is shredded internally. Each round the target is allowed a Fortitude save to reduce the damage from that round to 1 point. A creature may only suffer one Hemorrhaging Word at a time.
Truename Effect: The target is not allowed a saving throw to reduce the damage instead simply taking 1d6 damage per round.

Horrors Foretold
Effective Level: 1st
School: Enchantment (Compulsion) [Mind-affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Indefinite.
Saving Throw: Will ends.
Spell Resistance: Yes.
Truename: Yes.
You bring visions of the ends of days into the mind of your target, showing them the horrors that will pour into reality from beyond time and space. Unfiltered, as your whispers are, these visions threaten to overwhelm their minds and send them into madness.
The target takes 1d4 Wisdom damage each round. Each round they are allowed a Will save before taking the Wisdom damage for that round. On a successful Will save the effect ends immediately. The effect lasts until the target successfully saves or falls unconscious due to the Wisdom damage.
Truename Effect: Deals 1d6 Wisdom damage each round instead of 1d4.

Howl Heard Round the World
Effective Level: 2nd
School: Transmutation [Language-Dependent].
Path: Fimbulwinter.
Casting Time: 1 full round.
Range: 1 mile/caster level.
Target: 1 creature whose name is spoken.
Duration: Until discharged (when target is reached or maximum range is reached).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Throwing back your head you release a powerful howl charged with magic. This howl carries only a normal distance to most ears and no words are spoken, but the magic carries it to your target sending words of message to them from miles afar.
When you use this invocation you speak your target's name and choose a message of up to 20 words + 1 word per caster level. This message travels at a rate of 1 mile per minute until it reaches the target or the maximum duration of the effect. Once it reaches the target it delivers the message to their ears only.
Truename Effect: The range increases to 100 miles per caster level and the sound travels 1 mile per round instead of per minute.

Hunger of the Wolf
Effective Level: 1st.
School: Transmutation
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
This word imparts you some of the powers of the wolf, the symbol of the wolf days as the winter falls around the world, casting it into its final frozen night. Your sense of smell sharpens, and you gain the ability to follow scents like the wolf you emulate.
You gain the scent special quality and the benefits of the track feat. In addition you gain a +6 to Survival checks made to track a creature via scent.
Truename Effect: You also gain Low-Light Vision if you do not have it already.

Impede Healing
Effective Level: 2nd
School: Necromancy.
Path: Gotterdamerung.
Casting Time: Swift action.
Range: Close.
Target: 1 creature.
Duration: 1 hour/caster level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
The gift of healing is one of the gods' most iconic blessings and with a weave of necromantic energy you sever the target from it completely.
The target becomes immune to Conjuration (Healing) effects, and cannot regain hit points through any divine spell or Devoted Spirit maneuver, or the spell-like abilities of any servants of the gods. In addition the target loses the ability to cast or use any effect which would restore hit points to themselves or others, including spell completion or spell trigger items; this does not include the Heal skill but does include other extraordinary methods of healing.
Truename Effect: The target cannot regain hit points in any way and cannot restore the hit points of others even with the heal skill.

Magic Insight
Path: Apocalyptic Whispers.
See Dragon Magic.

Mend the Wounds of the Past
Effective Level: 2nd
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Close.
Target: 1 creature or object.
Duration: Instantaneous.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
Truename: Yes.
Your word blends the past with the present undoing recent wounds inflicted upon the target, by superimposing their unwounded past self onto their present blending the two together.
Target creature or object heals damage equal to your Charisma modifier plus 1d6 damage per caster level. This invocation can only heal a target of damage taken since the beginning of your last turn, any damage taken before this time cannot be healed this way.
Truename Effect: The target is also healed of 1d6 ability damage dealt to one ability score within the last round and, if taint rules are used, 1 point of taint gained within the last round (this can reduce a creature through a threshold of taint).

Know the Nature of the Beast:
Effective Level: 1st.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You turn your oracular powers towards your potential foes, listening to the whispers of doom to try and cipher out the true natures of your foes.
You gain a +6 bonus to Sense Motive and to Knowledge checks made to identify creatures or their weaknesses.
Truename Effect: You may include a creature's personal truename into this invocation, if you do the bonuses from this invocation double on checks made concerning or against it.

Otherworldly Whispers
Path: Cosmic
See Complete Mage.

Path of the Darkened Blade:
Effective Level: 2nd.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 2nd level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Read the Book of Names
Effective Level: 2nd.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: Will negates (see below).
Spell Resistance: No.
Truename: No.
You turn your apocalyptic visions to the Book of Names, a symbolic tome that contains the names of all creatures ever born or yet to be born. Your mind's gaze turns to this, finding within the tome any creature who you look upon, telling you their nature and revealing their name to you.
Whenever you look upon a creature they must make a Will save. If they fail you immediately learn their name and gain a +4 insight bonus to Bluff, Diplomacy, and Sense Motive against them until this invocation ends. If they succeed they are immune to this effect for 1 hour. In addition you gain a +4 bonus on all checks made to research a creature's personal truename if it has ever failed a save against this effect.

Reaper's Lash
Effective Level: 2nd.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Effect: Whip of deathly energy.
Duration: Instantaneous and 1 round.
Saving Throw: Will partial (see below).
Spell Resistance: Yes.
Truename: No.
You call upon the will of death, making a whip to drag a creature into the clutches of death and to end life prolonged eternally. For this purpose you create a long whip made of this deathly will, which lashes out to strike a target.
As part of this invocation you create a whip of dark energy and make a ranged touch attack roll with it against one creature within its reach (close range). This whip deals 1d6 damage per 2 caster levels (minimum 1d6 damage) to living creatures. It is more powerful against those creatures which resist death's will, dealing 1d6 damage per caster level against undead and deathless and forcing them to make a Will save or be rebuked as if by an evil cleric for 1 round. The whip disappears immediately after use, but benefits from any feats or abilities which affect a whip although it may not be used to disarm or trip creatures.

Reaper's Leash
Effective Level: 2nd.
School: Necromancy.
Path: Necrosis.
Casting Time: Standard action.
Range: Close.
Target: 1 undead creature
Duration: 1 day/level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
You speak the words to identify yourself as death's chosen, binding those under its power to your will. Your magic wraps a leash around the animating spirit of an undead creature, forcing it to obey your will.
This functions as Command Undead (http://www.d20srd.org/srd/spells/commandUndead.htm) except non-intelligent undead are still allowed a saving throw but at a -5 penalty and you may only command up to twice your caster level total in hit dice of undead with this spell and any intelligent undead controlled by this spell may not have greater hit dice than your caster level. If you a new undead commanded by this ability would push you over your hit dice limit you may choose to release undead of your choice from this effect to gain control of the new target.
Truename Effect: You can telepathically command the target from a distance of up to 1 mile per caster level.

Rend the Ethers
Effective Level: 1st.
School: Conjuration (Teleportation).
Path: Time (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.
Truename: Yes.
You twist the target's time line, distorting their place in space time destructively. This rend is especially effective against creatures with slow reactions, tearing them more deeply.
The target receives 1d6 + Caster level damage. If the target has not yet acted in this combat they receive double damage from this effect.
Truename Effect: If the target fails their saving throw they are rendered flat-footed for 1 round.

See Death Written
Effective Level: 2nd.
School: Divination.
Path: Apocalyptic Whispers, Necrosis.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You attune your eyes to the doom of mortals, turning your oracular whispers towards the task of seeing life and death. These changes improve your sight allowing you to see in total darkness.
You gain darkvision 60-ft, in addition you can determine how near death any creature you can see. This tells you their exact hit points if they are at your caster level or less, and whether they are dead (if dead), dying (if dying), near dead (10% of max hp or less), badly wounded (30% of max hp or less), wounded (80% of max hp or less), barely wounded (less than max hp), unwounded (max hp), overflowing with life (their hit points + temp hp is greater than their max hp), or neither alive nor dead (undead, constructs, deathless, etc).

See the Soul's Allegiance
Effective Level: 2nd.
School: Divination.
Path: Apocalyptic Whispers, Gotterdamerung.
Casting Time: Standard action.
Range: 60-ft.
Area: Cone shaped emantion
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your gaze turns to the souls of those before you, weighing good and evil, and seeing to whom it belongs.
When you use this invocation it functions as your choice of Detect Chaos, Detect Evil (http://www.d20srd.org/srd/spells/detectEvil.htm), Detect Good, or Detect Law. In addition if on round three or later the creature or object whose aura you are investigating has a patron deity which is True Neutral or the alignment detected you learn what their patron deity is.

Shroud of Eclipse
Effective Level: 2nd.
School: Evocation [Darkness].
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Area: 20-ft radius emanation around yourself
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
In the end of days the sun will be extinguished ushering in an eternal night of ice and cold. You call upon that power casting a shadow over the world in your presence making the sun's light a little less bright and its power less complete. This creates a pall of shadow which lies over the area around you.
You emanate a subdued darkness. While this has no substantial effect on the lighting of the region, things just seem a little less bright. All creatures within the area lose any light sensitivity, light blindness, or special vulnerabilities to sunlight they possess and gain a +4 on saves versus effects based around bright lights (such as Glitterdust’s blinding effect and Sunbeam). Unlike normal Darkness spells this effect is neither dispelled by nor dispels magical light effects.

Sickening Word
Effective Level: 1st.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you invoke the red ache into the target, causing them to immediately break out with the disease.
The target immediately contracts the Red Ache if they fail their Fortitude save with an instantaneous incubation period immediately taking its 1d6 Strength damage for the day. If the target already has the red ache they immediately take Strength damage as if they had failed a saving throw against it (even if they are normally able to carry diseases without penalty).
Truename Effect: You may infect the target with Demon Chill instead of the Red Ache, or cause them to immediately take damage as if they had failed a save against it.

Sounding Pulse
Effective Level: 2nd.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: 30-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Fort halves.
Spell Resistance: Yes.
Truename: No.
With a word you release a pulse of radiation into the area, feeling how it is reflected and absorbed to find hidden objects within the area.
This invocation deals 1d6 radiation damage per 2 caster levels (minimum 1d6) to all creatures and objects within the area. In addition you may observe things within the area as if with blindsight for the instant of this effect a single flash of imagery, and may find secret doors in the area as if you had made a Search check gaining a +6 competence bonus to the check.

Strength from the Fallen:
Effective Level: 2nd.
School: Necromancy [Evil].
Path: Destruction, Necrosis.
Casting Time: Standard action.
Range: Touch.
Target: Touched creature.
Duration: 1 hour (D)
Saving Throw: Will negates (harmless).
Spell Resistance: Yes.
Truename: No.
You open the target to the strength of death, allowing them to take succor and draw power from the act of taking a life siphoning away the last life force of a creature to empower themselves.
Whenever the target kills a living creature (reduces it to -10 hp) with at least 2 max hit points they gain a cumulative +2 enhancement bonus to Strength and regain 1d8 hit points. This enhancement bonus to Strength only lasts 1 minute or until this effect ends (whichever is sooner) and can never exceed 2 or your caster level whichever is higher. You may only have one instance of this invocation active at a time.

Tumorous Sensor
Effective Level: 2nd.
School: Transmutation.
Path: Cosmic.
Casting Time: Standard action.
Range: Touch.
Target: Touched willing or unconscious creature.
Duration: Permanent (D)
Saving Throw: No.
Spell Resistance: Yes.
Truename: Yes.
You call upon a dread being from beyond time and space, instilling into the target a mixture of yours and this being's life forces forming a new growth within the target. This life force manifests within the target as fist sized tumor which taps into their nerves transmitting to you all things they see or hear.
When you use this invocation you instill a large (approximately base-ball or fist sized) tumor-like growth in a willing or helpless target. This tumor can be removed through surgery (a DC 20 Heal check dealing 2d6 damage to the target), a Remove Disease spell, by being dispelled, or by being dismissed by you (a standard action on your part). As long as the target bears this tumor and is on the same plane as you, you may concentrate upon it (as a standard action) to tap into the target’s senses viewing all things as the target currently is (gaining access to all their senses even those from magical or supernatural effects). You may have up to twice your Charisma modifier in tumorous sensors at a time (minimum of 2); if your Charisma is reduced after creating a tumorous sensor the excess ones are not lost.
Truename Effect: The tumorous sensor does not count against your limit.

Utterance of Prey's Dread
Effective Level: 2nd.
School: Necromancy [Fear].
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Close.
Target: 1 creature you have damaged in the last round.
Duration: 1 round/caster level
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes
With a word you invoke the fear of the stag before the wolves. The mindless, senseless fear of driven prey fleeing from certain death.
You may only use this invocation to target a creature you have damaged since the beginning of your last turn. The target is frightened for the duration of the effect.
Truename Effect: If you incorporate the personal truename of a creature you have damaged since the beginning of your last turn you may affect it as well as your regular target; this additional creature must be within the range of this effect.

Verminous Scout
Effective Level: 2nd.
School: Conjuration (Summoning).
Path: Plague.
Casting Time: Standard action.
Range: Long (see below).
Effect: 1 giant roach.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.

You create a giant roach within 5-ft of you. This roach is tiny and has 15 AC, Str 1, Dex 16, Con 10, Int -, Wis 10, Cha 1, a land speed of 20-ft, a fly speed of 10-ft (poor) and a climb speed of 15-ft, base saves of +0, and uses your senses (including ranks in Listen, Search, and Spot) but has no ranks in skills of its own (giving it a +11 to hide and a +3 to move silently). This roach is unable to take any actions of its own except move actions which you may direct as a swift action each round. You may, as a standard action which provokes an attack of opportunity and requires concentration (treat as a level 0 spell), tap into its senses (making a spot and listen check from its location). The roach vanishes immediately if it is ever further from you than the spell's range. You may only have 1 verminous scout in existence at a time.

Wasting Word
Effective Level: 1st.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Permanent.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: No.
With a word you call a blast of radioactive energy down upon the target, inflicting a wasting upon them.
The target takes 1d6 + Caster level radiation damage and suffers 1d4 Constitution damage each day until the effect is dispelled. The first instance of this damage is 1 hour after you use this effect. A successful Fortitude save halves the damage and ends the effect immediately.

Whisper of Winter
Effective Level: 1st.
School: Evocation.
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
You call upon the last winter, its powers and influence wrapping around the target eating away at their mind and body.
The target takes 1d6 + caster level cold damage and 2 Wisdom damage. A successful Will save halves the damage and prevents the Wisdom damage.

Winter Hunter
Effective Level: 2nd.
School: Transmutation.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: No.
Your body becomes adapted to the winter which will come, moving across the surface of the snow with a horrible speed and mobility.
You gain a +10-ft enhancement to your speed, and you may move perfectly well over snow and ice (as well as any produced by one of your invocations, spells, spell-like abilities, or supernatural abilities) without slowing or needing to make Balance checks. In addition you may climb across ice or ice covered as if under the effects of a Spider-Climb (http://www.d20srd.org/srd/spells/spiderClimb.htm) spell. These benefits apply even when encountering magically manipulated ice such as that created by the Freezing Fog spell preventing you from slipping upon it or being slowed by it.

Word of Momentary Disruption
Effective Level: 2nd.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Target: 20-ft radius burst.
Duration: 1 round.
Saving Throw: Reflex negates.
Spell Resistance: Yes.
Truename: No.
You disrupt time for a moment leaving creatures, and even spells, within the area disoriented.
Creatures within the area are rendered flat-footed, and cannot ready actions or take readied actions. Contingent spells cannot trigger for the duration as well. A successful Reflex save negates all these effects.

Word of Respite
Effective Level: 1st.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
With a word you bring your target towards the final respite from life which is death, striking directly at the life force tethering them to the world.
The target receives 1d6 + Caster Level damage, this damage is doubled if they are at less than half health. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.
Truename Effect: The target takes double damage; this results in a total of triple damage if they are at less than half health.

Word of Revealing
Effective Level: 1st.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Move action.
Range: Personal.
Target: You.
Duration: 1 round.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
With a word you grant your eyes some of the clarity of your mental visions of the end which is to be allowing them to penetrate a variety of impediments which would stop a normal human.
You gain Low-Light Vision, Darkvision 60-ft, the ability to see in magical darkness as if it were normal darkness, and the ability to see invisible and ethereal creatures and objects as if under the effects of a See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell.

Lesser Invocations
Body of Frost and Flame
Effective Level: 3rd.
School: Abjuration.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: No.
You draw upon the power of winter inuring your body to its cold, and freezing the flames before they can touch you.
You gain Fire and Cold resistance 20, increasing to 30 at caster level 12 or higher.

Breath of Ice
Effective Level: 4th.
School: Evocation [Cold].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 30-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
You form a word of absolute chill, breathing forth the cold created in a torrent of ice and chill.
You create a gust of strong wind (25 mph) in the area dealing 1d6 cold damage/caster level to everything in the area, in addition to having the normal effects of such a wind (disperses Fog Cloud, forces a DC 10 Fortitude save for Tiny or smaller creatures to avoid being knocked down). As the wind is instantaneous it has no effect on ranged attacks.

Cast through Time
Effective Level: 4th.
School: Conjuration (Teleportation).
Path: Time.
Casting Time: Standard action.
Range: Close.
Target: 1 creature or object.
Duration: 1 round/caster level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
You disrupt the target's connection to the time stream sending them spiraling wildly into the near future.
The subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all (and the duration of other effects upon them does not pass during this effect).

In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a Wisdom check DC 13 + your Charisma modifier. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Truename Effect: The target's flight through time is disjointed pieces of their consciousness filtering in slowly. As such they suffer 1 point of Wisdom damage for every 2 rounds they were sent into the future by this effect.

Charm
Path: Gotterdamerung.
See Complete Arcane

Command of Fleeting Hours:
Effective Level: 4th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: 1 round/5 caster levels.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
You wrap time around the target's line of life, causing violent action on their part to manifest across their body as open cuts, wounds, and sudden wracking pain.
Whenever the target takes a non-free action while under this effect they take damage. Each Move action they take inflicts 2d6 damage, each standard 4d6, each full action (such as Run, or Withdraw, or Charge, or Full Attack) inflicts 6d6, each action taking 1 full round (such as Sleep or Summon Monster) inflicts 8d6, each Swift action 3d6, and each immediate action 5d6. Taking a readied action deals damage for the type of action readied, and readying an action deals damage as taking a standard action.

This temporal bleed does not stop during apparent time such as that created by Time Stop or Temporal Acceleration continuing to inflict damage during the durations of such effects but such apparent time does not count against its own duration; meaning that casting Time Stop while under this effect effectively adds 1d4+1 rounds to its duration.

Truename Effect: The duration is doubled.

Command of Invisible Death
Effective Level: 4th
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Up to 1 round/caster level.
Saving Throw: Fortitude ends.
Spell Resistance: Yes.
Truename: Yes.
You instill a wasting force into the target which seems to emanate from it causing death in all those nearby it.
The target takes 2d6 radiation damage each round at the start of their turn. After taking the damage for a round they are allowed to make a Fortitude save to end this effect.

Any creature that begins its turn adjacent to a creature affected by this effect or enters a squares adjacent to it, must make a Fortitude save or take 1d6 radiation damage (spell resistance applies). No creature may suffer or damage or be forced to make multiple saves against it in a single round no matter how many times they enter the area affected.

Truename Effect: All damage dealt is increased by +1 per die. In addition it requires 2 successful Fortitude saves (non-consecutive) to end the effect.

Contagious Word
Effective Level: 4th
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Truename: Yes.
Your word calls to one of the plagues and pestilences which will sweep the world, leaving death and suffering in their wake strong enough to impact time itself. Even though merely a shadow of the great plagues of the end days a disease takes root in the target.
This functions as contagion (http://www.d20srd.org/srd/spells/contagion.htm) except as noted here.
Truename Effect: The disease is more potent inflicting +2 ability damage each time it strikes. This potency is not applied to creatures which contract the disease from the original target.

Cursed Lands
Effective Level: 4th
School: Evocation [Evil].
Path: Waste (Taint).
Casting Time: 1 minute.
Range: 120-ft.
Area: 120-ft radius centered on you.
Duration: Permanent.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You invoke corrupt energies which mutate anything which remains overly long in the area, creating an area of twisted life and desolate waste.
The area becomes tainted by accursed energies. Any creature other than the creator entering an area under this effect must make a Fortitude save or gain 1 point of Corruption and they must make another such save every 24 hours spent within an affected area. This effect can only be dispelled or removed at the center of the effect. If the areas of multiple uses of this invocation overlap the areas merge, their center becoming the new central point of the tainted region, the saving throw DC becoming the higher of the two effects’, and the caster level for the effect becoming the higher of the two as well; any character which has contributed to this gestalt spell effect either increasing its area, increasing its save DC or increasing its CL is considered its creator for the purposes of immunity.
Truename Effect: If you include a creature's personal truename into this invocation they gain immunity to its effects as if they were its creator as well. This is not retained in a gestalt effect unless the effect is tied for or the highest for both save DC and CL in the gestalt. A doomsayer could, however, give all their allies immunity by creating a large enough corrupted lands (which isn't all that large for less than massive armies) which includes a different truename in each casting.

The Dead Walk
Path:Necrosis
See Complete Arcane

Devastation Follows in my Wake:
Effective Level: 4th
School: Evocation [Fire, Sonic].
Path: Destruction (Malison, Modal).
Casting Time: Standard action.
Range: Special
Area: Everywhere you've been in the last hour or everywhere you've been in the last day.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
Your soul resonates with the end of days, your very footsteps leaving behind a fell resonance with the powers of the end. With a word you trigger this resonant burning it across the land creating a wake of destruction which follows your actions.
This invocation has two modes.

In the first mode every square you have entered (at the height in which you have entered them and only at it) within the last hour, except the square(s) you are in currently, suddenly burst into flames with a loud explosion dealing 1d6 damage per two caster levels. Half of this damage is fire damage (and resisted as such), the other half is sonic damage (and resisted as such). Once a square has been set off with this invocation it will not go off in the same mode of this invocation until you have re-entered that square, although it will still function for the other mode.

In the second mode every square you have entered (at the height in which you have entered them and only at it) within the last day, except the square(s) you are in currently, suddenly burst into flames with a loud explosion dealing 1d6 damage per two caster levels. Half of this damage is fire damage (and resisted as such), the other half is sonic damage (and resisted as such). Once a square has been set off with this invocation it will not go off in the same mode of this invocation until you have re-entered that square, although it will still function for the other mode.

Devour Faith:
Effective Level: 4th
School: Necromancy/Transmutation [Evil].
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: Medium
Target: 1 creature
Duration: See below.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
Your magic taps into the faith of the target siphoning away both their faith and life force feeding upon it.
Target creature receives 1 negative level or 1d4 negative levels if it is good aligned or a servant of the gods. These negative levels remain for 1 hour or until dispelled. You gain an enhancement bonus to Charisma equal to two times the number of negative levels inflicted on the target for 10 minutes or until dispelled.
Truename Effect: The target is considered a servant of the gods even if they are not, and if they are normally a servant of the gods then they lose twice the normal number of spells due to the negative levels inflicted by this invocation.

Devour the Sun:
Effective Level: 3rd
School: Evocation [Darkness].
Path: Fimbulwinter (Modal).
Casting Time: Standard action.
Range: Touch or Close
Target or Area: Object touched or 30-ft radius centered in space.
Duration: 10 minutes/caster level (D).
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With a word you call upon the dark of the endless night when the sun is extinguished and the eternal winter extinguishing the light in an area.
This invocation has two modes.
In the first mode the targeted object radiates shadowy illumination out to a 30-foot radius. If this invocation is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

In the second mode it instead fills a 30-ft radius area centered in space with shadowy illumination.

In both modes this invocation can never brighten the area, but you can see in the region as if it were bright light. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by this invocation. This invocation counters and dispels light spells of level 3 or lower.

Devouring Void:
Effective Level: 4th
School: Abjuration/Evocation [Force].
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: Medium
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
You invoke spiritual and physical vacuum cutting through the target and the spiritual powers which fuel them.
The target takes 1d6 force damage per 2 caster levels you possess, a successful Will save halves this damage. In addition it functions like a targeted dispel magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) on the target but has no maximum caster level bonus to its dispel checks and may only dispel divine spell effects.
Truename Effect: You may dispel any spell effect on the target, not just divine ones.

Dread Mutation
Effective Level: 3rd
School: Transmutation.
Path: Waste.
Casting Time: Standard action.
Range: Close
Target: 1 creature
Duration: 1 minute/caster level.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
You infuse the target with radiation causing them to grow in size and strength.
The target takes 4d6 radiation damage and they and all gear they are carrying grow one size category gaining a +4 size bonus to Strength. In addition any natural weapons the target possesses deal +1d4 radiation damage.
Truename Effect: The target's natural weapons deal +2d4 radiation damage instead of +1d4.

Fangs of the Mad Wolf
Effective Level: 4th.
School: Transmutation.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
Truename: No.
You call upon the manifestation of ice and night, taking on an aspect of its power. Your face stretches out, as you grow a wolf-like muzzle filled with terrible teeth and the icy chill of the deepest winter.
You gain a bite attack as either a primary or secondary natural weapon. It deals 1d6 damage + Strength as appropriate for type of natural weapon it is used as (1.5 x Str if only natural weapon, Str if primary natural weapon used with additional natural weapons, 0.5 x Str if used as a secondary natural weapon such as when used with a manufactured weapon); this damage is affected by your size being 1d4 if small and 1d8 if large. In addition your bite attack deals 1d6 cold damage per 2 caster levels you possess and 1 Wisdom damage per hit, a successful Will save (same DC as this invocation would have) negating this Wisdom damage.

Footsteps which Shake the World
Effective Level: 4th
School: Evocation [Earth].
Path: Destruction.
Casting Time: Standard action.
Range: Special
Area: Special.
Duration: Instantaneous.
Saving Throw: Reflex negates.
Spell Resistance: No.
Truename: No.
You invoke the power of the final days, letting it flood into you, charging forward letting your every footstep shake the world beneath you.
As part of this invocation you move up to your land (or climb) speed as if you had taken a move action. Your steps shake the ground, causing any creature touching the surface you move across that you are adjacent to during any part of this movement (including the beginning or the end) to be forced to make a Reflex save or fall to the ground prone; a climbing creature potentially takes damage if they fall far enough. Moving out of a square adjacent to a target as part of this movement does not provoke attacks of opportunity, but other movement does. In addition any square you enter or leave as part of this movement becomes difficult terrain as the ground cracks and becomes uneven.

Gaze Melting Blast
Effective Level: 3rd
School: Evocation [Light].
Path: Waste.
Casting Time: Standard action.
Range: Medium
Area: 15-ft radius.
Duration: 1 round/caster level.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
With a word you create a nuclear flash of light, bright enough to sear the retina and blind all those within the area.
This invocation creates a blinding flash of light. Any creature in the area when this invocation is used is blinded for the duration. A successful Will save causes them to be dazzled instead.

Guidance of the Preordained Path
Effective Level: 3rd.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You turn your oracular whispers to your own fate. Momentary flashes of the immediately future show you the proper way to perform a variety of tasks, whispering the right word into your ear, and the information you need.
You gain an insight bonus to all skill checks equal to 2 plus 1/2 your Charisma modifier. This prescient guidance comes at a cost, the stream of information leaving your reaction speed a little dulled giving you a -2 penalty to Initiative checks.

Hidden from the Eyes of Man
Effective Level: 3rd.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Area: 15-ft emanation centered on you.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
The gods could not predict their end, it was hidden from their senses. Emulating itou obscure the eyes of magic, hiding yourself and those near you from its sight.
This invocation functions as a non-detection (http://www.d20srd.org/srd/spells/nondetection.htm) spell except that it affects all creatures and objects within the emanation. Attempts to affect you or an object you carry require a caster level check with a DC 15 + your caster level and attempts to affect other creatures and objects within the area require a caster level check with a DC 12 + your caster level. In addition whenever this effect prevents a divination spell or effect from functioning you can sense the attempt although you do not learn its source and must make a Spellcraft check (DC 15 + spell level) to identify what spell or effect it was.

Inevitable Demise
Effective Level: 4th.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round/caster level.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
With a word you invoke a curse upon your target siphoning their life into the shadows of the underworld, sapping them of their strength.
The target takes 1d6 damage and suffers 2 points of Strength damage each round. They are allowed a Fortitude save each round to negate the Strength damage for that round. Once the target has made three successful Fortitude saves they no longer suffer this Strength damage. A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature.
Truename Effect: The target is not allowed a Fortitude save against this effect until the first three rounds have passed.

Instill Mutation
Effective Level: 4th.
School: Evocation [Evil].
Path: Waste (Taint).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 day/caster level.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: No.
The weapons of the Last War twisted the shape of men, leaving them corrupt and tainted. You call upon these weapons, implanting some of their dread power within a creature. This power corrupts the creature from the inside out, twisting all those who spend too long near them.
The target immediately gains 1d4 Corruption; this corruption gain can never cause the target to be nauseated or sickened due to corruption gain even if it is higher than the target's Constitution modifier. In addition a mutation causing force is instilled into the target. This force causes the target to radiate an aura of corrupting taint. The target gains an aura of evil as a cleric of their hit dice regardless of their actual alignment, and each day must make a Fort save (with this spell's DC) or take 1 further point of corruption. Any creature that spends at least 10 minutes within 60-ft of the target during a day, or which bites the target or otherwise consumes part of them, must also make a Fortitude save or gain 1 point of corruption (no creature can gain more than 1 corruption during a day due to this effect). This invocation cannot be dispelled by Dispel Magic, although a Remove Curse will remove the effect, and is warded against detection requiring a Spellcraft check (DC 15 + your CL) to detect.

Zaydos
2014-07-08, 03:04 PM
Lesser Invocations Continued

Lifesense
Effective Level: 4th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Death can sense those in need of its touch. Life burns like a brilliant torch to its dread sense, and you claim the senses of death for yourself, sensing life wherever it is around you.
You gain Lifesense as the dread wraith ability out to 30-ft, allowing you to sense living creatures as if you had blindsight out to that distance. This lifesense is somewhat improved over a dread wraith's allowing you to determine how near death a creature is as if using the See Death Written invocation instead of Deathwatch.

Madness Comes for All
Effective Level: 4th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
Your words invoke the inevitable, forcing upon your target revelations of what is to come. While it is only a flash, soon forgotten, it is enough to tear the psyche and drive the target mad for a time.
The target takes 1d4 damage per 2 caster levels and is confused as the spell confusion (http://www.d20srd.org/srd/spells/confusion.htm) for 1 round. A successful Will save halves the damage and negates the confusion effect.
Truename Effect: A result of 11-20 on their confusion roll causes the target to babble incoherently doing nothing instead of acting normally.

Necromancer's Call
Effective Level: 3rd.
School: Necromancy [Language-Dependent].
Path: Necrosis.
Casting Time: 1 minute.
Range: Close.
Target: 1 dead creature.
Duration: 1 minute/level.
Saving Throw: Will negates; see Speak with Dead (http://www.d20srd.org/srd/spells/speakWithDead.htm).
Spell Resistance: No.
Truename: Yes.
Your powers extend through the gates of death, drawing forth a shade of the target. Binding it with words of power you force the entity to speak with you, interrogating the spirit to gain information from the dead.
This functions as Speak with Dead (http://www.d20srd.org/srd/spells/speakWithDead.htm) except as noted here. It casting time is shorter, and range greater, and you may question a corpse that has no mouth (although as normal if damaged its answers may be partial or partially incorrect) and this effect may be used on a corpse that has been turned into an undead creature which has subsequently been destroyed or otherwise returned to a state of true death.
Truename Effect: The corpse gives answers as if it were fully intact regardless of any damage it may have received, and if its alignment differs from yours it must make a Will save for each question instead of a single saving throw. If it succeeds on a Will save a functionally identical question is automatically saved against.

Path of the Blackened Blade:
Effective Level: 4th.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 4th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Phantom out of Time
Effective Level: 4th.
School: Conjuration (Summoning).
Path: Time.
Casting Time: Standard action.
Range: Close.
Effect: 1 temporal phantom.
Duration: 1 round/level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Every creature leaves shadows in time. With a word you pull forth one such shadow of a nearby creature and bind it to your will.
When you use this invocation it creates a temporal phantom duplicating a creature within range. The phantom appears adjacent to the creature and within range of this effect. This phantom moves as you command and may threaten creatures (allowing it to flank) and make attacks of opportunities as normal for the copied creature, but may otherwise only take move actions. It is a swift action (performable no more than once per round) to cause it to spend one or both move actions it possesses. The phantom is completely insubstantial when not attacking, and it is possible to pass through its square and it cannot be damaged or affected by attacks, although it is considered an extraplanar creature and may be dispelled or banished as a summon creature. You cannot create a temporal phantom to duplicate a creature currently protected by a Protection from Evil spell or similar effect, and you may only have 1 temporal phantom extent at a time.

Plague Burst
Effective Level: 4th.
School: Transmutation.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Area: 10-ft radius around target.
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.
With a word you cause a disease in the target to rupture and burst, spilling forth as a wave of debilitating acid.
You invoke a disease in the target, causing it to pour forth from them as acid. The target takes 1d6 acid damage per caster level and is nauseated for 1 round. A successful Fortitude save halves this damage and reduces the effect from nauseated to sickened. Acid pours forth from the target washing over any creature within 10-ft of it. If the target failed its save each creature within the area other than the target takes 1d6 acid damage per caster level and is nauseated for 1 round and may make a Fortitude save to half this damage and reduces the effect from nauseated to sickened. If the initial target succeeded its save each creature within the area takes 1d6 acid damage per 2 caster levels and is sickened for 1 round and may make a Fortitude save to negate this damage and the sickened condition.
Truename Effect: The initial target gets no Fortitude save, suffers no damage and is neither sickened nor nauseated.

Planar Exile
Effective Level: 4th.
School: Abjuration
Path: Gotterdamerung
Casting Time: Standard action.
Range: Close
Target: 1 creature.
Duration: Instantaneous (see below).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
You speak a word of banishment which seal the children of the gods back into the hells and heavens they crawled forth from. With it you banish a being sending them hurtling back to their world of origin.
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away sending it to a random location on its plane of origin. A creature banished by this effect is recognized by reality and for 1 week if it tries to leave its native plane (even by a free standing portal or spell) it is instead teleported to a random location on its native plane; this effect is only loosely tied to the creature and cannot be dispelled or detected by Detect Magic and similar effects, but can be disjoined with Mage's Disjunction.
Truename Effect: The target loses its memory during its week long exile if it fails its Will save; unlike the banishing effect this can be detected and dispelled.

