Orossis the Mad, anathema mage.
Neutral evil, Chaotic evil or Chaotic neutral
Aberration Blood, any one other Aberrant feat
Knowledge (arcana) 8 ranks, Knowledge (religion) 2 ranks, Knowledge (the planes) 4 ranks
Ability to spontaneously cast 3rd level spells.
Must have come across a tome of horrible eldritch lore, which more than likely shattered the mage's mind.
Bluff, Climb, Concentration, Craft, Escape Artist, Hide, Knowledge (all skills taken indevidually), Move Silently, Profession, Spellcraft and Swim
Skill-points per level:
Weapon and armor proficiencies:
|1st||+0||+0||+0||+2||Secrets of madness||--|
|2nd||+1||+0||+0||+3||Bonus aberrant feat||+1 level of spellcasting class |
|3rd||+1||+1||+1||+3||Insane clarity||+1 level of spellcasting class |
|4th||+2||+1||+1||+4||--||+1 level of spellcasting class|
|5th||+2||+1||+1||+4||Bonus aberrant feat||+1 level of spellcasting class |
|6th||+3||+2||+2||+5||Divine resistance||+1 level of spellcasting class |
|7th||+3||+2||+2||+5||--||+1 level of spellcasting class |
|8th||+4||+2||+2||+6||Bonus aberrant feat||+1 level of spellcasting class|
|9th||+4||+3||+3||+6||Mind devours body||+1 level of spellcasting class |
|10th||+5||+3||+3||+7||Anathemic metamorphosis||-- |
Anathemic mages recieve no additional weapon or armor proficiencies.
At each level except 1st and 10th, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an amathema mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Secrets of Madness:
Anathema mages have insight into secrets creatures considered more sane don't, which gives them more spells known than other arcane spellcasters(see the list below). These spells are immediately added to your list of spells known the instant you gain a new spell level. If you already have access to these spell levels, you add the appropriate spells to the appropriate spells known according to level.
1st- create water, protection from law, wings of the sea*
2nd- detect thoughts, desecrate, eagle's splendor, swim*
3rd- analyze portal*, magic circle against law, mind poison*, water breathing
4th- bestow curse, evard's black tentacles, wall of water*
5th- contact other plane, corporeal instability*, dispel law, feeblemind, unhallow, wall of limbs(limbs become tentacles)*
6th- cloak of the sea*, control water, dream casting*, true seeing
7th- blasphemy, control weather, evil glare*, insanity, plane shift
8th- bestow greater curse*, cloak of chaos, maddening whispers*, symbol of death, symbold of insanity, trap the soul
9th- astral projection, gate, maw of chaos*, reality maelstrom*
Additionally, you become resistant to being pushed over the edge completely and your Wisdom score cannot be lowered below 1 by any means.
*Spells found in the Spell Compendium
Bonus Aberrant Feat:
You have influxes of aberrant lineage that shoot forth and alter your very body. At 2nd, 5th and 8th levels, an anathema mage gains an additional aberrant feat. You must meet the feats prerequisites to learn it.
Your mind, in it's utter madness gains moments of clarity that a sane person isn't capable of even imagining. Firstly, an anathema mage is capable of treating all Knowledge skills as trained even without ranks. Secondly, you are capable of sacrificing weaker magic to attain more powerful spells. As a full-round action, you can sacrifice two spell-slots of up to 8th level to ready an additional slot of the spell level above. This does not allow the mage to sacrifice spells of two different levels to gain additional spells. These new spell slots last for a number of minutes equal to the sacrificed spell level.
You have stepped in a direction that no normal mortals ever have, and this direction denies the mortal gods and moves toward creatures inpercievable by most creatures. You gain a +4 profane bonus to saving throws against divine spells cast on you and gain spell resistance 13+anathema mage level+Cha modifier against divine spells only.
Mind Devours Body(Ex):
The mind is powerful, and when made mad and profane becomes dangerous, even to you. This however is not without benefit. As a swift action, you can regain a used spell slot by taking an amount of Con damage equal to 1+half the regained spell-slots level(rounded down). For example, Orossis the Mad wishes to regain a 6th level spell to cast chain lightning, he takes 4 Con damage[1+(6/2)] and regains the slot for use.
You take the final step, but this step reaches past your mind and consumes your body. Your whole body is devoured by writhing otherworldly tentacles and your mind is absorbed into them. You take a slightly modified Worms that Walk
template but instead of your body becoming a mass of worms and maggots, it is instead a mass of tentacles without a core.
Unlike the normal worms that walk template, you do not gain the spell resistance or burrow speed but in their place you gain a 30 foot swim speed and the ability to survive without food, air, or sleep but still must rest 8 hours before regaining spells.