Pulse of Death:
Effective Level: 4th.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Targets: 1 creature/2 caster levels.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: No.
You release a pulse of negative energy striking at your foes, or perhaps friends.
This invocation deals 1d6 negative energy damage per 2 caster levels to each target. If a target is healed by negative energy they are instead healed 1 hit point per die of damage this invocation would normally deal.

Second Line from the Book of War
Effective Level: 4th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Destruction.
Casting Time: Standard action.
Range: Close.
Targets: 1 creature.
Duration: 1 round/2 caster levels (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you fill the target with mindless rage, causing them to senselessly attack anything nearby them striking with neither consideration nor thought.
The target is enraged gaining a +4 bonus to Strength, a -2 penalty to AC, and -2 to Will saves. During this rage they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. During this rage the target must attack the nearest creature and fight that opponent without regard to friendship, innocence, or health (the target’s or their own) to the best of its ability dealing lethal damage if possible.
Truename Effect: The target will ignore you in favor of other creatures as long as there are other creatures within line of sight which they can attack that round.

Seduce the Righteous:
Effective Level: 4th.
School: Enchantment (Charm) [Evil, Mind-affecting].
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Close.
Targets: 1 non-evil living creature.
Duration: 10 minutes caster levels (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes
Your word resonates with the worst part of people's souls calling to it, drawing it out and making the creature see you as a confident and ally.
The target alignment changes to evil; any lawful/chaotic alignment is unaffected. For more details on how this might work see Morality Undone (Fiendish Codex II).

In addition the target's disposition towards you improves two steps to a maximum of helpful (hostile becomes indifferent, unfriendly becomes friendly, indifferent becomes helpful) as long as the target was not currently engaged in combat or being threatened by you or your allies.

Truename Effect: The duration becomes 1 day.

Seed of Madness
Effective Level: 4th.
School: Enchantment [Mind-affecting, Evil].
Path: Cosmic (Taint).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 day/caster level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
You call out the name of a spirit living beyond time and space, a creature with no physical form, less tangible than eve a ghost or shadow. You plant it into the target, letting its psychic influence seep through them and alter them, causing them to slowly descend in a spiral of madness.
The target immediately gains 1d4 Depravity; this depravity gain can never cause the target to be stunned or dazed due to depravity gain even if it is higher than the target's Wisdom modifier. In addition a maddening force is implanted into the target. This force causes the target to radiate an aura of insanity inducing taint. The target gains an aura of evil as a cleric of their hit dice regardless of their actual alignment, and each day must make a Will save (with this spell's DC) or take 1 further point of depravity. Any creature that interacts with the creature (talking to it, walking with them, fighting them, not merely walking past them) during a day, or which makes mental contact with the target (telepathy, scry, or a mind-affecting spell), must also make a Will save or gain 1 point of depravity (no creature can gain more than 1 depravity during a day due to this effect). This invocation cannot be dispelled by Dispel Magic, although a Remove Curse will remove the effect, and is warded against detection requiring a Spellcraft check (DC 15 + your CL) to detect.

Step of Desolation
Effective Level: 4th.
School: Conjuration (Teleportation).
Path: Waste.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak a word of the wastelands, stepping into the sand and dust only to reappear from another distant part of the waste; for in the unending wasteland all places are one.
You may only activate this invocation in a wasteland, desert, or other place of desolation in which natural life is hard (as determined by the DM). This area must extend at least 300-ft from you in all directions. When you use this invocation you teleport up to 1 mile per caster level to another area of desolation of at least 300-ft in radius. This invocation cannot transport you less than 600-ft. If there is no place of desolation at your intended location you are instead transported to the nearest legal location to your intended location between your current one and the intended one within range.

Step of Virulence
Effective Level: 4th.
School: Conjuration (Teleportation).
Path: Waste.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You merge yourself with the soul of plague, entering a diseased vessel only to appear out from another distant creature bearing the same disease.
You enter into the body of a creature adjacent to you which is infected with a disease originating from one of your invocations (even if they were infected indirectly) and appear out from another such creature with the same disease within a range of 1 mile per caster level. When you enter into a creature you instantly become aware of all creatures with the same disease within range. If there are none, or none you wish to emerge from, then you may choose to re-emerge from the creature you initially entered.
Truename Effect: You may include the name of a creature you have infected with the same disease as the creature which you enter. If you do so you may re-emerge from the named creature even if they are outside of this invocation's normal range as long as they are within 100 miles per caster level.

Sustaining Plague:
Effective Level: 3rd.
School: Necromancy.
Path: Plague.
Casting Time: Standard action.
Range: Touch.
Target: Creature touched.
Duration: 1 day/caster level (D).
Saving Throw: Fortitude negates (harmless).
Spell Resistance: Yes (harmless).
Truename: No.
Your word stirs vital energies within the target's body causing it to bind with diseases running through it. This binding allows the creature's body to draw sustenance from disease removing their need to sleep, eat, drink, and even breathe.
As long as the target creature is infected with at least one disease (even if merely acting as a carrier) they do not need to eat. As long as they are infected with at least two diseases they do not need to drink. As long as they are infected with at least three diseases they do not need to breathe. In addition they require 2 less hours of sleep (or trancing) per disease they are infected with.

Tainted Fuel:
Effective Level: 5th.
School: Transmutation.
Path: Waste.
Casting Time: 1 or more full round actions.
Range: Touch.
Target: Creature touched.
Duration: Special.
Saving Throw: Fortitude negates (harmless).
Spell Resistance: Yes (harmless).
Truename: No.
You draw the taint of evil from the target's body, pulling it into yourself and burning it as energy to fuel yourself, emitting a dangerous green glow when you do so.
You may cast this invocation over the course of multiple rounds, you must touch the target creature throughout the entire casting of this invocation. For each full round spent casting this invocation you can remove 1 point of taint from the target per 6 caster levels you possess. Taint removed from a target in this way can be any combination of Corruption and Depravity but cannot bring them below Severe taint if they have Severe taint, and cannot lower their taint score a category unless it was pushed into that category within the last 24 hours; you also may not remove taint from a creature with a fixed taint score (such as undead and evil subtype outsiders). You turn this taint into your own power immediately healing 2d8 hit points per point of taint removed, and gain the following benefits and effects for 1 minute per point of taint removed: Fast Healing equal to the amount of taint removed (up to half your caster level), a profane bonus to Strength and Constitution equal to the taint removed (up to one half your caster level), you radiate light as a Daylight spell except the light is green in color, and show up as an evil cleric or outsider of your character level under the effects of a Detect Evil spell or other magical effect which reveals alignment (if the effect directly reveals alignment it reveals your moral alignment to be Evil regardless of your actual alignment). Any creature which spends a minute within this light must make a Fortitude save (DC for this spell) or contract radiation sickness (incubation period 1 day); they must repeat this save for each minute they remain within the light.

Temporal Bleed
Effective Level: 4th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Area: 15-ft radius burst
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word rends time itself, causing it to leak from the area, causing spells to fade away, ending powers both magic and mundane prematurely.
Everything within the area, both creatures and objects, ages 10 minutes. The duration of all effects within the area are reduced by 10 minutes. If this is an effect with a limited number of rounds per day it immediately expends 100 round (or all of them whichever is less), otherwise they are simply reduced. This includes spells and other magical effects, as well as mundane effects such as rage or the amount of time a torch can burn. No other effects from the spells and effects are triggered (if a creature is suffering from a spell dealing damage each round they do not take damage during the interval).

Tendril of the Mind
Effective Level: 4th.
School: Enchantment [Mind-affecting]
Path: Cosmic.
Casting Time: Standard action.
Range: Close.
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
Your mind stretches out in a dangerous lash of mental force, penetrating into the target's mind and rending into it as it draws forth from their mind their thoughts.
The target takes 1d4 Charisma damage per 4 caster levels you possess (to a maximum of 4d4) and you may read the target's mind as if with the 3rd round of a detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) spell. A successful Will save halves the Charisma damage and prevents the thought reading effect.
Truename Effect: The target is also dazed for 1 round if they fail their Will save.

Third Line from the Book of War
Effective Level: 4th.
School: Evocation.
Path: Destruction.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You recite the third line of the book of war, invoking the power of warriors long dead and not yet born letting their power fill you with strength and their skill guide your hands.
Your base attack bonus becomes equal to your character level and you gain a +2 enhancement bonus to Strength +2 per 6 caster levels you possess. This increase to your base attack bonus only applies to melee attacks, gaining no bonus when making ranged attacks. While this invocation is active you may not use invocations, spell-like abilities, cast spells, activate spell trigger or spell completion items or perform other actions which require concentration.

Unrelenting Force
Effective Level: 4th.
School: Evocation [Force].
Path: Destructio (Malison)
Casting Time: Standard action.
Range: 30-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
You words create a cascade of force blasting into your foes and pushing them back.
You create a cone of force dealing 1d6 damage per 2 caster levels to all creatures and objects within the area. In addition any creatures, or objects not attached to creatures or the ground, which fail their Reflex saves are pushed 5-ft per 4 caster levels (up to 5-ft outside of the cone) straight away from you or until they strike another object (creatures in back are moved first).

Unspeakable Dread
Effective Level: 4th.
School: Necromancy [Fear, Mind-affecting].
Path: Cosmic.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round/caster level.
Saving Throw: Will partial (see below).
Spell Resistance: Yes.
Truename: Yes.
With a word you bring forth images of what lurks beyond reality into the mind of one unprepared for them, showing them the inevitable fate of the world. This inevitable doom is too much for many minds causing fear and panic in their souls.
The target is frightened for 1 round per caster level, and shaken for 1 round per caster level thereafter. The target may make a Will save and on a success they are merely shaken for 1 round from these horrors, but if they fail by 5 or more they are panicked for 1 round per caster level before being shaken for 1 round per caster level.
Truename Effect: The target is panicked instead of frightened if they fail their save, and cower for the duration instead of being panicked if they fail by 5 or more.

Unweave Magic
Effective Level: 3rd.
School: Abjuration.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Close.
Target: 1 creature or spell effect.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word severs magic, cutting through the powers of the gods.
This invocation functions as a targeted dispel magic except it has no caster level limit to your dispel check and you gain a +4 bonus on dispel checks to undo effects created by servants of the gods.

Unwinding Word
Effective Level: 4th.
School: Conjuration (Teleportation).
Path: Time (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
Your word blends the past and present, superimposing the spatial coordinates of the target from moments earlier over their current temporal coordinates. This shift isn't homogenous, some parts moving before others ripping chunks of flesh from the target.
This invocation rips the target out of their current space, sending them back to where they were previously. The target takes 1d6 damage per two caster levels and is teleported back to where the started their last turn; this teleportation and effect is prevented if the target's current location is unable to be teleported out of or if the target is dimensionally anchored but wards around the location they began in have no effect. If the square the creature started its last turn in is now occupied both the target and whatever creature or object is occupying its previous square take 1d6 damage (ignore hardness and SR of occupying creature/object) and the target is shunted into the nearest unoccupied space. A successful Will save halves the damage and negates the teleportation effect.
Truename Effect: You may either choose not to deal damage or warp the target back to the square they were in 2 rounds previously.

Whispers of Personal Doom:
Effective Level: 4th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Long have you peered into the fate of the world, and your eyes have grown accustom to doom. With a word you shift your focus towards your own doom and the dangers around you, weaving around them to avoid their threads.
You gain +2 +1/4th your caster level as an Insight bonus to AC.

Whispering Madness:
Effective Level: 3rd.
School: Enchantment (see below).
Path: Cosmic.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours or until expended.
Saving Throw: No (see below).
Spell Resistance: No (see below).
Truename: No.
Your mind becomes more like one of the cyclopean minds beyond time and space, reaching out beyond your fleshy sphere brushing against and reaching out to the minds of those nearby, threatening to whisper compelling commands into their ears.
You gain telepathy with a range of 100-ft. In addition you may end this effect prematurely as a standard action to give one creature within telepathy range a suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) as the spell except as listed here. This effect is purely telepathic and not language-dependent, and lasts only 1 round per caster level (Will save and Spell Resistance still apply).

Wither Plants
Effective Level: 4th.
School: Necromancy.
Path: Necrosis, Waste (Modal).
Casting Time: Standard action.
Range: Long or 1 mile or Medium.
Area or Target: 100-ft radius or 1/2 mile radius or 1 plant.
Duration: Instantaneous.
Saving Throw: No or No or Fort halves.
Spell Resistance: No or No or Yes.
Truename: No.
You utter a curse which sweep across the land blighting it. Infusing death and waste into the land you cause plants in the region to die, and shrivel away, or simply stop growing.
This spell has three modes:
In the first you cause normal vegetation within the area (100-ft radius within long range) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
In the second it targets plants within the area causing all normal plants within the region to stop growing for 1 year.
In the third it targets a single plant within close range. If it is a normal plant it dies instantly. A plant creature takes 1d6 damage per caster level with a Fortitude save for half.

Word of Congealed Time
Effective Level: 4th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Close.
Target: 1 creature/level no two of which can be more than 30-ft apart.
Duration: 1 round/level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
Your word solidifies time around your enemies, rendering their actions slow and halting as they move through the thickened time.
This functions as the spell Slow (http://www.d20srd.org/srd/spells/slow.htm) heightened to 4th level.

Word of Distant Sight
Effective Level: 4th
School: Divination (Scrying)
Path: Apocalyptic Whispers.
Range: 1 mile
Effect: Magic sensor.
Duration: 1 minute/level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you extend your senses along a line of the world’s fate, sending them to another location in your time, creating a physically tangible sensor with which to view the region.
This invocation creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but most either be familiar with the location, it must be obvious, or you must select it purely through three dimensional coordinates (100-ft above me, 200-ft in front, and 150-ft to the right). Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.The magical sensor created by this invocation is about the size of a human eye and invisible, but can be tangibly interacted with. The sensor is unable to move (AC 13 versus ranged attacks), but requires a DC 30 Spot check to notice even for creatures able to see invisible objects, and has 1 hit point per caster level you possess. If the sensor is destroyed you must make a DC 15 Will save or be dazed for 1 round. You may use any senses you normally have out of this sensor even tactile senses. When viewing through this sensor you are considered to have darkvision 10-ft even if you do not normally have it. You may not have more sensors created by this invocation than your 1 + your Charisma modifier (if positive).

Word of Draining
Effective Level: 4th.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 hour (see below).
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you siphon the target’s life force into yourself, momentarily bolstering yourself even as they begin to weaken.
The target suffers 2 negative levels which fade at the end of this spell's duration, and you gain 10 temporary hit points which also fade after 1 hour. If the target makes a successful save you do not gain these temporary hit points. This is a negative energy effect and has no effect on Constructs and if used on an undead creature grants them 10 temporary hit points for 10 minutes and inflicts 2 negative levels on your self for 1 minute.
Truename Effect: The target suffers 4 negative levels and you gain 20 temporary hit points. A successful Fortitude save no longer negates this effect but only halves it (reducing it to 2 negative levels and 10 temporary hit points).

Word of Liege-Binding
Effective Level: 4th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Touch.
Target: 1 willing creature.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word binds the creature to you, warding them against the control of overs.
You lay a dormant compulsion effect on the willing target, a personal mark of your own (similar to an arcane mark (http://www.d20srd.org/srd/spells/arcaneMark.htm) except always visible) appearing on the target for the duration of this effect. This effect has no affect until the target falls under another charm or compulsion effect. At that time this compulsion triggers acting as dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) (save DCs are still based on this spell's level) upon the target for as long as the other charm or compulsion effect lasts before returning to its dormant state. You gain a +1/3 caster levels bonus to any opposed Charisma check made to control the creature.

Word of Night's Curse
Effective Level: 4th.
School: Necromancy.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Medium.
Target: 1 living creature.
Duration: Permanent (D).
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you bring the target into a world of eternal night.
The target becomes blind. This effect resists simple attempts to dispel it, and cannot be removed with the dispel magic spell. A Remove Blindness/Deafness spell can remove this effect but only if cast by a higher level caster who makes a successful caster level check (DC 16 + your caster level). It can also be removed with Remove Curse, Break Enchantment, or Greater Dispel Magic or other similar effects at least as powerful as Greater Dispel Magic but even these powerful magics require a successful caster level check (DC 16 + your caster level). A single caster may only attempt each spell once. A Mage's Disjunction, Miracle, or Wish effect can automatically remove this effect no additional roll necessary.
Truename Effect: The range becomes infinite, able to affect the target even across planes, requiring neither line of sight nor line of effect, although you know if the target succeeds or fails this save. Any saving throw modifiers for connection applies as if this were scrying (http://www.d20srd.org/srd/spells/scrying.htm) and the target gains a +5 on their saving throw if they are on another plane. If the target succeeds on their Fortitude save you may not incorporate their truename into this effect again for 24 hours.

Word of Plague
Effective Level: 4th.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 living creature.
Duration: 1 round/caster level.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.
You utter a more powerful version of the sickening word, a word of virulence. The lowly worm beneath you breaks out into pox, the red ache spreading across their body to your delight, a miasma of necromantic energy suffusing from them to infect others.
The target takes damage equal to your caster level as they come down with the red ache with an instantaneous incubation period taking the 1d6 Strength damage for the day immediately (this effect is instantaneous). A successful Fortitude save (against this spell's DC) prevents the outbreak of the red ache but not the damage. In addition, if they failed their save, the target is highly contagious and any creature that begins its turn adjacent to the target, or enters a square adjacent to it, must make a Fortitude save or suffer the Red Aches (incubation period instant); you are immune to this effect and may select a number of other creatures up to your Charisma modifier to be immune to this effect. If the target or a secondary target already has the red ache and they fail a Fortitude save they instead immediately suffer 1d6 Strength damage as if they had failed a saving throw against the disease; if the initial target already has the red ache they become extremely contagious regardless of whether they succeed or fail the Fortitude save against this effect.
Truename Effect: You may instead infect the target with any disease allowed by contagion (http://www.d20srd.org/srd/spells/contagion.htm), inflicting damage as per that disease if they already have it and causing that disease in nearby creatures.

Greater Invocations:
Arrow of Destruction:
Effective Level: 6th.
School: Evocation/Transmutation.
Path: Waste.
Casting Time: Standard action.
Range: Personal/200-ft + 20-ft/caster level.
Target: You.
Area: 20-ft radius burst centered on yourself.
Duration: Instantaneous.
Saving Throw: Ref halves.
Spell Resistance: Yes.
Truename: No.
With a word you transform yourself momentarily into a weapon of the final war, streaking through the sky before exploding.
When you use this invocation you fly (perfect maneuverability) out to any location within its range of 200-ft +20-ft/caster level and then explode in a burst of radioactive destruction dealing 1d6 radiation damage per 2 caster levels to everything else within a 20-ft radius burst centered on yourself. Movement made as part of this invocation does not provoke attacks of opportunity.

Chilling Fog
Path: Fimbulwinter.
See Dragon Magic

Energized Magical Post
Effective Level: 6th.
School: Abjuration.
Path: Waste.
Casting Time: Standard action.
Range: Medium.
Area: 20-ft radius burst.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You release a disruptive blast of pure magic overwhelming magical effects in the area, disrupting the most carefully constructed spells.
This functions as an area use Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) except it gains a bonus to dispel an effect equal to that effects spell level and it has no maximum caster level bonus to the dispel check. In addition if you use this effect on two consecutive rounds or twice in one round and the same creature or spell effect is within it in both instances then it affects that creature or effect as if it was a targeted greater dispel magic upon it; it still affects other things within the area as well and still gains the bonus to dispel checks equal to the effects' levels.
Truename Effect: If you include the personal truename of a creature within the area of the effect it works on that creature as if targeted in addition to still affecting the area. If you include your personal truename into the invocation it can remove two spell effects from each creature instead of just one (it is not discharged when it first succeeds to dispel an effect on a creature but continues until it does a 2nd one or runs out of spell effects).

Exhalation of Expanding Destruction
Effective Level: 6th.
School: Conjuration (Creation) [Acid].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: Medium.
Effect: Cloud spreads in a 20-ft radius, 20-ft high.
Duration: 1 minute/level.
Saving Throw: Fortitude partial (see text).
Spell Resistance: Yes.
Truename: Yes.
You whisper words of magic, before whistling between your teeth exhaling a colored cloud which settles within range, melting away and killing creatures within it.
This invocation functions as cloudkill (http://www.d20srd.org/srd/spells/cloudkill.htm) except that it automatically slays creatures with 4 or less hit dice, creatures with 5 or 6 HD are slain on a failed Fortitude save (taking 1d4 Constitution damage on a successful save), and living creatures with 7 or more hit dice take 1d4 Constitution damage on a failed save and half that on a success. In addition any creature in the fog, living or not, takes 1d6 acid damage per two caster levels whether they succeed even if they are immune to poison; if they succeeded on the Fortitude save this damage is halved.
Truename: By including a creature's truename into this invocation you increase the Constitution damage it receives from 1d4 to 1d6.

Eyes of Plague
Effective Level: 7th.
School: Divination (scrying)/Necromancy.
Path: Plague.
Casting Time: Standard action.
Range: See text.
Target: 1 living creature
Duration: 10 minutes/level (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you transmute a disease in a creature in distant lands into a sensor through which you can view the world.
This invocation's effects vary on whether the target is carrying a disease created through one of your invocations (even incidentally through mundane contagion) or not.
If the target has a disease created by your invocations (even if all such diseases have been invoked) then it functions as greater scrying (http://www.d20srd.org/srd/spells/scryingGreater.htm) and the disease counts as having a connection to them of the same strength as a piece of their flesh. In addition you may invoke a disease within them to send them a message of up to 5 words.
If the target is not so infected then this invocation functions as greater scrying (http://www.d20srd.org/srd/spells/scryingGreater.htm) and if the target fails their saving throw they are infected with a disease of your choosing as if through contagion (http://www.d20srd.org/srd/spells/contagion.htm). If the creature cannot be infected with your disease then this invocation fails completely.
In either case if the target succeeds their save you cannot attempt this invocation on them again for 24 hours. In either case the disease acts as the scrying sensor and if it is cured then the scrying effect ends immediately.
Truename Effect: You gain the benefits of detect magic (http://www.d20srd.org/srd/spells/detectMagic.htm) when viewing through this disease.

Eyes of Uncovering
Effective Level: 6th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You open your mind's eye wide, turning your oracular resonance towards the present, looking upon it with an eye that stares into the abyss freely, an eye that sees the true nature of reality.
You gain the benefits of a true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) spell and can see how close creatures within the range of the true seeing conferred by the effect are to death as the See Death Written invocation.

Fall in Droves
Effective Level: 7th.
School: Transmutation.
Path: Destruction.
Casting Time: Standard action.
Range: 60-ft.
Area: 60-ft burst centered on yourself.
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
With a word you force the skies empty sending all creatures within it plummeting to the ground.
You force all creatures flying or climbing within the area to fall to the ground. Any creature flying or climbing within the area immediately falls, this falling cannot be slowed by magical or supernatural means including feather fall or the fall preventing effects of fly. Any creature affected by this effect cannot fly for 1 round. A creature which succeeds at its Fortitude save does not fall, and can continue flying, but has their flight maneuverability reduced by 2 grades (to a minimum of clumsy) and their flight speed halved.

Fatal Repetition:
Effective Level: 7th.
School: Evocation.
Path: Destruction, Time (Malison).
Casting Time: Standard action.
Range: Close.
Targets: 1 creature or object.
Duration: Instantaneous.
Saving Throw: Fortitude halves.
Spell Resistance: Yes.
Truename: Yes.
You invoke destruction down on the target, pulling destructive force from the future to echo destructive force which has struck it in the recent past.
Target takes damage equal to the damage it has received from 1 attack since the start of your last turn.
Truename Effect: The target is not allowed a saving throw.

Fingers of Fog
Effective Level: 6th.
School: Conjuration (Creation) [Cold]
Path: Fimbulwinter
Casting Time: Standard action.
Range: Personal.
Area: 60-ft emanation centered on yourself
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You call upon the fogs of winter, the chill mist which freezes the air and seems to have a life of its own. You essence extends through this fog allowing you to feel through it.
A thin mist fills the area. This mist is thin enough that it does not hinder vision, but it does lower the temperature within the region by one band (see Frostfell, if it is unavailable then if characters in the region would be taking damage from environmental heat then it is reduced by one grade of damaging effect, if they are not taking it from the heat or cold it drops to below 40 degrees, if the cold is enough to cause exposure damage then the temperature drops by one level [0 to -20 degrees, or -20 or lower]) to a minimum temperature of Unearthly Cold. While within the mist you gain protection from the cold as if from an Endure Elements spell. The main benefit of this fog, though, is that it serves to extend your senses throughout it. You can feel your surroundings as if through the touchsight (http://www.d20srd.org/srd/psionic/powers/touchsight.htm) psionic power, in addition you gain a +6 to Spot and Search checks made to notice things within the area of the fog. As a standard action you can stretch the fog, adding 1 5-ft cube of fog to it per caster level for 1 round; these additional squares of fog must be contiguous with each other and at least one must be touching the main body of the fog.

Winds of 50 or more mph are enough to disperse the core body of this mist. If the winds cover you it disperses the entirety of the fog, otherwise it only disperses that segment within 50+ mph winds and any portion cut off from you by that. You may not extend the fog past its normal area into winds 21 mph or more, and any such extensions are dispersed by 21+ mph winds.

Zaydos
2014-07-08, 03:11 PM
Greater Invocations Continued
Flesh Puppet
Effective Level: 7th.
School: Transmutation
Path: Cosmic
Casting Time: 1 minute.
Range: 5-ft.
Effect: 1 flesh puppet
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You call upon powers outside of the realm man was meant to deal in. Calling them into your flesh, you cause a piece of your flesh to swell and fill with energy before it falls from your body still growing and taking upon itself a life of its own. Your will remains extended into this off cast flesh, serving you with utter devotion.
You shape a bit of your flesh into a living puppet of your will. The flesh puppet is an aberration two size categories smaller than you. The puppet uses your ability scores, except that its Strength score is 4 less than your own, and your natural armor, as well as your skill ranks, base saves, its hit points are one-half your own, and any critical hit or precision damage against it has a 25% chance of being negated. The puppet has a base land speed of 20-ft if medium or smaller, and 30-ft if large or larger, with a climb speed of 15-ft or 20-ft respectively. You may passively sense whatever the puppet would sense and may activate invocations through it as if it were yourself (basing all ranges from its square) and activate personal invocations on it as though it were yourself; the puppet does not share your truename but you may assign it a (non-true) name when you create it. Your mental control of the puppet has no limit due to distance or even plane as a part of your soul exists within it. If the puppet would suffer a mind-affecting effect the effect applies against you directly regardless of distance, but otherwise effects applied to it affect only itself; any penalties or benefits due to mind-affecting effects on you apply to the puppet as well. The puppet takes no actions of its own but you may expend an action to make the puppet perform an action of the same type (standard, move, swift, etc); this remains true even if somehow it is affected by an effect which normally removes traits from the target. The puppet lacks fully functional hands and is unable to use its appendages for any task that requires fine manual dexterity equal to wielding a weapon. If you die or are knocked unconscious while you have a flesh puppet your mind moves more fully into it and may continue to control the flesh puppet existing within it until it is destroyed, fades, or you are revived. You may only have one flesh puppet in existence at a time and suffer a -2 penalty to Constitution as long as it exists and if it is destroyed you suffer 2 points of Constitution damage and you cannot create another flesh puppet for 1d4 x 10 minutes. There is no limit to how far a flesh puppet may move from you.

A doomsayer without a Constitution score cannot use this invocation to create a flesh puppet.

Truename Effect: The flesh puppet appears as a duplicate of the named creature that is no larger than yourself. It has the target's size, fully functional hands, and your Strength score. You gain a +10 on the disguise check to disguise the puppet, or +20 and creatures never gain bonuses due to familiarity when attempting to see through this disguise if it is disguised as yourself (the puppet's shape is not perfectly human). When the flesh puppet is dismissed, destroyed, its duration expires, or it is dispelled it sublimates away as its sustaining magic fades away its disguise unraveling revealing a twisted mass of flesh and bone.

Freezing Word
Effective Level: 6th.
School: Evocation [Cold].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: Close.
Targets: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.
You speak a word from the Book of Ages, the tome which shows all of time past, present, and future, the word that freezes the world. The mere word calls a shadow of this final frost, bringing it into your foe to freeze them solid.
The target takes 1d6 cold damage/caster level and 2d6 Dexterity damage. If this reduces the target to 0 hp or lower or their Dexterity to 0 they become frozen completely, becoming solid ice. A successful Fortitude save halves the damage and reduces the Dexterity damage to 1 per die.
Truename Effect: The target takes +1 damage per die, and an additional die of Dexterity damage.

Greater Crushing Word
Effective Level: 6th.
School: Evocation [Force].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: Close.
Targets: 1 creature or object.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
Your speak a word of destruction, written in the book of days at the end of time. A shadow of the final destruction inflicts itself on the target, rending and crushing their body.
The target takes 1d6 force damage per caster level. If the target is a construct or an object this is increased to 2d6 force damage per caster level.

Healing Contagion
Effective Level: 6th.
School: Conjuration (Healing)/Necromancy.
Path: Plague.
Casting Time: Standard action.
Range: Touch.
Targets: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
With a word of benediction you charge a plague with restorative powers, reviving the creature's body so it can continue to spread the plague to as many as possible.
When you use this invocation choose a disease as if with the spell contagion (http://www.d20srd.org/srd/spells/contagion.htm). This disease is imbued with restorative capabilities and unlike those created by contagion retains its normal incubation time. The target does, however, immediately receive the benefits of the curative energies regaining 10 hit points per caster level you possess, and it immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. This is a positive energy effect and harms living creatures harmed by positive energy. This effect can never be used to cure disease but any other effect which a heal (http://www.d20srd.org/srd/spells/heal.htm) spell could remedy can also be remedied by this effect.

The disease infected into the target with this invocation remains charged with life force for 24 hours preventing another such disease from being infected into the target until either the charge in this disease fades or it is cured (such as by Remove Disease). Any creature which contract the disease from the target are immediately healed 3d8 + your caster level hit points (this is a positive energy effect) but their secondhand version of the disease contains no more healing energy than that and is completely normal after that point.

Truename Effect: The target is healed an additional 5 hp per caster level and this effect removes all negative levels afflicting the target.

Infection of Timelessness
Effective Level: 7th.
School: Necromancy.
Path: Plague, Time.
Casting Time: Standard action.
Range: Touch.
Targets: 1 willing living creature.
Duration: Permanent (D) (special).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you create a disease woven with the words of the end of time, infecting the creature to preserve their form in stasis for the end days.
You infect the target with a version Red Wasting charged with magic to preserve their life. As long as the target is infected with this disease they do not physically age (they do not suffer aging penalties but benefits can still accrue), although they still die when their time comes (it does not circumvent maximum age). This effect cannot be dispelled (although it can be disjoined), but if the disease is cured the target immediately physically ages to catch up with the time held off by this invocation.
Truename Effect: The target's aging is slowed to one-half as long as they have this disease only aging 1 year per 2 years that pass. If you are the target your aging stops completely. You may only have a number of truename enhanced versions of this invocation active at a time equal to 1/2 your Charisma modifier (if your charisma is reduced this does not automatically drop ones already created) not counting one targeting yourself.

Key to the Gates of Hell and Death
Effective Level: 6th.
School: Necromancy.
Path: Necrosis (Modal).
Casting Time: Standard action.
Range: Close or Touch or Long.
Targets: 1 intact dead creature or 1 intact dead creature or 1 living creature.
Duration: 1 round/caster level (D) or Instantaneous or Instantaneous.
Saving Throw: No (see below).
Spell Resistance: No (see below).
Truename: Yes.
Your word opens the gateway of souls, pulling back a soul partway through its journey into the final end; or shoving back a soul you pulled forth.
This invocation has 3 modes.

In the first you call back the soul of a recently deceased creature animating its body for a few scant moments. The target must have been dead for no more than 1 round per caster level and is revived at half their maximum hit points and with half of all ability damage they have received healed and any abilities drained to 0 increased back to 1. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. While the invocation closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. . A creature revived through this use of the invocation lives for 1 round per caster level before collapsing back into death; it is consider to have been dead for the entire duration of its revival through this invocation. Unlike with raise dead the subject's soul does not need to be willing to return for this effect to function, but it must be free and able to be brought back.

In the second you must touch the target's corpse. In this variation the target, which must have been dead no longer than 1 round per caster level, is revived truly as if by a raise dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell except that they do not suffer a loss in level and they may have been slain by death effect. This permanent return to life is difficult and despite being an invocation still requires a material component in the form of a single intact diamond worth at least 1000 GP per round the target has been dead; if the target refuses to return this diamond is not destroyed. You may use this invocation against a currently animate undead creature if it died within the required time and was animated within the same span of round, in this case the target is allowed a Will save to negate the effect and spell resistance; if it saves or resists the diamond is not expended.

The third use of this invocation can only be used on a creature that has been revived by this invocation previously and has not since been resurrected by another means. When you use this invocation the target's soul is instantly returned to where you pulled it from, killing the target. The target is considered to have been dead for whatever period of time has passed since it died before being revived by this invocation.

Truename Effect: The range of this invocation increases to Medium for the first mode, close (instead of touch) for the second, and unlimited requiring neither line of sight nor line of effect for the third mode. In addition the creature is revived with 5 extra hit points per caster level when the truename is incorporated into either of the first two modes.

Legion of Shadows
Effective Level: 7th.
School: Conjuration (Summoning).
Path: Necrosis.
Casting Time: 1 full round.
Range: Close.
Effects: 1 shadow per 3 caster levels.
Duration: 1 round/caster level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Your word holds the power of Death and with it mastery over the shades of the once living. They come forth, eager to do your bidding.
This effect summons 1 shadow (http://www.d20srd.org/srd/monsters/shadow.htm) per 3 caster levels as if they were summoned by a Summon Monster or Summon Undead spell. These shadows obey your commands, but must remain within 50-ft + 5-ft per caster level of you or else they vanish to wherever they came from. This invocation summons the same set of shadows each time it is used, only changing which shadows are summoned at midnight, and as such any damage they accrue remains until midnight and if any shadows are destroyed during this period the number of shadows you summon is reduced by the same amount until the next midnight. Any active spells on the shadows end when they vanish, and any items they are carrying are dropped. If you use this invocation while you already have shadows summoned with it, you may instead teleport the shadows to any squares within close range.
Truename Effect: By including the personal truename of a shadow, greater shadow, wraith, or dread wraith you may summon it with this ability. If it is destroyed while summoned this way you may never summon it with this effect again (as a summoned not called creature it is not permanently destroyed) and it may very well be displeased with you.
Balance Note: Not every campaign is capable of dealing with incorporeal creatures, as such your DM is advised to consider whether to allow this invocation. It is also intended to help bring a doomsayer up towards the higher end of Tier 3 and should be carefully considered for that purpose as well.

Nightmares Shared
Effective Level: 5th.
School: Illusion (Phantasm) [Mind-affecting, Evil].
Path: Apocalyptic, Cosmic.
Casting Time: 1 minute.
Range: Unlimited.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Will negates (see text).
Spell Resistance: Yes (see text).
Truename: Yes.
You send you visions of the future to another creature, letting them flood into the creature's sleeping mind filling them with horrible nightmares and dark omens
You must speak the name of the target when using this invocation, and if they succeed on their saving throw they are immune to its effect for 8 hours. This functions as the nightmare (http://www.d20srd.org/srd/spells/nightmare.htm) spell, except as noted its casting time is reduced and as noted below.

The target receives 1d10 damage per 4 caster levels instead of 1d10 and suffers an additional 1d4 Wisdom damage. If they failed the save, though, they gain the benefits of your Dreams of the End ability for 24 hours due to the visions seen in their nightmares.

Truename Effect: You are considered to have a body part of the target for purposes of your connection to them, and the Wisdom damage is increased to 2d4.

Nuclear Torch
Effective Level: 6th.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: 40-ft or 120-ft.
Area: Cone or Line
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
You whisper a word of nuclear flame, almost a strange electronic roar, opening your mouth wide to bellow forth a torch of its radiant energy to devastate your foes.
When you use this invocation choose cone or line. If you choose cone it takes the form of a 40-ft cone. If you choose line it takes the form of a 120-ft line. Regardless of what you choose any creature within the area takes 1d6 per caster level plus your Charisma modifier radiation damage.


Order of Annihilation
Effective Level: 6th.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Medium.
Area: 20-ft radius burst within range.
Duration: 1 round/caster level.
Saving Throw: Reflex halves and Fortitude negates (see below).
Spell Resistance: Yes.
Truename: No.
You utter the word that spelled the world's doom, the first order which left it burning. With this word you call an echo of the fires that will someday consume the planet, the destructive force which wracks across it.
When you use this invocation it deals 1d4 radiation damage/caster level to the area. A successful Reflex halves this damage. Any creature which begins their turn in the area of its effect, or enter it, takes 1d4 radiation damage per 3 caster levels; a successful Fortitude save negates this additional damage. If a creature enters the area multiple times in a single turn, or in a turn in which they entered it, they do not receive damage or have to make a Fort save more than once.

Pall of Ashen Doom
Effective Level: 6th.
School: Enchantment (Compulsion)/Conjuration (Creation) [Mind-affecting, Evil].
Path: Waste.
Casting Time: Standard action.
Range: 40-ft.
Effect: 20-ft radius cloud 10 to 40 feet above you.
Duration: 24 hours (D).
Saving Throw: No (see below).
Spell Resistance: Yes (see below).
Truename: No.
You word echoes in the world, calling forth a cloud of suffering, sadness, and misery to block out the light and harrow the souls of those beneath its shadow.
The light under the area is reduced by one grade (bright to shadowy or shadowy to dark) this is not considered magical darkness although any light more powerful than a Daylight spell (including full natural sunlight) is only reduced to ordinary bright light losing any special effects that natural sunlight may have (such as harming vampires, or wraiths). Any creature, other than yourself, under the area suffers a -4 penalty to attack rolls and a -2 penalty to saving throws; this is the only portion of this effect which is mind-affecting and which Spell Resistance applies against. The cloud blocks line of sight through it and any creature passing through it must make a Fort save or be sickened for 1d4 rounds, no creature can be effected by it more than once per round.

Path of the Fatal Blade:
Effective Level: 6th.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 6th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Peer Into the Book of Lore
Effective Level: 6th.
School: Divination.
Path: Apocalyptic Whisper.
Casting Time: See text.
Range: You.
Target: Personal.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Your mind peers through the ages, reading the book of lore which is time and history, gathering legends and tales about the subject.
This functions as the spell Legend Lore (http://www.d20srd.org/srd/spells/legendLore.htm) except its casting time is reduced. It only takes 1d4 minutes if the thing/person/place is at hand, 2d8 hours if you only have detailed information on the subject, and 1d4 days if you only have rumors.
Truename Effect: If you incorporate the thing's (or person's or place's) personal truename into this invocation the casting time is halved.

Plague Viper
Effective Level: 6th.
School: Conjuration (Creation).
Path: Plague.
Casting Time: 1 standard action.
Range: 10-ft.
Effect: 1 medium sized ooze snake.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word creates a writhing pile made of oozing pus, and pox-ridden bile. The words of magic give it shape forming it into a snake made of the sickening gunk.
You create a creature made of oozing disease in the approximate shape of a snake. The creature is a medium Ooze with 1d10 hp per caster level you possess and uses your base attack bonus, and base saves with a move speed of 20-ft, a climb speed of 20-ft, Str equal to 5 + ½ your Charisma score, Dex equal to your Charisma score, and a Constitution score of 10, Int -, Wis 10, and Cha 1, a Deflection bonus to AC equal to your Charisma modifier, the plague viper has no skills but gains the Weapon Finesse feat as a bonus feat, and all ooze features and traits except as noted here; these numbers are all fixed when the Plague Viper is created and do not change if your Charisma score is changed afterwards. The ooze obeys your telepathic commands and is able to make a single bite attack each round which deals 1d6 + strength damage and inflicts a disease of your choice (chosen when the plague viper was created from the contagion (http://www.d20srd.org/srd/spells/contagion.htm) list) with an instantaneous incubation period, or deals damage as if they had failed a fortitude save against the disease if they are already afflicted by it, a successful Fort save (DC 16 + your Charisma mod) prevents this infection or damage. If the plague viper is destroyed you suffer 2 points of Charisma damage. You may only have one plague viper extant at a time.

Punish the Servant:
Effective Level: 6th.
School: Evocation.
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: Close.
Targets: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial or half.
Spell Resistance: Yes.
Truename: Yes.
Your words call down upon the servant a shadow of the wrath ascertained for their masters, severing them from their masters' powers.
Target creature takes 1d6 damage/caster level, a successful Will save halves this damage. If the target is a servant of the gods and fails their Will save they are unable to use spell-like abilities, spells, or maneuvers for 1 round and lose the benefits of any shaped soulmelds during this period.
Truename Effect: This invocation deals vile damage.

Reach where Gods Cannot
Effective Level: 6th.
School: Evocation.
Path: Cosmic, Gotterdamerung.
Casting Time: Standard action.
Range: Personal.
Targets: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Your word echoes across, and out of, worlds. It reaches to that realm beyond even the gods where the souls of those cast out from the Great Wheel reside, pulling one such soul in towards you.
When you learn this invocation select one level 3 or lower vestige (see Tome of Magic). When you use this invocation you immediately bind this vestige as if you were a binder with an effective binder level 4 less than your caster level. You automatically make a good pact with this vestige, and may suppress its sign as if you had the Suppress Sign feature.

With a ritual, costing 3000 GP in rare reagents and requiring 24 hours, you may reselect which vestige this invocation is keyed to.

Truename Effect: If you manage to discover a vestige's truename (the details of such act being entirely up to the DM's discretion and probably should be treated as a minor or major artifact which may or may not be available at all) and incorporate its truename into this invocation (the DC for speaking such is also up to the DM's discretion) then you may bind that vestige instead of the one keyed to this invocation. You may use a vestige's personal truename to bind a vestige higher than level 3, but must have a caster level at least 8 higher than the minimum binder level to bind it if it is Lv 4 or higher.

Read from the Book of Endings
Effective Level: 6th.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Swift action.
Range: Close.
Targets: 1 creature.
Duration: 1 round/3 caster levels.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You look upon the book of endings, in which the doom of all creatures is written. Looking upon it you allow it to guide you in combat, presenting you with the means to defeat the foe at hand.
You gain an insight bonus to attack rolls, weapon damage rolls, made against the target equal to your Charisma modifier and you gain an insight bonus to checks made ot overcome the target's Spell Resistance equal to half your Charisma modifier.
Truename Effect: The bonus to all rolls is increased by 2.

Riftwalk
Effective Level: 6th.
School: Conjuration (Teleportation).
Path: Time.
Casting Time: 1 full round.
Range: Personal Touch.
Targets: You and touched objects or willing creatures.
Duration: Instantaneous.
Saving Throw: No and Will negates (object).
Spell Resistance: No and Yes (object).
Truename: No.
Your word rends spacetime, creating a rift through which you, and those which willingly move with you, may pass fourth dimensionally. You step through the rift, moving to another location in space even as you remain in the same point of time despite the period which seems to pass as you move through the world of the rift.
This invocation transports you to your destination as if through the teleport (http://www.d20srd.org/srd/spells/teleport.htm) or plane shift (http://www.d20srd.org/srd/spells/planeShift.htm) spell; including their range and accuracy limitations. You may bring along objects with you up to your maximum load and 1 medium sized or smaller creature (along with any objects they are carrying up to their maximum load) per 3 caster levels. You may bring along a large or larger creature but a large creature counts as 2 medium creatures, and a huge creature as 2 large creatures and so forth.

While this transportation is instantaneous to outside observers, 50 rounds seem to pass to those creatures and objects transported by it, each creature or object aging 5 minutes and any durations of effects losing 5 minutes as they pass through the rift in time and space. Any creature transported this way is dazed for 1 round upon appearing.

Balance Note: I tried to limit scry or die with the 5 minute duration reduction (meaning no pre-casting round/level buffs) and the round of daze afterwards. I also increased the casting time so that enemies have a full round after you start it to try and interrupt the effect so it's not just a "get out of battle free" card. I mean it can still be used for either, but it does the job significantly less well than Teleport (and using it to scry and die requires a party full of minute or 10 minute/level buffs).

Shield of Moments Found
Effective Level: 6th.
School: Abjuration.
Path: Time.
Casting Time: Standard action.
Range: Personal.
Targets: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You wrap time around you as a shield. Taking moments that yet could be you filter the world through them, giving you a protective delay against your foes.
Whenever you would take damage or be affected by an effect, spell, or special combat maneuver (such as trip, disarm, or bull rush) that effect or damage is delayed by one round. This delay also delays the beginning of the effect's duration so you are affected by it for the full normal length (for example if you were affected by confusion by a 7th level caster you would not be confused for the first round and then confused for rounds 2-8.). This delay cannot prevent effects entirely if they have an effect that is "as long as you remain within the area" instead having them last 1 round after you exit the effect. This does not delay the effects of moving through difficult terrain or even Solid Fog, or falling due to gravity, although would delay any damage received from such, nor does it delay penalties due to environmental fog or darkness even if they are created by spells. This delay even affects the effects of your own invocations, spells, and other abilities you use..

Truename Effect: This invocation does not affect your own invocations, spells, or abilities.

Shortened Hemorrhaging Word
Effective Level: 6nd
School: Transmutation.
Path: Destruction (Malison).
Casting Time: Swift action.
Range: Close.
Target: 1 living creature.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: Yes.
Truename: Yes.
You speak a single syllable charged with magical power, resonating with destruction through your soul to strike at a foe causing them to burst with blood.
The target takes 1d6 damage per round as their body is shredded internally. A creature may only suffer one Shortened Hemorrhaging Word at a time (they may suffer from one and a normal Hemorrhaging Word at the same time).
Truename Effect: The target takes 2d6 damage per round.

Shroud of Madness
Effective Level: 6th.
School: Enchantment (Compulsion).
Path: Cosmic.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You call upon the dread lords wrapping yourself in a part of their mind, causing creatures with minds to have trouble fully focusing on you to strike at you with sword or spell.
This invocation shrouds you in madness. Any creature attacking you, or attempting to target you with a spell or ability which specifically targets one or more creatures (as opposed to hitting the entire area) suffers from a 20% miss chance (if an attack) or failure chance (if a targeted effect which does not rely on an attack roll). This is not based on sight or other senses, but a mental effect upon them; a creature immune to mind-affecting effects, or which cannot directly sense you does not suffer from this miss chance (although in the latter sense they will normally suffer at least a 50% miss chance for not being able to see you and be unable to target you with most effects).

Song of the Spheres
Effective Level: 6th.
School: Enchantment (Compulsion) [Mind-Affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
You sing the song of the dread lords. Only the merest echo heard on the physical plane, the majority of the song heard only within the mind of your foe resonating with their own intellect using it to drive them towards incoherent madness.
The target takes 1d8 damage per point of Intelligence; a successful Will save halves this damage.
Truename Effect: If the target fails their Will save they cannot communicate by any means for 1 round. Any attempt to speak is incoherent babbling, even under magical effects such as tongues. Telepathy only finds scrambled thoughts and images of madness. Attempts at writing or even picture drawing end as meaningless scribbles and mad spirals. Even attempts at sign language find themselves muddled. This prevents casting any spell with a verbal or somatic component, or activating any magic item that requries a command word.

Soul of Ice or Fire
Effective Level: 6th.
School: Abjuration.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You speak the word of Cold Unyielding or Cold Eternal. As you do so you infuse your soul with the essence of winter making you either resist the hottest day by freezing it within, or the coldest night by freezing yourself eternally.
When you activate this invocation you choose either Fire or Cold and gain immunity to that energy type.
Truename Effect: You gain immunity to both Fire and Cold.

Split the Moment
Effective Level: 6th.
School: Divination.
Path: Time.
Casting Time: Immediate action.
Range: Personal.
Target: You.
Duration: Special.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
With a word you open time before you, reacting to danger seemingly before it even appears.
You may activate this invocation only when you would make an initiative check even if you are flat-footed. You gain an insight bonus to initiative of +5 + 1/caster level.

Spread Time
Effective Level: 6th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Close.
Target: 1 effect with a duration.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Your word spread time thin, extending what you hold dear.
When you use this invocation select on effect you are aware of magical or otherwise. Its duration is increased by up to 10 minutes per caster level (you possess) to a maximum of its current remaining duration. This effect can be a spell, psionic power, or any other ability that has a duration including torches, lanterns, a barbarian's rage, or similar abilities and effects are included. No single effect may benefit from the same caster's Spread Time more than once.
Truename Effect: If you include the truename of the source of the effect (the caster for a spell, the craftsman for an item, and the character for a class feature) then Spread Time may increase its duration by up to twice its current duration.

Steal the Gods' Portion
Effective Level: 6th.
School: Necromancy [Evil].
Path: Gotterdamerung.
Casting Time: Standard action.
Range: 30-ft.
Area: 30-ft emanation centered on self.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you call the souls of the recently departed into yourself, incorporating them into your own spirit. Once they are within you, your soul begins to tear at them, devouring them piece by piece and drawing energy from the act, even as you deprive the gods' of their essence.
When you use this invocation you trap the soul of any creature which died within the area within 1 round per caster level within yourself. A creature which died within the area and time limit, but has already been revived or had their soul trapped by other means does not have its soul trapped by this effect. As long as you are alive any creature whose soul was bound in this way cannot be resurrected or revived, nor can their soul be accessed in other ways that will not access similarly trapped souls or that requires them to be free and willing or able to return. In addition the immediate influx of energy grants you 2 temporary hit points per soul bound to you in this manner and a resistance bonus to saving throws equal to the number of souls bound as it fortifies you to a maximum of 1/2 your caster level. These temporary hit points last up to 1 day per hit die of the highest hit die soul consumed or until lost while the saving throw bonus is reduced by 1 each minute until it reaches +0 and fades entirely. Any soul bound in this way is utterly and irreparably destroyed after it has been sealed within you for 1 week per hit dice or character levels it possessed while it was alive. As long as you have any soul bound in you this way you do not need to eat.

If you die and remain dead for longer than 1 round, all souls stored within you in this manner are released. Souls already completely consumed are no longer stored within you and cannot be released.

Truename Effect: If you include the personal truename of a creature which died within the region it may affect it even if it has been dead for up to 1 day per caster level (calling it back to you from the afterlife) and the soul is consumed in only 1 week per 3 hit dice or character levels it possessed while it was alive.

Strategic Long Deployment Blast
Effective Level: 6th.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Close and special.
Effect: 1 missile of energy.
Area: 60-ft radius at missile's destination.
Duration: Special.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: Yes.
With a word of the end of days you create a shadow of a weapon of the destruction that shall rain down upon the world.
When you use this invocation you create a glowing green oblong of energy in an unoccupied square within close range. The energy mass produces light as a lantern and is tiny sized. This energy mass has hit points equal to your caster level and an AC of 10 + ½ your caster level (this is considered a deflection bonus), and automatically fails all saving throws (note it is an object and therefore immune to many effects that require saves). This mass of energy then streaks towards a location designated when you activate this invocation, flying at a rate of 400-ft a round (good maneuverability) in a straight line towards the target. When the energy mass reaches its destination, strikes a solid object, or is destroyed it explodes in a 60-ft radius dealing 1d8 radiation damage per 2 caster levels to everything within the area of the explosion (Reflex halves and Spell Resistance applies). You may only have a number of energy masses created by this invocation equal to your Charisma modifier (minimum 1).
Truename Effect: If you include a creature's truename into this invocation and that creature is on the same plane as you are the missile immediately streaks towards them instead of a location. If the named creature moves the missile does not move to follow them instead continuing to streak to the location they occupied when it was created.

Sudden Outbreak
Effective Level: 6th.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
You call forth a disease into a creature destructively, bursting cells across their body as the virus spreads instantly. The word of final death charges the disease with destructive power, melting the creature acidically from within.
The target receives 1d6 acid damage per caster level and immediately contracts a disease (as the spell contagion (http://www.d20srd.org/srd/spells/contagion.htm)) of your choosing (if the target already has the disease they simply take ability damage from it again as if they had failed the saving throw against it for a day). A successful Fortitude save halves the damage and prevents the disease completely.
Truename Effect: The initial ability damage from the disease is doubled on a failed save.

Tear the Worlds
Effective Level: 6th.
School: Abjuration.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Medium.
Area: 20-ft radius burst within range.
Duration: Permanent.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You have seen the future where mortals and gods are permanently estranged. With a word you rend the world around you, to bring it closer to the future of your dreams and nightmares, severing it completely from other realms and leaving it isolated.
You sever the world from other planes at the point you designate. Creatures cannot teleport into or out of an area affected by this invocation, nor can they be summoned within this region and magic and effects to travel between planes or which draws energy from other planes (such as any spell with the shadow subschool) fail in this area. Within the area force effects and other transdimensional spell effects are unable to cross into the ethereal or other planes. Even non-dimensional spaces, such as bags of holding or portable holes, become inaccessible in the region. In addition divine spells cannot be prepared or regained within the area of this spell unless it is on an Outer Plane and the deity (if any) responsible for the spells resides on that layer of that plane.

Tear their Time
Effective Level: 6th.
School: Transmutation.
Path: Time (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
Your word rends at a creature's place in time, scattering them across the moments ahead.
The target receives 1d6 damage per caster level as parts of it are scattered across time appearing over the course of the next several seconds and is slowed (as the spell slow (http://www.d20srd.org/srd/spells/slow.htm)) for a single round. A successful Will save halves the damage and prevents the slow effect.
Truename Effect: The target is dazed on a fail save instead of slowed.


Walk the Chosen Path
Effective Level: 6th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 10 minutes/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You increase your resonance with the force of doom letting it guide your actions. Focusing on the present and a single goal you let these whispers guide you, their insistent warnings guiding you to the safest path.
This invocation functions as find the path (http://www.d20srd.org/srd/spells/findThePath.htm) except as noted above.
Trueame Effect: If you include a target's personal truename into this effect it treats their current location as the specified destination. If the creature moves during the effect so does the destination. If the creature is warded by a non-detection spell you must overcome the caster level check as normal and if you fail you cannot try to overcome that effect again for 8 hours. If the creature is warded by a mind blank spell or otherwise has a similar level of protection against divination this effect cannot trace them at all.

Wings of the Starborn
Effective Level: 6th.
School: Transmutation.
Path: Cosmic.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No (see below).
Spell Resistance: No.
Truename: No.
Your word invokes the physical form and nature of the servants of the dread ones. You grow a pair of unearthly wings which curl and undulate in unnatural, and incomprehensible, ways as you fly upon them.
You gain a fly speed of twice your land speed with average maneuverability; this flight functions even in medium or heavy armor and when carrying a heavy load. In addition when you are flying you gain a frightful presence as an extraordinary quality, any creature which you fly within 30-ft of which has less hit dice than you must make a Will save (same DC as for this spell) or be shaken for as long as they remain within 30-ft of you and for 1 round thereafter, any creature which has 5 or less hit dice which fails their Will save is panicked for as long as they remain within 30-ft of you and for 2d6 rounds thereafter. A creature which successfully saves against this frightful presence is immune to its effects for 24 hours.

Wolf-Mind
Effective Level: 6th.
School: Abjuration.
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No (see below).
Spell Resistance: No (see below).
Truename: No.
You call the madness of the final winter into your mind just a scratch below the surface. This madness shields your mind, and lashes back out dangerously at those which probe and poke at your mind.
Whenever you must make a saving throw against a mind-affecting effect you may roll twice taking the better result and on a successful save for half, partial, or reduced effect you take no effect. Even mind-affecting effects which normally would not allow a save are blocked by this invocation although such shielding is by no means perfect and there is only a 30% chance that it will prevent such an effect. Whenever you are targeted, whether single or multi-targeted (but not a full area effect such as whelming blast or something that affects all creatures which come in contact with it automatically), by a mind-affecting effect the caster/creator of the effect must immediately make a Will save (against this invocation's DC) or be confused as the spell confusion (http://www.d20srd.org/srd/spells/confusion.htm) for a single round if you failed your save (or if the invocation failed to protect you against a no save effect) or for 1 round/level if you resisted the effect.

Word of Final Respite
Effective Level: 6th.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
With a word you cut the strands that tie a creature to this world, pushing them inexorably towards death.
Target takes 1d6 damage/caster level. If the target has less than half health this damage is increased by 50% (as if empowered; if this invocation is empowered it results in a net +100% damage not +125%). A creature which receives no damage from, or is healed by, negative energy takes no damage from this effect, and any resistance to negative energy applies against this effect. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal na.
Truename Effect: The target is dazed for 1 round if they fail their save, as the forces of death pull them towards final rest.

Word of Final Rest
Effective Level: 6th.
School: Necromancy.
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 undead creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
You word returns to death those who have escaped it, calming the restless spirit and returning them to the grave.
Target undead creature is destroyed unless it succeeds its Will save. If it succeeds its Will save then it merely takes 3d6 + caster level damage. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature. A creature destroyed by this effect cannot be turned into an undead creature again, and even resurrection is made difficult requiring a caster level check (DC 11 + your CL); a single creature can only attempt one such check during a single character level.
Truename Effect: If you incorporate the personal truename of a living creature which has died and been revived by magic after being dead for longer than 1 minute into this invocation you may target them as if they were undead. Alternatively if you include an undead creature's personal truename into this effect you can use it at Long range instead of merely Close.

Zaydos
2014-07-08, 05:29 PM
Dark Invocations
Become Death
Effective Level: 8th.
School: Necromancy/Transmutation (Polymorph).
Path: Necrosis.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You fill yourself with death's essence allowing it to transform you body and soul, making you into its vessel.
You become a dread wraith (http://www.d20srd.org/srd/monsters/wraith.htm) for the duration of the effect. You lose all your own abilities and stats except for hit points, any worn equipment merging uselessly into your form, taking on all those of a dread wraith with a few exceptions (note spell effects active on you remain active). You do not gain daylight powerlessness, and you retain your Malison class feature and the benefits of any feat or class feature which improves your Malisons for the purposes of your Malisons granted by the Malison class feature. You use your new Charisma to calculate any save DCs relevant to these malisons.

If you would be destroyed while in this form you immediately revert to your natural form and are dazed for 1 round. You retain any damage received while in your dread wraith form but it is halved (so if you took 80 damage as a dread wraith you would now have only taken 40).

Truename Effect: If you include a truename of an incorporeal undead into this invocation you can instead gain their abilities and stats with the exception of any daylight powerlessness, equipment, or class features they possess.

Besiege the Gates
Effective Level: 9th.
School: Abjuration/Conjuration (Creation).
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Medium.
Effect: 1 portal to another plane
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you cry havoc and call for battle against the gods, ripping the worlds to create a beachhead to their domains from which to invade, to strike out, and conquer.
You create a portal to another plane as per the planar travel function of gate (http://www.d20srd.org/srd/spells/gate.htm) (you may not use this effect to call creatures). Any creature passing through the gate is immune to plane wide natural hazards of the plane (such as fire on the elemental plane of fire, or inability to breathe on the plane of earth) as if under the effects of an avoid planar effects spell (Spell Compendium), and is considered a native of the plane for all spells and effects for as long as they remain on the plane having entered through your portal. You may only maintain one such portal at a time, but may do so for as long as you are able to concentrate and maintain it.
Truename Effect: If you speak the personal truename of a deity's highest ranking priest or any priest of theirs with at least 20 character levels, or of the deity themselves, that god is unable to prevent you from opening a portal into their personal demesne or presence.

Betrayal of the Flesh
Effective Level: 8th.
School: Transmutation.
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: 30-ft.
Targets: Any number of living creatures within range.
Duration: 3 rounds.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
You speak the word of mutation, granting those nearby the blessing of the dread lords. You cause life to flourish within them, growth surging uncontrollably across their bodies. Vessels unworthy of such a blessing they cannot withstand its surging prowess, and the new growths turn against them. As it was written.
Each target takes 1d6 damage/caster level as their bodies grow uncontrollably sprouting tentacles, tumescent growths, strange mouths, vestigial limbs and the like and is sickened for 1 round due to the experience. These growths persist for 3 rounds in which time the target is entangled, and takes 1d6 damage per 5 caster levels as the growths batter and beat at their bodies, tangling their movements. A successful Fortitude save reduces the damage by half and negates both the entangling effect and damage per round, but does not prevent the 1 round of sickening.

If taint rules are used any creature which fails its fortitude save also takes 1 point of corruption per 6 caster levels you possess.

Break the Earth
Effective Level: 8th.
School: Evocation [Earth].
Path: Destruction.
Casting Time: Standard action.
Range: Long.
Area: 60-ft radius spread
Duration: 1 round.
Saving Throw: See text.
Spell Resistance: No.
Truename: No.
Your word invokes the power of the final destruction, the shaking of the world as it crumbles into dust. The earth breaks as you command it, shattering stone, and the foundations of man's greatest buildings.
This invocation functions as the spell Earthquake (http://www.d20srd.org/srd/spells/earthquake.htm) except as noted here. Any area affected by this invocation cannot be affected by this invocation (your own or another's) for 1 round after its effect ends. Any creature buried by a cave in or avalanche or collapsing structure caused by this invocation take an additional 4d6 damage (total 12d6) as the rubble is charged with destructive energy, any building in its area takes 150 damage instead of 100.

Cast Down the Righteous:
Effective Level: 8th.
School: Evocation.
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: 20-ft.
Targets: Any number of creatures within range.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
With a word you ravage the followers of the gods, rending their very spirits with your rage and blasphemous hatred.
Each target takes 1d6 damage per 2 caster levels, increasing to 1d8 per caster level against servants of the gods, and to 1d10 against outsiders who qualify as servants of the gods for another reason such as divine spellcasting (solar), ability to perform Devoted Spirit maneuvers (a reth dekala), many abominations (any with outsider type and Divine Rank 0), or a god with outsider hit dice (most of them).
Truename: If the target is not a Servant of the Gods they are treated as such. If they are they lose the ability to cast divine spells, use martial maneuvers, use spell-like abilities, and all benefits from soulmelds for one round on a failed Will save.

Dark Foresight:
Path: Apocalyptic Whispers.
See Complete Arcane.

Destroyer of Worlds:
Effective Level: 9th.
School: Evocation/Transmutation
Path: Waste.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/4 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the name of the monster, the destroyer that roams the land finishing off what man has not already decimated. You assume its form, the shape of rage, and hatred undying, of mindless, reckless destruction and devastation.
When you use this invocation your body transforms. Your size increases by 2 size categories, your reach increasing as normal for this size increase and you gain a profane bonus to Strength and Constitution equal to your Charisma modifier. You gain a thick carapace which is exceptionally tough and highly reflective deflecting rays, cones, lines, and even magic missiles 70% of the time, and reflecting them back on the caster 30% of the time that they are deflected (otherwise they are merely negated), this deflective carapace also grants you a natural armor bonus equal to half your Charisma modifier (this is not an enhancement bonus and if you have natural armor which is also not an enhancement bonus use only the better). You grow two powerful claws, a pair of horns, terrible teeth, and a powerful tail; the teeth are a primary natural weapon dealing 2d8 + strength damage with an 19-20/x3 crit, the horns are secondary natural weapons and deal 1d6 +1/2 strength damage each, the claws are also secondary natural weapons dealing 1d8 +1/2 strength and the tail is a secondary natural weapon dealing 2d6 + ½ strength damage; all damage is listed for huge size and if you have a superior natural weapon you use its damage instead. You also gain Improved Grab with your bite attack (applying to large or smaller opponents) and the Multiattack, Improved Multiattack, and Power Attack feats as bonus feats. Radiation fills your form causing you to radiate bright green light out to 120-ft and shadowy light out to twice that range, and adding radiation damage equal to 1/2 your caster level to all natural weapon attacks you make. This form is the shape of destruction in the end of days and as such is resistant to a variety of harm: you gain Damage Reduction equal to half your Caster Level penetrated by Epic weapons (and your natural weapons count as epic for the purposes of overcoming DR), Spell Resistance equal to 6 + your Caster Level, immunity to fire, radiation, poison, disease, energy drain, and ability damage not inflicted by yourself. In addition it maintains your life force while in this form, allowing you to remain conscious and continue fighting while at negative hit points up to negative 1/2 your maximum hit points, or while suffering nonlethal damage up to ½ your maximum hit points more than your current hit points; you still die at negative ½ your maximum hit points or if at -10 or less hit points when this effect ends. When this effect ends you immediately suffer 2 points of Constitution and Charisma burn as the powerful magic leaves your body ravaged afterwards; you must have a Constitution score to activate this invocation and you may not activate it while it is already active. While this invocation is active you must make a concentration check to perform any action which could not be done during a barbarian rage with a DC of 25 + any spell level it possesses.

Devouring Vortex
Effective Level: 9th.
School: Abjuration.
Path: Destruction.
Casting Time: Standard action.
Range: Medium.
Area: 10-ft radius burst within range.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
In the final days even magic will fail, as the last of the forces which once sustained it fade into nothingness. With a word you invoke this final doom, creating a swirling vortex which consumes magic nearby.
When you use this invocation a swirling vortex of energy appears at the center of its area. This vortex sucks in nearby magic, acting as a targeted greater dispel magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) each round of its duration except it has no cap to its maximum caster level bonus on dispel checks. In addition the area acts as an antimagic field (http://www.d20srd.org/srd/spells/antimagicField.htm), although it may still dispel suppressed effects.

Epidemic Command
Effective Level: 8th.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Targets: Up to 1 creature/caster level all of which must be within 30-ft of each other.
Duration: 1 round/5 caster levels.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
Your word is plague, causing a sudden, if momentary, outbreak of sickness within those who defy it.
Each target receives 3d4+1 Constitution damage and is sickened for the duration. On a successful save they take only 3 points of Constitution damage and are sickened for 1 round.


Ether Warp
Effective Level: 8th
School: Conjuration (Teleportation).
Path: Time (Modal).
Casting Time: Special or Move action.
Range: Close or Long.
Target or Area: 1 creature or 30-ft radius centered on self.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
Your word warps spacetime, either wrapping around a single creature to shunt it within range, or warping the whole region to move everything within.
This invocation has two modes.

In the first it can be cast as any of a swift, move, or standard action. When you use this invocation select one creature within close range and you may move it to any unoccupied square within close range (Will save negates) which can support its weight.

In the second you transport all creatures within the area (30-ft radius centered on yourself) to another area within long range. This place must be able to support all creatures transported this way and must not have any solid objects which would prevent a creature from appearing. Each target, including yourself, is allowed a Will save against this effect; you do not automatically pass this save.

Extinguishing Word
Effective Level: 7th.
School: Necromancy [Death].
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
With a word you extinguish a creature's life force, killing it.
Target creature dies if it fails its Fortitude save. If it succeeds it takes 2d6 damage + your caster level.
Truename Effect: If the target fails their save they cannot be resurrected or otherwise brought back to life unless a Wish or Miracle is used to stir their soul from the after life first.

Force the Final Revelation
Effective Level: 7th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
Your word contains all the information constantly whispering into your mind, pouring it all into the target’s mind at once without the filters or controlled rate which serves to protect your own sanity. This flood of images and whispers of doom, and the final hours of madness which come with it, pushes the target into lasting madness.
The target is affected as if by the insanity (http://www.d20srd.org/srd/spells/insanity.htm) spell except that if a result of 1-10 is rolled the die is rerolled. In addition the target takes 1 point of Wisdom drain immediately and another every day as well as whenever they make an attack against you.
Truename Effect: Heal and Limited Wish no longer work to fix this effect, only Wish and Miracle will work.

Form of Pestilence
Effective Level: 8th.
School: Transmutation.
Path: Plague.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word diffuses your body, into millions of crawling worms and insects. The magic binds your mind and soul across the swarm, letting it move forth into a discorporate mass of vermin and reform into an almost humanoid shape.
Your body becomes a writhing mass of worms and insects held loosely into a human shape, and may, as a standard action, spread your form out into a 10-ft square (or 4 contiguous 5-ft squares) as a mass of writhing vermin. As a consolidated entity you gain a 25% immunity to critical hits and precision damage, and appear to be a human shape loosely held together by millions of crawling vermin (this may have effects to some social situations). When you spread yourself out as a swarm your gear merges into you (becoming inactive) and you become treated as a fine swarm, with a swarm attack dealing 4d6 damage (you do not gain a Distraction ability; although attempts to cast spells or perform other abilities that require concentration within your area must make a DC 18 + your Charisma modifier + the spell level check or be lost), a Strength score of 1, +6 to Dexterity, and a profane bonus to AC equal to your Charisma modifier, but you lose your natural armor and armor and cannot access any magic items you may possess. Any creature damaged by your swarm attack must make a Fortitude save (DC determined by this invocation’s save DC) or contract Demon Fever or Mummy Rot (chosen when this invocation is used) with their normal incubation period. You may still talk while in this swarm form your voice coming from hundreds of insects and worms, allowing you to use your Doomsayer invocations; you may not however perform any other actions which require a humanoid form (such as perform somatic components). You may reconsolidate your form again as a standard action.

Freeze the World
Effective Level: 8th.
School: Transmutation.
Path: Fimbulwinter (Modal).
Casting Time: 1 minute or standard.
Range: 1 mile or special.
Area: 1 mile radius centered on you or special.
Duration: 1 day/caster level or special.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the word of winter calling it onto the area. The area chills, as you invoke the icy weather upon it, a cold that blasts away even the heat of summer, leaving a fell chill to kill the unprotected.
This invocation has two modes.

In the first mode you bring frigid cold to the area. The area is cloaked in winter conditions, the weather becoming the norm for the area in such conditions. This invocation drops the temperature to a harsh winter for the region or your choice between 0 and -30 degrees, whichever is colder. If you use the 1st mode of this invocation in an area already covered by an iteration of this effect created by you it resets the duration of any iterations of this effect which overlaps your current location. You may create overlapping copies of this effect by using it from 1 square outside of the other effect. Control Weather and other similar effects cannot restore normal weather in the area but can manipulate the weather as if it were winter. This effect may only be dispelled at its center.

In the second mode you alter the weather of an area created by the first mode of this effect. This lets you call down or quell any winter weather possible within the area, such as calling forth or quelling a blizzard, gale or hurricane force winds, or rolling cloud of thick fog. You select a single weather condition when you use this invocation and it lasts 1 hour or however long it normally would (whichever is longer) beginning one round after you use the invocation. If other magical effects to control the weather (such as Control Weather or Control Winds) would oppose or change this effect during the first hour the casters of the two effects must make opposed caster level checks, whichever one winning gaining control of the weather in the area and a failure indicates that use of that weather altering spell or effect is wasted.

Greater Command of Inevitable Death
Effective Level: 8th
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Up to 1 round/caster level.
Saving Throw: Fortitude ends.
Spell Resistance: Yes.
Truename: Yes.
You instill a powerful wasting force into the target which seems to emanate from it causing death in all those nearby it.
The target takes 1d8 radiation damage per two caster levels each round at the start of their turn. After taking the damage for a round they are allowed to make a Fortitude save to end this effect, if they fail they take 1d6 Constitution damage as well and are sickened for 1 round.

Any creature that begins its turn adjacent to a creature affected by this effect or enters a squares adjacent to it, must make a Fortitude save or take 1d6 radiation damage per 2 caster levels (spell resistance applies) and are sickened for 1 round. No creature may suffer or damage or be forced to make multiple saves against it in a single round no matter how many times they enter the area affected.

Truename Effect: It requires 2 successful Fortitude saves (non-consecutive) to end the effect (although a successful save prevents the Constitution damage and sickening effects).

Greater Temporal Bleed
Effective Level: 9th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Area: 15-ft radius burst
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word rends time itself, causing it to leak from the area, causing spells to fade away, ending powers both magic and mundane prematurely.
Everything within the area, both creatures and objects, ages 1 day. The duration of all effects within the area are reduced by 1 day. If this is an effect with a limited number of rounds per day it immediately expends 14400 rounds (or all of them whichever is less), otherwise they are simply reduced. This includes spells and other magical effects, as well as mundane effects such as rage or the amount of time a torch can burn. No other effects from the spells and effects are triggered (if a creature is suffering from a spell dealing damage each round they do not take damage during the interval).

Howl of Winter
Effective Level: 8th
School: Evocation [cold].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 40-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Fort halves and Will partial (see below).
Spell Resistance: Yes.
Truename: No.
You let forth a howl filled with power, the final winds which sweep across the world as it freezes. Your voice carries the ice that freezes the world, and the madness of the eternal night infecting them with rage and fury.
Each creature within the area takes 1d6 cold damage per caster level (Fort halves). Any creature damaged by this effect must make a Will save or be filled with madness (this is a mind-affecting effect), any creature which fails this saving throw must attack the nearest creature to them with no compunction over friend or foe or health of the target in the most lethal way they can for 1 round, and suffer a -4 penalty to AC during this round.

Leave only Shadows
Effective Level: 8th.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Long.
Area: 15-ft, 20-ft, or 30-ft radius burst within range.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
Your word evokes a truly apocalyptic force able to sear even the souls of targets, leaving nothing but black shadows upon the walls.
When you use this invocation choose an area either 15-ft, 20-ft, or 30-ft in radius. All creatures within the area take 1d8 radiation damage/caster level (reflex halves). Any creature reduced to 0 or lower hit points by this effect is destroyed utterly, their body and soul both reduced to nothing but a black smear upon the wall or ground. Any creature destroyed by this effect cannot be resurrected without a Wish or Miracle spell to reconstitute its soul and then the normal means to resurrect a creature whose body is completely destroyed.

Life-Stealing Gaze
Effective Level: 8th.
School: Necomancy.
Path: Necrosis.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No and Fortitude negates (see text).
Spell Resistance: No.
Truename: No.
You become a conduit of death, your eyes pulling life from those that meet them, sucking it out from the target and into dissolution.
You gain a gaze attack with a range of 60-ft. Any creature which meets your gaze within this range gains 2 negative levels (Fortitude negates; use DC as for the spell). Any creature slain by this effect that can rise as a wight does so in 1d4 x 10 minutes.

None Shall Know Your Coming
Effective Level: 8th.
School: Abjuration.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
With a word you obscure your mind and spirit, hiding them from almost all detection as well as protecting it from attempts to influence it.
You gain the benefits of a mind blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell but it is extra potent against the gods themselves. Any special senses of gods, including spells, spell-like abilities, and divine salient abilities of gods as well as any supernatural or magical sense they possess (even if not divine in origin) or blindsight or blindsense fails to detect you.

Path of a Thousand Futures
Effective Level: 8th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
The world constantly moves, possible futures flickering past your mind, danger glowing out within them. This power allows you to choose between those futures pushing towards one path over the other.
Once per round when you would make a d20 roll you may, as a free action usable whenever you could use an immediate action, choose to roll that roll twice taking the better result and adding a +2 insight bonus to it.


Path of the Apocalyptic Blade:
Effective Level: 8th.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 8th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Pinpoint on the Map of the World
Effective Level: 9th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: 1 minute.
Range: Unlimited.
Target: 1 creature or object.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Speaking the name of the one you seek you focus your prophetic whispers, letting them guide you to its location even across worlds.
This invocation functions like the spell Discern Location (http://www.d20srd.org/srd/spells/discernLocation.htm) except that the caster gains a knowledge of the exact distance and direction towards the target which persists for 1 round per caster level. You must speak the target’s name as part of using this invocation if you are targeted a creature.
Truename Effect: You do not need to have ever seen/touched the target or have any item that once belonged to it and you learn information about it as the metafaculty ( http://www.d20srd.org/srd/psionic/powers/metafaculty.htm) power except you may not view its surroundings as if through remote viewing; like metafaculty this penetrates mind blank.

Read the Book of the Past
Effective Level: 9th.
School: Divination.
Path: Apocalyptic Whispers, Time.
Casting Time: 1 minute.
Range: 60-ft.
Area: 60-ft radius emanation centered on you.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You turn your oracular whispers backwards through time, scanning the past to inform you of all you need know about the area.
This invocation functions as the spell Hindsight (Spell Compendium), except as noted here. You may not use this invocation on the same area, or an overlapping area, more than once per day.

Reduce to Salt
Effective Level: 7th.
School: Transmutation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
With a word you release a horrible power on the target reducing them to nothing more than a mound of salt
A living target which fails their fortitude save is transformed instantaneously into salt. This has no effect on any gear they are carrying.
Truename Effect: If the target fails their fortitude save they release a wave of radiation following their demise dealing 1d6 radiation damage/caster level in a 20-ft radius (Fort halves).

Rewind the Clock
Effective Level: 9th.
School: Transmutation.
Path: Time.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You turn back time, planting your memories of the last six seconds into yourself from six seconds before.
You undo the last round returning to the start of your last turn. You suffer 2 points of Constitution burn which cannot be reduced or prevented in any way and lose your Swift action for the previous round (if you had already lost it due to an immediate action this is simply redundant and has no additional effect); this Constitution burn is not undone by its own time rewinding even if you use it another time afterwards. You must have a Constitution score to use this invocation.

Shape of Rolling Snow
Effective Level: 8th.
School: Transmutation [Cold].
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You become the the long winter at the end of time, a living embodiment of its nature. Your form loosening as you become a creature of ice and windblown snow. Chill surrounds you, the icy cold of eternal winter, as you fly upon the wind like mist.
Your body and any objects you carry becomes a semi-translucent and disperse form composed of windswept snow and ice held in your shape (this makes most mundane disguise impossible). While in this form you gain the Cold subtype, a fly speed equal to twice your land speed with perfect maneuverability, you add half your Charisma modifier as a Deflection bonus to AC, are immune to critical hits and poison, and you radiate an aura of cold dealing 3d6+Charisma modifier cold damage to any creature which comes within 20-ft of you or ends their turn within the area (this damage is only dealt to a single creature once per turn no matter how often a creature passes in or out of this aura).

Shield of Moments Lost
Effective Level: 8th.
School: Transmutation.
Path: Time.
Casting Time: Immediate action.
Range: Personal.
Target: You
Duration: 1 attack.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Gathering moments that could once have been but have since been rendered impossible you create a warding shield shunting an attack into this maelstrom of lost timelines.
You may only use this invocation when you are being attacked in some way (including a spell or other effect; anything which would break invisibility). You gain Mettle and Improved Evasion against the effect, gaining a +20 bonus to AC and a +10 bonus to all saves against the effect. This invocation is strenuous, as the lost moments wear heavily on the mind and if you use it two rounds in a row you suffer 2 points of Wisdom burn; you cannot use this invocation in 3 consecutive rounds.

Shut the Gates of Heaven:
Effective Level: 7th.
School: Abjuration.
Path: Gotterdamerung (Malison, Modal).
Casting Time: Standard action.
Range: Close.
Targets: Up to 1 creature/caster level all of which must be within 45-ft of each other or 1 portal.
Duration: Instantaneous or see below.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
Your word banishes the power of other worlds from your presence, shunting their natives to their natural worlds, and closing the gates between planes.
This invocation has 2 modes.

In the first it deals 1d6 damage/2 caster levels to each target, increasing to 1d6 damage/caster level if the target is a Servant of the Gods, and any extraplanar creature targeted is instantly returned to a random location on its native plane. A successful Will save halves this damage and negates the planar transportation.

In the second mode it is not considered a Malison and it instantly destroys one portal between planes. This automatically destroys any portal created by a spell such as Gate or similar ability, destroying it completely. A permanent portal created by the means of the Create Portal feat or equivalent is allowed a Will save to resist destruction and if it succeeds is only closed for 1 week; you may not target such a portal with this ability more than 1/day. A portal which is the equivalent of an artifact is never destroyed by this power instead merely being closed for 1 hour to 1 day on a failed save (DM's discretion) and being unaffected on a successful save. Natural portals and vortices can be affected by this ability; temporary ones are treated as magic items, while more stable ones are treated as artifacts; it is up to the DM's discretion to set their Will save modifiers.

Sound the Trumpet
Effective Level: 9th.
School: Evocation [Sonic].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: 300-ft or 1000-ft.
Area: Cone or Line
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.
You cry out the call of the final trumpet that heralds the end of days, calling the archons for the final stand of Law and Good against all that is evil. This trumpets blast tear the world asunder before you, rending it with its might.
When you use this invocation choose cone or line. If you choose cone it takes the form of a 300-ft cone. If you choose line it takes the form of a 1000-ft line. Regardless of what you choose any creature or object within the area takes 1d8 sonic damage per caster level, and are shaken for 1 round or 1d4+1 rounds if evil (this portion of the effect is a fear effect). A successful Fortitude save halves the damage and negates the fear effect, but if they fail by 8 or more they are frightened instead.
Truename Effect: If the named creature is within the area and fails its Fortitude save it is paralyzed for 1 round.

Subvert the Servant
Effective Level: 8th.
School: Conjuration (Calling)/Enchantment (Compulsion) [Mind-Affecting].
Path: Gotterdamerung.
Casting Time: 1 hour.
Range: Close (see text).
Target: 1 outsider with an alignment which opposes yours
Duration: Instantaneous and Permanent (D) (see below).
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
Focusing your will you wear away at the spirit of one of the gods' servants, binding its soul to yours as you call it from its deific abode and into your service.
When you use this invocation you call forth a single outsider with a CR of up to 2/3rd your caster level or your character level (whichever is lower) and an alignment opposed to yours in at least one axis and bind it to your will. If you include the target's name you may specify which outsider, otherwise you call an outsider of the chosen kind from the service of a god, archfiend, or entity of similar standing. The target's Spell Resistance can prevent this effect, but does nothing to stop you from trying to call it forth again immediately, a successful Will save (rolled before the Spell Resistance in this case) prevents the effect and prevents you from calling that creature for 1 year. The called creature is compelled to serve you (as if dominated), and it is allowed saving throws against orders that go against its nature as normal for dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) but even if it succeeds on a save to resist a command it is not freed from domination but it can never be forced to perform that command.

The calling portion of this effect is instantaneous and once a creature is summoned by this effect it remains indefinitely. The enchantment portion, however, is permanent until either broken by your own dismissal of the effect, the death of the outsider, or dispel magic or a similar effect. You may only have one outsider summoned by this effect at a time and once the summoned outsider is slain, or the enchantment is broken, you must wait 24 hours to summon another, although if you dismiss it you may summon another again immediately (well it takes an hour).

Truename Effect: You are considered to have 3 more caster and character levels for this effect and a successful Will save only grants immunity for 1 week.

Balance Note: This invocation is intended to be high powered; allowing you to get a VAST range of effects with properly chosen creatures (*cough* nightmares *cough*). As such it is advised that this invocation be only allowed with special DM discretion.

Temporal Maelstrom
Effective Level: 8th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: 60-ft.
Targets: Any number of creatures within range
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
Your word calls the winds of time howling, the tumultuous uproar as they blow out of their proper directions tearing through the lives of creatures as they do so. These creatures are left momentarily disoriented, unable to react at full speed for a few seconds.
Each target within the area takes 1d6 damage per caster level, and is rendered flat-footed, unable to ready actions or take readied action, take immediate actions, gain extra actions from a Belt of Battle, Celerity (or related) spell, gain apparent time from Time Stop, Temporal Acceleration, or related effect, or gain the benefits of a Haste spell or speed weapon or similar effect. A successful Will save halves the damage and negates the secondary effect which prevents certain actions.

Unspeakable Word
Effective Level: 8th.
School: Evocation [Force].
Path: Cosmic (Malsion).
Casting Time: Standard action.
Range: 30-ft.
Area: 30-ft radius emanation centered on yourself
Duration: Instantaneous.
Saving Throw: Will half.
Spell Resistance: Yes.
Truename: No.
You utter the unutterable, a fractured form of the name of one of the dread lords from outside space and time. This word rends the world itself, tearing it into turmoil and driving madness into those that hear it.
All creatures (and objects) within the area other than yourself take 1d6 force damage per caster level. In addition any creatures with a mind which hear the word spoken take 1d8 Wisdom damage (this is a mind-affecting effect). A successful Will save halves the damage and the Wisdom damage.

Virulence:
Effective Level: 9th.
School: Necromancy.
Path: Plague.
Casting Time: Standard action.
Range: Long.
Targets: Any number of living creatures within range and within 45-ft of each other.
Duration: Instantaneous and 1 hour.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: No.
Your word is like a plague spreading throughout those who have drawn your ire.
This invocation functions like contagion (http://www.d20srd.org/srd/spells/contagion.htm) on each of your targets. Unlike contagion you may infect targets with any disease, including ghoul fever, mummy rot, and other magical diseases. In addition any target which fails its save against this effect radiates an aura of infection for 1 hour, any creature coming within 10-ft of an affected creature is affected by this effect except without the aura of infection (same DC and spell resistance). This aura of infection can be dispelled while it is active, and no creature needs save from the aura of infection from a single instance of this invocation more than once.

Virulent Phylactery
Effective Level: 9th.
School: Necromancy.
Path: Plague.
Casting Time: 10 minutes.
Range: Touch.
Targets: Touched willing or helpless creature.
Duration: Permanent (see below)
Saving Throw: No.
Spell Resistance: Yes.
Truename: No.
You place a disease into the heart of the target, letting it spread throughout their body, and within it a piece of your soul.
You infect the target with a disease (as the spell contagion (http://www.d20srd.org/srd/spells/contagion.htm)), but the disease has its normal incubation period. However you place a part of your soul into the disease; this counts as having a part of the target's body for the purposes of scrying or other similar effects. As long as the target is infected with the disease if you would die your soul moves fully into the disease and you reform from it 24 hours later. While your soul is fully within the disease it can only be cured by a Wish or Miracle spell (which would kill you for real); killing the recipient can prevent this resurrection if they are dead when you would be resurrected, but if they are killed and revived while your soul is fully in the disease they are still infected with the disease upon revival until your soul would reform. While part of your soul is in the disease you suffer a -2 penalty to Constitution and Wisdom which cannot be removed by any means.

Visage of the Final Kings:
Effective Level: 8th.
School: Transmutation
Path: Cosmic.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the name of a dread lord, inviting its power into your body. Your body twist as it becomes tainted by these energies, taking on an inhuman shape as it courses through your body reshaping it into something that does not fully fit into traditional geometry. Your form loses its humanoid shape being amorphous, made of exotic matter from beyond the planes writhing in a grotesque mockery of your previous shape.
Your form becomes amorphous as you become a writhing mass of flesh, organs, and tentacles held vaguely into a human shape. You become immune to flanking and critical hits and any creature viewing you suffers a -2 morale penalty on attack rolls against you and to the save DCs of any spell or ability which specifically targets you. While in this form you gain Blindsense out to 60-ft, immunity to poison, resistance 10 to acid and electricity, DR equal to half your caster level overcome by magic weapons, spell resistance equal to your caster level, a +5 enhancement bonus to natural armor, you also gain a +4 profane bonus to Strength, a +2 profane bonus to Dexterity, a +4 profane bonus to Constitution, and a +4 profane bonus to Wisdom. You also gain 2 tentacle attacks which can be used as a primary or secondary natural weapon dealing 1d6+1/4 caster levels + Str (if primary) or ½ Str (if secondary) damage if you are medium and deal 1 point of Wisdom damage per strike (this Wisdom damage is unaffected by your size) and 5-ft longer reach than is normal for your natural weapons. You may attack with both of these tentacles as a swift action in any round in which you use a malison.

Word of Avalanche
Effective Level: 8th.
School: Conjuration (Creation) .
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 30-ft.
Area: Cone
Duration: 1 round/caster level
Saving Throw: Reflex partial.
Spell Resistance: No.
Truename: No.
[i]With a word you call the glaciers of the last winter rolling forth, spilling out from you across your foes.
Each creature within the area takes 1d6 damage per caster level; half of this damage is cold, the other is pure crushing (bludgeoning) force of the mass of snow. A successful Reflex save halves this damage. Any creature which fails their reflex save is buried under the ice and snow, taking 1d6 cold damage per round until freed which requires a Strength check (same DC as this invocation), a burrow speed, or being dug out from the outside. Attempts to cast spells or spell-like abilities while trapped are treated as if the caster were grappled. This snow remains for the duration and renders the area covered in deep snow (movement costs 4 squares per square).

Word of Devastation
Effective Level: 8th.
School: Evocation [see below].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: Long.
Area: 20-ft radius burst within area.
Duration: Instantaneous
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
Your word brings destruction, shattering the air with its force as it rends through the creatures within.
When you use this invocation select one energy type (acid, cold, electricity, fire, or sonic), all creatures and objects within the area take 1d6 damage per caster level and loses their move action for the next round. A successful Fortitude save halves this damage and negates the loss of their move action for the next round.

Word of Ending
Effective Level: 7th.
School: Necromancy [Death].
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 or more living creatures all of which must be within 15 feet of each other.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
Truename: Yes.
With a word you inexorably extinguish a weakened creature's life force, killing it.
If you target a single creature it dies if it has less than 6 hit points per caster level. If you target multiple creatures each one with less than 3 hit points per caster level to a maximum of 8 hit points per caster level in total hit points between all targets dies (lowest hit point creatures are counted from this maximum first).
Truename Effect: Target creature dies if it has less than 7 hit points per caster level. You may only target the named creature.

Zaydos
2014-07-09, 11:37 AM
Edge of Apocalypse
Some doomsayers feel the call of the apocalypse in a different way than most. While their souls still resonate with one of the paths of apocalypse and the end of days its magic manifests through them differently. Their power is more visceral and physical, pushing towards a certain supernatural swordsmanship instead of the pure magic of other doomsayers. While they may dabble in speaking the words of final doom, the whispers in their souls manifest more directly guiding their actions, teaching them the way of the Edge of Apocalypse. This supernatural martial discipline was never taught by Reshar nor accepted by his disciples. Instead it springs forth from the mad whispers of doom which fill its practitioners’ heads and sometimes is taught to others through arduous training.

Edge of Apocalypse is mostly used by Martial Doomsayers and adaptation which trades their usual invocations known progression for full BAB, d8 hit dice, good Fortitude saves, and warblade maneuver progression/recovery with maneuvers chosen from Edge of Apocalypse and a discipline determined by their Apocalyptic Path. If the associated skill for this discipline is not already a Doomsayer class skill they add it to their class skill list. They do retain Malisons, and continue to gain access to higher grades of malisons known at the regular levels, and may use the Extra Invocation feat to pick up other doomsayer invocations as normal for that feat. They also gain proficiency in all martial weapons which are discipline weapons for the Edge of Apocalypse and their second discipline and gain Improved Unarmed Strike as a bonus feat if unarmed strike is one of the discipline weapons for their second discipline.

Secondary Discipline by Path:
Cosmic: Protean Hunter (http://www.giantitp.com/forums/showthread.php?306670-Protean-Hunter-%28Martial-Discipline-PEACH%29)
Destruction: Stone Dragon
Fimbulwinter: Winter’s Howl (Desert Wind but all references to Fire are replaced with Cold and vice versa; this extends to allowing them to take feats requiring Desert Wind and to the effects of such feats).
Gotterdamerung: White Raven.
Necrosis: Shadow Hand
Plague: Shadow Hand
Time: Diamond Mind
Waste: Tiger Claw
Crusaders and swordsages may also gain access to the Edge of Apocalypse discipline by trading access to Devoted Spirit or Setting Sun. If they do so they gain the Knowledge skill associated with one of the 8 Paths of Apocalypse as an additional class skill.

Associated Skill: Knowledge (associated with a chosen path of the apocalypse; if not a doomsayer chose one when access to this discipline is gained).
Discipline Weapons: Sickle, Heavy Sickle, Scimitar, Kukri, Falchion, and Scythe.

Maneuvers:


Black Breeze (Supernatural)
Strike
Level 1st
Initiation Action Standard.
Range 15-ft.
Area: 15-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the winds of destruction ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 15-ft cone. This attack deals damage equal to the base damage of your weapon without modifications for Strength, feats, magic enhancements or other effects which modify the damage of your melee attacks (with the exception of weapon size which directly affects its base damage). For example a medium sized greatsword would deal 2d6 damage, regardless of your Strength score, or if it were a +5 collision weapon. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Dark Reaper Stance
Stance
Level 1st
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You take on the aspect of the Grim Reaper bringing death to those who hang lingering in this world. While in this stance your melee attacks deal +1d6 damage against creatures at half or less their maximum health.

Final Flourish
Strike
Level 1st
Initiation Action Swift.
Range Melee attack.
Target: 1 helpless creature
Duration: 1 round.
You strike down, finishing off a weakened foe and drawing power, or ferocity, from the act as you turn towards the next. When you initiate this maneuver you may make a coup de grace (against a legitimate target for such an action) as a swift action that does not provoke an attack of opportunity. You gain a profane bonus to melee attack and damage of +1 +1/4 initiator levels you possess for 1 round if they die.

Pestilence Edge
Stance
Level 1st
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Entering this stance you become a living epidemic, any cut inflicted by your blows spreading plague. Attacks you make with slashing or piercing weapons inflict Filth Fever on targets with a 1d3 days incubation time. A successful Fortitude save (DC 11 + your Charisma modifier) prevents this effect but must be made for each attack.

Siphon Vitality (Supernatural)
Strike
Level 1st
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow siphons vital energy from the target pulling it into yourself. If you successfully hit a living target with this maneuver you gain 1d6+IL (max +5) temp hit points which last 10 minutes; if your normal damage would be less than the amount of temporary hit points you gain this way it increases to this amount. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Dreadful Edge
Strike
Level 1st
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round + 1 round/5 Initiator levels.
Your blow strikes the foe in such a way to leave their confidence shaken to the core. When you initiate this maneuver make a single melee attack, if you hit in addition to your normal damage the target must make a Will save (DC 11 + your Charisma or Constitution modifier) or be Shaken for 1 round + 1 round per 5 initiator levels.


Edge of Madness: (Supernatural)
Strike
Level 2nd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Your blow strikes the foe’s mind itself sending it into disarray. When you initiate this maneuver make a single melee attack, if you hit in addition to your normal damage the target must make a Will save (DC 12 + your Charisma or Constitution modifier) or be confused as the spell confusion ( http://www.d20srd.org/srd/spells/confusion.htm) for 1 round; this strike does not count as having attacked them while they were confused.

Strike of Inexorable Fate (Supernatural)
Strike
Level 2nd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature.
You focus your mind on the whispers of doom running through it, striking clear and true guided by prophecy. When you initiate this strike you make a single melee attack gaining a +4 insight bonus to hit and ignore any DR or miss chances the target has (assuming you are attacking the proper square). You may even harm incorporeal creatures without magical weapons, and ignore any cover less than total and any cover provided by a magical effect (other than instantaneous creation effects).

Rout the Heavens (Supernatural)
Special
Level: 2
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action: Swift
Range: 60-ft
Area: 60-ft emanation centered on yourself.
Duration: 1 minute
You channel a power anathema to the forces of the gods, releasing it out from you as an invisible wave which drives them forth. When you initiate this maneuver you may turn outsiders whose alignment is opposed to yours on one or more axes as a good cleric turns undead. They gain Turn Resistance equal to their Charisma modifier -2, this may never result in negative Turn Resistance.


Black Wind’s Cry (Supernatural)
Strike
Level 3rd
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the reaving winds of destruction ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

False Prophet’s Stance
Stance
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Entering this stance you become a foe to the gods and those who serve them, your movements such as to counter their strikes and powers. While in this stance, you gain a +4 dodge bonus against Servants of the Gods, and a +2 to saves versus effects originating from them.

Siphon Health (Supernatural)
Strike
Level 3rd
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow siphons the life force from the target pulling it into yourself. If you successfully hit a living target with this maneuver you gain 3d6+IL (max +15) temp hit points which last 10 minutes; if your normal damage would be less than the amount of temporary hit points you gain this way it increases to this amount. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Stand between Futures (Supernatural)
Counter
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range Personal.
Target: You
Duration: 1 round.
For a brief moment you see two futures before you, two courses of action. Choosing one you plunge forward with fate, avoiding the worst that was held in store for you.
You may initiate this maneuver whenever you would need to make a saving throw. You may roll twice on that saving throw taking the better result. If you need to make any other saving throws before the start of your next turn this maneuver’s effect applies to them as well.

Step of Death (Supernatural)
Counter:
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range Personal.
Target: You
Duration: Instantaneous
You move through death itself, a warrior of the end of days, the days of dying.
You may initiate this maneuver whenever a creature within 80-ft of you is killed or reduced to a dying state and knocked unconscious (you cannot use this ability when a dying but non-stable creature loses hit points or when an unliving creature such as an undead or construct is destroyed). When you initiate this maneuver you teleport to a space occupied by the slain or knocked out creature or a space adjacent to it.

That is not Dead
Counter:
Level 3rd
Prerequisites: 1 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range Personal.
Target: You
You cling to the world with the tenacity of the last survivors in the end of days, clutching tightly to its edges.
You may initiate this maneuver when you would die, even if you are unconscious or otherwise not aware of the cause and would normally not be able to perform immediate actions for this reason. When you initiate this maneuver you do not instead you are reduced to -9 hit points, stable and unconscious (even if the attack would normally not reduce your hit points and/or you would be able to remain conscious even at negative hit points). If you would have died due to Constitution damage or drain your Constitution is instead only reduced to 1 (this does not further reduce your hit points). If you would normally be able to remain conscious at negative hit points you awaken in 1 minute or when you would reach positive hit points once more. While unconscious from this maneuver you seem to be dead to all mundane senses requiring a DC 20 Heal check to find signs of life, and even magical effects such as deathwatch show you to be dead without a DC 20 Spellcraft check.
If you are not actually alive (such as being an undead or construct) this maneuver has no effect.
Note: A crusader using this ability will likely die when their Steely Resolve pool empties at the end of their turn.


Black Wind’s Shield (Supernatural)
Counter
Level 4th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Immediate.
Range 30-ft.
Target: One or more creatures
Raising your blade you call forth the black winds of destruction to shelter and shield, warding away the blows of foes.
You may initiate this maneuver in response to any attack that requires an attack roll or affects an entire area and allows a Reflex or Fortitude save which would affect one or more creatures within the range of this maneuver. When you initiate this counter you make an attack roll with any slashing or piercing melee weapon you are carrying (or an unarmed strike if you have Improved Unarmed Strike, a monk’s unarmed attack, or equivalent). You replace the AC or Reflex saving throw of one creature that would be affected by the attack with your attack roll if it is better than their AC or saving throw. You may initiate this ability after you learn the result of your opponent’s attack roll or allies’ (including your own) saving throws.

Contagion’s Blade: (Supernatural)
Strike
Level 4th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort partial.
Your blade is plague, infectious and fatal, striking into a foe. When you initiate this maneuver make a single melee attack. If it hits the attack deals +2d6 damage and infects the target with a disease as the Contagion spell unless they succeed a (DC 14 + your Charisma or Constitution) Fortitude save. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.

Terrifying Blow:
Strike
Level 4th
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Saving Throw: Will partial.
You strike the target a single powerful blow which seems to shake them to their core filling them with fright. When you initiate this maneuver make a single melee attack. If it hits the attack deals +4d6 damage and the target must make a Will save (DC 14 + your Charisma or Constituion) or be frightened for 1 round.


Anathema of Heaven (Supernatural)
Stance
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
Planting your feet you cry out against the heavens themselves. Drawing upon the powers of the world’s doom you clad yourself in it like a cloak, radiating a force which drives forth other influences. While in this stance you project a 10-ft aura which functions as a Magic Circle against Evil except applies against all alignments (including true neutral). In addition this aura prevents any extraplanar outsider from entering it instead of only extraplanar summoned creatures, regardless of whether they were called or entered the plane of their own free will.

Black Wind’s Wail (Supernatural)
Strike
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out the scything winds of armageddon ahead of its blade striking at your foes. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage +2d6 to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Final Dispatch
Strike
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Your blow strikes deep into the target, sending those hanging on off of this mortal coil. When you initiate this maneuver make a single melee attack which deals +2d6 damage. This attack’s damage is doubled against undead and creatures at half health or less.

Harbinger of the Black Wind (Supernatural)
Stance
Level 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You cloak yourself in the baleful powers of the winds of doom, letting them strike out loose and deadly with each blow you make. While in this stance the first time you make a weapon attack each round you strike all enemies adjacent to you in addition to the target (the target cannot be hit twice) but only deal half damage to each creature other than the primary target; if you used a martial maneuver, or applied a spell effect (or similar) to your attack, only the target receives any extra damage or effects from the maneuver although any bonuses to hit for doing so still apply.

Strength of Devastation
Boost
Level: 5th
Prerequisites: 1 Edge of Apocalypse Maneuver
Initiation Action Swift.
Range Personal
Target: You
Duration: 1 round.
You have seen the power of the devastation which will come and emulate its destructive force, sacrificing all defense to strike a hard blow at your foes. When you initiate this boost you take a penalty to AC for one round of up to your BAB and gain the same bonus to damage with melee attacks as the penalty you took to AC.


Black Wind’s Rebuke
Counter
Level 6th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range 30-ft
Target: 1 creature
You call upon a single scything blade of the winds of apocalypse to strike your foe. You may initiate this maneuver whenever a creature within range takes an action (except for free actions) to immediately make a single melee attack against them. This attack deals its normal damage and can be used to interrupt spells and concentration. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Greater Strike of Inexorable Fate (Supernatural)
Strike
Level 6th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
You focus your mind on the whispers of doom running through it, focusing completely on the target’s personal doom, striking clear and true guided by prophecy. When you initiate this strike you make a single melee attack gaining a +6 insight bonus to hit and dealing double normal damage, ignoring any DR or miss chances the target has (assuming you are attacking the proper square). You may even harm incorporeal creatures without magical weapons, diminutive or smaller swarms, or other creatures normally immune to weapon damage. This attack ignores any cover granted by magical effects (other than instantaneous creation effects), any mundane cover less than total, and any effect that would reduce its damage.

Transfix the Soul
Strike
Level 6th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Duration: 1 round
Saving Throw: Will partial.
You strike hard into the target shattering their resolve completely, leaving them unable to do more than cower in fright at your prowess. When you initiate this maneuver make a single melee attack against a creature. This attack deals +6d6 damage and target must make a Will save (DC 16 + your Charisma or Constitution modifier) or Cower for 1 round.


Black Wind’s Howl (Supernatural)
Strike
Level 7th
Prerequisites: 2 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range 30-ft.
Area: 30-ft cone.
Duration: Instantaneous.
Saving Throw: None.
When you initiate this maneuver you strike out with your weapon sending out a torrential rush of destructive winds filled with the essence of the apocalypse. Make a single melee attack with your weapon and apply that roll to all creatures within a 30-ft cone, this attack deals its normal damage +6d6 to each creature struck by it. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Reaper’s Strike (Supernatural)
Strike
Level: 7th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
Saving Throw: Fortitude partial.
You strike at your foe, pulling their very soul from them, leaving them as nothing more than a lifeless husk. As part of this maneuver you make a single melee attack. If you hit you deal +4d6 damage and the target must make a Fortitude save (DC 17 + your Constitution or Charisma modifier) or die; this is a death effect.


Earth and Heaven Divided (Supernatural)
Stance
Level 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Swift.
Range Personal
Target: You
Duration: Stance.
You become a wedge between realities, a shadow of the great gulf between the Prime and the Planes as the former finally dies. While in this stance you radiate a 20-ft aura which prevents extradimensional travel as a dimension lock spell. Unlike a dimension lock spell, though, it also prevents any extradimensional sensory (such as the ability to see ethereal creatures with see invisibility or for ethereal creatures to see the Prime) or attack forms (such as a basilisk’s gaze or force effects) from working across planes within the area as well.

Universal Dread (Supernatural)
Counter
Level 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Immediate.
Range 30-ft
Target: 1 creature
Your gaze freezes the target’s soul as the final terror of the world’s collapse seizes them. You may initiate this maneuver whenever a creature within range would take an action. The target must succeed on an opposed Charisma check against you or lose their action, the action is still considered expended and any spell, maneuver, etc used as part of the action is wasted. You gain a +4 on this opposed Charisma check.

Steal Life (Supernatural)
Strike
Level: 8th
Prerequisites: 3 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range Melee attack.
Target: 1 creature
You plunge your blade deep into the target, drawing sustenance from their life force. When you initiate this maneuver make a single melee attack. If the attack hits it deals +10d6 damage and if the target is a living creature that survives you regain health equal to the damage dealt or 150 (whichever is less) with any excess hit points being gained as temporary hit points which are lost at a rate of 10 hit points per round. If the target is a living creature which is killed by the attack you instead receive all the benefits as a heal spell (this effect heals you even if you are undead) and any excess hit points being healed by it are gained as temporary hit points which are lost at a rate of 10 hit point per round. You must be wielding a slashing or piercing weapon or an unarmed strike to initiate this maneuver.


Black Wind’s Reign:
Strike
Level 9th
Prerequisites: 4 Edge of Apocalypse Maneuvers
Initiation Action Standard.
Range 30-ft.
Area: 30-ft radius centered on yourself.
Duration: Instantaneous.
Saving Throw: None.
You call upon the full force of the black winds, letting them lash out and strike at your foes. When you initiate this maneuver make a single melee attack with your weapon and apply that roll to any number of creatures within 30-ft of you, this attack deals its normal damage +10d6 to each creature struck by it, and one-third of that damage to any creature which you miss with this attack. You must be wielding a slashing or piercing weapon to initiate this strike, or be using an unarmed strike with the Improved Unarmed Strike feat or a monk’s unarmed attack (or equivalent) and may not use a special combat maneuver (such as trip, disarm, bull rush, etc) with this attack.

Feats:

Accursed Name:
Your connection with the apocalypse has twisted your truename into something dread and horrible, harming those who dare say it.
Prerequisites: Ability to use one or more malison invocations.
Benefits: Your truename becomes accursed. Any creature other than yourself which says your truename must make a Will save (DC 10 +1/2 your character level + your Charisma modifier) takes 1d3 Intelligence, Wisdom, and Charisma damage and, if taint rules are used, 1 point of depravity. Any creature which says your personal truename must make the same Will save but takes 1d6 Intelligence, Wisdom, and Charisma damage and, if taint rules are used, 1 point of depravity if they fail the save and if they succeed on it they still take 1 point of damage to each of those ability scores.
Normal: Saying your truename does not harm the speaker.

Apocalyptic Fist
You inscribe the words of doom onto a parchment imbuing it with power and wrapping it about your hands.
Prerequisites: Improved Unarmed Strike, Wisdom 13+, at least one Malison of Lesser or higher grade, Craft (Calligraphy) 8 ranks.
Benefit: You may write the words of doom upon a clothe (this takes 10 minutes, and requires ordinary clothe and ink) and wrap the clothe around your fists; you imbue this wrap with some of your apocalyptic resonance infusing it with the power of one Malison of any grade less than the highest available to you. The first time you successfully strike an enemy in melee with an ordinary unarmed strike each round they suffer the effects of the Malison inscribed as if you had used it upon them and the attack is considered magic and evil for the purposes of overcoming DR. This ability does not trigger on a martial maneuver, or if a spell is channeled through the attack in another manner.

Apocalyptic Focus
Your invocations associated with a certain apocalyptic path are more potent.
Prerequisites: Ability to use at least one invocation.
Benefit: When you take this feat select one apocalyptic path (Apocalyptic Whispers, Cosmic, Destruction, Fimbulwinter, Gotterdamerung, Necrosis, Plague, Time, Waste). All invocations you use associated with the selected apocalyptic path gain +1 to their save DC. This does not stack with itself even if the invocation falls under two or more apocalyptic paths you have this feat for and does not stack with Ability Focus.
Special: You may take this feat multiple times, each time you take this feat you must select a different apocalyptic path.

Black Wind Mastery
You are particularly adept with the manipulation of the winds of destruction.
Prerequisites: Must know one Edge of Apocalypse Maneuver of 3rd level or higher.
Benefit: When using Black Wind's Cry, Black Wind's Wail, Black Wind's Rebuke, Black Wind's Howl, or Black Wind's Reign (but not Black Breeze) you may attempt a special attack form such as Bull Rush, Disarm, Sunder, or Trip applying it throughout the area instead of dealing damage. Opponents cannot respond to do the same to you if you fail and you do not provoke attacks of opportunity. If you attempt a bull rush you may push the target back no more than 5-ft with Cry, 10-ft with Wail or Rebuke, 15-ft with Howl, and 20-ft with Reign.

Child of the Apocalypse
You are especially attuned to a single apocalyptic path gaining more invocations of its weakest level.
Prerequisites: Must know 4 or more invocations from selected Apocalyptic Path, at least one of which is Lesser or higher grade.
Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You learn 2 additional least invocations from that path.
Special: You may take this feat multiple times, each time you take it you may select a different apocalyptic path or select the same path again.

Easy Malison
You are able to speak the most basic malisons of your path quickly and without effort.
Prerequisites: Path of the Apocalypse class feature, must know 4 or more malisons, access to Greater Invocations.
Benefits: You may use the least Malison associated with your Path as a swift action. Your caster level for that malison, and character level for the Malison Mastery feat, are considered 4 lower than normal when doing so.

Force Without Effort
Your unrelenting force improves.
Prerequisites: Ability to use the Unrelenting Force invocation, access to Greater Invocations.
Benefit: Your Unrelenting Force invocation deals +1 damage per die, increasing to +2 damage per die when/if you have Dark Invocations, and any creature which is pushed back by its effects are also knocked prone. Any other invocation you use which deals force damage deals +1 damage per two caster levels up to your Charisma modifier.

Future Twice Doomed
The apocalypse you resonate with is a mixture of two paths, and you gain powers from both paths.
Prerequisites: Ability to use at least 2 invocations associated with the selected path, 2nd Sign in your initial path.
Benefit: You gain the 1st Sign ability of another path of the apocalypse chosen when you first select this feat.
Special: You may take this feat multiple times. Each time you do so you require 2 more invocations of the chosen path and 1 later sign from your original path and you gain the next sign of your new path (for example to take this feat a 4th time you need 7 invocations from the chosen path and the 5th Sign ability from your initial path and would gain the 4th sign power of your second path).

Greater Apocalyptic Focus
Your invocations associated with a certain apocalyptic path are more potent.
Prerequisites: Ability to use at least one invocation, Apocalyptic Focus in the selected apocalyptic path.
Benefit: When you take this feat select one apocalyptic path (Apocalyptic Whispers, Cosmic, Destruction, Fimbulwinter, Gotterdamerung, Necrosis, Plague, Time, Waste) that you have Apocalyptic Focus in. All invocations you use associated with the selected apocalyptic path gain a +2 to their save DC. This does not stack with itself even if the invocation falls under two or more apocalyptic paths you have this feat for, and does not stack with Ability Focus or Apocalyptic Focus.
Special: You may take this feat multiple times, each time you take this feat you must select a different apocalyptic path.

Malison Mastery
Your mastery of malisons allow you to alter their potency, increasing it as needed.
Prerequisites: 2 or more Malison Invocations known.
Benefits: Whenever you use a malison you may heighten it up to the spell level that could be cast by a wizard of your character level (maximum 9 at 17th) increasing the spell save DC and any level dependent variables when you do so.

Mobile Malisons
You are able to retain greater mobility when uttering malisons than normal.
Prerequisites: 2nd Seal of Destruction and 3 or more malisons.
Benefits: Whenever you use a Standard action or Full round action malison you may move up to half your speed before or after using the malison as part of the same action. If performed after the malison this movement does not provoke attacks of opportunity from any creature damaged by the malison.

Plague Surgeon:
You are capable of using disease to mend wounds in creatures.
Prerequisites: 1 or more invocations from the path of Plague, Heal 5+ ranks.
Benefits: You may invoke a disease in the target to heal them 1d8 damage +1d8 per 3 character levels you possess as a standard action. You may only invoke a number of diseases in a single target each day in this way equal to your Charisma modifier. If you know the Healing Contagion invocation and invoke a disease in a target which has its life charged plague still circulating within them it instead heals 1d8 damage per character levels. This feat is a supernatural ability.

Scion of the Apocalypse:
You are almost fully attuned with your selected apocalypse.
Prerequisites: Must know 12 or more invocations of a single apocalyptic path at least 1 of which is Dark, Child of the Apocalypse and Spawn of the Apocalypse in the selected path.
Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You may use all Greater and lower grade invocations of that path as if you knew them.
Special: Unlike its prerequisites you may only take this feat once.

Spawn of the Apocalypse:
Your attuning to your path improves granting you more of its powers.
Prerequisites: Must know 8 or more invocations of a single apocalyptic path at least 1 of which is Greater or higher grade, Child of the Apocalypse in the selected path.
Benefits: When you take this feat select one Apocalyptic Path that you fulfill the prerequisites for. You learn additional 2 lesser or least invocations from that path.
Special: You may take this feat multiple times, each time you take it you may select a different apocalyptic path or select the same path again.

Strip the Servant:
Your curses rob the servants of the gods of their powers.
Prerequisites: Lesser invocations, at least 1 Gotterdamerung malison.
Benefits: Whenever a servant of the gods fails a saving throw against one of your malisons they lose 1 spell prepared, spell slot, 1 use of a spell-like ability with daily or longer limits, or unready one maneuver of the highest level available to them. If the target has multiple of the above they lose one of the highest effective level between those categories (4th level maneuver over 3rd level spell slot), if levels are tied they lose them in priority of prepared spell (chosen at random), spell slot, spell-like ability (chosen at random from amongst those with the most stringent use limitations i.e. 1/year before 1/week and 2/day before 3/day), and only lose maneuvers if those are the only option. The ability is lost as if expended normally except for maneuvers as the maneuver becomes unreadied and they cannot regain it until they once again ready maneuvers.

Thief of Time
You may steal time from creatures you slay.
Prerequisites: Apocalyptic Path (Time) or ability to use a Malison from the Apocalyptic Path of Time of least Lesser or higher grade.
Benefit: When you kill a creature with a Malison from the Path of Time you may immediately take an extra standard or move action. You may only gain 1 extra action this way per round no matter how many creatures you kill with Malisons from the Path of Time in a single round.

Walking Wasteland
Your powers kill nearby plants when used.
Prerequisites: At least 2 invocations from the Death and/or Waste paths.
Benefit: Whenever you use an invocation you kill all normal plants within 5-ft of you. If there are no plants within 5-ft of you this effect expands (5-ft radius at a time) until at least one square of it has plant-life. If you have the Wither Plants invocation the area is increased to a minimum of 5-ft per grade and any plant creatures within the area take 1d6 radiation or negative energy damage per grade of invocation used.

Wolf of the Fimbulwinter
Your connection to the final winter binds you with the wolves which symbolize it.
Prerequisites: Path of the Apocalypse (Fimbulwinter), Hunger of the Wolf
Benefit: Handle Animal and Survival are always class skills for you for any class you may possess, and any ranks bought cross-class in these skills are immediately converted into 2 ranks each (if this would push you over the limit of how many ranks you may have in a single skill then you may immediately retrain any excess ranks). You gain the ability to speak with wolves and wolf-like magical beasts (for example worgs or winter wolves) as if under the effects of Speak with Animals and Tongues and may use Wild Empathy when dealing with such creatures as a druid of their character level. In addition you gain a +4 bonus to Handle Animal, Ride, and Wild Empathy checks dealing with wolves and wolf-like magical beasts.

tyriuth
2014-07-09, 09:59 PM
Reserved for the Shattered Soul

Should have basics posted in a few days or so.

ben-zayb
2014-07-10, 09:56 AM
Kleidari

Tell the king, the fair wrought house has fallen.
No shelter has Apollo, nor sacred laurel leaves.
The fountains are now silent; the voice is stilled.
It is finished.

-Theophila "the faith-scorned",
kleidari and former Oracle of Apollo

http://payload241.cargocollective.com/1/4/155288/7134268/Divination_MTG_BNG_Willmurai_910.jpg
Divination (http://payload241.cargocollective.com/1/4/155288/7134268/Divination_MTG_BNG_Willmurai_910.jpg) art by Will Murai, ©2014 Wizards of the Coast


The sages claim that everything balances out; that everything always come in opposites. Fire and water. Earth and Air. Positive and Negative. Law and Chaos. Good and Evil. But what of the gods? What could possibly so anathemic to the concept of a divine being who crave for mortal worship; to the concept of creating, possessing, and ruling over a particular dominion?

Elder evils, primordial monsters beyond time, care neither for the mortals' attention, for the powers of creation, nor for dominions. They only seek one true goal, that which is known in different vernaculars: Apocalypse. Eschaton. Armageddon. Extinction. Terminus. End Time. Time and again these ancient beings have attempted to bring the end, but time and again a band of heroes stopped them dead in their tracks. Eventually the gods themselves decided to take action, designing a system of cosmic failsaves. The byproduct of this system turned out to be the Kleidaris—metaphysical locks constantly brought to existence by the divine breath of creation, and forever cursed by fate to bear the burden of sealing, using their own life force, the powers and influences of the elder evils from reality itself.

Due to their intimate and exclusive connection to the elder evils, they are capable of unleashing a taste of malefice that their very prisoners bear. Unlike other classes, kleidari consistently grow stronger in time—indeed, failure to do so only results in death. To the Elder Evils' credit, they see these beings as pawns to corrupt and use as personal harbingers of the end (started by the Kleidari's own, of course) while the former plan their own eventual release, either from dormancy, from the barriers of distance, or from an actual prison.


Adventures: Unsurprisingly, some kleidari adventure to pursue personal goals unrelated to their abilities. For those who have far more interest in the strange phenomenon surrounding their existence, they often adventure to gain more insight and information about what it is or confirm their conclusion, in cases of more knowledgeable ones. Some seek guidance and protection, fearing the powers residing beneath their skin. Some seek higher powers that will aid him in self-control, or in fighting fire with fire. Some simply adventure for the sake of growing stronger, realizing those who falter are doomed to an early death. Finally, there are those, fully knowing their situation or not, simply want to play god and bring about the end of days.

Characteristics: When you are a being whose sole purpose, by design at least, is to lock away the most insidious beings of deific might, such magnitude of power will tend to spill forth and find their way to influence the world. Even with watered down abilities, the entire plane will likely take notice of some initially subtle changes that you bring. As the signs of the imminent grow more noticeable, so does the power brought out by the evil that it heralds.

Alignment: Kleidari have their own paradigms and goals, maybe differing on one or the other or both, so it's not unusual to find kleidari of various alignments. While a good kleidari may seek to contain the evil for the sake of preserving all life, an evil kleidari may also do the same to forward his own evil agenda. While an evil kleidari may seek to release the power of Pandorym to simply destroy the world, a lawful kleidari may do it to uphold some manner of twisted justice for imprisoning and depriving Pandorym of its duty. Some chaotic kleidaris may spite the gods, who damned them with their grim fate, by growing stronger and then releasing the power of Ragnorra, while other chaotic kleidari may simply wield it to purse his own goals while keeping his only remaining freedom, his mortal freedom, from being taken away.

Religion: Having the autonomy to handpick the kleidari, the gods exercise some degree of hesitation in damning their most loyal followers. On the extreme end, a deity might find his strongest champions best suited for this type of sacrifice; however, this is rarely practiced due to the tremendous inherent risks involved.

Background: The Gods themselves select which mortals become kleidaris, a closely-guarded secret from the mortal kind that holds many faith-shaking implications. However, captured kleidari give out theri own various "confessions": some see themselves as living prisons, constructed by reality itself to seal the ancient evils out to unravel the it; others claim to be the "locks" themselves, multidimensional fetters forged by the gods to keep the ancient evils in one tight leash.

Races: While there are claims from different races to having hunted a kleidari from their own kin, most documented kleidari among the common races belong to humans and drows. Few captured elder evil cultists suspect that this is somehow related due the lack of greater patron deities for both races, in contrast to the gnomes, halflings, orcs, dwarves, and elves having Garl, Elonna, Gruumsh, Moradin, or Corellon, respectively. Moreover, there have been no accounts, official or otherwise, of kleidari from non-mortal races.

Other Classes: By virtue of association, kleidari are hunted down for interrogation or extermination by zealous clerics, paladins, and favored souls. Wiser clerics take a less hostile stance, trying to learn and understand the true purpose of the kleidari while remaining vigilant on the potential danger kleidari pose. Druids and rangers who seek to defend nature do not take too kindly of the kleidari's reputation. Archivists and wizards are either curious or indifferent due to seeing them as another binder or warlock offshoot, the latter paradigm shared by many sorcerers but sometimes evoke a different feeling—that of jealousy. Some bards appreciate the kleidari, treating them as storytellers of a different medium. Barbarians, rogues, and fighters don't give much thought about silly magic users as long as they get the job done.

Role: Kleidari can select a variety of abilities that can aid his allies and himself, or hinder the enemies. Furthermore, he gains access to powerful sets of role-defining abilities, which can be changed on a daily basis depending on the dominantly compeling elder evil. Lastly, the kleidari can shortly unlock greater powers by giving in and letting the dark powers influence his body.

Adaptation: First of all, this class assumes that the campaign will revolve around the material plane, so the DM may want to adjust the plane of influence in campaigns where this isn't the case. Additionally, there are all sorts of potential interpretation for why the kleidari exists: from simple ones such as doomsayers, dead god cultists, or walking omen of armaggedon; to more complex ones such as actual custodian-prison of a godkiller, living planar breaches that elder evils vie influence and control over, soul possessed to be weapons of apocalypse, or personified master keys forged by the gods themselves to reach some imprisoned malevolent beings and vanquish them for good. As such, their source of power and purpose can be adjusted to reflect any of those. The DM may also create his own elder evil to suit the flavor he wants.


GAME RULE INFORMATION
Kleidaris have the following game statistics.
Abilities: Wisdom is the most important ability, improving the kleidari's trance and his ability's save DC. Constitution always helps for survival. Other abilities are needed depending on what the kleidari's chosen main role, although trancing can also compensate for low ability scores.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric

Class Skills
The kleidari's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

KLEIDARI


ClassBase Attack
BonusFortRefWillSpecialOmens
BorneSigns
BorneMaximum
Strength
1st+0+0+0+2Trance (1/day,+4/-2), Foreshadowings,
Foreshadowings Borne, Idle Mind11Faint
2nd+1+0+0+3Maledict Tutor21
3rd+2+1+1+321
4th+3+1+1+431
5th+3+1+1+4Trance (2/day)41Moderate
6th+4+2+2+542
7th+5+2+2+552
8th+6/+1+2+2+652
9th+6/+1+3+3+6Trance (3/day,+6/-3)62
10th+7/+2+3+3+772Strong
11th+8/+3+3+3+773
12th+9/+4+4+4+883
13th+9/+4+4+4+8Trance (4/day)83
14th+10/+5+4+4+993
15th+11/+6/+1+5+5+9103Overwhelming
16th+12/+7/+2+5+5+10104
17th+12/+7/+2+5+5+10Trance (5/day,+8/-4)114
18th+13/+8/+3+6+6+11114
19th+14/+9/+4+6+6+11124
20th+15/+10/+5+6+6+12End Times134Grievous


Class Features
All of the following are class features of the kleidari.

Weapon and Armor Proficiencies: A kleidari is proficient with all simple weapons, and with light armor and shields (except tower shields).


Trance (Ex): Being born a mere mortal, self-control can only go so far against the foulest whispers from beyond reality. Occasionally, a kleidari loses himself into a half-conscious state where all his moral restraints are momentarily weakened by an elder evil.

As a free action, a kleidari enters into a trance fueled by an elder evil of the player's choice (not necessarily the character's). In a trance, a kleidari temporarily gains a +4 bonus to Wisdom and to an ability score based on the chosen elder evil, but takes half that much penalty to Armor Class and Reflex saves. The bonus and penalty increases to +6 and -3 at 9th level, and to +8 and -4 at 17th level.

While trancing, a kleidari's moral alignment temporarily shifts one step closer to evil (if he isn't already) for all intents and purposes. He can't make Concentration, Diplomacy, Handle Animal, and Sense Motive skill checks. He can't use Combat Expertise, item creation feats, metamagic feats, and any abilities that require patience or concentration. He can't be affected by morale effects from non-evil sources, nor can he cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function. A kleidari can only be under one trance at a time.

A trance lasts for a number of rounds equal to 3 + Wisdom modifier, although a kleidar may, once per round, prematurely end it by succeeding on a Will save (DC 10 + half class level + Wisdom modifier). He may trance once per day at 1st level, and an additonal times per day for every four levels above 1st.


Foreshadowings (Su): Despite a Kleidari's attempt to contain the evil as mortally possible, supernatural phenomena foreboding the impending apocalypse will be borne out of his mortal shell, intentionally or not. These foreshadowings manifest themselves as either signs or omens.

Omens are bizzare paranormal events that weakly echoes the dreadful true quintessence of the elder evils. These function as Supernatural Abilities, which are activated with a standard action and usable at will, unless stated otherwise. Signs are physical, magical, or psychological imprint of elder evils that reflects their purpose and nature. These function as passive Supernatural Abilities (i.e. no need to spend standard actions), which are either continuous automatic effects or triggered effects.

The save DC for foreshadowings, if any, is 10 + half class level + Wisdom modifier, +1 when under a trance. Even in places where supernatural abilities do not normally function, a kleidari can attempt to bring or maintain the effects of foreshadowings by making a DC 20 Will save. He can only attempt this save effortlessly once per round, with further attempts on the same round requiring a move action.

Whenever he trances to an elder evil, all foreshadowings related to that elder evil grants him greater abilities normally inaccessible to him, denoted by the tag. Additionally, he gains an additional trance per day specifically to an elder evil if it's related to at least one of the foreshadowings borne.


Foreshadowings Borne: A 1st level kleidari begins play bearing a sign and an omen that he qualifies for. At higher levels, he bears additional signs and omens, as shown on the class table. The maximum strength of what foreshadowing can be borne is also shown on the class table. On every first instance that a kleidari becomes capable of bearing an omen of a greater strength, he must choose to bear an omen of that strength. Signs aren't immutable, however, for every ancient evil views for control of a kleidari. After at least eight hours of rest, the player may instead declare it a restless sleep (e.g. no regained spell slots, healing, etc.) filled with horrific nightmares. In exchange, the kleidari finds himself with a different set of signs borne (all of which he must still qualify for).


Idle Mind (Ex): Otherworldly voices start to haunt the kleidari whenever under conditions that count as Borrowed Time. Oftentimes, these whispers are terrible nothings—simple intelligible speech, yet so perfectly incomprehensible. Occasionally, however, these whispers hint him of his terrible destiny and the consequences that await should he dare escape his fate, urging him to turn his back on the gods and champion the evil's cause; basically, this means he knows mechanical informations about Ex-Kleidaris, but not the narrative ones such as what made them and for what purpose.


Maledict Tutor (Ex): Beginning at 2nd level, a kleidari unexpectedly finds the accursed voices in his head actively guiding him. For each of his foreshadowings, he gains a stacking (to itself only) +4 profane bonus on skill checks related to that foreshadowing's elder evil. This profane bonus can't exceed +8 at level 1, +12 at 5th level, +16 at 10th level, +20 at 15th level, and +24 at 20th level. Additionally, he gains a +4 insight bonus when trancing to an elder evil to the related skill checks.


End Times: At 20th level, the elder evil whose omen a kleidari bears the most becomes his terminal elder evil. From now on, all his trances are additionally treated as a trance to the terminal elder evil. He permanently bears all its signs, allowing him to bear four other new signs that he qualifies for (giving him a total of 4 permanent signs and 4 mutable signs). Additionally, his trances now last for as long as he wants, but those in excess of the normal duration now count as borrowed time.

In exchange for that power, once he reaches nine years of borrowed time, the apocalypse begins. First of all, both his body and soul dies, without a chance of resurrection. Next, foreshadowings of the terminal elder evil persist during and despite his death, simply treating the whole ordeal as mere trance for purposes of the signs' effects. Effects that rely on his control (e.g. choosing a target, an area, an effect, etc.) no longer do so, actually appearing as though guided by an unseen malevolent force. Effects that are limited to his proximity treat his site of death as his current location, with their range and area multiplying tenfold after every year. Finally, creatures that he has previously damaged (nonlethal counts) can no longer be resurrected.

All of the effects (including those that disadvantages himself) brought by the apocalypse function despite his death, and even bypass any immunities, redirections, reincarnation, soul/mind transfer, and practically any other means to retain some sort of control after his death.

[TR]Elder EvilRelated Ability ScoresRelated Skills
AtropusConstitution or CharismaDisguise, Heal, Knowledge (Religion)
Father LlymicDexterity or CharismaBalance, Diplomacy*, Hide
The Hulks of ZorethaStrength or IntelligenceDecipher Script, Knowledge (Arcana), Search
The LeviathanStrength or ConstitutionKnowledge (Nature), Survival, Swim
PandorymIntelligence or CharismaAutohypnosis, Spellcraft, Use Magic Device**
RagnorraConstitution or IntelligenceConcentration*, Intimidate, Knowldge (Local)
SertrousStrength or DexterityClimb, Escape Artist, Sense Motive*
The Worm that WalksDexterity or ConstitutionKnowledge (Dungeoneering), Listen, Sleight of Hand
ZargonStrength or CharismaBluff, Knowledge (the Planes), Spot
*these can be used when trancing to the related Elder Evil
**can use magic items requiring this when trancing to Pandorym

Ex-Kleidaris (Borrowed Time)
Upon reaching one year per HD of borrowed time without being at least a 20th level kleidari, the kleidari's purpose is finished, and their life is eventually given up to the divine. He finally dies. In the event that a someone else decides to give a kleidari's soul another chance at life, the latter nonetheless loses all kleidari class abilities (except for weapon, armor, and shield proficiencies), and becomes unable to progress further levels in that class.

Borrowed Time is the passage of time the kleidari spends by wasting the gift of life in inactivity, such as while being either unconscious, sleeping, in suspended animation, or under any other conditions, state, or effect that causes him to remain dormant. Borrowed Time is reset to zero everytime the Kleidari gains a new level in the class.

ben-zayb
2014-07-10, 09:58 AM
Reserved for foreshadowings

ben-zayb
2014-07-10, 09:59 AM
reserved for foreshadowings, feats, and possibly artifacts

Jormengand
2014-07-11, 05:59 PM
Cultist of the Apocalypse

http://fc02.deviantart.net/fs71/i/2011/242/8/3/blood_mage_by_anndr-d48b8yk.jpg
Blood Mage by Anndr

Here, I sign in blood the death warrant of a whole world, the innocent as the guilty. For they do not know that for all their toil they would never have seen a world fit for people to live in. Yes, it is better this way...
-Voth, Cultist of the Apocalypse.

Cultists of the Apocalypse actively seek an end to all things. Those among them who are evil might seek vengeance for perceived wrongs or literally want to watch the world burn, while neutral members of the Cult might believe it in the world's best interest that it no longer exists; its members, clearly, are simply too unenlightened to realise that their lives are full of pain and not worth living.

Adventures: Cultists of the Apocalypse usually adventure for the opportunity to destroy; the unwritten rule that adventurers are sanctioned murderers appealing to them. Perhaps, however, the quest to save the world might attract a Cultist simply to sabotage the mission; a quest involving a legendary artifact may see said item turned to another purpose.

Characteristics: Cultists of the Apocalypse use Horrors, which appear as any of curses, creatures or all manner of other forms. So long as they can maintain a grip on their own sanity (or, conversely, are prepared to lose it), Cultists are capable of bringing forth as many horrors as they wish.

Alignment: Cultists of the Apocalypse are never Lawful, nor are they Good. The idea of the destruction of an entire world can hardly be attributed to either of these characteristics in any but the most extreme circumstances, and even those who follow such an aim are certainly unable to use such methods as the Horrors that the Cult summons. Even True Neutral Cultists are uncommon at best for this reason.

Religion: The most common deities for those who would destroy entire worlds are, of course, gods of death, destruction, chaos, evil, and so forth, as well as Elder Evils and their ilk. Gods with seemingly antithetical motives, such as purity, liberation, and so forth, are also potential deities, though they usually disapprove of the Cultists' methods.

Background: One joins the Cult of the Apocalypse much the same way one might join any other group - one usually signs up without much hassle, simply seeking one of their members and asking if one might join their ranks. Of course, since membership in the Cult is often illegal and nigh-on always taboo, joining isn't quite so simple, but it can usually be done where it is present.

Races: Cultists of the Apocalypse are usually human or elven, as they are those who are quite rightly known for their rashness. That said, orcs and their kin are often members of the Cult, but do not usually take up the calling of Horrors due to their already below-average mental capacity being unable to take the strain - they instead act as bodyguards for the other cultists.

Other Classes: The Cultists of the Apocalypse recognise the power of mages of all calibres, use warriors as protection and respect rogues and those of a similar nature for their stealth, often hiring them when they are of use. Generally, they are hunted down by paladins, many druids and some clerics, and eschew most divine spellcasters for this reason.

Role: Cultists of the Apocalypse replace divine casters in most aspects, as their Horrors can emulate many of their spell effects. Alternatively, they can change their selection of horrors to emulate a wizard or sorcerer's spells, or they can choose so as to turn themselves into capable warriors, or summon them to the field. Those who split up their selection may find themselves spreading their powers too thin, but doing this is certainly possible.

Adaptation: Of course, the Cult of the Apocalypse does not exist everywhere. The Cultist may instead be a single individual with a similar purpose, or part of another organisation of a similar calibre if one exists.

GAME RULE INFORMATION
Cultists of the Apocalypse have the following game statistics.
Abilities: Wisdom is the most important ability to Cultists, as their save DCs are based thereon, and they must continually pass will saves if they use their Horrors too much. Other ability scores are only used in the same way that they might be for a character of any other class.
Alignment: Any nonlawful nongood.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As sorcerer.

Class Skills
The Cultist of the Apocalypse's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), and Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Cultist of the Apocalypse


Level
BAB
Fort
Ref
Will
Special

Maximum Horror level


Horrors Available


Sanity Limit



1st
+0
+2
+0
+2
Horrors

1


2


7



2nd
+1
+3
+0
+3


1


3


8



3rd
+2
+3
+1
+3


1


4


8



4th
+3
+4
+1
+4


2


5


9



5th
+3
+4
+1
+4


2


6


10



6th
+4
+5
+2
+5
Devour Souls +1

2


7


10



7th
+5
+5
+2
+5


3


8


11



8th
+6/+1
+6
+2
+6


3


9


12



9th
+6/+1
+6
+3
+6


3


10


12



10th
+7/+2
+7
+3
+7


4


11


13



11th
+8/+3
+7
+3
+7


4


12


14



12th
+9/+4
+8
+4
+8
Devour Souls +2

4


13


14



13th
+9/+4
+8
+4
+8


5


14


15



14th
+10/+5
+9
+4
+9


5


15


16



15th
+11/+6/+1
+9
+5
+9


5


16


16



16th
+12/+7/+2
+10
+5
+10


6


17


17



17th
+12/+7/+2
+10
+5
+10


6


18


18



18th
+13/+8/+3
+11
+6
+11
Devour Souls +3

6


19


18



19th
+14/+9/+4
+11
+6
+11
Apocalyptic Blast

6


20


19



20th
+15/+10/+5
+12
+6
+12
Ultimate Horror

6


20(+1)


20




Class Features
All of the following are class features of the Cultist of the Apocalypse.

Weapon and Armor Proficiency

The Cultist of the Apocalypse is proficient with all simple weapons and the longsword. She is not proficient with any type of armour or shield. Armour and shields provide a barrier to another realm, preventing the use of Horrors.

Horrors (Su)

Horrors are similar to spells, but not the same - manifestations neither of the arcane might of the caster nor that of the gods, instead of pure destruction in its basest form. While one casts spells and manifests powers, one "Creates" Horrors, for this is truly what is happening.

A Cultist of the Apocalypse begins play knowing two Horrors of the first level, and gains more Horrors, and the capacity for new levels of Horrors, as shown on the table.

A Cultist of the Apocalypse can hypothetically create as many Horrors as she wishes, but in reality she must pace herself or go insane. When she creates a Horror, the Cultist gains a number of madness points equal to the Horror's level. She can gain a number of madness points equal to her Sanity Limit without issue. If she gains more, each multiple of her Sanity Limit takes her to the next Corruption Level; a first-level Cultist with 15 madness points has reached the second Corruption Level, one with 28 has reached the third and will enter the fourth with another use of a Horror.

Each level of corruption has its own effects, but levels of corruption stack - that is, at the third level of corruption, a Cultist takes the effects of the first, second, and third.

0: All is calm
The Cultist takes no ill effects yet.

1: Death Visions
The Cultist must take a will save to create horrors, DC 10 + the level of the Horror + twice her Corruption Level. Failure indicates that no Horror is created, but she still gains madness points and does not have the opportunity to Devour Souls (See Devour Souls below).

2: Mind-Eater
The Cultist loses a single point from each mental ability score (wisdom, intelligence, charisma) per corruption level. She re-gains them when she loses corruption levels.

3: Soul-Eater
The Cultist loses points from all six ability scores (see Mind-Eater above), not just the mental ability scores.

4: Devouring Horrors
The Cultist takes damage equal to her Corruption Level times the level of any Horror she attempts to create, even if she fails because of Death Visions.

5: Unrelenting Visions
The Cultist must take a will save, DC 10 + twice her corruption level, to take any action at all on her round when in a situation where speed or continuous action-taking is necessary.

6: Chaos' Vengeance
The Cultist is permanently Confused, but still takes the effect of her Death Visions and Unrelenting Visions. If this would cause her to attack someone, she will do so with the highest-level Horror at her disposal, not including Ultimate Horrors.

7-9: Escalation
The Cultist takes no special effects for a seventh, eighth or ninth corruption level, save those described in lower corruption level.

10: Collapse
If a Cultist of the Apocalypse reaches the tenth Corruption level, she will immediately land if she is in the air (taking falling damage as normal), fall prone in her own square, and rest for 8 hours, Helpless. If she fails to remove any corruption levels, she must rest until she does.

A Cultist of the Apocalypse who rests for 8 hours loses any madness points in excess of a corruption level (to give a result either of 0 if she had no corruption levels, or her Corruption Level times her Sanity Limit plus one - a Cultist of the third level with 21 Madness points goes down to 17; one with 4 goes down to 0). She may then take a will save (DC 10, plus twice her corruption level). Success means she removes all corruption levels. If she fails, but would have succeeded at a lower corruption level, she removes that many instead.

Example: Raine is a Cultist of the Apocalypse who has reached the tenth corruption level. After resting for 8 hours, she takes a will save to remove them, at DC 30. She rolls a 21, which is not enough to pass. However, she does manage to remove 5 sanity levels, as she would have passed the DC 20 save to do so. She is awake, but suffers from Unrelenting Visions and all lesser effects.

Devour Souls

Cultists of the Apocalypse of the sixth level and above can lessen the toll the Horrors take on them by fulfilling tasks set by their cause. By careful use of her weaker Horrors, she may be able to stave off Corruption.

Each Horror's description comes with a Devour Souls condition. If the condition is fulfilled, the Cultist can reduce the madness points taken by 1 point per 6 levels, to a minimum of 0.

While the specific condition will sometimes be written out in full, there are a few more normal conditions that are given shorthand names. These are:

Enlighten the Masses: Affect at least 3 creatures with the horror's effect.
Honour the Fallen: Target a creature in the same space of a dead or unconscious creature.
Save the Faithful: Heal a creature below 0 hit points, and bring them to, or above, 0.
Slay the Nonbeliever: Kill, or bring below 0 hit points, an enemy with the Horror's effect.

Sometimes, a Cultist may fulfill the Devour requirements during a Horror's duration, possibly losing a Corruption level. This is fine: she no longer takes the effects of the Corruption Level.

Illusion spells could interact strangely with Devour Souls were there no special rule preventing this, so DMs should feel free to award Devour Souls for conditions the Cultist thinks she's completed, even if she hasn't, or withhold them if she completes, for example, a Slay the Nonbeliever against an invisible creature. Of course, if the Cultist knew full well whether or not said creature was there, feel free to disregard this.

Apocalyptic Blast (Sp)

Once per week, a Cultist of the Apocalypse of the nineteenth level may cast Apocalypse from the Sky as a spell-like ability. However, unlike most spell-like abilities, it retains its components (although preparing the spell does not incur ability damage as you do not actually prepare it).

Ultimate Horror (Su)
At 20th level, the Cultist of the Apocalypse can create an Ultimate Horror. Such a Horror lacks a level and Devour Souls condition altogether, and instead causes the Cultist to gain Madness Points equal to her Sanity Limit.

Jormengand
2014-07-12, 09:09 AM
Horror Descriptions

Horrors are similar to spells: they have a target, a range, a level, a duration and an effect, and might allow a save. All these are the same as they might be were it a spell being discussed. They also have a condition for Devour Souls. Below are listed the Horrors available to the Cultist of the Apocalypse.

Any condition referring to the Cultist's level (such as range being measured in ft/level) refers to the Cultist of the Apocalypse's class levels. Two new semi-standard ranges (fairly short: 50 ft + 5 ft/level and fairly long: 200 ft + 20 ft/level) have been introduced; this is simply to make the Horrors easier to read at a glance and does not mean anything special.

The DC for a save against a Horror is 10 + the Horror's level + the Cultist of the Apocalypse's Wisdom modifier. The save DC against an ultimate horror is 20 + the Cultist of the Apocalypse's Wisdom modifier.

1st Level

Armour of dark force
Creation time: 1 swift action
Target: Self
Range: Personal
Duration: 1 minute/level
Save: None
Devour: Prevent a hit with the armour (make an attack which would have hit you without it miss).

You gain a +4 armour bonus to AC for the duration.

Bolt of Burning Death
Creation time: 1 Standard Action
Target: 1 creature.
Range: Medium (100 ft + 10 ft/level.)
Duration: Instantaneous.
Save: None
Devour: Slay the Nonbeliever (including by setting the target ablaze after the Horror has ended).

You fire a bolt of unholy flame, dealing 1d6 points of damage, plus 1d6 per 2 levels after 1st. If you roll any rolls of 6 on your damage dice, the target is set ablaze.

Claw of Grappling Force
Creation time: 1 standard action
Target: 1 creature
Range: Fairly short (50 ft + 5 ft/level)
Duration: See text.
Save: Will negates, see text.
Devour: Hold a creature for at least 2 turns.

The target creature cannot voluntarily move. Flying creatures will not fall, and become capable of flight as normal when the effect ends.

The target takes a -2 penalty on all saves to negate or end the effect, but each turn the creature may take a new save with a +2 bonus for each turn it has been held to end the effect.

Flames of rising force
Creation time: 1 standard action.
Target: 1 creature.
Range: Fairly short (50 ft + 5 ft/level)
Duration: See text
Save: Reflex negates, see text.
Devour: Slay the nonbeliever.

The target creature takes 1 point of damage per level each round. The target takes a -4 penalty on all saves to negate or end the effect, but each turn the creature may take a new save with a +2 bonus for each turn it has been held to end the effect.

Lesser Gift of Life Anew
Devour: Save the Faithful

A pair of dark hands escapes from the abyss, and sews the threads of the target's life back together. The target is healed for 1d3 hit points, plus one per level.

Speed of Darkness
Creation time: 1 swift action
Target: Self
Range: Personal
Duration: 1 round
Save: None
Devour: Don't Run during the duration (Charging, withdrawing and double moves are okay).

Your speed is tripled for the duration.

2nd Level

Blades of Darkened Strikes
Creation time: 1 Swift Action
Target: Self
Range: Personal
Duration 1 round/level.
Save: None.
Devour: Slay the Nonbeliever some time during the Horror's duration.

You gain two blades, one in each hand, made of blood, darkness made manifest, or some other unsavoury substance. In any case, the blades weigh nothing, and you can apply the effects of the weapon finesse feat but not the power attack feat when using them, but they are otherwise considered to be +1 longswords. You take no penalties for two-weapon fighting with the blades, and may make as many attacks as your base attack bonus allows with each of the two blades when you make a full attack action.

A sheath for each blade appears about your person, and you needn't have space in your hands for both swords, in which case they will be sheathed. No-one but you may use the swords, and they are sized for you.

Claw of Paralysing Strength
Creation time: 1 standard action
Target: 1 creature
Range: Fairly short (50 ft + 5 ft/level)
Duration: See text.
Save: Will negates, see text.
Devour: Hold a creature for at least 2 turns.

The target creature is paralysed for the duration.

The target takes a -4 penalty on all saves to negate or end the effect, but each turn the creature may take a new save with a +2 bonus for each turn it has been held to end the effect.

Gift of Life Anew
Devour: Save the Faithful

A mad thing leaps from a rift and patches up an ally. Lesser Gift of Life Anew emulates the effects of the spell Cure Moderate Wounds, except where noted here.

Revenant Hound
Creation time: 1 standard action
Target: One 5 ft square.
Range: 10 feet
Duration: 1 round/level
Save: None
Devour: Honour the Fallen

You create a Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) Dog (http://www.d20srd.org/srd/monsters/dog.htm) in the target square. It lasts until the end of the Horror's duration, and attacks the nearest hostile creature.

Wall of Concealing Light
Creation time: 1 standard action
Target: 5 ft/level line.
Range: Fairly short (50 ft + 5 ft/level)
Duration: 1 round/2 levels
Save: None
Devour: Stop at least 3 creatures from seeing you immediately upon creating the horror.

You create a black wall. No light can pass through the wall, and it cannot be seen through (as though it were actually a physical wall) but sources of light which pass through the wall continue to be effective. The wall does not actually impede movement, save that one cannot charge through it.

3rd Level

Curse of Empathy
Creation time: 1 Standard action
Target: 2 creatures in range; see text.
Range: Fairly short (50 ft + 5 ft/level)
Duration: 1 round/3 levels
Save: Will partial
Devour: Slay the Nonbeliever.

Choose one target to be the empath. When the other target takes damage, the empath must take a will save. If the empath fails, they both take the damage, otherwise the other target just takes the damage as normal. In the former case, the empath uses its own resistances and immunities, not those of the first target.

Example: A red dragon is an empath to a white dragon. If the white dragon is attacked with cold damage and the red dragon fails its save, the red dragon takes the cold damage even though the original target was immune. However, if the white dragon takes fire damage, the red dragon doesn't take any damage because it's immune.

Dominion
Creation time: 1 standard action
Target: 1 creature
Range: Short (25 ft + 5 ft/2 levels)
Duration: 1 round/level
Save: Will negates
Devour: Cause the target to take an additional will save, but keep control over it.

You take control of the target creature. It follows your orders without question (although you must be able to communicate with it to give it any command beyond simple ones such as "Go here" "Fight," or at a stretch "Go there, pick up that item, come here"), unless you give it a command very much against its nature (action that would cause the creature to violate a code of conduct class feature or vow feat; action that is blatantly in contradiction to the creature's alignment, and so forth) in which case it gains a new save with a +2 bonus.

This is a mind-affecting ability.

Fear of the Dark
Creation time: 1 standard action.
Target: An area of radius up to 5 ft/level
Range: Fairly short (50 ft + 5 ft/level)
Duration: 1 round/level
Save: Will partial
Devour: Enlighten the Masses with the fear effect.

The area is plunged into total darkness, and it it impossible to see into or out of it, even though the lighting directly outside the area is unaffected (except that light sources inside the area are ineffective). Those in the area on the start of their turn must take a will save, or be Frightened in that round and try to leave the area as quickly as possible.

Greater Gift of Life Anew
Devour: Save the Faithful

The target's wounds disappear before their eyes, and even the blood that they have lost whirls back into their wounds before they close. Lesser Gift of Life Anew emulates the effects of the spell Cure Serious Wounds, except where noted here.

Revenant Warrior
Creation time: 1 standard action
Target: One 10 ft square.
Range: 10 feet
Duration: 1 round/level
Save: None
Devour: Honour the Fallen

You create a Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) Ogre (http://www.d20srd.org/srd/monsters/ogre.htm) in the target squares. It lasts until the end of the Horror's duration, and attacks the nearest hostile creature.

Storm of Burning Death
Target: 30 ft radius

As Bolt of Burning Death, except as noted above.

Wings of Blazing Fire
Creation time: 1 Standard Action
Target: You
Range: Personal
Duration: 1 round/level.
Save: None.
Devour: Deal damage when you create the horror.

You gain a fly speed of 60 feet (good). In addition, the Wings of Blazing Fire deal 2d6 fire damage (Reflex half) to any creature within 5 feet of you when you create them, and any who take an action which would provoke an attack of opportunity from you (even if you can't take attacks of opportunity because you're unarmed, flat footed, or so forth) take 2d6 more fire damage (Reflex half).

4th Level

Death Leap
Creation time: 1 Swift action
Target: Self
Range: Fairly long (200 ft + 20 ft/level)
Duration: Instantaneous
Save: None
Devour: Hit an enemy with the damage effect.

You teleport to a location within range, even to a location you can't see but you know where it is. Any creatures between your start and end point take 2d6 damage for each of their squares you passed through. A creature who takes damage is considered flanked by you if you make an attack action or full attack action immediately after you teleport, to represent their shock at the sudden strike from behind.

Revenant Destroyer
Creation time: 1 standard action
Target: One 10 ft square.
Range: 10 feet
Duration: 1 round/level
Save: None
Devour: Honour the Fallen

You create a Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) Chimera (http://www.d20srd.org/srd/monsters/chimera.htm) in the target squares. It lasts until the end of the Horror's duration, and attacks the nearest hostile creature.

Swords of the Bloodthirster
Devour: Heal yourself for at least a quarter of your maximum hit points.

Swords of the bloodthirster are the same as blades of darkened strikes, except as noted here. The swords are treated as +3 instead of +1, and when you deal damage with the swords, you heal yourself for an amount equal to the damage dealt.

Winter's grip
Creation time: 1 standard action
Target: Area of radius 30 feet.
Range: Medium (100 ft + 10 ft/level)
Duration: Instantaneous/5 rounds
Save: Reflex partial
Devour: Bury at least 3 people.

All those in the area take 1d6 cold damage per level. Further, anyone in the area is buried under a large mound of snow. They may take a strength check each round (same DC as the save) to dig their way out.

Anyone who passes the reflex save avoids being buried and takes half damage from the effect.

5th Level

Eternal Dominion
Duration: 1 round/level or permanent, see text.

As dominion, except that the control is permanent. For the first 1 round/level nothing can be done about it (just as a normal dominion), but afterwards a remove curse spell may remove the Eternal Dominion as though it were a spell.


Malevolence Unbound
Creation time: 1 standard action
Target: Self
Range: Personal
Duration: 2 rounds/level
Save: None
Devour: Slay the Nonbeliever using one of the ghost's abilities.

You take on the Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) template for the duration.

Subversion
Creation time: 1 standard action
Target: 1 creature.
Range: Short (25 ft + 5 ft/2 levels)
Duration: 5 rounds
Save: Will negates (harmless)
Devour: Save the Faithful or Slay the Nonbeliever. You must choose your intention at the time of creation (If you forget to, the DM may allow the more likely intention).

No visible effect occurs, but a creature has healing and harming switched for the duration. Effects which would deal any sort of damage to the target heal them for the same amount instead, while those which would heal them deal the same amount of damage. The switch is made before applying resistances (so a red dragon can be healed with fire damage, even though it's normally immune to it).

Revenant foe
Creation time: 1 standard action
Target: 1 slain enemy who has a soul.
Range: 10 ft
Duration: 1 round/level
Save: Will negates
Devour: Create the horror on a willing target.

You force the soul of a fallen foe to do your bidding. They may take a will save using their original will modifier, though they may choose to eschew the save if they are a willing target. If they fail, a creature is summoned in their square or squares with their original profile and the Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) template. It keeps 2d4 items, which gain the Ghost Touch property for the duration if relevant, starting with its equipped weapon(s), then armour, then shield, then other items in the most appropriate order determined by the DM.

The revenant, unlike others, follows your orders to the best of its ability, only resorting to attacking the closest enemy if you give it no orders or nonsensical, incomprehensible or impossible orders.

The slain creature's spirit cannot be called upon again in this manner for one week, no matter the result of the save. Unlike other abilities that create undead, Revenant Foe does not make the creature harder to resurrect.

Wall of a Thousand Swords
Creation time: 1 standard action.
Target: See text
Range: Circle, radius 50 ft.
Duration: 5 rounds
Save: Fortitude partial
Devour: Slay the Nonbeliever.

You create an arena composed of floating swords. All the swords are +5 unholy anarchic longswords, though they disappear when the horror ends and so cannot realistically be sold. The wall is 100 ft tall, and is actually composed of exactly 1000 swords (though there is no need to keep track of this). The swords move slowly around in a circle.

The cultist, and no-one else, can pick the swords up and use them as weapons, throw them, or use them for any other purpose one might use swords. The swords are treated as throwing weapons with a range increment of 20 ft when thrown. If used to attack, they shatter. They can be used with the weapon finesse feat, but not the power attack feat. Picking the swords up from the wall is treated as a free action.

The wall cannot be moved through normally, though teleporation (or flying over the wall) is still effective. Breaking through the wall requires that you break at least 4 of the swords for a medium creature to fit through - small creatures need only break 2, tiny creatures 1 and smaller creatures none at all, but each size category above medium requires breaking twice as many swords. The creature must move through on the same round, otherwise the gap will be filled by more swords.

Swords which are broken, either through use or attempts to push through, deal 1d6 extra damage to a target chosen by the Cultist. A creature who takes damage from this effect during a round must take a fortitude save at the end of that round. Those who fail take a negative level.

At the end of the duration, or if the cultist falls unconscious or dies, the remaining swords disappear.

6th Level

Blades of Darkened Strikes, Mass
Target: Up to 1 willing creature/3 levels in range.
Range: Fairly short (50 ft + 5 ft/level)

As Blades of Darkened Strikes, except as noted here. The swords are sized for the target creatures, and each creature can wield his own weapons but no-one else can.

Blades of Evil Incarnate

As Blades of Darkened Strikes, except that the swords are treated as +5 Unholy longswords. Also, your base attack bonus from cultist of the apocalypse levels becomes your cultist of the apocalypse level.

Further, you gain a bonus to damage rolls with the swords equal to half your cultist of the apocalypse level.

Death Mission
Creation time: 1 swift action
Target: Self
Range: Personal
Duration: 5 rounds
Save: None
Devour: Kill someone during the horror's duration.

You turn yourself into a frenzied killing machine. You gain +6 to your strength, dexterity, all saves (including your newly improved reflex save), attack rolls, damage rolls, and armour class, +100 feet to all modes of transport, DR 10/-, resistance to everything 10 and 50 temporary hit points, but cannot use horrors, or spells, powers or spell-like or psi-like abilities for the duration.

False Life
Creation time: 10 minutes
Target: 1 slain creature with a soul
Range: 10 feet
Duration: 1 hour/level
Save: None
Devour: Finish creating the horror within 20 minutes of the creature's death.

You restore the creature to life for the duration. When you create the horror, the creature gains one negative level, and then that creature's hit points become 1. If the creature is resurrected properly, this negative level goes away. However, the negative levels from multiple False Lives stack.

The creature can be restored to life through conventional means, or have a false life created upon them to reset the duration, even though they are not actually dead, potentially allowing them to resurrect themselves. In the former case, they are treated as a normal living creature who had been resurrected as given in the relevant spell's description. If this is not done, the creature dies again instantly at the end of the duration.

Instant Death
Creation time: 1 immediate action/see text.
Target: 1 creature
Range: Short (25 ft + 5 ft/2 levels)
Duration: Instantaneous
Save: Will negates.
Devour: Slay the Nonbeliever.

You kill the target creature. Unlike a normal immediate action, you must forego the standard action of your next turn, instead of the swift action. This means that you can use a normal immediate action as well as creating Instant Death.

Soul Reaping
Creation time: 3 rounds
Target: A dying creature you're standing on.
Range: None.
Duration: Instantaneous
Save: None
Devour: Slay the Nonbeliever, see text.

You kill the target. The effects of Devour Souls are increased by 6, and you can actually reduce the corruption cost below 0 if you are successful. However, the slain creature's challenge rating must be no more than 1 below yours for the devour souls effect to work.

Ultimate Horror

Death, Gift of Armageddon
Creation time: 1 standard action
Target: 1 creature
Range: Medium (100 ft + 10 ft/level)
Duration: Instantaneous.
Save: Fortitude partial, see text
Devour: None.

The target dies instantly on a failed save (this is a death effect). Even a target who succeeds on the saving throw takes 20d6 damage.

Undead creatures are instead restored to full hit points.

Jormungandr, Gift of Ragnarok
Creation time: 1 standard action
Target: All enemies within range
Range: Medium (100 ft + 10 ft/level)
Duration: 1 minute or more, see text.
Save: See text.
Devour: None.

All targets must take a fortitude save each round. Those who fail take 1d6 strength, dexterity and constitution damage. At the end of the 1 minute, they may take a fortitude save each round to end the effect.

Kalki, Gift of Satayuga
Creation time: 1 standard action
Target: See text
Range: See text
Duration: Instantaneous
Save: Reflex partial, will partial, see text.
Devour: None.

The horror brings forth the last warriors of the righteous and forces them to throw themselves against the Cultist's foes. A line of 10 mounted warriors, at least two of whom must be adjacent (including diagonally adjacent) to the Cultist, appear in front of the Cultist and charge, moving 240 feet. Each has a strength of 18, a base attack bonus of 20 and a +5 lance (held in one hand), and attacks each foe in range once while they charge. Those struck by a lance must take a will save or take 10d6 more damage - this damage results directly from divine power and is not subject to resistances.

Anyone in a warrior's path must take a reflex save or fall under the horse, taking 10d6 more damage and falling prone. Those who pass the save take half damage and do not fall prone.

The warriors pass through any object without slowing, and even an anti-magic field will only make them blink out while they remain inside. They can walk on air as though it were solid ground, and can charge up or down as though there were a hill there. Attacks made against the warriors are ineffective; they cannot be stopped, slowed or slain. They disappear once they have finished their charge.

Beelzebub1111
2014-07-13, 04:52 PM
The Glitter Boy

http://i58.tinypic.com/2qmjdd3.jpg
Rifter #18 by Scott Johnson
"Like a glittering Paladin
Forged from pure palladium
Upon his arm A thunderous Weapon
With a mighty boom and a devistating blast
All his foes were naught but dust"
-The ballad of the Chromium Guardsman, Verse One

Once followers of the Legendary Chromium Guardsman, the Glitter Boys are knights clad in nearly impenetrable armor that enhances their abilities and stores the mightiest of all weapons, the Boom Gun.

Adventures: A Glitter Boy may roam the countryside helping those in need. He might station himself in a town to protect it from invaders. He may be a professional Dragon Slayer. He may be seeking out the original Chromium Guardsman. House Cannith, specifically Merrix d'Cannith, would love nothing more to get his hands on a functioning Glitter Boy armor, though the consequences of such could be dire.

Characteristics: A Glitter Boy's major features are his shining Power Armor and his iconic Boom Gun. The Bright and Reflective armor is hard to miss via sight, and few weapons are as loud or as devastating as the Boom Gun. Subtlety is not the Glitter Boy's strength.

Alignment: Glitter Boys are seldom evil as they pick their apprentices wisely making sure they are not the type to abuse the great power bestowed upon them. If any Good Glitter Boys learn of any abuse they will hunt the offender down and stop him no matter the cost. They have no tendency for law or chaos, acting as both guardians and liberators.

Religion: Glitter Boys are tend not to be religious, as the Chromium Guardsman was very suspicious of magic and gods, since it was those things returning to his world that plunged it into chaos.

Background: The origin of the Glitter Boys begins with the Chromium Guardsman. Legend tells of a warrior in shining armor from a world being invaded by terrible demonic forces. This world, known as "Urth" in most legends, had long forgotten the ways of magic. Until one day, thousands of magical portals to thousands of planes rip open on its surface. Demons, Devils, and Gods poured through and invaded the world tearing it apart at the seams. The Chromium Guardsman was part of a force of thousands, tasked with keeping these creatures at bay. The Guardsman was unlucky and knocked into one of the portals by one of the horrible creatures. He found himself in a land of mist and death as the portal closed behind him, known to the plane's residents as "The Mournlands". After weeks he fought his way out dragging the corpse of a dragon with him. The First Glitter Boys are those that he trained, in order to help him get back home. Artificers have tried to copy the Guardsman's armor, but such things were beyond the finest that Khorvare had to offer. Although with the Guardsman's help as well as some Ancient Giant Magic, about 150 of Glitter Boy suits(Inferior to the original, though still powerful) were made by binding the most powerful among fire elementals, the monoliths, to the largest Khyber dragonshards. All the Glitter Boys today have inherited one of these original 150 suits from another Glitter Boy. No one knows what happened to the original Chromium Guardsman. He had vanished about 30 years after he appeared, never to be seen or heard from again. Perhaps he found a way home to perhaps fight off the apocalypse, perhaps he died trying and his suit is still out there somewhere. Whatever the case, the 150 original Glitter Boys have divided to their own tasks. Some have taken on squires and retired, others are still fighting in the same suits.

Races: The Chromium Guardsman was very suspicious of non-humans at first, but seeing the way demihumans interacted in Khorvare, a handful of the original 150 were half-elves, dwarves, and elves, and others may have passed on their suits to demihumans. Less than ten suits were made for small humanoids, so seeing one would be exceptionally rare.

Other Classes: Glitter Boys usually travel with an artificer or arcane caster that knows repair damage spells to act as their technician. Stealth oriented class often find the bright sheen of the armor and the loud clunk of its footsteps to be either a bane to their work or a useful distraction. The power armor, as well as the devastating nature of the boom gun, may be seen as an afront to nature by some druids. Fighters and Barbarians might find themselves competing with the machine trying to prove themselves better.

Role: Glitter Boys function best a long distance from their enemies due to the firing constraints of the Boom Gun. Still, their Robot Strength and the durability of the power armor makes them formidable melee combatants as well.

Adaptation: The Glitter Boy class was made with the Eberron Campaign Setting in mind, though it could easily be adapted to other settings, in which case it is not a dragonshard that holds the Monolith but the monolith is bound to the suit itself.

GAME RULE INFORMATION
Chosen Undead have the following game statistics.
Abilities: Dexterity is important for Boom Gun accuracy, while Constitution can help with survivability both inside and outside the armor. Intelligence helps with maintaining the suit and gaining extra skill points. Wisdom
Alignment: Any
Hit Die: d10
Starting Age: As Fighter
Starting Gold and Equipment: 2d4x10gp plus Glitter Boy Armor and 100 Boom Gun Rounds.
Class Skills
The Glitter Boy's class skills are Balance(Dex), Climb(Str), Craft(Int), Intimidate(Cha), Jump(Str), Survival(wis), Swim(Str), and Tumble(Dex)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Glitter Boy


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Boom Gun Damage
System Upgrades


1st

+1

+2

+0

+0
Power Armor, Boom Gun, Robot Strength(18)

4d6

0


2nd

+2

+3

+0

+0
Ray Resistant Armor(Half Damage)

4d6

0


3rd

+3

+3

+1

+1
Advanced Servos (+1 Max Dex, +2 Skill Bonus)

5d6

0


4th

+4

+4

+1

+1
Advanced Laser Targeting(+1)

5d6

0


5th

+5

+4

+1

+1
System Upgrades

5d6

1


6th

+6/+1

+5

+2

+2
Robot Strength(20), Advanced Servos (+2 Max Dex, +4 Skill Bonus)

1d4x10

1


7th

+7/+2

+5

+2

+2
Ray Resistant Armor(20% Reflect)

1d4x10

1


8th

+8/+3

+6

+2

+2
Advanced Laser Targeting(+2)

1d4x10

2


9th

+9/+4

+6

+3

+3
Advanced Servos (+3 Max Dex, +6 Skill Bonus)

1d6x10

2


10th

+10/+5

+7

+3

+3
Robot Strength(22)

1d6x10

2


11th

+11/+6/+1

+7

+3

+3
Life Support

1d6x10

3


12th

+12/+7/+2

+8

+4

+4
Advanced Laser Targeting(+3), Advanced Servos (+4 Max Dex, +8 Skill Bonus)

2d4x10

3


13th

+13/+8/+3

+8

+4

+4
Ray Resistant Armor(Full Reflect)

2d4x10

3


14th

+14/+9/+4

+9

+4

+4
Robot Strength(24)

2d4x10

4


15th

+15/+10/+5

+9

+5

+5
Advanced Servos (+5 Max Dex, +10 skill bonus)

2d6x10

4


16th

+16/+11/+6/+1

+10

+5

+5
Advanced Laser Targeting(+4)

2d6x10

4


17th

+17/+12/+7/+2

+10

+5

+5
Self Destruct

2d6x10

5


18th

+18/+13/+8/+3

+11

+6

+6
Robot Strength(26), Advanced Servos (+6 Max Dex, +12 Skill Bonus)

3d6x10

5


19th

+19/+14/+9/+4

+11

+6

+6
Ray Resistant Armor(50% Reflect)

3d6x10

5


20th

+20/+15/+10/+5

+12

+6

+6
One with the Machine, Advanced Laser Targeting(+5)

3d6x10

6


Class Features
All of the following are class features of the Glitter Boy

Weapon and Armor Proficiencies: A Glitter Boy is proficient in their Power Armor, the Boom Gun, all simple weapons and a single martial weapon of their choice.

Bonus Languages: All of the information on Glitter Boys, and the display on their Power Armors, are written in a secret language spoken by the Chromium Guardsman. Thus any Glitter Boys speak and read "French" as a bonus language.

Power Armor (Ex): All of the Glitter Boy's class features are derived from his impenetrable powered armor. As armor, it provides a +9 Armor Bonus, +0 Max Dexterity bonus, a -9 armor check penalty, Light Fortification, and a 60% Arcane Spell Failure chance. Weighing 200lbs on its own and adding about a foot to the wearer's height, It counts as heavy armor, but does not reduce movement speed or count towards encumbrance. Unlike normal armor, it cannot be given an enhancement bonus.

In many ways, the pilot IS the armor. The Glitter Boy's Hit Points are calculated normally, but represent his armor's durability rather than his own fortitude. As such, he can neither be healed by positive energy nor harmed by negative energy, and does not heal hit points naturally, although a repair damage spell does restore hit points. If reduced to negative hit points, the pilot is ejected into the same space as the armor and cannot get back inside until the armor is repaired. Any damage in excess of -10 hit points is dealt to the pilot.

Outside of the power armor, the pilot has a number of hit points equal to his level plus his con modifier (if positive), and follows the normal rules for hit points, damage, healing, and death. His base attack bonus outside of his armor is equal to half his level. The pilot may wear padded armor comfortably inside of his power armor, but nothing heavier.

The pilot can sleep inside of his power armor (The armor stands on its own), but must spend at least one hour per week doing calisthenic exercises or suffer muscle atrophy. This manifests as a cumulative -1 penalty to his strength score per week that he doesn't exercise. This penalty is restored at a rate of 1 per week each week that he exercises or all at once via a restoration spell. If his real strength score reaches zero, he is paralyzed when outside of his power armor until he receives a restoration spell.

Boom Gun (Ex): The Boom Gun is the most devastating man-sized weapon available in modern technology. It fires flechette rounds (See below) at supersonic speeds producing a sonic boom from which it gets its name.

The recoil of the gun is so great that The Glitter Boy must first spend a full round action to extend 12-inch pitons into the ground from the suit's feet to safely fire it. When the Glitter Boy "Digs In", he must select a 90 degree arc (as a cone), he may only fire the boom gun at targets within that arc. While dug in, he may not move from that spot and melee attacks from outside this arc count as flanking. He may only dig in to solid surfaces, as less stable surfaces like sand or mud cannot hold steady. Retracting the pitons is a move action

As a standard action, the Glitter Boy makes a Ranged Attack Roll against a target within his chosen firing arc, dealing bludgeoning/slashing/piercing damage for his level as indicated on The Glitter Boy class table on a successful hit. Anyone within 20ft of the Glitter Boy when the Boom Gun is fired must make a Fortitude Save (DC 10+1/2 the Glitter Boy's class level) or be deafened for 1d6 rounds. The boom gun has a range increment of 200 ft.

The Glitter Boy may attempt to fire the Boom Gun without digging in first, but he takes a -10 penalty on the attack roll, falls backwards 1d8x5ft in the direction opposite of the shot, is knocked prone, and takes 1d6 damage for every 10ft he falls back. If he hits a solid object, the Glitter Boy and the object take 1d6 damage for each 5ft he would have been knocked back.

Like his armor, The Glitter Boy's Boom Gun may not be given an enhancement bonus.

Robot Strength (Ex): In addition to protecting the wearer, the Glitter Boy's armor improves his strength. While wearing the suit he gains the benefits of the Endurance and Run feats, as well as the Powerful Build special quality. Also, the Glitter Boy's strength score in the suit is 18. This is independent of his actual strength score and is not affected by enhancement bonuses or increases from a barbarian's rage or similar abilities. Similarly penalties to strength and strength damage do not affect the Robotic Strength.

At 6th level and every four levels after that, the Glitter Boy's robot strength increases by 2, to a maximum of 26 at 18th level

Ray Resistant Armor (Ex):At second level, the Glitter Boy's armor gains it titular reflective sheen. this halves the damage (rounded down) from damage dealing ray spells, attacks, and abilities (such as a the scorching ray spell, lantern archon's ray attack, or a warlocks eldrich blast)

at 7th level, there is a 20% chance that the other half of the damage is directed back at the originator of the effect

at 13th level, If the ray is successfully reflected, the Glitter Boy takes no damage and the full damage is reflected back. He still takes half damage if the reflect fails. He may also reflect non-damage dealing rays like Ray of Exhaustion or enervation. Such rays still have their full effect if they fail the reflect chance.

at 19th level, the chance to relfect rays increases to 50%

Unfortunately, this reflective sheen imposes a -10 penalty on hide checks. This may be negated if The reflectve metal may be covered up by paint or a large cloak, but the Glitter Boy would lose the benefits of this ability

Advanced Servos (Ex):The mechanical components inside of the Glitter Boy's armor improve to match his movements more closely. At 3rd level and every 3 levels after that, his power armor's maximum dexterety bonus improves by 1 and The Glitter Boy gains a cumulative +2 bonus on Balanace, Climb, Jump, Tumble, and Swim checks.

Advanced Laser Targeting (Ex): The Boom Gun can shoot an invisible beam of light that the power armor's sensors can detect, giving greater accuracy. At 4th level and every 4 levels after that, The Glitter Boy gains a cumulative +1 bonus to hit on attacks with its Boom Gun.

System Upgrade (Ex): At 5th level and every three levels after, the Glitter Boy gains a system upgrade from the list below. Some upgrades have prerequisites that must be met before they can be acquired. These system upgrades are bound to the pilot and not accessable if the suit is passed on to another.

Life Support (Ex): At 10th level, the power armor becomes airtight and temprature controlled, allowing the pilot to survive in both the vaccum of space and under up to 500ft of watter with no ill effects. The power armor holds 8 hours worth of air and refills when in breathable atmosphere. Air filters in the suit render the pilot immune to inhaled poisons and stench effects. Internal climate controls allow the pilot to be comfortable in temperatures as low as -50 degrees and as high as 170 degrees Farenheit.

Self Destruct (Ex): At 17th level, if all is lost, the Glitter Boy can activate his Power Armor's self destruct to prevent it from falling into the enemies' hands. When the power armor's Hit Points drop below zero, the pilot has the option to make the suit explode dealing 20d8 fire damage in a 100ft radius burst (Reflex DC 10+1/2 class level+Con modifier). This also releases the Fire Elemental Monolith (complete arcane) bound within the Khyber Dragonshard, which is hostile to everything and everyone around it.

All that is left of the power armor is a few blackened pieces of shrapnel, the pilot completely vaporized. To return to life, a True Ressurection Spell is required to bring the pilot back, followed by a Wish spell to restore the suit, and a Greater Planar Binding spell to return the fire elemental monolith to the dragonshard.

One with the Machine (Ex): At 20th level, the Glitter Boy has become so adept at piloting the power armor that it becomes like a second skin. Knowing the hardest poitnts of his armor and directing them towards his enemy's blows, The fortification granted by his power armor improves to 100%, and he gains DR 10/Adamantine

Beelzebub1111
2014-07-13, 04:55 PM
Boom Gun Rounds
The Boom Gun fires 1 pound canisters filled with 200 steel slugs that break apart upon firing. They are stored in a large canister on the Power Armor's back capable of holding a total of 100 such rounds. After each shot, a new round is loaded into the boom gun's chamber. The rounds may also be hand loaded individually as a full-round action, or a move action with Rapid Reload feat. The power armor also has a secondary canister on its hip that holds 20 rounds. Swapping between the two containers is a full round action.

Each standard Boom Gun round has a market value of 10gp, and can be forged with a DC 15 Craft(Blacksmithing) check. The boom gun may also fire rounds made of special materials that overcome damage reduction or have other effects. their price modifications are listed below.


Special Round
Cost
Magic +40gp
Silver +2gp
Cold Iron +10gp
Adamantine +60gp
Mithril* +500gp
Byshek* +30gp
Anti-Vampire* +15gp
Aligned* +10gp
Slug* +10gp
DU-Rounds* +90gp
HU-Rounds* +290gp

Mithril: In addition to weighing half as much as normal, the range increment of Mithril rounds doubles to 400ft.

Byshek: Created to deal with the horrible abberations of Khyber and Xoriat. These rounds weigh 1.5 pounds each.

Anti-Vampire: These special rounds are a standard boom gun canister filled with silver slugs and the wooden splinters left over from the whittling of lawful good holy symbols in a suspension of holy water. These rounds ignore the damage reduction of undead and damage dealt by these rounds cannot be healed by the fast healing of undead creatures.

Aligned: These rounds have been blessed to be either good, evil, lawful or chaotic. They automatically confirm critical hits against outsiders of opposite alignment.

Slug: Slug rounds are two pounds of solid lead. They reduce the range increment of the boom gun to 100ft, only deal bludgeoning damage, and deal damage as if the Glitter Boy was three levels lower. If this is below level 1 it only deals 2d6 damage. In exchange, the subject hit by one of these rounds must make a reflex save (DC 10+1/2 Glitter Boy level) or be knocked prone by the force of the hit.

DU-Rounds: These solid rounds are made of a strange material that is heavier than lead and more rigid than steel. These rounds weigh 2lbs each, and only deal bludgeoning damage. These solid rounds are able to retain their aerodynamic shape when fired allowing them to fly just as far as standard rounds. The DU-Rounds deal an additional +10 damage on a successful hit.

HU-Rounds: This round is identical to the DU-round and is made from the same material, although it has a strange and lethal property. To protect the pilot from the long-term effects of these rounds, they are encased in a thin sheet of lead. In addition to the effects of the DU-Round, damaged caused by an HU round ignore any Regeneration and cannot be healed by Fast Healing or healed naturally. Only a cure or Heal spell can restore these lost hit points.

System Upgrades

Jump Jets
Boosters on the back of the Power Armor kick in automatically to assist movement and jumping. They grant a +10 bonus to movement speed as well as a +6 bonus on jump checks in addition to the normal bonus for an increased movement speed.

Tarantula Compensator
Prerequisite: Jump Jets, one other system upgrade
This upgrade gets its name from the numerous jets that protrude from the side of the power armor, barring a vague resemblance to a spider's legs. Like the name suggests these jets compensate for the massive recoil of the boom gun. As a full round action the Glitter Boy may fire the boom gun without digging in with the pitons. The penalty to hit is reduced to -5 and he is not knocked back, taking no damage. He may even use these to fire on non-solid ground.

Laser Finger
A hidden ray weapon in the Glitter Boy's finger deals 1d4 fire damage per 4 levels of the Glitter Boy at a range of 50ft with a successful ranged touch attack. Firing the ray is a standard action. This beam may also be used as a cutting tool. When applied directly as a full round action that provokes an attack of opportunity, the beam can cut through 1 inch of metal a length of 1 foot per round. After cutting for 5 rounds, the weapon must be given time to cool and cannot be used again for one minute.

Ion Blaster
Prerequisite: Laser Finger
The Glitter Boy harness the thermal energy of the fire elemental and channels it as electrical energy. The blaster hidden below the wrist of one hand has two firing modes. The first fires a 60ft line that deals 1d6 points of electricity damage per 2 levels. The second mode is an 80ft ray that deals 1d8 damage per 2 levels to a single target with a ranged touch attack. After the blaster is fired in either mode the Glitter Boy must wait 1d4 rounds before it is cool enough to fire again.

Hidden Weapon
When the Glitter Boy takes this system upgrade they choose between a Battle Spike (Large light pick), Straight Blade (Large shortsword), or Curved Blade (Large Kukri). They gain proficiency in this weapon and a masterwork weapon of the chosen type hidden in their main hand's forearm. The weapon may be extended and retracted as a free action and takes a DC 30 spot check to notice while it is retracted. Unlike other Glitter Boy systems, this weapon may be further enchanted as a masterwork weapon.

Twin Weapons
Prerequisite: Hidden Weapon
The Glitter Boy gains a second Hidden weapon in their off hand. They may choose a different weapon type than the first one. They also gain Two Weapon Fighting and Two Weapon Defense as bonus feats.

Enhanced Sensors
This upgrade improves the optical systems for the Glitter Boy. His visual range doubles in starlight, moonlight, torchlight, and similar conditions of poor illumination. His darkvision range improves by 60ft, and if he does not already have darkvision he gains it.

Active Radar Targeting
Prerequisite: Enhanced Sensors, one other System Upgrade
While dug in, the Glitter Boy may take a full round action to lock on to a target inside of his firing arc that he can see within five range increments. The Glitter Boy takes no range penalties, ignores any miss chance, and ignores all cover except total cover on his next Boom Gun attack against the target.

Gaze Filter
This software upgrade to the optical systems detects incoming gaze attacks and censors the eyes, rendering the Glitter Boy immune to gaze attacks. If the Glitter Boy has a chance to reflect rays, he gains the same chance to reflect gaze attacks.

Combat Assistance Program
Short Range motion detectors give warnings of incoming attacks as well as improve hand-to-hand combat abilities. The Glitter Boy gains Uncanny Dodge(as the barbarian class feature) as well as gaining Combat Expertise and Combat Reflexes as bonus feats.

Automatic Body-Flip/Throw
Prerequisite: Combat Assistance Program, one other system upgrade
Once per round, if the Glitter Boy is unarmed, an automatic defensive system may counter a melee attack from an adjacent target with a judo-style flip. After the enemy declares his attack but before he rolls, the Glitter Boy must anounce his attempt to perform a counter move. He makes an opposed attack roll against the target's attack. If he fails the attack hits regardless of his AC. Otherwise the attack misses and the Glitter Boy may immediately attempt a trip attack as if he already passed the melee touch attack requirement. The Glitter Boy may not be tripped as the result of failing this trip attempt. He gets an extra +2 bonus on the opposed check if the attacker had charged him.

Reinforced Knuckles
Through a strengthening of the joints in his power armor's wrists and knuckles, the Glitter Boy gains two natural slam attacks that deal 1d4 damage each

Beelzebub1111
2014-07-13, 05:01 PM
Reserved Just In Case inspiration strikes

Carl
2014-07-14, 02:42 PM
Barrier Maiden

You sought to make yourselves unto gods, to destroy all that I sacrificed so much to build, to lord over and even exterminate those you considered lesser to yourselves. NOT.WHILE.I.EXIST. I have lost none of the might or power I wielded of old when I threw down Empires past and banished the masters they served. Cross me at your peril.

Inscription in the twilight fortress ruins. Of the fortress every standing structure was reduced to rubble or a strange glass like substance save 2 walls. The first of unknown construction bears the inscription above, the second, a small section of the innermost keep bears upon it the shadow’s of two soldiers, one supporting the other, the stone of the wall had on the shadowed side been turned to the same glass like substance by whatever force had affixed the shadows to the wall.[/center]

The Barrier Maiden stands between the world and the apocalypse, you want to bring about the end of the world, you go through her. Some are merely beings of unimaginable power who have chosen to dedicate themselves to a cause; others are literal manifestations of their chosen plane.

Adventures: Whilst all Barrier Maidens are in some fashion about preventing the apocalypse, most who adventure feel in some way responsible for the realm, plane or other edifice over which their protection extends, as such even when not actively working to prevent the end of the world they may be found subtly influencing events.

Characteristics: The Barrier maiden quite simple invokes You Shall Not Pass on a wide range of potential affects.

Alignment: Any Neutral, but most commonly True Neutral.

Religion: Generally non-religious, but may be religious in rare cases. Commonly on talking terms with many divine entities regardless of alignment.

Background: Barrier Maidens typically come in two verities. Those who are born as such but only discover their abilities at a later date. And those who gain some measure of extreme power and then choose to dedicate themselves to the protection of a specific plane. Not that the power must be their own to qualify for this, a simple blessing from a god is not sufficient on it’s own, however if that power becomes a part of them to the degree t is no longer connected to or affected by the god that granted it, it could qualify if the initial power granted was great enough.

Designers Note: The above probably requires a littlie explanation as there are two and a half concepts being represented here that are sufficiently close in end effect to fall under the same class, but come at the situation from apposing directions if you will. The first is the old fashioned, “Avatar of Creation”, a mere mortal, (or immortal normal if your in a universe with immortal species like elves), who possesses power that is a literal manifestation of creation itself acting in it’s own defense through a body and mind of mortal type. The other is a sort of inverse approach. A mere Mortal who has gained some measure of extreme, (usually outside creation), power, in the hands of a of divine or demonic, (or whatever), beings it’s what makes them well, divine, demonic, e.t.c. But because they are divine, Demonic, e.t.c. they are in some way subject to limits that Mortals are not, nor is their power directly a part of creation, (though it may be what created it), so the destruction of creation does not require the destruction of their type of power. When a mortal gets it however the power becomes tied to creation, reinforcing it. Such power is also typically not simple to remove, transfer, or destroy either, hence why mortals with it are so damably rare. The third type tend to occur in low magic settings, though high magic examples do rarely exist. In these cases Gods either never existed or no longer exist for one reason or another, in which case someone can become this through the slow acquisition of lost knowledge, sometimes they may become what passes for a god in the process, other times they just become powerful mortals indistinguishable from gods on a power level. Hope that helps explain the aspects I’m trying to cover.

Races: Any

Other Classes: As a rule Barrier Maidens have no preferences that are part of their nature, but personal biases can be and are common.

Role: non-specific and somewhat unique, mostly a Barier Maiden performs various enemy disruption capabilities, but the possibilities within the rules are sufficient enough that almost anything is possible, though offensive options are limited.

Adaptation: The class is realistically suitable for almost any level of campaign, being adaptable to a wide array of situations, their tendency if long existing to interfere in lesser events for the betterment of the denizens of the plane for whom they are responsible means they can turn up almost anywhere.

GAME RULE INFORMATION
Barrier Maiden’s have the following game statistics.
Abilities: The primary score really is constitution, but for the most part ability scores aren’t very important since few abilities scale off them.
Alignment: Any Neutral, but mainly True Neutral.
Hit Die: d8
Sex: The majority are Female but rare Male examples exist

Note: I only have access to the SRD for D&D rules so I don’t really know which would be appropriate for starting age or gold. From a Lore perspective Gold can be very variable depending on their origin. Age tends towards adulthood, but anywhere from early adulthood to late old age works.

Class Skills
See Class Ability’s for Class Skills.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier, (but See Class Abilities)

CBarrier Maiden


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+2
Apocalyptic Knowledge, Barrier Aura, Bane of Thieves, Strength of Mind and Body


2nd

+1

+3

+3

+3
Bane of Warriors


3rd

+1

+3

+3

+3



4th

+2

+4

+4

+4
Bane of Mages


5th

+2

+4

+4

+4



6th

+3

+5

+5

+5



7th

+3

+5

+5

+5
See the World as it Truly Is


8th

+4

+6

+6

+6
Restoration of Creation


9th

+4

+6

+6

+6



10th

+5

+7

+7

+7
Creation’s Champion


11th

+5

+7

+7

+7



12th

+6/+1

+8

+8

+8



13th

+6/+1

+8

+8

+8



14th

+7/+2

+9

+9

+9
Bane of Kings


15th

+7/+2

+9

+9

+9
Divine Connection


16th

+8/+3

+10

+10

+10
Prophetic Announcement


17th

+8/+3

+10

+10

+10



18th

+9/+4

+11

+11

+11
Banefire


19th

+9/+4

+11

+11

+11
Creations Miracle


20th

+10/+5

+12

+12

+12
Immortal



Class Features
All of the following are class features of the Barrier Maiden.

Weapon and Armor Proficiencies: Barrier Maidens are Proficient with Simple Weapons. They are not proficient with any types of amour, including shields.

Abilities that achieve Spell Equivalent Effects: Several abilities of the Barrier Maiden achieve effects which mimic certain spells. These effects are still considered extraordinary in nature, they just achieve the same end result as the listed spells. If a caster level is required, use the Barrier Maidens class level.

Apocalyptic Knowledge (Ex 1st): Barrier Maidens, whether through study, or as a manifestation of their power develop wildly varying skillsets. Indeed there is littlie that can be considered standard between any two such individual’s, though a tendency towards great knowledge amongst many subjects is common.

As such, all Barrier Maidens start with all Knowledge Skills as class Skills, they also posses 1 additional skill of choice as a class Skill at level 1. Every time a Barrier Maiden gains a class level they may choose 1 additional skill to be a class skill and at 5th, 10th, 15th, and 20th levels their skill points per level for that level and every level thereafter increases by 1. Finally they gain an insight bonus equal to half their class level to all Knowledge checks.

Strength of Mind and Body (Ex 1st): A Barrier Maiden wields the most ancient of forms of power, and as such is fortified in both mind and body.

A Barier Maiden ceases to age, they do not occur years to their total age and do not gain or suffer any modifiers to their stats based on such. In addition Barrier Maidens Gain a +4 Circumstance Modifier to all saves to resist Mind-Altering and/or Charm affects.

At 11th level they become immune to all Death Effects, and all Charm and Compulsion effects.

At 19th evel this improves to immunity to all Mind Affecting effects.

Barrier Aura (Ex 1st):All Barrier Maidens posses an Aura surrounding themselves within which a number of other abilities function. By default it possesses a radius of 30ft and increases by an additional 10Ft at ever even numbered level to a maximum of 120ft at 18th level.

A Barrier Maiden is herself immune to the class abilities of any hostile Barrier Maiden, a hostile Barrier Maiden’s Champion, as well as her own abilities and those of her Champion.

For the purposes any combination of any number of attacks, spells, abilities, or other affects or effects, (other than the class abilities of a Barrier Maiden), that would alter, change, remove, or circumvent any part of the functioning of any of her class abilities, she does not exist, never has existed, and never will exist, and as such they have no affect upon her or her abilities of any kind since no abilities/spells/affect/effects function against things which do no exist. The user may voluntarily suppress the relevant abilities/spell sub effects/affects, or other affects/effects to allow the rest of the attacks affects/effects to affect/effect the Barrier Maiden, provided this does not also violate the first part of this rule.

Bane of Thieves (Ex 1st): More than one Assassin sent after a humble Maiden who is in fact the ultimate protector has found a simple job anything but.

Any opponent within her Barrier Aura suffers a penalty to all skill checks equal to 1 + one-quarter her class level.

In addition a number of times per day equal to 1 + one-quarter her class level she may force an opponent attempting a non-opposed skill check of which she is aware to fail the check.

Bane of Warriors (Ex 2nd): Many are the mighty Warrior’s, and great Berserkers, and Warlords, and Dark Generals who have sought to command by force or slay in open battle a Barrier Maiden. Many are those who have found once honed skills suddenly lost to them, and mighty blows reduced to hapless fumbles.

A Barrier Maiden may nullify a number of Feats or Maneuvers equal to 1 + one-fifth class level. This may be any mixture of feats and maneuvers, but the total of both together may not exceed class level. Nullified feats and Maneuvers may not be used.

If a feat targeted is a requirement for one or more feats the target also possess, the feat is not nullified. However one feat with the affected feat as it's perquisite is nullified instead (Barrier Maiden's choice), unless it/they are prerequisite/s for one or more feats that the affected target posses, in which case one of those feats may be affected, and so on and so forth. All such immune feats must be declared up all branches of the chain starting from the initial feat before an affected feat is chosen or the immunity is lost.

The Target wishing to use the feat/maneuvers, the target of the feat/maneuvers, or some effect from the feat/maneuvers, (Such as an arrow or spell affected by it), or the line of effect of the feat/maneuvers must be within or pass through the Barrier Aura of the Barrier Maiden. By Default the Barrier Maiden must declare the affected feat/maneuvers at the start of each day, but by spending a full-round action she may re-declare them at any time. In addition at 5th level and every 5th level thereafter the Barrier Maiden’s AC increases by 1.

Bane of Mages (Ex 4th): Great Mage’s, Terrible Liche’s, Unstoppable Sorceresses, even the Gods themselves have found Barrier Maidens able to shrug off great bursts of power that should have shattered half a continent, razed half the plane, and terribly ravaged the remainder, not only do they shrug off such blasts, but they appear to protect all around them, and even the plane itself from such power.

A Barrier Maiden Starts each encounter with 1 charge of this ability available. This charge persists from round to round until expended, (see below). Upon a Charge being expended, (roll before any other action takes place including immediate actions) and at the start of any round at which she does not posses a charge roll 1D20 to see if she recovers it. By default the required score is 0+, and no automatic success or failure applies to this roll. However each time she expends a charge including her starting charge this roll increases by 5 points. However any time an opponent successfully casts a spell that the Barrier Maiden does not counter, (others may counter it via other means without effect), the required score is reduced by 1.

A Barrier Maiden may at will, and without requiring an action, counter a spell by expending the charge. This may be a Divine or Epic Spell, or a 1st level spell. The maximum spell level increases by 1 for every 2 further class levels she gains.

The Target wishing to use the spell, the target of the spell, or some effect from the spell, (such as the blast radius of a fireball spell), or the line of effect of the spell must be within or pass through the Barrier Aura of the Barrier Maiden. At 5th level, and every 3 levels thereafter the minimum spell level is reduced by 1, (note for this purpose only cantrips are considered 1st level spells).

Invocations us thier listed spell level, if none exists assume Dark Invocations are 8th level spells, Greater Invocations are 5th level spells, Lesser are 3rd level spells, and Least are 1st level spells.

Psionic Powers are have a spell level equivalent to their Power level for this purpose.

At 8th’s level, and every 8 levels thereafter the reduction in score granted from all sources increases by 1.

Nigh Invulnerable (Ex 4th): Barrier Maidens seem to live a charmed life, surviving the most life threatening of circumstances with seeming trivial ease.

To represent this, a Barrier Maiden has the following abilities:

Damage reduction equal to half her class level
Energy Resistance (All) equal to half her class Level
Immunity to Disease’s and Poison’s
At 7th level this improves to provide immunity to the following conditions, Nauseated, Sickened
At 11th level this improves again to provide immunity to the following conditions, Cowering, Frightened, Panicked, Shaken
At 15th level this improves once more to provide immunity to the following conditions, Paralyzed Petrified, Stunned
At 17th Level she gains Fast Healing Equal to half her Class Level.

See the World as it Truly Is (Ex 7th):It is the Gift, some would say curse, of a Barrier Maiden to see the world as it truly is, to see those who might wish to destroy it, and those who might wish to save it, to see the places where the fabric of the world is frayed, and the places where the fabric of the world is more solid than bedrock. To see the true nature of good and evil. To see the very fabric of reality itself laid bare.

Starting at 7th level the Barrier Maiden gains a permanent continuously active ability who’s affect are identical to the spells Detect Magic, note that these affects are extraordinary abilities that mimic the effects of these spells, (except where noted otherwise), not actual spells. She also gain the ability to detect alignments as per the rules for Detect Evil, however it functions for all alignments and she is not subject to the rules for becoming stunned by an overwhelming aura. She also becomes immune to effects which would inflict Blindness or Deafness.

At 9th level she gains an extension of the ability who’s additional effects are equivalent to the spells Detect Poison, Detect Secret Doors, Darkvision, and Detect Snares and Pits

At 11th Level she gains an extension of the ability who’s additional effects are equivalent to the spells Arcane Sight and Discern Lies

At 14th Level she gains an extension of the ability who’s additional effects are equivalent to the spells Comprehend Languages, and Detect Thoughts

At 17th Level she gains an extension of the ability who’s additional effects are equivalent to the spells Greater Arcane Sight, True Seeing, Tounges, and Analyze Dweomer, the True Seeing affect, unlike the spell, extends to other abilities and forms of sight, as well as to hearing, though it still has no effect on purely mundane methods of concealment, e.t.c.

At 20th Level she gains an extension of the ability who’s additional effects are equivalent to the spell Foresight. In addition all prior effects which require deliberate study of a target now occur at a glance, (you may glance at as many targets per rounds as you wish), any other per round target restrictions are removed, any affects which occur only in second and/or subsequent rounds occur in the first round, (in addition to normal first round effects), and any saves against the effects are disallowed.

Restoration of Creation (Ex 8th): Barrier Maidens are, through choice or nature protectors of creation, yet they are as adept at healing creations wounds as they are at preventing them, since all things within creation are in some fashion connected and a part of it, this extends, in a lesser form, to the healing and protection of the lesser parts of creation, such as people and their works.

At will a number of times per encounter equal to one-fifth her class levela Barrier Maiden may as a standard action restore a number of lost hitpoints to any number of creatures or objects within her Barrier Aura equal to her class level. This effect is neither positive nor negative in energy type and is as such unaffected by rules which govern such healing, (i.e it functions the same on undead and living alike), it is also fully capable of healing constructs and repairing inanimate objects.

A number of times per day equal to one-quarter her class level the Barrier Maiden may enhance the power of this healing to produce one of the following effects, (Choose per target):
Repair a destroyed object to 1HP, the object must not be an artifact and must not exceed a weight of 10Lb’s per Class level.

Alternatively she may focus the effect of the above ability on a single object massing greater that 10Lb’s per class level but no more than 1 ton per class level to heal it completely if damaged, or restore it with 10% of it’s maximum hp’s remaining if destroyed.

She also gains the ability to achieve an effect equivalent to the spell’s Raise Dead, and Lesser Restoration once per day, she gains an additional use of this ability at 16th level and every 8 levels thereafter.

At 12th Level her Enhanced Healing effect may now apply an effect equivalent to the spell Resurrection, or equivalent to the spell Restoration, she retains the option to use the lesser forms. Using the Resurrection Effect requires the expenditure of 500xp.

At 16th Level her Enhanced Healing effect may now apply an effect equivalent to the spell True Resurrection, or equivalent to the spell Greater Restoration, however this expends 2 charges, she retains the option to use the lesser forms. Using the True Resurrection Effect requires the expenditure of 1000xp.

Creation’s Champion (Ex 10th): Starting at 10th level a Barrier Maiden may designate a single sentient creature as her Champion. Doing so requires an uninterrupted ritual lasting 24 hours, though no material components are required. The status of champion persists until the Barrier Maiden chooses to end it, which she may do at will at any time, and will persist even through death and resurrection. After the Barrier Maiden revokes the status of Champion she may not designate a new one for a period of one week.

A champion permanently gains the effects of the Barrier Maidens own Nigh Invulnerable, Strength of Mind and Body, and See The World As It Truly Is class features. Use her level for determining all effects.

At 18th level he gains the Retaliatory Strike Ability. Any time the Barrier Maiden suffers damage, make a note of the amount taken then add this much to his Fury pool. Any time the Champion deals damage to an enemy he may expend a number of points equal to his HD from this Fury pool to deal bonus damage. This bonus damage is considered Banefire and follows all the rules of such, (see below for Banfire class feature). This bonus Banfire damage cannot be increased or multiplied in any way by any source.

Bane of Kings (Ex 14th): Neither Great Kings, Mighty Emperors, Charismatic Dictator’s, nor even the Gods themselves have any power over a Barrier Maiden, and those who try to wield such over them soon find that the very means that makes them what they are, are of no use against her.

A Barrier Maiden may nullify a number of Class Features, (but not spell slots, the ability to use Maneuvers, the ability to use Psionic Powers, or the ability to use Invocations), Special Abilities, or Monster Abilities, (i.e. anything listed under the “special qualities” heading), equal to one fifth her class level. This may be any mixture of Class Features, Special Abilities, and Monster Abilities, but the total of both together may not exceed one fifth her class level. This ability can only target Class Features whose class level requirement is 6 or more levels below her own class level. In the case of a scalling ability, (like sneak attack), reduce the effected feature to the level it would be at, at 6th level. Nullified Class Features, Special Abilities, and Monster Abilities may not be used. The Target wishing to use the Class Features/Special Abilities/Monster Abilities, the target of the Class Features/Special Abilities/Monster Abilities, or some effect from the Class Features/Special Abilities/Monster Abilities, or the line of effect of the Class Features/Special Abilities/Monster Abilities must be within or pass through the Barrier Aura of the Barrier Maiden.

Alternatively, instead of a Class Feature, Special Ability, or Monster Ability she may select up to 2 Spells, or 2 Psionic Powers, or 1 Maneuver, or 1 Invocation. The selected Spell/Psionic Power/Maneuver/Invocation my not be used, (in accordance with the requirements listed above).

The Barrier Maiden must declare the affected Class Features/Special Abilities/Monster Abilities/Spell/Psionic Power/Maneuver/Invocation at the start of each round. This occurs before the first initiative step.

Divine Connection(Ex 15th): At 15th level a Barrier Maiden gains the ability to contact an Deity of the setting at will as if they where communicating via a Telepathic Bond Spell. A Deity may refuse to communicate at will. Any Deity may use this ability in reverse to contact the Barrier Maiden. No compulsion or other effect can be transmitted via this ability by either the Maiden or the Deity, it is a means of communication only.

DM Note: his is mainly a roleplay piece, though subject to suitable deals being worked out with the deities there is no reason help could not be secured this way. Just remember deities are only going to help out if they get something that’s actually valuable to them, gold and jewels mean littlie, but a quest fulfilled, or if the Barrier Maiden is trustworthy enough to the deity in question a Favor owed may be sufficient. This is as ever at your discretion only however.

Prophetic Announcement (Ex 16th): As her ability to understand and manipulate her power grows a Barrier Maiden gains an innate ability to foresee the shape of coming events. Whilst her ability to see specifics in the immediate future is limited initially, and grows only slowly, her ability to know the general shape of events still allows a remarkable level of foresight, and this makes her announcements of things to come all the more terrifying for their known accuracy. Yet a Barrier Maiden may also project a shadow of this awareness onto others also, even the most unintelligent of creatures may be affected, for even they have some limited and rudimentary decision making ability, and the sudden undefined knowledge of their own fates can disrupt seemingly the simplest of decision making processes.

Once per week at 16th level and 1 additional time per week for every class level beyond 16 the Barrier Maiden may replicate the effects of a Divination spell with a 100% success chance.

In addition any number of times per week she may as a full round action make a prophetic announcement. This functions as a Terrifying Aura with a Radius equal to her Barrier Aura, and a save DC equal to 10 + half her class level. Even creatures and beings immune to mind affecting effects are affected and if the target does not have a will of it’s own or lacks a will save, then it fails the save automatically as it’s primitive programming, (or equivalent), is interuppted.

Banefire (Ex 18th): Banefire, by the few souls fortunate, or unfortunate, enough to have witnessed it in action is described universally as The Apocalypse in miniature. For that reason more than any other, the Barrier Maiden’s who’s purview it is to wield such power are hesitant to use it. It represent a use of their power that goes against their fundamental purpose. Yet few are so foolish as to realize that there are not times when such drastic measures are the only way to avoid a larger scale disaster. Banefire is, inarguably, the most destructive force known to exist. It does not simply melt or destroy what it touches, nor is it limited to purely physical objects, energy and matter are literally blasted out of existence.

Once per day at 18th level and an additional time per day for every 2 levels beyond that a Barrier Maiden may summon the power of Banefire. Banefire may be used in one of two ways:

It may be used to destroy any single Major Artifact, (regardless of the artifact in question’s normal artifact destruction limitations), or accomplish a similarly difficult task of destruction, (the latter at the DM’s discretion, but could include larger scale usages such as boring a tunnel into the side of a mountain). However such a use requires a ritual lasting one hour, and cannot be used more than once a month and requires the expenditure of 5000xp

Alternately up to 1 10ft squares per class level may be produced. The total area covered may be of any shape made up of said square in edge to edge contact, but only a single patch can be created. Any Creature, object, or other hitpoint possessing entity within the area suffers 5 points of damage per two class levels. Item’s objects, e.t.c. in the possession of another entity are not protected from damage from this affect as is normally the case, each is struck in addition to the carrying entity.

This damage is not energy specific nor is it physical, as such it bypasses DR and Energy Resistance. It is also unaffected by hardness, cannot be absorbed by absorption effects, converted to another damage type, (e.g. non-lethal damage), or outright blocked, (e.g a temporal stasis spell), neither can the effect be destroyed, (e.g. the violet colour of prismatic spells), or otherwise prevented, save exceptions which specifically note Banefire by name as a blocked effect.

There is neither a save allowed nor does spell resistance apply vs this effect, (since it is not a spell in mechanical terms), and any damage caused cannot be recovered by fast healing, regeneration, or natural healing. Other forms of healing do work, but only after a period has elapsed of 1 hour per class level.

You may expend multiple charges of use at once when using the second usage option, this doubles the total damage and the dimensions of each cube, (so 10 per class level and 20ft cubes for 2 uses without any other modifying effects).

Banefire has no effect on a Barrier Maiden, (weather herself or another), her Champion, or anything they are carrying.

Creations Miracle (Ex 19th): Creation is capable of truly great miricales when it’s raw essence is used for such. And when guided by a suitably inclined will it will brook no lesser power.

The spells Wish, Limited Wish, and Miracle cannot be cast within the Barrier Maidens Barrier aura, and likewise cannot be cast if the effect takes place wholly within the aura, even if the caster is outside it. In the event of an effect that covers an area both inside and outside the Barrier Maidens Barrier Aura the parts of the effect that occur within her aura are nullified. (Note to DM’s under some circumstances a Barrier Maiden may be able to reduce or nullify some effects outside her aura, but this is at your discretion only).


Immortal (Ex 20th): Eventually a Barrier Maidens connection to reality becomes so great she cannot be permanently destroyed so long as creation itself exists.

At 20th level a Barrier Maiden who dies for any reason will disappear in a swirl of banefire, (no effect on anyone standing nearby), taking any items on her person with her. After a period of 1 week per class level she will return to life complete with all equipment and items she possessed at the time of her death. She may reappear anywhere she wishes on her home plane.

If she is somehow killed in a way that would prevent this, creation to maintain the balance of power and it’s fundamental cosmic balance will create a new Barrier Maiden. This Barrier Maiden will be possessed of all the memories, personality, levels, stats, equipment, e.t.c. of the Prior Barrier Maiden, even her soul will be indistinguishable, however she is an entirely new entity from a game PoV and thus is unaffected by anything that happened to the prior Barrier Maiden.

BelGareth
2014-07-27, 12:24 PM
HAND OF FATE

And he gathered them together at a place called in the Hebrew tongue, Armageddon.
Revelation 16:16

Fate is a fickle thing, an idea that is so complex that the mind refuses its basic idealogy, that all things have it, it's not the written down book of destiny, where all things are known and each action plotted out in some sick game of life and death, creation and destruction, entropy and birth.

No.

It's the concept, the entity that permeates the cosmos, it is the the thing that comes for you at the end, writing the book as it happens, allowing you to move on, drawing you nearer to the times end, it is the cycle of all things, and it is the harbinger of doom to those who do not see it, or refuse to look.

Fate is real, and the Hands of Fate are those who have been chosen by it. Those few souls who have the fortitude and will power to stair into the void and see the beauty therein, the ever changing roil of nothingness and everything all at the same time.

A hand of Fate is chosen for its ability to bring its message to the edges of reality, tearing at the fabric with an abandon of a child with a new toy.

Hands of Fate are those beings who bring the end to places that are out of time, whether it be due to some divine bet, deific timetable, or merely the onslaught of entropy, the Hands are there to bring about the end, to facilitate the balancing of the verse.

Adventures: Hands of Fate are growing, they cannot complete their course without growth, and for growth to happen, they need to adventure, and to spread the word of their coming. The best way to do this, is to travel, adventure and live, at least while they can.

Characteristics: The class is capable of summoning up to four Eidolons, these Eidolons have different abilities, and depending on your chosen Eidolons that day, depends on your abilities.

Alignment: Hands of Fate are almost always Neutral, as the balance of the verse requires a neutral bent to see the reasoning and the why. A lot of Hands are evil, it is hard to bring about the end of things without seeing the death and destruction, and...enjoying it. Other alignments exist, but in less numbers.

Religion: Most Hands are nihilistic, but only to a point, they know things must die in order for the Verse to be balanced, so while younger Hands tend to be melodramatic about the doom and death to come, older ones tend to be more optimistic, regarding the rebirth that will happen due to the destruction. Gods of destruction, entropy, rebirth, and balance are the most popular among Hands.

Background: Hands are chosen by Fate, literally chosen, Fate is a cosmic entity, and when someone shows the clear signs, it will give them a vision, if they can survive the vision without becoming mad, then they are able to become a Hand, merely by the power of Fate, and being touched by it.

Races: Any race, anywhere, in fact, there are some strange creatures who are Hands, solely because Fate needs them to be.

Other Classes: This depends on what kind of good/evil bent the Hand is, evil Hands tend to enjoy other classes that enjoy arcane power, cleric, wizard, sorcerers, those who can help facilitate the impending apocalypse. Good Hands like Paladins, Clerics, and monks, although Paladins may find it hard to be around them and their ideology.

Role: tba

Adaptation: A DM may modify this to be a general summoner, the Eidolons merely aspects of his personality, you would have to change the Spell like abilities to something different however.

GAME RULE INFORMATION
A Hand of Fate has the following game statistics.
Abilities: Charisma and wisdom are the two most important abilities, as they both fuel class features, a good constitution will ensure the Hand of Fate stays longer on the battlefield as well.
Alignment: Any Neutral
Hit Die: d8
Starting Age: As cleric
Starting Gold: As Cleric

Class Skills
The Hand of Fate's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Cha), Spellcraft (Int), and Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

HAND OF FATE

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +0 +2 +0 +2 Summon Eidolon (1), Shared Destiny (1)
2nd +1 +3 +0 +3 Fate's chosen
3rd +2 +3 +1 +3 Doombringer
4th +3 +4 +1 +4 Touched by Fate, Shared Destiny (2)
5th +3 +4 +1 +4 Masters connection (senses)
6th +4 +5 +2 +5 Summon Eidolon (2)
7th +5 +5 +2 +5 Shared Destiny (3)
8th +6/+1 +6 +2 +6 The Chosen shall not run
9th +6/+1 +6 +3 +6 Expedite Fate (Large)
10th +7/+2 +6 +3 +7 Masters connection (scry), Shared Destiny (4)
11th +8/+3 +7 +3 +7 Summon Eidolon (3)
12th +9/+4 +8 +4 +8 Death Hail 1/day
13th +9/+4 +8 +4 +8 Shared Destiny (5)
14th +10/+5 +9 +4 +9 Hellfire Storm 1/day
15th +11/+6/+1 +9 +5 +9 Masters connection (teleport)
16th +12/+7/+2 +10 +5 +10 Summon Eidolon (4), Shared Destiny (6), Evil Weather 1/day
17th +12/+7/+2 +10 +5 +10 Expedite Fate (Huge)
18th +13/+8/+3 +11 +6 +11 Apocalypse from the Sky 1/day
19th +14/+9/+4 +11 +6 +11 Shared Destiny (7)
20th +15/+10/+5 +12 +6 +12 Masters connection (SR)


Class Features
All of the following are class features of the Hand of Fate.

Weapon and Armor Proficiencies: Hands of Fate are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Summon Ediolon's:

Shared destiny:

Fates Chosen (Su): At 2nd level, a Hand of Fate gains a deflection bonus to his Armor class equal to his charisma modifier, up to a maximum of 1/2 his class level.

Doombringer (Ex):

Touched by Fate (Su): At 4th level, a Hand of Fate gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Masters Connection (Su):

The chosen shall not run (Su): At 8th level, a Hand of Fate is immune to fear (magical or otherwise).

Expedite Fate: At 9th level, a Hand of Fate may increase the size of his Eidolons when summoning them, by one step. At 17th level, he may increase their size by 2 steps. This affect lasts as long as the Eidolon is active and can only be changed when the Hand of Fate re-summons his Eidolons.

Death Hail (Sp): At 12th level, the Hand of Fate is able to cast Death Hail (http://dndtools.eu/spells/frostburn--68/death-hail--1248/) as a spell like ability, 1/day. Caster level is equal to his class level and spell DC is equal to 16 + your Charisma modifier.

Hellfire Storm (Sp): At 14th level, the Hand of Fate is able to cast Hellfire storm (http://dndtools.eu/spells/book-of-vile-darkness--37/hellfire-storm--182/) as a spell like ability, 1/day. Caster level is equal to his class level and spell DC is equal to 17 + your Charisma modifier.

Evil Weather (Sp): At 16th level, the Hand of Fate is able to cast Evil Weather (http://dndtools.eu/spells/book-of-vile-darkness--37/evil-weather--139/) as a spell like ability, 1/day. Caster level is equal to his class level and spell DC is equal to 18 + your Charisma modifier. The Hand of Fate ignores the corruption cost to cast this spell.

Apocalypse from the Sky (Sp): At 18th level, the Hand of Fate is able to cast Apocalypse from the Sky (http://dndtools.eu/spells/book-of-vile-darkness--37/apocalypse-from-the-sky--131/) as a spell like ability, 1/day. Caster level is equal to his class level and spell DC is equal to 19 + your Charisma modifier. The Hand of Fate ignores the corruption cost to cast this spell.

Capstone:

dragonjek
2014-07-31, 10:41 PM
Continuation of the Harbinger.


Harbinger Aspects and Influences


Universal Influences

Universal Influences are available to for Harbingers of any Aspect.

Harness Potential: The Harbinger gains a +2 inherent bonus to an ability score. At level 15, he gains another +1. This Influence may be taken multiple times, but he cannot raise any ability’s inherent bonus above +5.

Inquisitive Magician: The Harbinger learns two new bonus spells from the Harbinger spell list, which must be at least 1 level below the highest spell level the Harbinger has access to. A Harbinger of the Terminatus Curse may instead learn a single spell from any spell list. At level 14, he gains one additional spell of any level he can cast. This Influence may be taken more than once, each time choosing new spells.


Shepherd Talent: The Harbinger gains a bonus feat. At level 12, he gains a +1 bonus to hit points for every Shepherd Talent Influence he possesses. This Influence may be taken multiple times; should it be taken after level 12, the hp bonus is modified accordingly.



Harbinger of the All-Consuming Inferno

“Some say the world will end in fire,/Some say in ic.e/From what I’ve tasted of desire/I hold with those who favor fire.…/”
- Robert Frost, “Fire and Ice”

“Burn in the everlasting hellfire of creation! Be utterly annihilated down to the very last scrap of DNA!”
-The Antispiral, Tengen Toppa Gurren Lagann

The world is condemned to end in a hell of fire, every living being on the planet swept away in a relentless torrent of flame that will evaporate the oceans and melt the continents, reducing all the works of sentient beings to ashes and smoke.

Perhaps the sun expands; perhaps a magician misuses a mighty artifact; perhaps the Plane of Fire overlaps the poor world for a century; perhaps the planet willingly cleanses itself of the stain of life. Regardless of the how or why, the world is going to end in fire.

Aspect Class Skills: Tumble, Spellcraft
Aspect Saves: Reflex
Apocalypse Spells: 1- Ray of Flame, 2 – Combust 3 – Flame Whips, 4 – Firestride Exhalation, 5 – Firebrand, 6 – Fire Spiders
(Player’s Handbook, Spell Compendium, Dragon Magic)
Aspect Attribute: Anyone attempting to attack the Harbinger while he is casting a spell suffers 1d4 fire damage per level of the spell.
Masque of the Apocalypse: A Harbinger who dons this Masque becomes an entity of burning flames, his body seeming to burn into nothing as the fire-beast assumes his place. He gains a touch attack dealing 1d6 fire damage, which he can also use as a ranged touch with a range of 30 feet. Anyone successfully striking him in melee takes fire damage. At levels 5, 10, 15, and 20, this damage increases by +1d6. This Masque renders the Harbinger immune to fire damage.
Herald of Woe Aura: Those within his aura are beset by unbearable heat, imposing a -2 penalty to enemy’s attack rolls and reducing everyone’s speed by 10 feet. Those enemies adjacent to him take a further -1 penalty to Reflex saves.
Approach of the Last Day Aura: Flames lick at the air around the Harbinger, inflicting (Masque touch attack damage minus two dice) fire damage to all within his aura. Making a move action is exhausting in the unholy heat, and those that perform one are forced to make a saving throw or be fatigued for the duration of the aura.
Ashes to Ashes: Each successful hit on the item to be sundered deals extra fire damage equal to ½ his Reave damage to the item.
Dust to Dust: Successfully sundered items melt from the heat, inflicting Reave damage as fire damage to the one holding it.
Aspect Influences:
Blast Barrage: By spending 1 Resonance, the Harbinger can create a number of exploding spherical firebombs equal to his level - 2. Each sphere deals 1d6 points of fire damage to a 5 ft. square, dealing 1 point of fire damage to those squares adjacent to the target from the splash. Multiple spheres can target a single square (all damage stacking with one another), or can be directed in a wider spread, so long as the target squares are all within 100 feet of the Harbinger. A successful Reflex save cuts the damage in half. At level 11, the Harbinger creates an amount equal to his level - 1. He may spend 1 Resonance to treat himself as 2 levels higher for purposes of this Influence.

Blaze Detonation: By spending 2 Resonance and suffering 2d6 damage, the Harbinger can make the air around his body explosively ignite. In a 10 foot burst the Harbinger inflicts 1d8/class level fire damage and forces a Reflex save. A successful save reduces the damage by half, but on a failure the victim is thrown 10d6 feet away, taking damage as though she had fallen that distance (unless stopped by a barrier before it reaches the end of its arc, in which case the enemy takes damage for the distance she had “fallen”. At level 12, the Harbinger increases the range to 15 feet, and is capable of spending 2 Resonance to increase the area’s effect by 10 feet.

Burning Wounds: One target within 30 feet takes 1d4/2 levels fire damage. If he fails the Fortitude save, the victim gets large burn marks across his flesh, forcing a penalty to AC of 1 for each 3 levels the Harbinger has (should the target have natural armor, this instead reduces their natural armor by that amount until it reaches 0, at which point it becomes a generic penalty). The reduced AC is permanent unless the victim is healed with a spell such as Regeneration, Greater Restoration, or another spell of similar effect and power. At level 13, they cannot be healed by anything less than a Lesser Wish, and he may spend 2 Resonance to raise the penalty to 1 per 2 levels.

Cleansing Forge: By expending 4 Resonance, the Harbinger may fill a person’s body with cleansing fire, melting away their stains. With a touch the Harbinger replicates the effect of the Restoration spell, while also removing any poison or disease the subject may be suffering from. The Harbinger must be at least 10th level to select this Influence. At level 16, this ability increases to mimicking the effects of Greater Restoration.

Devour Phlogiston When subject to a fire spell or effect, the Harbinger may expend 2 Resonance to gain fire resistance 10 for the rest of the encounter. By spending another Resonance, the Harbinger may increase his resistance by 10, and he may spend another Resonance each time targeted to heal 1/2th of the damage blocked by his fire resistance. At level 12, the Harbinger may spend 4 Resonance to gain outright fire immunity for the duration of the encounter, and may spend 2 Resonance to heal 1/4th of the damage he would have suffered were he not immune. He may spend another 2 Resonance to heal ½ of the damage, or another 4 to heal all the damage he would have taken.

Ember Leap: The Harbinger must have at least 6 class levels before taking this Influence. He is aware of the size and location of all fires within 1,000 feet of his position. So long as the fire is at least the size of a torch and is within 100 feet of the his person, he may spend a full-round action and 3 Resonance to teleport through that fire. He may spend another 2 Resonance to deal 1d6 fire damage to all within 10 feet of the fire when he emerges. At level 14, the Harbinger can spend 6 Resonance to teleport to any of those fires within 1,000 feet. He can also spend 3 Resonance to cause a great gout of flame to accompany his appearance, dealing 1d6/3 class levels fire damage to everyone within 20 feet of the fire.

Eternal Combustion: The Harbinger makes a ranged touch attack on one target, expending 2 Resonance. This target must succeed at a Fortitude save or suffer 2 damage per round until he successfully makes a saving throw, which he can attempt only once per minute. At level 11, this damage is increased to 1d6.

Flame Barrier: The Harbinger fills one 5 ft. square per class level with a 10 foot tall wall of fire. Touching the barrier inflicts 1d4 damage per class level. This ability may be used for a total number of rounds each day = the Harbinger’s class level. At level 11, the size of the wall increases to 10 ft squares with a height of 15 feet. For each 1 Resonance spent on it, the Harbinger may treat himself as though 2 levels higher for this Influence.

Flare Boost: Spend 1 Resonance to create 1 orb for each 2 class levels. Each of these orbs deals 1d4 damage on a successful ranged touch attack. Those struck by an orb catch on fire, taking 1d4 damage the following round: a Reflex save at this time prevents them from taking any further damage, a save the must make every round until they succeed. Everyone struck by an orb is dazzled until they successfully save themselves from being on fire. At level 10, each orb deals 3d4 damage, and those on fire are dazzled for as long as they are on fire +1 round.

Flash Ignition: The Harbinger sets one target within 50 feet to set on fire at the cost of 1 Resonance. This requires a ranged touch attack, the success of which lets him deal 1d6/class level fire damage to the target. He may spend 1 Resonance to cause the target to continue burning for 1 round, taking 1d6 damage. At level 12, this 1 Resonance instead causes the target to continue to burn for 1d4+1 rounds.

Forest Fire: Inflict 1.5x normal damage when inflicting fire damage to plants, animals, vermin, or druids. Every square affected by fire damage starts to burn, and everyone in contact with the fire takes 1d6 damage from it each round. Water cannot stop the ground from burning. At level 10, the fire spreads 1 square every two rounds, and deals 2d6 damage. 1 Resonance can be spent each round to make two 2d6 fire damage ranged touch attack at any target within 10 feet of the fire. The magical power behind this fades after 2d4 rounds, but the fire may continue to spread as a normal flame.

Incineration Arcana: When the Harbinger casts a damaging spell with the fire description, he deal 1 additional point of damage for each die in the spell. At level 12, when the Harbinger casts a damaging spell with the fire description, he may add his Charisma modifier to damage.

Inferno Dervish: Spending 1 Resonance allows the Harbinger to wreathe his hands and whatever he’s holding in flames, allowing him to deal +1d6 fire damage on every melee attack. Each Resonance spent guarantees 5 rounds of the effect. At level 11 this increases to +2d6, and at level 16 to +3d6. This damage also applies to the ranged touch attack of a Harbinger in his Masque.

Masquerade Overheat: When in his Masque, the Harbinger may use a standard action to spout a 20 foot cone or 40 foot line of fire, dealing 1d6/2 class levels to all caught within. He may, once per Masque use, expend 2 Resonance to make the touch attack deal an additional d6 for the duration of that Masque. At level 13, he may use that standard action to deal damage in a 10 foot burst. With any of these, he may expend 5 Masque rounds to increase his damage to 1d6 per class level, cancelling him from the Masque form and preventing him from donning it for 1d4 rounds.

Nevermore Cremation: One target within 50 feet of the Harbinger must make a Fortitude saving throw or die as every cell within their body catches on fire. Those who successfully saved, are immune to death effects, or are constructs, are subject to 1d8/2 levels damage. Those immune to fire are unaffected. This costs 15 Resonance. At level 19, even those immune to fire take half of the damage. A Harbinger must have a minimum of 13 class levels to take this Influence.

Scorched Earth: Melt and shatter the ground with flame and explosives at the cost of 2 Resonance. A twenty foot area becomes difficult terrain, and every round one is within he takes 1 point of fire damage and 1 point of piercing. At level 13, this is a forty foot area, and moving without tripping requires a DC (5 + ½ Class level + Charisma modifier) Balance check. This fire damage ends after one minute, but the ground remains ruined. He may spend 2 more Resonance to deal 1d6 fire damage and 1d4 piercing.

Searing Shroud: A mantle of flame garbs the Harbinger’s shoulders, lasting 3 rounds for each Resonance spent on the ability. Whenever an enemy deals damage to the Harbinger, that enemy is dealt ½ that amount as fire damage, regardless of the distance between the Harbinger and his attacker. He may elect to spend an additional 20 Resonance when attacked to deal damage equal to all of what he suffered, instead of merely half. A Harbinger must be at least level 9 before he can take this Influence. At level 14, all those adjacent to him suffer 2d6 damage each round. Spending 3 Resonance increases this to 3d6+2.

Soul Kindling: A Harbinger who is at least level 8 may spend 4 Resonance to deal 1d4 damage to the Intelligence, Wisdom, or Charisma of any target within 20 feet that they can hit with a ranged touch attack. At level 12, this is increased to 1d6. At level 16, to 1d6+2. He may spend 6 Resonance to make the effect a 10 foot burst.

Stone Melt: The Harbinger gains fire resistance 10. By spending 1 Resonance, the Harbinger gains a burrow speed of ½ his normal speed for 10 minutes. By spending 2 Resonance, he can select a 10 foot square of rock and melt its surface into lava. Those within take 3d6 per 2 class levels damage. It cools within three rounds. A Harbinger must be at least level 9 before he can take this Influence. At level 12 he gains fire resistance 20, and at level 17 he may expend one round of Masque in the morning to gain an immunity to fire for the rest of the day, and may use 12 Resonance to cast Stone to Lava

Unbarred Conflagration: The Harbinger ignores the fire resistance of anyone they target with a fire effect or spell from this class. By spending 1 Resonance on an effect, the Harbinger may deal half fire damage to even something with fire immunity. At level 13, the Harbinger need not spend a Resonance to affect someone with fire immunity. He may now spend 2 Resonance to bypass fire immunity entirely.


Armageddon: Absolute Holocaust: The Harbinger deals 10d10 damage to all within the effect, which a successful Reflex save halves. He gains an additional 100 fire damage to spread out amongst those in the effect as he wills. Anyone taking 50 or more fire damage must make a Fortitude save or burn for 1d4+2 rounds, taking 2d6 damage per round. On success, he burns for 1d2 rounds.



Harbinger of the Everlasting Winter

“/… But if I were to perish twice,/I think I know enough of hate/To say that for destruction ice/Is also great/And would suffice.”
-Robert Frost, “Fire and Ice”

"Where it is cold, and ice hits your skin/Few can stomach how harsh it is/In the woods lies a Great Old One/Who'll tear the flesh, right off your bones..."
-3 Inches of Blood, "God of the Cold White Silence"

Plants choke under mountains of ice and beasts are reduced to frozen statues. Snow falls thicker than stone to bury all evidence that the world had ever been capable of sustaining life, as an endless cold falls over the planet until the universe itself finds its end.

Perhaps some being removed the sun; perhaps a demon-worship cult placed a permanent blizzard across the world’s surface; perhaps entities from beyond mortal conceptions of space and time can to devour the world’s heat; regardless of the cause, the result is clear—the world will end in silence and stillness and ice.

Aspect Class Skills: Balance, Survival, Swim
Aspect Saves: Fortitude, Will
Apocalypse Spells: 1- Ice Dagger, 2 – Creeping Cold 3 – Icelance, 4 – , 5 – Otiluke’s Freezing Sphere, 6 – Ice Claw
(Player’s Handbook, Spell Compendium)
Aspect Attribute: Snow and ice have no negative effects on the Harbinger’s movements, and he need not make a Balance check to move across ice. He is immune to snow blindness.
Masque of the Apocalypse: Donning this Masque transforms the Harbinger into a beast of ice, freezing spikes emerging all over his form. He gains an immunity to cold damage and a +3 bonus to natural armor. He also gains 2 claw attacks, dealing 1d4/4 levels damage, half of which is slashing and half of which is cold. At level 10, his bonus to natural armor increases to +5, and anyone he inflicts cold damage on must make a Fortitude save or suffer 1 point of Dexterity damage.
Herald of Woe Aura: Chill inundates the air around the Harbinger. Mundane sources of water that have been within his aura for at least one minute freeze into ice. After being in an area for 2 rounds, the water in the air freezes onto the ground, and everyone who makes a move action in this area must make Reflex save or lose their Dexterity modifier to AC.
Approach of the Last Day Aura: The cold surrounding the Harbinger deadens the movement of those too close to him. Those within the Harbinger’s aura must make a Fortitude save or be subjected to the effect of the Slow spell for the duration of the aura.
Ashes to Ashes: A layer of frost forms over the weapon they strike, making it more brittle. Every time the Harbinger successfully hits an item they are attempting to sunder, its hardness is reduced by 1 for 24 hours.
Dust to Dust: Upon breaking an item with sunder, the Harbinger can freeze the object to the person wearing it: not only does the item no longer function, if held it prevents the subject from using that hand for other purposes, and if worn it induces a -2 penalty to attack rolls and Reflex saves. The frozen chunk can be used as an improvised weapon of an item of its size.
Aspect Influences:
Advent of Winter: The Harbinger may coat the land in ice and snow at the cost of 4 Resonance. The ground within 20 feet of him is considered to be difficult terrain, and anyone taking an action within must make a Reflex save or fall prone. If the Harbinger is currently emanating his Herald of Woe aura, those who successfully make the Reflex save still lose their Dexterity modifier to AC. The miniature winter remains for 5 rounds. At level 14, the area of effect spreads to 20, and you may select one target to be chilled, reducing their movement by half in addition to the effect of difficult terrain.

Arctic Optics: A Harbinger’s eyes can see through the harshest winter nights and most brilliant winter days. A Harbinger gains an immunity to the dazzled condition, and cannot be rendered blind by light- or darkness-based magic. He may spend 1 Resonance to cause his vision to be undiminished by weather effects, such as harsh rain, snow, or sleet. He reduces the penalty for making ranged attacks beyond the first range increment by 2. At level 13, he may spend 2 Resonance to cut the penalties from range increments in half, then applying his reduction (effectively allowing him to shoot up to two range increments without penalty). By spending 2 Resonance, he can allow himself to see in less than total darkness as though it were day. These effects last for half an hour.

The Atramentous North: In the coldest reaches of the world, darkness can shroud the land for months at a time. A Harbinger may spend 2 Resonance to produce a 20 foot sphere of magical darkness, as per the Darkness spell. Those within the freezing dark suffer 1d6 cold damage each round, and must make a Fortitude save or suffer 1 point of Dexterity or Strength damage, chosen randomly. Each consecutive successful save a subject makes imposes a -1 penalty to his saving throws against that Harbinger’s Atramentous North, the penalty resetting when he fails a saving throw. This effect lasts for 1 minute per two class levels. This effect can be increased to a 1 hour duration for 3 Resonance. At level 13, this Influence covers an area of 60 feet and the damage is increased to 2d6 cold damage and 1d3 Dexterity or Strength damage. This improved version costs 6 Resonance to use, and lasts for 1 round per class level. The time units of this ability can be increased to minutes instead, at the cost of 4 Resonance.

Blazing Coldfire: When casting fire spells or using fire abilities, the Harbinger may substitute in cold damage in place of fire damage—the effect gains both the fire and cold descriptors, the effect of blue-white flames appearing in place of the expected result. When using cold spells or abilities, the Harbinger may spend 2 Resonance to use coldfire; it bypasses a resistance or immunity to cold damage, but is subject to fire resistance or immunity. However, for all other respects it still inflicts cold damage. At level 11, he may spend 2 Resonance to cause a target affected by coldfire to catch on fire, taking 1d4 cold damage each round until he succeeds at a Reflex save to put the coldfire out (as with a normal fire).

Bleak Glacier: Gathering and condensing ice allows the Harbinger to create a large mass of ice; as long as there is enough space for it, the Harbinger can create a 20 ft. by 20 ft. by 20 ft. rough block of ice. Anyone spending a round within 15 feet of the glacier suffers 1d4 points of cold damage for each 5 levels in Harbinger. At level 16, those who actually touch the glacier suffer 1d4/2 levels cold damage. The formation stops dealing cold damage after one minute, but the ice itself remains until it melts. Using this ability costs 7 Resonance. A Harbinger must be at least level 8 to select this Influence, and he may have no more glaciers in existence at once than his Charisma modifier (those created in excess of this cause the oldest remaining glacier to melt).

Flash Freeze: The Harbinger conjures a sudden, soul-chilling frost. He expends 4 Resonance and produces a 10 ft, spread of cold within thirty feet. Those within must make Fortitude saves or be paralyzed for 1d4 rounds. At level 12, he may spend 3 Resonance to stagger anyone who makes the save for 2 rounds. The Harbinger must be at least level 7 to select this Influence.

Frigid Unity: To a Harbinger, snow and ice are almost a part of his own body. A Harbinger can swim through snow and ice as though it were water, and gains the ability to breath ice and snow as though it were air. A Harbinger must be at least 8th level to select this Influence and possess the Tundra Step Influence. At level 11, the Harbinger can produce a Passwall effect to move through ice and snow at the cost of 3 Resonance to share with up to ½ class level individuals. He gains fast healing 3 while in contact with snow or ice, although he can only heal up to his class level x 2 damage in a single day from this ability.

Frost Flurry Veil: Whirling snow blows about the Harbinger at the cost of 1 Resonance, forcing a 10% miss chance on all attacks directed at him for 1 round/level. So long as the environment has snow, ice, or there is inclement weather, the Harbinger may make Stealth attempts as though he possessed the Hide in Plain Sight ability. The Harbinger may spend 3 Resonance to gain ½ his class level as a circumstance bonus to his Stealth skill for one Stealth check. At level 11, the Harbinger can gain a 25% miss chance at the cost of 5 Resonance.

Frozen Zephyr: The Harbinger produces a gust of icy wind in a 50 foot line, forming clutching ice to cling to those affected. By expending 3 Resonance, those in this line take 1d4/2 levels cold damage (which can be increased to 1d4/level damage at the cost of 2 more Resonance) with half damage on a successful Fortitude save, and have all of their forms of speed reduced by 5 feet for one round per class level (also removed on a successful save). At level 12, they have their speed reduced by 10 feet (which can reduce their movement to 0), and must pass both a Fortitude and a Reflex save to take half damage or keep their speed. The duration of the reduced movement is increased to 10 minutes per class level.

Gelid Wayfarer: As a standard action, the Harbinger can spend 3 Resonance to, while in contact with ice or snow, produce a Dimension Door effect on himself to move to any other patch of ice or snow within the area of the effect. The Harbinger gains concealment for one round after his travel, as snow and ice blur around his reforming body, and may spend 2 additional Resonance for each round he wishes to maintain the concealment. At level 13, The Harbinger is capable of making a number of teleportations per round up to 1/5 his class level as a free action (this use of the Influence does not grant concealment). For 7 additional Resonance, the Harbinger may bring a single ally with him when using the basic application of this Influence, who does not gain concealment. Performed like this, each teleportation costs 5 Resonance. A Harbinger must have the Tundra Step and Frigid Unity Influences to take Gelid Wayfarer.

Glacial Refrigeration: The Harbinger pulls down the absolute extreme of cold onto his enemy, encasing them in ice so frigid that not so much as a single molecule moves within its confines. He spends 15 Resonance to make a ranged touch on a target: if this target fails a Reflex save, he is encased in ice, reproducing the effects of the Temporal Stasis spell. Although the ice will not naturally melt, the intentional actions of someone attempting to destroy the ice can free the subject, who is completely fine once the ice is removed. At level 18, the only way to thaw the subject is to inflict at least 80 points of fire damage to his icy prison. A Harbinger must be at least level 13 to select this Influence.

Icicle Lance The Harbinger forms a pike of ice as a standard action, which lasts for 1 round per class level, at the cost of 2 Resonance. The Icicle Lance is a one-handed weapon that deals 1d6 piercing damage + 1d4 cold damage. It is a thrown weapon with a range increment of 30 feet, weighs 3 lbs., has a critical of 19-20/x3 (which does not affect the cold damage), and may be set against a charge. A Harbinger is automatically proficient with his Icicle Lance. A Harbinger may spend 3 Resonance to cause the Lance to deal double damage when throwing or charging with the Lance. Using it in this fashion destroys the Lance. At level 11, the Harbinger may spend 1 Resonance as an immediate action to reform a destroyed Icicle Lance, which is treated as the original Lance for determining its duration. At levels 5, 10, 15, and 20, the Icicle Lance does +1d4 cold damage.

Hyperborean Ravage: When the Harbinger breaks an item with sunder, that weapon violently explodes into shards of ice and freezing air. The Harbinger can spend 2 Resonance to apply ½ Reave damage as cold damage to whoever holds an item he sunders. At level 10, this increases to full Reave damage. By spending 1 Resonance, the Harbinger can make any Reave damage convert to cold damage, regardless of the cause of Reave.

Indomitable Polar Juggernaut: When the Harbinger is in his Masque, he increases his claw attack damage to use d6’s in place of d4’s, and increase his claws’ critical to 19-20/x2. At level 11, he increases his claws’ critical to 19-20/x3, and can spend 3 Resonance when donning his Masque to increase his claw damage to use d8’s in place of d6’s for the duration of the Masque. At level 16, he increases his claws’ damage to use d8’s in place of d6’s and its critical to 18-20/x3. He may spend 6 Resonance when donning his Masque to ignore up to 5 points of damage reduction with his claw attacks for the duration of his Masque.

Marauding Iceberg: This ability is much like Bleak Glacier, and the Harbinger must have the Bleak Glacier Influence before he can select this one. As a move action, the Harbinger may direct the glacier to move up to five feet—however, if the glacier is created in the water it becomes a Marauding Iceberg: on the Harbinger’s turn, the iceberg will move up to thirty feet towards the nearest living. The iceberg deals no damage to anyone standing on top of it. The Harbinger may spend a move action to direct the iceberg to move in the direction the desires at the same speed: the iceberg cannot go under the water, although certain magics may be able to allow the iceberg to move through the air as though it were water. Creating an iceberg costs 9 Resonance. A Harbinger may expend 2 Resonance to direct the iceberg as a swift action. At level 18, although the visible top of the iceberg is a 20 ft. by 20 ft. area, it reaches 60 feet in depth, gaining an area of 40 ft. by 40 ft. below the surface of the water.

Penetrating Permafrost: The Harbinger’s body is as frozen as his magic. He gains DR 2/-. At level 14, he can spend 3 Resonance to increase this by 1 for one minute. This Influence may be taken multiple times, increasing his damage reduction by 2 each time.

Rime and Hoarfrost: The Harbinger pours freezing energy into the air, expending 3 Resonance, where it gathers like a hateful cloak around anything daring to move. Everything capable of movement within 20 feet of the Harbinger takes 1d6 cold damage, and gains an aura of cold that inflicts 1d6 cold damage to anything adjacent to them. This effect stacks, making one’s allies as dangerous as one’s enemies. He may expend another 3 Resonance to increase the aura’s size to 10 feet. He may increase the radius of this Influence to 40 feet with 3 Resonance. This effect lasts for 1 round per 2 class levels. Dealing fire damage to a target prevents them from generating the aura of cold, but they can still take damage from the auras of others. At level 12 the Harbinger may spend 5 Resonance to instead cause the damage to be 1d10 cold. He may expend 6 Resonance to increase the radius of the aura to 15 feet.

Snowstorm Ambiance: At the cost of 20 Resonance and 1 point of Strength damage, the Harbinger causes the weather within one mile to change to a snowstorm over the course of a single round. A snowstorm reduces visibility ranges by half, resulting in a -4 penalty on Perception. In addition to automatically extinguishing any unprotected flames, a snowstorm causes protected flames (such as those of lanterns) to dance wildly and has a 50% chance of extinguishing these lights. Ranged weapon attacks are at a -4 penalty. This snowstorm lasts for 12 hours, leaving 1d8 inches of snow in its wake. The Harbinger must be at least level 9 to take this Influence, and may use it only once per day. An unprotected character in cold weather must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

At level 17, the Harbinger can take 2 points of Strength damage to instead make the weather a blizzard. Very high winds and heavy snowfall reduce visibility to near zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. A blizzard lasts only 6 hours, and leaves 1d3 feet of snow in its wake. In conditions of severe cold or exposure an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. Anyone taking cold damage during the blizzard must make a Fortitude save or be fatigued.

Timber Detonation: The Harbinger spends 3 Resonance to rapidly freeze any tree or tree-like plant creature of at least small size within 40 feet, inflicting 1d6/2 levels cold damage to the plant as the liquids inside rapidly turn to ice, making the outer walls of the plant explode outwards from the sudden increase in size. A Fortitude save halves this damage. Those within 10 feet of the plant take 1d4/2 levels damage, half of which is cold and half of which is piercing, which can be halved with a successful Reflex save. At level 12, this can be used on any plant or plant creature, the explosion radius increases to 15 feet, and the plants suffers 1d6/level cold damage. Those within its range take 1d6/2 levels half-cold and half-piercing damage. By spending 2 more Resonance, the Harbinger can make this damage entirely piercing or entirely cold. By spending 2 Resonance, the explosion radius increases to 20 feet. By spending 5 Resonance, the plant creature beset by this Influence must make a second Fortitude save against 1d4+1 Strength and Dexterity damage.

Tundra Step: The Harbinger walks on the surface of snow and does not leave a footprint, effectively gaining the Pass Without Trace ability when in snowy areas. He gains cold resistance 5. The Harbinger may increase this by increments of 10 by spending 2 Resonance per increment, which lasts for 10 minutes. At level 12, his cold resistance increases to 10, and he can spend 4 Resonance to gain cold immunity for 10 minutes. He may spend 3 Resonance to gain the benefits of the Iceclimbing ability, allowing him to climb icy surfaces as though under the effects of Spider Climb for ten minutes. While using Iceclimbing and in contact with ice, the Harbinger’s cold resistance increases to 15.


Armageddon: Ice Age Extinction Event: The area of this Armageddon is beset by a permanent, unnaturally harsh blizzard. The area within is permanently beset by magical darkness, and all within take 2d8 + 10 cold damage each round, and must make a Fortitude save or suffer 1d6 Dexterity and Strength damage, one point of each being drain. With a successful save, they still take 1 point of Dexterity and Strength damage.

Temotei
2014-08-01, 12:36 AM
The contest is closed and the voting thread is open (http://www.giantitp.com/forums/showthread.php?364671-Base-Class-Challenge-XXIII-Voting-Thread&p=17863423)! Check it out.

EDIT [0108 16 August]: Votes are in and the winners have been decided!

1st Place: Zaydos' Doomsayer!

2nd Place: Jormengand's Cultist of the Apocalypse!

3rd Place: Carl's Barrier Maiden!